code:
:: Art_Vector_Butt_Outfit_SlaveGown_1 [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#000000;opacity:1;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.05538678;stroke:#000000" d="m 346.98114,403.57565 c 12.69932,8.98722 61.78429,66.12941 9.2288,108.69842 -6.63975,-17.82444 -4.66964,-103.04772 -9.2288,-108.69842 z" id="path4180" sodipodi:nodetypes="ccc"/><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#c8c8c8;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.05538678;stroke:#000000" d="m 346.26927,403.00396 c 12.69932,8.98722 61.6738,66.92491 9.11831,109.49392 -6.63975,-17.82444 -4.55915,-103.84322 -9.11831,-109.49392 z" id="path4182" sodipodi:nodetypes="ccc"/></svg></html>' >>


code:
:: Art_Vector_Butt_Outfit_Spats_0 [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#000000;opacity:1;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.0515182;stroke:#000000" d="m 356.35605,417.75253 c 8.87752,7.62194 40.26326,54.65268 0.27746,90.26906 -2.72414,-18.96077 1.25504,-83.03829 -0.27746,-90.26906 z" id="path3387" sodipodi:nodetypes="ccc"/><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#333333;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.0515182;stroke:#000000" d="m 356.29187,417.55673 c 8.62752,9.74694 35.00545,56.82578 0.49973,90.14406 -2.72414,-18.96077 1.03277,-82.91329 -0.49973,-90.14406 z" id="path3390" sodipodi:nodetypes="ccc"/></svg></html>' >>

repo_name: deswes/fc


code:
:: Art_Vector_Butt_Outfit_StretchPants_0 [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#000000;opacity:1;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.0515182;stroke:#000000" d="m 356.35605,417.75253 c 8.87752,7.62194 40.26326,54.65268 0.27746,90.26906 -2.72414,-18.96077 1.25504,-83.03829 -0.27746,-90.26906 z" id="path4212" sodipodi:nodetypes="ccc"/><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#333333;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.0515182;stroke:#000000" d="m 356.29187,417.55673 c 8.62752,9.74694 35.00545,56.82578 0.49973,90.14406 -2.72414,-18.96077 1.03277,-82.91329 -0.49973,-90.14406 z" id="path4214" sodipodi:nodetypes="ccc"/></svg></html>' >>


code:
:: Art_Vector_Butt_Outfit_Toga_0 [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#000000;opacity:1;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.0515182;stroke:#000000" d="m 356.35605,417.75253 c 8.87752,7.62194 35.75545,56.95078 1.24973,90.26906 -2.72414,-18.96077 0.28277,-83.03829 -1.24973,-90.26906 z" id="path4469" sodipodi:nodetypes="ccc"/><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#c8c8c8;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.0515182;stroke:#000000" d="m 356.29187,417.55673 c 8.62752,9.74694 35.00545,56.82578 0.49973,90.14406 -2.72414,-18.96077 1.03277,-82.91329 -0.49973,-90.14406 z" id="path4471" sodipodi:nodetypes="ccc"/></svg></html>' >>


code:
:: Art_Vector_Butt_Outfit_Toga_1 [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#000000;opacity:1;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.05538678;stroke:#000000" d="m 346.98114,403.57565 c 12.69932,8.98722 61.78429,66.12941 9.2288,108.69842 -6.63975,-17.82444 -4.66964,-103.04772 -9.2288,-108.69842 z" id="path4487" sodipodi:nodetypes="ccc"/><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#c8c8c8;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.05538678;stroke:#000000" d="m 346.26927,403.00396 c 12.69932,8.98722 61.6738,66.92491 9.11831,109.49392 -6.63975,-17.82444 -4.55915,-103.84322 -9.11831,-109.49392 z" id="path4489" sodipodi:nodetypes="ccc"/></svg></html>' >>


code:
:: Art_Vector_Clit_Piercing [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><circle r="1.2" cy="456.72482" cx="271.48196" class="steel_piercing" id="XMLID_537_"/><circle r="1.2" cy="457.22482" cx="266.78198" class="steel_piercing" id="XMLID_538_"/></svg></html>' >>


code:
:: Art_Vector_Hair_Back_Neat_Short [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Hair_Back_NoHair [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Hair_Fore_NoHair [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Apron_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_AttractiveLingerie_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_BallGown_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Battlearmor_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Battledress_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_BiyelgeeCostume_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Bunny_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Cheerleader_Narrow [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Cheerleader_Normal [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Cheerleader_Wide [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_ClubslutNetting_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Conservative_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Cutoffs_Narrow [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Cutoffs_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Dirndl_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_FallenNunsHabit_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_HalterTopDress_Narrow [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_HalterTopDress_Normal [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path sodipodi:nodetypes="cccc" id="path2299" d="m 206.69585,509.71888 c -0.46031,-1.44044 -6.25916,-37.08958 15.37364,-87.43135 l -3.91196,85.39672 z" style="display:inline;fill-opacity:0.99497483;fill:#5e367c;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:1;stroke-width:0;stroke:#000000"/><path sodipodi:nodetypes="cccc" id="path2299-6" d="m 352.76531,511.50063 c 3.09495,-14.55258 8.70702,-8.7313 12.79747,-21.62471 l 0.78277,18.2209 z" style="display:inline;fill-opacity:1;fill:#5e367c;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:1;stroke-width:0;stroke:#000000"/></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_HalterTopDress_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_HaremGauze_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Hijab_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Huipil_Narrow [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Huipil_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Kimono_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Lederhosen_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_LongQipao_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_MaternityDress_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_MilitaryUniform_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_MiniDress_Narrow [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_MiniDress_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Monokini_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_MountyOutfit_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_NiceBusinessAttire_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_NiceMaid_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_NiceNurse_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_RedArmyUniform_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Schoolgirl_Narrow [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Schoolgirl_Normal [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Schoolgirl_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Schoolgirl_Wide [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SchutzstaffelUniform_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SlaveGown_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SluttyBusinessAttire_Narrow [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SluttyBusinessAttire_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SluttyJewelry_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SluttyMaid_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SluttyNurse_Narrow [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SluttyNurse_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SluttyQipao_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_SluttySchutzstaffelUniform_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Spats_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_StretchPants_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Succubus_Narrow [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Succubus_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Toga_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Leg_Outfit_Western_Stump [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Navel_Piercing [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><circle r="1.2" cy="364.39999" cx="271.31561" class="steel_piercing" id="XMLID_515_"/><circle r="1.2" cy="368.60001" cx="271.31561" class="steel_piercing" id="XMLID_516_"/></svg></html>' >>


code:
:: Art_Vector_Pubic_Hair_None [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Pubic_Hair_Underarm_None [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>


code:
:: Art_Vector_Pussy_Tattoo [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="fill:none;stroke:none" d="m 247.43521,421.40369 c 11.48595,-7.47207 25.83395,-7.39381 43.33727,-0.45163" id="path4363" sodipodi:nodetypes="cc"/><text xml:space="preserve" id="text4365" style="" x="25.568281" y="0" transform="translate(4.5961944,18.031224)"><textPath xlink:href="#path4363" id="textPath4369" style="">'+_art_pussy_tattoo_text+'</textPath></text></svg></html>' >>


code:
:: Art_Vector_Revamped_Control_ [nobr]

<<if ndef $seeVectorArtHighlights>>
	<<set $seeVectorArtHighlights = 1>>
<</if>>

<<set _artSlave = $args[0] >>

<<if _art_display_id > 0 >>
	<<set _art_display_id += 1>>
<<else>>
	<<set _art_display_id = 1>>
<</if>>
<<set _art_display_class = "ad"+_art_display_id >>

/*Using JS from vectorRevampedArtControl.tw*/

<<set _revampedVectorArtControl = getVectorArtRevampedControl(_art_display_class, _artSlave, $seeVectorArtHighlights, $showBodyMods)>>

<<print "<style>" + _revampedVectorArtControl.StylesCss + "</style>" >>
<<set _revampedArtLayers = _revampedVectorArtControl.Layers>>
<<set _art_transform = _revampedVectorArtControl.artTransform>>
<<set _boob_right_art_transform = _revampedVectorArtControl.boobRightArtTransform>>
<<set _boob_left_art_transform = _revampedVectorArtControl.boobLeftArtTransform>>

<<set _boob_outfit_art_transform = _revampedVectorArtControl.boobOutfitArtTransform>>

<<set _art_pussy_tattoo_text = _revampedVectorArtControl.pubicTattooText >>
<<for _vrc = 0; _vrc < _revampedArtLayers.length; _vrc++>>
	<<include _revampedArtLayers[_vrc]>>
<</for>>

<<unset _art_transform>>


code:
:: Art_Vector_Revamp_Pussy_Tattoo [nobr]

<<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="fill:none;stroke:none" d="m 253.62239,430.50769 c 14.1376,12.59209 60.92413,9.84192 72.85898,-5.2246" id="path4363" sodipodi:nodetypes="cc"/><text xml:space="preserve" id="text4365" style="font-size:12px;line-height:0%;text-align:center;text-anchor:middle" x="40.117271" y="19.936554" transform="translate(-3.125,0.875)"><textPath xlink:href="#path4363" id="textPath4369" style="font-size:12px;text-align:center;text-anchor:middle">'+_art_pussy_tattoo_text+'</textPath></text></svg></html>' >>


code:
:: PCCheatMenu [nobr]

<<set $showEncyclopedia = 0, $nextButton = "Apply", $nextLink = "PCCheatMenuCheatDatatypeCleanup">>

<<if $PC.title > 0>>
	''Master''.
	[[Switch to Mistress|PCCheatMenu][$PC.title = 0]]
<<else>>
	''Mistress''.
	[[Switch to Master|PCCheatMenu][$PC.title = 1]]
<</if>>

Nationality: ''$PC.nationality''.<<textbox "$PC.nationality" $PC.nationality "PCCheatMenu">>

Career: ''$PC.career''.
	[[Wealth|PCCheatMenu][$PC.career = "wealth"]] |
	[[Business|PCCheatMenu][$PC.career = "capitalist"]] |
	[[PMC work|PCCheatMenu][$PC.career = "mercenary"]] |
	[[Slaving|PCCheatMenu][$PC.career = "slaver"]] |
	[[Engineering|PCCheatMenu][$PC.career = "engineer"]] |
	[[Medicine|PCCheatMenu][$PC.career = "medicine"]] |
	[[Celebrity|PCCheatMenu][$PC.career = "celebrity"]]

Method of acquiring the arcology: ''$PC.rumor''.
	[[Wealth|PCCheatMenu][$PC.rumor = "wealth"]] |
	[[Hard work|PCCheatMenu][$PC.rumor = "diligence"]] |
	[[Force|PCCheatMenu][$PC.rumor = "force"]] |
	[[Social engineering|PCCheatMenu][$PC.rumor = "social engineering"]] |
	[[Luck|PCCheatMenu][$PC.rumor = "luck"]]

Preferred refreshment: <<textbox "$PC.refreshment" $PC.refreshment "PCCheatMenu">> [[Cigars|PCCheatMenu][$PC.refreshment = "cigar",$PC.refreshmentType = 0]] | [[Whiskey|PCCheatMenu][$PC.refreshment = "whiskey",$PC.refreshmentType = 1]]

Preferred method of consumption: <<if $PC.refreshmentType == 0>>Smoked<<elseif $PC.refreshmentType == 1>>Drank<<elseif $PC.refreshmentType == 2>>Eaten<<elseif $PC.refreshmentType == 3>>Snorted<<elseif $PC.refreshmentType == 4>>Injected<<elseif $PC.refreshmentType == 5>>Popped<<else>>Orally Dissolved<</if>>

[[Smoked|PCCheatMenu][$PC.refreshmentType = 0]] | [[Drank|PCCheatMenu][$PC.refreshmentType = 1]] | [[Eaten|PCCheatMenu][$PC.refreshmentType = 2]] | [[Snorted|PCCheatMenu][$PC.refreshmentType = 3]] | [[Injected|PCCheatMenu][$PC.refreshmentType = 4]] | [[Popped|PCCheatMenu][$PC.refreshmentType = 5]] | [[Orally Dissolved|PCCheatMenu][$PC.refreshmentType = 6]]

''Name'': <<textbox "$PC.name" $PC.name "PCCheatMenu">>
''Surname'': <<textbox "$PC.surname" $PC.surname "PCCheatMenu">>
''Custom title'': <<textbox "$PC.customTitle" $PC.customTitle "PCCheatMenu">>

''Boobs'': <<textbox "$PC.boobs" $PC.boobs "PCCheatMenu">> //0 - masculine chest (if title = 1) or flat chested (if title = 0)(WIP) 1 - feminine bust//
<<if $PC.boobs > 0>>

''BoobsBonus'': <<textbox "$PC.boobsBonus" $PC.boobsBonus "PCCheatMenu">> //breast size -1   - C-cup -0.5 - D-cup 0   - DD-cup 1   - F-cup 2   - G-cup 3   - H-cup//

''BoobsImplant'': <<textbox "$PC.boobsImplant" $PC.boobsImplant "PCCheatMenu">> //do you have breast implants 0 - no 1 - yes//
<</if>>

''Skin'': <<textbox "$PC.skin" $PC.skin "PCCheatMenu">>

''Genetic Skin'': <<textbox "$PC.origSkin" $PC.origSkin "PCCheatMenu">>

''Race'': <<textbox "$PC.race" $PC.race "PCCheatMenu">>

''Genetic Race'': <<textbox "$PC.origRace" $PC.origRace "PCCheatMenu">>

''Eye Color'': <<textbox "$PC.eyeColor" $PC.eyeColor "PCCheatMenu">>

''Genetic Eye Color'': <<textbox "$PC.origEye" $PC.origEye "PCCheatMenu">>

''Hair Color'': <<textbox "$PC.hColor" $PC.hColor "PCCheatMenu">>

''Genetic Hair Color'': <<textbox "$PC.origHColor" $PC.origHColor "PCCheatMenu">>

''ButtSize'': <<textbox "$PC.butt" $PC.butt "PCCheatMenu">> //0 - normal 1 - big 2 - huge 3 - enormous//

''ButtImplant'': <<textbox "$PC.buttImplant" $PC.buttImplant "PCCheatMenu">> //do you have butt implants 0 - no 1 - yes//

''Dick'': <<textbox "$PC.dick" $PC.dick "PCCheatMenu">>

''Vagina'': <<textbox "$PC.vagina" $PC.vagina "PCCheatMenu">>
<<if $PC.dick == 1>>

''BallSize'': <<textbox "$PC.balls" $PC.balls "PCCheatMenu">> //0 - normal 1 - big 2 - huge//

''BallsImplant'': <<textbox "$PC.ballsImplant" $PC.ballsImplant "PCCheatMenu">> //0 - normal 1 - large 2 - huge 3 - enormous 4 - monstrous//
<</if>>

__Age__

''ActualAge'': <<textbox "$PC.actualAge" $PC.actualAge "PCCheatMenu">>

''PhysicalAge'': <<textbox "$PC.physicalAge" $PC.physicalAge "PCCheatMenu">>

''VisualAge'': <<textbox "$PC.visualAge" $PC.visualAge "PCCheatMenu">>

''OvaryAge'': <<textbox "$PC.ovaryAge" $PC.ovaryAge "PCCheatMenu">>

''AgeImplant'': <<textbox "$PC.ageImplant" $PC.ageImplant "PCCheatMenu">> //0 - no surgery, 1 - age altering surgery//

''PlayerAging'': <<textbox "$playerAging" $playerAging "PCCheatMenu">> //0 - no aging, 1 - no aging, but birthdays, 2 - aging//

<<if $PC.vagina == 1>>

	__pregnancy__

''Pregnancy length'': <<textbox "$PC.preg" $PC.preg "PCCheatMenu">> //How far along the your pregnancy is (pregMood kicks in at 24+ weeks) -2      infertile -1      contraceptives 0      not pregnant 1 - 42 pregnant 43+    giving birth//\

''Fetus Count'': <<textbox "$PC.pregType" $PC.pregType "PCCheatMenu">> //How many you're having (1-8)//

''PregSource'': <<textbox "$PC.pregSource" $PC.pregSource "PCCheatMenu">> //who knocked you up 0 - unknown -1 - Societal Elite -2 - client -3 - former master -4 - male arc owner -5 - citizen -6 - self-impreg//

''PregMood'': <<textbox "$PC.pregMood" $PC.pregMood "PCCheatMenu">> //how you act when heavily pregnant. 0: no change 1: submissive and motherly 2: aggressive and dominant//
<</if>>

''Skills:''

Trading:
''<<if $PC.trading >= 100>>
	You are a master at economics and trading.
<<elseif $PC.trading >= 80>>
	You are an expert at economics and trading.
<<elseif $PC.trading >= 60>>
	You are skilled in economics and trading.
<<elseif $PC.trading >= 40>>
	You know some things about economics and trading.
<<elseif $PC.trading >= 20>>
	You are a beginner in economics.
<<elseif $PC.trading >= 0>>
	You know only the basics of trading.
<<elseif $PC.trading >= -20>>
	You know how to haggle a little.
<<elseif $PC.trading >= -40>>
	You know how to shop around.
<<elseif $PC.trading >= -60>>
	You know not to pay sticker price.
<<elseif $PC.trading >= -80>>
	People always give you discounts, but you never save any money.
<<else>>
	They said it was a bear market, so where are the bears?
<</if>>''

<<radiobutton "$PC.trading" 100>> Economics master
| <<radiobutton "$PC.trading" 90>> Economics expert
| <<radiobutton "$PC.trading" 70>> Skilled in economics
| <<radiobutton "$PC.trading" 50>> Amateur economist
| <<radiobutton "$PC.trading" 30>> Economics beginner
| <<radiobutton "$PC.trading" 0>> Basic trader
| <<radiobutton "$PC.trading" -10>> Haggler
| <<radiobutton "$PC.trading" -30>> Shopper
| <<radiobutton "$PC.trading" -50>> Weak saver
| <<radiobutton "$PC.trading" -70>> Money sieve
| <<radiobutton "$PC.trading" -90>> What's a trading?

Warfare:
''<<if $PC.warfare >= 100>>
	You are a master of warfare.
<<elseif $PC.warfare >= 80>>
	You are an expert at tactics and strategy.
<<elseif $PC.warfare >= 60>>
	You are skilled in combat.
<<elseif $PC.warfare >= 40>>
	You know some things about combat.
<<elseif $PC.warfare >= 20>>
	You are a beginner in tactics and strategy.
<<elseif $PC.warfare >= 0>>
	You know only the basics of fighting.
<<elseif $PC.warfare >= -20>>
	You know how to hold a gun.
<<elseif $PC.warfare >= -40>>
	You know how to stab with a knife.
<<elseif $PC.warfare >= -60>>
	Go for the throat?
<<elseif $PC.warfare >= -80>>
	Just kick them in the balls, right?
<<else>>
	People like you are usually the first raped in a war.
<</if>>''

<<radiobutton "$PC.warfare" 100>> Warfare master
| <<radiobutton "$PC.warfare" 90>> Warfare expert
| <<radiobutton "$PC.warfare" 70>> Skilled in warfare
| <<radiobutton "$PC.warfare" 50>> Amateur combatant
| <<radiobutton "$PC.warfare" 30>> Combat beginner
| <<radiobutton "$PC.warfare" 0>> Basic fighter
| <<radiobutton "$PC.warfare" -10>> Gun haver
| <<radiobutton "$PC.warfare" -30>> Knife holder
| <<radiobutton "$PC.warfare" -50>> Throat puncher
| <<radiobutton "$PC.warfare" -70>> Groin kicker?
| <<radiobutton "$PC.warfare" -90>> Most likely to be raped

Slaving:
''<<if $PC.slaving >= 100>>
	You are a master slaver.
<<elseif $PC.slaving >= 80>>
	You are an expert at enslaving.
<<elseif $PC.slaving >= 60>>
	You are skilled in slaving.
<<elseif $PC.slaving >= 40>>
	You know some things about getting slaves.
<<elseif $PC.slaving >= 20>>
	You are a beginner in slaving.
<<elseif $PC.slaving >= 0>>
	You know only the basics of slaving.
<<elseif $PC.slaving >= -20>>
	You know how to avoid becoming a slave.
<<elseif $PC.slaving >= -40>>
	You know to read contracts before you sign them.
<<elseif $PC.slaving >= -60>>
	You know to be careful.
<<elseif $PC.slaving >= -80>>
	You know better than to trust anyone.
<<else>>
	It would be easy to enslave you.
<</if>>''

<<radiobutton "$PC.slaving" 100>> Master slaver
| <<radiobutton "$PC.slaving" 90>> Expert slaver
| <<radiobutton "$PC.slaving" 70>> Skilled in slaving
| <<radiobutton "$PC.slaving" 50>> Amateur slaver
| <<radiobutton "$PC.slaving" 30>> Slaving beginner
| <<radiobutton "$PC.slaving" 0>> Basic slaver
| <<radiobutton "$PC.slaving" -10>> Can't make me a slave
| <<radiobutton "$PC.slaving" -30>> Can read contracts
| <<radiobutton "$PC.slaving" -50>> Careful now
| <<radiobutton "$PC.slaving" -70>> Don't trust that guy
| <<radiobutton "$PC.slaving" -90>> Potential slave

Engineering:
''<<if $PC.engineering >= 100>>
	You are a master engineer.
<<elseif $PC.engineering >= 80>>
	You are an expert at engineering.
<<elseif $PC.engineering >= 60>>
	You are skilled in engineering.
<<elseif $PC.engineering >= 40>>
	You know some things about engineering.
<<elseif $PC.engineering >= 20>>
	You are a beginner in engineering.
<<elseif $PC.engineering >= 0>>
	You know only the basics of engineering.
<<elseif $PC.engineering >= -20>>
	You can build a gingerbread house that doesn't collapse.
<<elseif $PC.engineering >= -40>>
	You can tie a tight knot, does that count?
<<elseif $PC.engineering >= -60>>
	Glue is your friend; lots of it.
<<elseif $PC.engineering >= -80>>
	You know better than to even try to build something.
<<else>>
	You can cook; that's sort of like building something, right?
<</if>>''

<<radiobutton "$PC.engineering" 100>> Master engineer
| <<radiobutton "$PC.engineering" 90>> Expert engineer
| <<radiobutton "$PC.engineering" 70>> Skilled in engineering
| <<radiobutton "$PC.engineering" 50>> Amateur engineer
| <<radiobutton "$PC.engineering" 30>> Engineering beginner
| <<radiobutton "$PC.engineering" 0>> Basic engineer
| <<radiobutton "$PC.engineering" -10>> Gingerbread house
| <<radiobutton "$PC.engineering" -30>> Knot tyer
| <<radiobutton "$PC.engineering" -50>> You can use glue
| <<radiobutton "$PC.engineering" -70>> You aren't handy
| <<radiobutton "$PC.engineering" -90>> My hovercraft is full of eels

Medicine:
''<<if $PC.medicine >= 100>>
	You are a master surgeon.
<<elseif $PC.medicine >= 80>>
	You are an expert at medicine and surgery.
<<elseif $PC.medicine >= 60>>
	You are skilled in surgery.
<<elseif $PC.medicine >= 40>>
	You know some things about medicine.
<<elseif $PC.medicine >= 20>>
	You are a beginner in medicine.
<<elseif $PC.medicine >= 0>>
	You know the basics of treating injuries.
<<elseif $PC.medicine >= -20>>
	You can stop a wound from getting infected.
<<elseif $PC.medicine >= -40>>
	Gauze is your friend. Just keep wrapping.
<<elseif $PC.medicine >= -60>>
	You know how to apply a bandaid.
<<elseif $PC.medicine >= -80>>
	Cure-alls are wonderful. Why aren't they sold in stores, though?
<<else>>
	Alcohol makes pain go away, right?
<</if>>''

<<radiobutton "$PC.medicine" 100>> Master surgeon
| <<radiobutton "$PC.medicine" 90>> Expert surgeon
| <<radiobutton "$PC.medicine" 70>> Skilled in medicine
| <<radiobutton "$PC.medicine" 50>> Amateur surgeon
| <<radiobutton "$PC.medicine" 30>> Medical beginner
| <<radiobutton "$PC.medicine" 0>> Basic medic
| <<radiobutton "$PC.medicine" -10>> Can treat wounds
| <<radiobutton "$PC.medicine" -30>> First-aid kit user
| <<radiobutton "$PC.medicine" -50>> Band-aid applyer
| <<radiobutton "$PC.medicine" -70>> MEDIC!
| <<radiobutton "$PC.medicine" -90>> Give me another beer

Hacking:
''<<if $PC.hacking >= 100>>
	You are a master of hacking.
<<elseif $PC.hacking >= 80>>
	You are an expert at hacking.
<<elseif $PC.hacking >= 60>>
	You are skilled in hacking.
<<elseif $PC.hacking >= 40>>
	You know some things about hacking.
<<elseif $PC.hacking >= 20>>
	You are a beginner in hacking.
<<elseif $PC.hacking >= 0>>
	You know only the basics of hacking.
<<elseif $PC.hacking >= -20>>
	You know how to click a mouse.
<<elseif $PC.hacking >= -40>>
	Enter does something?
<<elseif $PC.hacking >= -60>>
	Where is the "any" key?
<<elseif $PC.hacking >= -80>>
	You can push the power button, good job.
<<else>>
	This black box thingy is magical.
<</if>>''

<<radiobutton "$PC.hacking" 100>> Master hacker
| <<radiobutton "$PC.hacking" 90>> Expert hacker
| <<radiobutton "$PC.hacking" 70>> Skilled hacker
| <<radiobutton "$PC.hacking" 50>> Amateur hacker
| <<radiobutton "$PC.hacking" 30>> Hacking beginner
| <<radiobutton "$PC.hacking" 0>> Basic hacker
| <<radiobutton "$PC.hacking" -10>> Mouse clicker
| <<radiobutton "$PC.hacking" -30>> You can press Enter
| <<radiobutton "$PC.hacking" -50>> Where's the "any" key?
| <<radiobutton "$PC.hacking" -70>> Main screen turn on?
| <<radiobutton "$PC.hacking" -90>> Ooh, cool glowy thingy!

Your mother ID:
<<textbox "$PC.mother" $PC.mother "PCCheatMenu">>

Your father ID:
<<textbox "$PC.father" $PC.father "PCCheatMenu">>


code:
:: PCCheatMenuCheatDatatypeCleanup [nobr]

<<set $nextButton = "Continue", $nextLink = "Manage Personal Affairs">>

<<set $PC.preg = Number($PC.preg) || 0>>
<<set $PC.pregSource = Number($PC.pregSource) || 0>>
<<set $PC.pregType = Number($PC.pregType) || 0>>
<<set $PC.pregMood = Number($PC.pregMood) || 0>>
<<set WombInit($PC)>> /* just to make sure */
<<set $PC.womb.length = 0>> /* simple way to delete all fetuses */
<<set WombImpregnate($PC, $PC.pregType, $PC.pregSource, $PC.preg)>> /* recreates fetuses */
<<if $PC.preg > 0>>
	<<set $PC.belly = WombGetVolume($PC)>>
	<<set $PC.pregWeek = $PC.preg>>
<<else>>
	<<set $PC.belly = 0>>
	<<set $PC.pregWeek = 0>>
<</if>>
<<set $PC.pregMood = Number($PC.pregMood) || 0>>
<<set $PC.boobs = ($PC.boobs == 0 ? 0 : 1)>>
<<if $PC.boobs == 0>>
	<<set $PC.boobsBonus = 0>>
	<<set $PC.boobsImplant = 0>>
<<else>>
	<<set $PC.boobsBonus = Number($PC.boobsBonus) || 0>>
	<<set $PC.boobsImplant = Number($PC.boobsImplant) || 0>>
<</if>>
<<set $PC.butt = Number($PC.butt) || 0>>
<<if $PC.butt == 0>>
	<<set $PC.buttImplant = 0>>
<<else>>
	<<set $PC.buttImplant = ($PC.buttImplant == 0 ? 0 : 1)>>
<</if>>
<<set $PC.dick = ($PC.dick == 0 ? 0 : 1)>>
<<set $PC.vagina = ($PC.vagina == 0 ? 0 : 1)>>
<<if $PC.dick == 1>>
	<<set $PC.balls = Number($PC.balls) || 0>>
	<<set $PC.ballsImplant = Number($PC.ballsImplant) || 0>>
<<else>>
	<<set $PC.balls = 0>>
	<<set $PC.ballsImplant = 0>>
<</if>>

<<set $PC.ageImplant = Number($PC.ageImplant) || 0>>
<<set $playerAging = Number($playerAging) || 0>>
<<set $PC.ageImplant = Number($PC.ageImplant) || 0>>
<<set $PC.physicalAge = Number($PC.physicalAge) || 14>>
<<set $PC.visualAge = Number($PC.visualAge) || 14>>
<<set $PC.actualAge = Number($PC.actualAge) || 14>>
<<set $PC.ovaryAge = Number($PC.ovaryAge) || 14>>
<<set $PC.mother = Number($PC.mother) || 0>>
<<set $PC.father = Number($PC.father) || 0>>

You perform the dark rituals, pray to the dark gods and sold your soul for the power to reshape your body and life at will. What a cheater!


code:
:: MOD_Edit Arcology Cheat [nobr]

<<set $nextButton = "Continue", $nextLink = "MOD_Edit Arcology Cheat Datatype Cleanup">>
<<set $PC.actualAge = Math.clamp($PC.actualAge, 14, 80)>>

''Cheating Edit Arcology''

<<if ($economy != 1) || ($seeDicks != 25) || ($continent != "North America") || ($internationalTrade != 1) || ($internationalVariety != 1) || ($seeRace != 1) || ($seeNationality != 1) || ($seeExtreme != 0) || ($plot != 1)>>
	//[[restore defaults|MOD_Edit Arcology Cheat][$seeDicks = 25,$economy = 1,$continent = "North America",$internationalTrade = 1,$internationalVariety = 1,$seeRace = 1,$seeNationality = 1,$seeExtreme = 0,$plot = 1]]//
<</if>>

The world economy is
<<if $economy == 1>>
	in ''doubtful'' shape.
	[[Easier|MOD_Edit Arcology Cheat][$economy = 0.5]] | [[Harder|MOD_Edit Arcology Cheat][$economy = 1.5]]
<<elseif $economy < 1>>
	still in ''good'' shape.
	[[Harder|MOD_Edit Arcology Cheat][$economy = 1]]
<<else>>
	in ''terrible'' shape.
	[[Easier|MOD_Edit Arcology Cheat][$economy = 1]]
<</if>>

<<set $drugsCost = Math.trunc(100*$economy)>>
<<set $rulesCost = Math.trunc(100*$economy)>>
<<set $modCost = Math.trunc(50*$economy)>>
<<set $surgeryCost = Math.trunc(300*$economy)>>

The arcology is located in ''$continent''.
[[North America|MOD_Edit Arcology Cheat][$continent = "North America", $language = "English"]] | [[South America|MOD_Edit Arcology Cheat][$continent = "South America", $language = "Spanish"]] | [[Europe|MOD_Edit Arcology Cheat][$continent = "Europe", $language = "English"]] | [[the Middle East|MOD_Edit Arcology Cheat][$continent = "the Middle East", $language = "Arabic"]] | [[Africa|MOD_Edit Arcology Cheat][$continent = "Africa", $language = "Arabic"]] | [[Asia|MOD_Edit Arcology Cheat][$continent = "Asia", $language = "Chinese"]] | [[Australia|MOD_Edit Arcology Cheat][$continent = "Australia", $language = "English"]] | [[Japan|MOD_Edit Arcology Cheat][$continent = "Japan", $language = "Japanese"]]

The lingua franca of the arcology is ''$language''.
<<if $language != "English">>
	[[English|MOD_Edit Arcology Cheat][$language = "English"]] |
<<else>>
	English |
<</if>>
<<if $language != "Spanish">>
	[[Spanish|MOD_Edit Arcology Cheat][$language = "Spanish"]] |
<<else>>
	Spanish |
<</if>>
<<if $language != "Arabic">>
	[[Arabic|MOD_Edit Arcology Cheat][$language = "Arabic"]] |
<<else>>
	Arabic |
<</if>>
<<if $language != "Chinese">>
	[[Chinese|MOD_Edit Arcology Cheat][$language = "Chinese"]] |
<<else>>
	Chinese |
<</if>>
Custom: <<textbox "$language" $language "MOD_Edit Arcology Cheat">>

The slave trade is
<<if $internationalTrade == 0>>
	''continental,'' so a narrower variety of slaves will be available.
	[[Allow intercontinental trade|MOD_Edit Arcology Cheat][$internationalTrade = 1]]
<<else>>
	''international,'' so a wider variety of slaves will be available.
	[[Restrict the trade to continental|MOD_Edit Arcology Cheat][$internationalTrade = 0]]
<</if>>

<<if $internationalTrade == 1>>
International slave variety is
<<if $internationalVariety == 0>>
	''semi-realistic,'' so more populous nations will be more common.
	[[Normalized national variety|MOD_Edit Arcology Cheat][$internationalVariety = 1]]
<<else>>
	''normalized,'' so small nations will appear nearly as much as large ones.
	[[Semi-realistic national variety|MOD_Edit Arcology Cheat][$internationalVariety = 0]]
<</if>>
<</if>>

Ethnicity will
<<if $seeRace == 1>>
	''occasionally'' be mentioned.
	[[Disable most mentions of race|MOD_Edit Arcology Cheat][$seeRace = 0]]
<<else>>
	''almost never'' be mentioned.
	[[Enable mentions of race|MOD_Edit Arcology Cheat][$seeRace = 1]]
<</if>>

Nationality will
<<if $seeNationality == 1>>
	''occasionally'' be mentioned.
	[[Disable most mentions of nationality|MOD_Edit Arcology Cheat][$seeNationality = 0]]
<<else>>
	''almost never'' be mentioned.
	[[Enable mentions of nationality|MOD_Edit Arcology Cheat][$seeNationality = 1]]
<</if>>

Extreme content like amputation is
<<if $seeExtreme == 1>>
	''enabled''.
	[[Disable|MOD_Edit Arcology Cheat][$seeExtreme = 0]]
<<else>>
	''disabled''.
	[[Enable|MOD_Edit Arcology Cheat][$seeExtreme = 1]]
<</if>>

Slave assets affected by weight is
<<if ($weightAffectsAssets != 0)>>
	''enabled''. [[Disable|MOD_Edit Arcology Cheat][$weightAffectsAssets = 0]]
<<else>>
	''disabled''. [[Enable|MOD_Edit Arcology Cheat][$weightAffectsAssets = 1]]
<</if>>
//If enabled, thin slaves will have large assets drop in size and vice versa at week end. (Diet still affects asset sizes).//

Curative side effects are
<<if ($curativeSideEffects != 0)>>
	''enabled''. [[Disable|MOD_Edit Arcology Cheat][$curativeSideEffects = 0]]
<<else>>
	''disabled''. [[Enable|MOD_Edit Arcology Cheat][$curativeSideEffects = 1]]
<</if>>
//If enabled, curatives have a chance to give slaves harmful side effects.//

Slave girls will
<<if $seeDicks >= 90>>
	''almost always'' have dicks.
	[[No chicks with dicks pls (0%)|MOD_Edit Arcology Cheat][$seeDicks = 0]]
	 | [[Side order of girl dick (25%)|MOD_Edit Arcology Cheat][$seeDicks = 25]]
	 | [[Balanced dick chick diet (50%)|MOD_Edit Arcology Cheat][$seeDicks = 50]]
	 | [[Dickgirl main course (75%)|MOD_Edit Arcology Cheat][$seeDicks = 75]]
<<elseif $seeDicks > 50>>
	''more likely than not'' have dicks.
	[[No chicks with dicks pls (0%)|MOD_Edit Arcology Cheat][$seeDicks = 0]]
	 | [[Side order of girl dick (25%)|MOD_Edit Arcology Cheat][$seeDicks = 25]]
	 | [[Balanced dick chick diet (50%)|MOD_Edit Arcology Cheat][$seeDicks = 50]]
	 | [[All of the dicks (100%)|MOD_Edit Arcology Cheat][$seeDicks = 100]]
<<elseif $seeDicks > 25>>
	''occasionally'' have dicks.
	[[No chicks with dicks pls (0%)|MOD_Edit Arcology Cheat][$seeDicks = 0]]
	 | [[Side order of girl dick (25%)|MOD_Edit Arcology Cheat][$seeDicks = 25]]
	 | [[Dickgirl main course (75%)|MOD_Edit Arcology Cheat][$seeDicks = 75]]
	 | [[All of the dicks (100%)|MOD_Edit Arcology Cheat][$seeDicks = 100]]
<<elseif $seeDicks > 0>>
	''rarely'' have dicks.
	[[No chicks with dicks pls (0%)|MOD_Edit Arcology Cheat][$seeDicks = 0]]
	 | [[Balanced dick chick diet (50%)|MOD_Edit Arcology Cheat][$seeDicks = 50]]
	 | [[Dickgirl main course (75%)|MOD_Edit Arcology Cheat][$seeDicks = 75]]
	 | [[All of the dicks (100%)|MOD_Edit Arcology Cheat][$seeDicks = 100]]
<<else>>
	''almost never'' have dicks.
	 [[Side order of girl dick (25%)|MOD_Edit Arcology Cheat][$seeDicks = 25]]
	 | [[Balanced dick chick diet (50%)|MOD_Edit Arcology Cheat][$seeDicks = 50]]
	 | [[Dickgirl main course (75%)|MOD_Edit Arcology Cheat][$seeDicks = 75]]
	 | [[All of the dicks (100%)|MOD_Edit Arcology Cheat][$seeDicks = 100]]
<</if>>

    Go your own dick way:
<<textbox "$seeDicks" $seeDicks>>
[[Apply|MOD_Edit Arcology Cheat][$seeDicks = ($seeDicks == 0 ? 0 : (Math.clamp(Number($seeDicks), 0, 100) || 25))]]

Game mode:
<<if $plot == 1>>
	''two-handed''. Includes non-erotic events concerning the changing world.
	[[Disable non-erotic events|MOD_Edit Arcology Cheat][$plot = 0]]
<<else>>
	''one-handed''. No non-erotic events concerning the changing world.
	[[Enable non-erotic events|MOD_Edit Arcology Cheat][$plot = 1]]
<</if>>

/*<<nobr>>
<<if $normalizedEvents == 1>>
	Random events distribution: ''normalized''. Random events will happen with equal frequency.
	[[Realistic|MOD_Edit Arcology Cheat][$normalizedEvents = 0]]
<<else>>
	Random events distribution: ''realistic''. Events will happen more frequently if more slaves qualify for them.
	[[Normalize|MOD_Edit Arcology Cheat][$normalizedEvents = 1]]
<</if>>
<</nobr>>*/

Arcology citizens: <<print commaNum($ACitizens)>>
<<textbox "$ACitizens" $ACitizens>>

Arcology sex slaves: <<print commaNum($ASlaves)>>
<<textbox "$ASlaves" $ASlaves>>

Arcology prosperity cap: $AProsperityCap
<<textbox "$AProsperityCap" $AProsperityCap>>

Shelter Abuse Counter: $shelterAbuse
<<textbox "$shelterAbuse" $shelterAbuse>>

''The Slavegirl School:''

TSS Students Bought: <<textbox "$TSS.studentsBought" $TSS.studentsBought>>

TSS Upgrades: ''$TSS.schoolUpgrade'' |
<<radiobutton "$TSS.schoolUpgrade" 0>> 0
| <<radiobutton "$TSS.schoolUpgrade" 1>> 1
| <<radiobutton "$TSS.schoolUpgrade" 2>> 2

TSS Moved to Arcology: ''$TSS.schoolPresent'' |
<<radiobutton "$TSS.schoolPresent" 0>> 0
| <<radiobutton "$TSS.schoolPresent" 1>> 1 (Moved)

TSS Prosperity: <<textbox "$TSS.schoolProsperity" $TSS.schoolProsperity>>

TSS Failed: ''$TSS.schoolAnnexed'' |
<<radiobutton "$TSS.schoolAnnexed" 0>> 0
| <<radiobutton "$TSS.schoolAnnexed" 1>> 1 (Failed)

''The Growth Research Institute:''

GRI Students Bought: <<textbox "$GRI.studentsBought" $GRI.studentsBought>>

GRI Upgrades: ''$GRI.schoolUpgrade'' |
<<radiobutton "$GRI.schoolUpgrade" 0>> 0
| <<radiobutton "$GRI.schoolUpgrade" 1>> 1
| <<radiobutton "$GRI.schoolUpgrade" 2>> 2

GRI Moved to Arcology: ''$GRI.schoolPresent'' |
<<radiobutton "$GRI.schoolPresent" 0>> 0
| <<radiobutton "$GRI.schoolPresent" 1>> 1 (Moved)

GRI Prosperity: <<textbox "$GRI.schoolProsperity" $GRI.schoolProsperity>>

GRI Failed: ''$GRI.schoolAnnexed'' |
<<radiobutton "$GRI.schoolAnnexed" 0>> 0
| <<radiobutton "$GRI.schoolAnnexed" 1>> 1 (Failed)

''St. Claver Preparatory:''

SCP Students Bought: <<textbox "$SCP.studentsBought" $SCP.studentsBought>>

SCP Upgrades: ''$SCP.schoolUpgrade'' |
<<radiobutton "$SCP.schoolUpgrade" 0>> 0
| <<radiobutton "$SCP.schoolUpgrade" 1>> 1
| <<radiobutton "$SCP.schoolUpgrade" 2>> 2

SCP Moved to Arcology: ''$SCP.schoolPresent'' |
<<radiobutton "$SCP.schoolPresent" 0>> 0
| <<radiobutton "$SCP.schoolPresent" 1>> 1 (Moved)

SCP Prosperity: <<textbox "$SCP.schoolProsperity" $SCP.schoolProsperity>>

SCP Failed: ''$SCP.schoolAnnexed'' |
<<radiobutton "$SCP.schoolAnnexed" 0>> 0
| <<radiobutton "$SCP.schoolAnnexed" 1>> 1 (Failed)

''The Hippolyta Academy:''

HA Students Bought: <<textbox "$HA.studentsBought" $HA.studentsBought>>

HA Upgrades: ''$HA.schoolUpgrade''
<<radiobutton "$HA.schoolUpgrade" 0>> 0
| <<radiobutton "$HA.schoolUpgrade" 1>> 1
| <<radiobutton "$HA.schoolUpgrade" 2>> 2

HA Moved to Arcology: ''$HA.schoolPresent'' |
<<radiobutton "$HA.schoolPresent" 0>> 0
| <<radiobutton "$HA.schoolPresent" 1>> 1 (Moved)

HA Prosperity: <<textbox "$HA.schoolProsperity" $HA.schoolProsperity>>

HA Failed: ''$HA.schoolAnnexed'' |
<<radiobutton "$HA.schoolAnnexed" 0>> 0
| <<radiobutton "$HA.schoolAnnexed" 1>> 1 (Failed)

<<if $seePreg != 0>>

''The Cattle Ranch:''

TCR Students Bought: <<textbox "$TCR.studentsBought" $TCR.studentsBought>>

TCR Upgrades: ''$TCR.schoolUpgrade''
<<radiobutton "$TCR.schoolUpgrade" 0>> 0
| <<radiobutton "$TCR.schoolUpgrade" 1>> 1
| <<radiobutton "$TCR.schoolUpgrade" 2>> 2

TCR Moved to Arcology: ''$TCR.schoolPresent'' |
<<radiobutton "$TCR.schoolPresent" 0>> 0
| <<radiobutton "$TCR.schoolPresent" 1>> 1 (Moved)

TCR Prosperity: <<textbox "$TCR.schoolProsperity" $TCR.schoolProsperity>>

TCR Failed: ''$TCR.schoolAnnexed'' |
<<radiobutton "$TCR.schoolAnnexed" 0>> 0
| <<radiobutton "$TCR.schoolAnnexed" 1>> 1 (Failed)
<</if>>

<<if ($seeDicks != 0)>>

''L'École des Enculées:''

LDE Students Bought: <<textbox "$LDE.studentsBought" $LDE.studentsBought>>

LDE Upgrades: ''$LDE.schoolUpgrade'' |
<<radiobutton "$LDE.schoolUpgrade" 0>> 0
| <<radiobutton "$LDE.schoolUpgrade" 1>> 1
| <<radiobutton "$LDE.schoolUpgrade" 2>> 2

LDE Moved to Arcology: ''$LDE.schoolPresent'' |
<<radiobutton "$LDE.schoolPresent" 0>> 0
| <<radiobutton "$LDE.schoolPresent" 1>> 1 (Moved)

LDE Prosperity: <<textbox "$LDE.schoolProsperity" $LDE.schoolProsperity>>

LDE Failed: ''$LDE.schoolAnnexed'' |
<<radiobutton "$LDE.schoolAnnexed" 0>> 0
| <<radiobutton "$LDE.schoolAnnexed" 1>> 1 (Failed)

''The Gymnasium-Academy:''

TGA Students Bought: <<textbox "$TGA.studentsBought" $TGA.studentsBought>>

TGA Upgrades: ''$TGA.schoolUpgrade''
<<radiobutton "$TGA.schoolUpgrade" 0>> 0
| <<radiobutton "$TGA.schoolUpgrade" 1>> 1
| <<radiobutton "$TGA.schoolUpgrade" 2>> 2

TGA Moved to Arcology: ''$TGA.schoolPresent'' |
<<radiobutton "$TGA.schoolPresent" 0>> 0
| <<radiobutton "$TGA.schoolPresent" 1>> 1 (Moved)

TGA Prosperity: <<textbox "$TGA.schoolProsperity" $TGA.schoolProsperity>>

TGA Failed: ''$TGA.schoolAnnexed'' |
<<radiobutton "$TGA.schoolAnnexed" 0>> 0
| <<radiobutton "$TGA.schoolAnnexed" 1>> 1 (Failed)

''The Futanari Sisters:''

TFS Students Bought: <<textbox "$TFS.studentsBought" $TFS.studentsBought>>

TFS Upgrades: ''$TFS.schoolUpgrade'' |
<<radiobutton "$TFS.schoolUpgrade" 0>> 0
| <<radiobutton "$TFS.schoolUpgrade" 1>> 1
| <<radiobutton "$TFS.schoolUpgrade" 2>> 2

TFS Moved to Arcology: ''$TFS.schoolPresent'' |
<<radiobutton "$TFS.schoolPresent" 0>> 0
| <<radiobutton "$TFS.schoolPresent" 1>> 1 (Moved)

TFS Prosperity:<<textbox "$TFS.schoolProsperity" $TFS.schoolProsperity>>

TFS Failed: ''$TFS.schoolAnnexed'' |
<<radiobutton "$TFS.schoolAnnexed" 0>> 0
| <<radiobutton "$TFS.schoolAnnexed" 1>> 1 (Failed)
<</if>>

__Arcologies:__

    __'' $arcologies[0].name''__ is your arcology.

You own: ''$arcologies[0].ownership%'' of the arcology <<textbox "$arcologies[0].ownership" $arcologies[0].ownership>>

Other minority ownership: ''$arcologies[0].minority%'' <<textbox "$arcologies[0].minority" $arcologies[0].minority>>

$arcologies[0].name's GSP is @@.yellowgreen;<<print cashFormat(Math.trunc(0.1*$arcologies[0].prosperity))>>m@@.


code:
:: MOD_Edit Arcology Cheat Datatype Cleanup [nobr]

<<set $nextButton = "Continue", $nextLink = "Manage Arcology">>

<<set $ACitizens = Number($ACitizens) || 0>>
<<set $ASlaves = Number($ASlaves) || 0>>
<<set $shelterAbuse = Number($shelterAbuse) || 0>>

<<set $TSS.studentsBought = Number($TSS.studentsBought) || 0>>
<<set $TSS.schoolProsperity = Number($TSS.schoolProsperity) || 0>>

<<set $GRI.studentsBought = Number($GRI.studentsBought) || 0>>
<<set $GRI.schoolProsperity = Number($GRI.schoolProsperity) || 0>>

<<set $SCP.studentsBought = Number($SCP.studentsBought) || 0>>
<<set $SCP.schoolProsperity = Number($SCP.schoolProsperity) || 0>>

<<set $LDE.studentsBought = Number($LDE.studentsBought) || 0>>
<<set $LDE.schoolProsperity = Number($LDE.schoolProsperity) || 0>>

<<set $TGA.studentsBought = Number($TGA.studentsBought) || 0>>
<<set $TGA.schoolProsperity = Number($TGA.schoolProsperity) || 0>>

<<set $HA.studentsBought = Number($HA.studentsBought) || 0>>
<<set $HA.schoolProsperity = Number($HA.schoolProsperity) || 0>>

<<set $TCR.studentsBought = Number($TCR.studentsBought) || 0>>
<<set $TCR.schoolProsperity = Number($TCR.schoolProsperity) || 0>>

<<set $TFS.studentsBought = Number($TFS.studentsBought) || 0>>
<<set $TFS.schoolProsperity = Number($TFS.schoolProsperity) || 0>>

<<set $arcologies[0].ownership = Number($arcologies[0].ownership) || 0>>
<<set $arcologies[0].minority = Number($arcologies[0].minority) || 0>>

<<set $PC.actualAge = Number($PC.actualAge) || 35>>
<<set $PC.physicalAge = $PC.actualAge, $PC.visualAge = $PC.actualAge>>

The chanting grows louder and louder, CHEAT! CHEAT! CHEAT!

The Arcology morphs and changes shape, CHEAT! CHEAT! CHEAT!

The Arcology has been changed forever and you forfeit your CHEATING CHEATY SOUL!


code:
:: MOD_Edit FS Cheat [nobr]

<<set $nextButton = "Continue", $nextLink = "MOD_Edit FS Cheat Datatype Cleanup">>

''Cheating Edit Future Society''

	<<if $arcologies[0].FSSupremacist != "unset" && $arcologies[0].FSSupremacistRace != 0>>

You are ''pursuing'' $arcologies[0].FSSupremacistRace Superiority.
	<<else>>

You are ''not pursuing'' Racial Supremacy.
	<</if>>

Supremacy (0-100 or unset): <<textbox "$arcologies[0].FSSupremacist" $arcologies[0].FSSupremacist>>

Decoration: $arcologies[0].FSSupremacistDecoration

<<radiobutton "$arcologies[0].FSSupremacistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSSupremacistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSSupremacistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSSupremacistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSSupremacistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Universal Enslavement: $arcologies[0].FSSupremacistLawME |
	<<radiobutton "$arcologies[0].FSSupremacistLawME" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSSupremacistLawME" 1>> 1 (Passed.)

Supremacist Race:
	<<radiobutton "$arcologies[0].FSSupremacistRace" white>> White |
	<<radiobutton "$arcologies[0].FSSupremacistRace" asian>> Asian |
	<<radiobutton "$arcologies[0].FSSupremacistRace" latina>> Latina |
	<<radiobutton "$arcologies[0].FSSupremacistRace" middle eastern>> Middle Eastern |
	<<radiobutton "$arcologies[0].FSSupremacistRace" black>> Black |
	<<radiobutton "$arcologies[0].FSSupremacistRace" indo-aryan>> Indo-Aryan |
	<<radiobutton "$arcologies[0].FSSupremacistRace" amerindian>> Amerindian |
	<<radiobutton "$arcologies[0].FSSupremacistRace" pacific islander>> Pacific Islander |
	<<radiobutton "$arcologies[0].FSSupremacistRace" southern european>> Southern European |
	<<radiobutton "$arcologies[0].FSSupremacistRace" semitic>> Semitic |
	<<radiobutton "$arcologies[0].FSSupremacistRace" mixed race>> Mixed Race

[[Apply and reset Racial Subjugationism|MOD_Edit FS Cheat][$arcologies[0].FSSubjugationist = "unset", $arcologies[0].FSSubjugationistRace = 0, $arcologies[0].FSSubjugationistDecoration = 20, $arcologies[0].FSSubjugationistLawME = 0]]

	<<if $arcologies[0].FSSubjugationist != "unset" && $arcologies[0].FSSubjugationistRace != 0>>

You are ''pursuing'' $arcologies[0].FSSubjugationistRace Inferiority.
	<<else>>

You are ''not pursuing'' Racial Subjugationism.
	<</if>>

Subjugationism (0-100 or unset): <<textbox "$arcologies[0].FSSubjugationist" $arcologies[0].FSSubjugationist>>

Decoration: $arcologies[0].FSSubjugationistDecoration

<<radiobutton "$arcologies[0].FSSubjugationistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSSubjugationistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSSubjugationistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSSubjugationistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSSubjugationistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Universal Enslavement: $arcologies[0].FSSubjugationistLawME |
	<<radiobutton "$arcologies[0].FSSubjugationistLawME" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSSubjugationistLawME" 1>> 1 (Passed.)

Subjugationist Race:
	<<radiobutton "$arcologies[0].FSSubjugationistRace" white>> White |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" asian>> Asian |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" latina>> Latina |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" middle eastern>> Middle Eastern |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" black>> Black |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" indo-aryan>> Indo-Aryan |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" amerindian>> Amerindian |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" pacific islander>> Pacific Islander |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" southern european>> Southern European |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" semitic>> Semitic |
	<<radiobutton "$arcologies[0].FSSubjugationistRace" mixed race>> Mixed Race

[[Apply and reset Racial Supremacy|MOD_Edit FS Cheat][$arcologies[0].FSSupremacist = "unset",$arcologies[0].FSSupremacistRace = 0, $arcologies[0].FSSupremacistDecoration = 20, $arcologies[0].FSSupremacistLawME = 0]]

	<<if $arcologies[0].FSGenderRadicalist != "unset">>

You are ''pursuing'' Gender Radicalism.
	<<else>>

You are ''not pursuing'' Gender Radicalism.
	<</if>>

GenderRadicalism (0-100 or unset): <<textbox "$arcologies[0].FSGenderRadicalist" $arcologies[0].FSGenderRadicalist>>

Decoration: $arcologies[0].FSGenderRadicalistDecoration

<<radiobutton "$arcologies[0].FSGenderRadicalistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSGenderRadicalistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSGenderRadicalistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSGenderRadicalistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSGenderRadicalistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSGenderRadicalistLawBeauty |
	<<radiobutton "$arcologies[0].FSGenderRadicalistLawBeauty" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSGenderRadicalistLawBeauty" 1>> 1 (Passed.)

Law: $arcologies[0].FSGenderRadicalistLawFuta |
	<<radiobutton "$arcologies[0].FSGenderRadicalistLawFuta" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSGenderRadicalistLawFuta" 1>> 1 (Futa pref.)
	| <<radiobutton "$arcologies[0].FSGenderRadicalistLawFuta" 2>> 2 (Big dicks and balls pref.)
	| <<radiobutton "$arcologies[0].FSGenderRadicalistLawFuta" 3>> 3 (Butt butts and skilled buttholes pref.)
	| <<radiobutton "$arcologies[0].FSGenderRadicalistLawFuta" 4>> 4 (Trap pref.)

[[Apply and reset Gender Traditionalism|MOD_Edit FS Cheat][$arcologies[0].FSGenderFundamentalist = "unset",$arcologies[0].FSGenderFundamentalistDecoration = 20,$arcologies[0].FSGenderFundamentalistLaw = 0]]

	<<if $arcologies[0].FSGenderFundamentalist != "unset">>

You are ''pursuing'' Gender Traditionalism.
	<<else>>

You are ''not pursuing'' Gender Traditionalism.
	<</if>>

Gender Traditionalism (0-100 or unset): <<textbox "$arcologies[0].FSGenderFundamentalist" $arcologies[0].FSGenderFundamentalist>>

Decoration: $arcologies[0].FSGenderFundamentalistDecoration

<<radiobutton "$arcologies[0].FSGenderFundamentalistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSGenderFundamentalistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSGenderFundamentalistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSGenderFundamentalistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSGenderFundamentalistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSGenderFundamentalistSMR |
	<<radiobutton "$arcologies[0].FSGenderFundamentalistSMR" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSGenderFundamentalistSMR" 1>> 1 (Passed.)

[[Apply and reset Gender Radicalism|MOD_Edit FS Cheat][$arcologies[0].FSGenderRadicalist = "unset",$arcologies[0].FSGenderRadicalistDecoration = 20,$arcologies[0].FSGenderRadicalistLawBeauty = 0, $arcologies[0].FSGenderRadicalistLawFuta = 0]]

<<if $seePreg != 0>>

	<<if $arcologies[0].FSRepopulationFocus != "unset">>

You are ''pursuing'' Repopulation Efforts.
	<<else>>

You are ''not pursuing'' Repopulation Efforts.
	<</if>>

Repopulation Efforts (0-100 or unset): <<textbox "$arcologies[0].FSRepopulationFocus" $arcologies[0].FSRepopulationFocus>>

Decoration: $arcologies[0].FSRepopulationFocusDecoration

<<radiobutton "$arcologies[0].FSRepopulationFocusDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSRepopulationFocusDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSRepopulationFocusDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSRepopulationFocusDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSRepopulationFocusDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSRepopulationFocusSMR |
	<<radiobutton "$arcologies[0].FSRepopulationFocusSMR" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSRepopulationFocusSMR" 1>> 1 (Passed.)

Law: $arcologies[0].FSRepopulationFocusLaw |
	<<radiobutton "$arcologies[0].FSRepopulationFocusLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSRepopulationFocusLaw" 1>> 1 (Passed.)

[[Apply and reset Eugenics|MOD_Edit FS Cheat][$arcologies[0].FSRestart = "unset",$arcologies[0].FSRestartDecoration = 20,$arcologies[0].FSRestartLaw = 0, $arcologies[0].FSRestartSMR = 0]]

	<<if $arcologies[0].FSRestart != "unset">>

You are ''pursuing'' Eugenics.
	<<else>>

You are ''not pursuing'' Eugenics.
	<</if>>

Eugenics (0-100 or unset): <<textbox "$arcologies[0].FSRestart" $arcologies[0].FSRestart>>

Decoration: $arcologies[0].FSRestartDecoration

<<radiobutton "$arcologies[0].FSRestartDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSRestartDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSRestartDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSRestartDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSRestartDecoration" 100>> 100 (Remodeled exterior; Fully customized; Elite established.)

Law: $arcologies[0].FSRestartSMR |
	<<radiobutton "$arcologies[0].FSRestartSMR" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSRestartSMR" 1>> 1 (Passed.)

[[Apply and reset Repopulation Efforts|MOD_Edit FS Cheat][$arcologies[0].FSRepopulationFocus = "unset",$arcologies[0].FSRepopulationFocusDecoration = 20,$arcologies[0].FSRepopulationFocusLaw = 0, $arcologies[0].FSRepopulationFocusSMR = 0]]
<</if>>

	<<if $arcologies[0].FSPaternalist != "unset">>

You are ''pursuing'' Paternalism.
	<<else>>

You are not ''pursuing'' Paternalism.
	<</if>>

Paternalism (0-100 or unset): <<textbox "$arcologies[0].FSPaternalist" $arcologies[0].FSPaternalist>>

Decoration: $arcologies[0].FSPaternalistDecoration

<<radiobutton "$arcologies[0].FSPaternalistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSPaternalistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSPaternalistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSPaternalistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSPaternalistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSPaternalistLaw |
	<<radiobutton "$arcologies[0].FSPaternalistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSPaternalistLaw" 1>> 1 (Passed.)

[[Apply and reset Degradationism|MOD_Edit FS Cheat][$arcologies[0].FSDegradationist = "unset",$arcologies[0].FSDegradationistDecoration = 20,$arcologies[0].FSDegradationistLaw = 0]]

	<<if $arcologies[0].FSDegradationist != "unset">>

You are ''pursuing'' Degradationism.
	<<else>>

You are ''not pursuing'' Degradationism.
	<</if>>

Degradationism (0-100 or unset): <<textbox "$arcologies[0].FSDegradationist" $arcologies[0].FSDegradationist>>

Decoration: $arcologies[0].FSDegradationistDecoration

<<radiobutton "$arcologies[0].FSDegradationistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSDegradationistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSDegradationistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSDegradationistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSDegradationistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSDegradationistLaw |
	<<radiobutton "$arcologies[0].FSDegradationistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSDegradationistLaw" 1>> 1 (Passed.)

[[Apply and reset Paternalism|MOD_Edit FS Cheat][$arcologies[0].FSPaternalist = "unset",$arcologies[0].FSPaternalistDecoration = 20,$arcologies[0].FSPaternalistLaw = 0]]

	<<if $arcologies[0].FSBodyPurist != "unset">>

You are ''pursuing'' Body Purism.
	<<else>>

You are ''not pursuing'' Body Purism.
	<</if>>

Body Purism (0-100 or unset): <<textbox "$arcologies[0].FSBodyPurist" $arcologies[0].FSBodyPurist>>

Decoration: $arcologies[0].FSBodyPuristDecoration

<<radiobutton "$arcologies[0].FSBodyPuristDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSBodyPuristDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSBodyPuristDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSBodyPuristDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSBodyPuristDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSBodyPuristLaw |
	<<radiobutton "$arcologies[0].FSBodyPuristLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSBodyPuristLaw" 1>> 1 (Passed.)

[[Apply and reset Body Transformationism|MOD_Edit FS Cheat][$arcologies[0].FSTransformationFetishist = "unset",$arcologies[0].FSTransformationFetishistDecoration = 20,$arcologies[0].FSTransformationFetishistLaw = 0]]

	<<if $arcologies[0].FSTransformationFetishist != "unset">>

You are ''pursuing'' Body Transformationism.
	<<else>>

You are ''not pursuing'' Body Transformationism.
	<</if>>

Body Transformationism (0-100 or unset): <<textbox "$arcologies[0].FSTransformationFetishist" $arcologies[0].FSTransformationFetishist>>

Decoration: $arcologies[0].FSTransformationFetishistDecoration

<<radiobutton "$arcologies[0].FSTransformationFetishistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSTransformationFetishistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSTransformationFetishistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSTransformationFetishistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSTransformationFetishistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSTransformationFetishistLaw |
	<<radiobutton "$arcologies[0].FSTransformationFetishistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSTransformationFetishistLaw" 1>> 1 (Passed.)

[[Apply and reset Body Purism|MOD_Edit FS Cheat][$arcologies[0].FSBodyPurist = "unset",$arcologies[0].FSBodyPuristDecoration = 20,$arcologies[0].FSBodyPuristLaw = 0]]

	<<if $arcologies[0].FSYouthPreferentialist != "unset">>

You are ''pursuing'' Youth Preferentialism.
	<<else>>

You are ''not pursuing'' Youth Preferentialism.
	<</if>>

(Setting resets Maturity Preferentialism)

Youth Preferentialism (0-100 or unset): <<textbox "$arcologies[0].FSYouthPreferentialist" $arcologies[0].FSYouthPreferentialist>>

Decoration: $arcologies[0].FSYouthPreferentialistDecoration

<<radiobutton "$arcologies[0].FSYouthPreferentialistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSYouthPreferentialistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSYouthPreferentialistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSYouthPreferentialistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSYouthPreferentialistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSYouthPreferentialistLaw |
	<<radiobutton "$arcologies[0].FSYouthPreferentialistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSYouthPreferentialistLaw" 1>> 1 (Passed.)

[[Apply and reset Maturity Preferentialism|MOD_Edit FS Cheat][$arcologies[0].FSMaturityPreferentialist = "unset",$arcologies[0].FSMaturityPreferentialistDecoration = 20,$arcologies[0].FSMaturityPreferentialistLaw = 0]]

	<<if $arcologies[0].FSMaturityPreferentialist != "unset">>

You are ''pursuing'' Maturity Preferentialism.
	<<else>>

You are ''not pursuing'' Maturity Preferentialism.
	<</if>>

(Setting resets Youth Preferentialism)

Maturity Preferentialism (0-100 or unset): <<textbox "$arcologies[0].FSMaturityPreferentialist" $arcologies[0].FSMaturityPreferentialist>>

Decoration: $arcologies[0].FSMaturityPreferentialistDecoration

<<radiobutton "$arcologies[0].FSMaturityPreferentialistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSMaturityPreferentialistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSMaturityPreferentialistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSMaturityPreferentialistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSMaturityPreferentialistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSMaturityPreferentialistLaw |
	<<radiobutton "$arcologies[0].FSMaturityPreferentialistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSMaturityPreferentialistLaw" 1>> 1 (Passed.)

[[Apply and reset Youth Preferentialism|MOD_Edit FS Cheat][$arcologies[0].FSYouthPreferentialist = "unset",$arcologies[0].FSYouthPreferentialistDecoration = 20,$arcologies[0].FSYouthPreferentialistLaw = 0]]

	<<if $arcologies[0].FSSlimnessEnthusiast != "unset">>

You are ''supporting'' Slimness Enthusiasm.
	<<else>>

You are ''not pursuing'' Slimness Enthusiasm.
	<</if>>

Slimness Enthusiasm (0-100 or unset): <<textbox "$arcologies[0].FSSlimnessEnthusiast" $arcologies[0].FSSlimnessEnthusiast>>

Decoration: $arcologies[0].FSSlimnessEnthusiastDecoration

<<radiobutton "$arcologies[0].FSSlimnessEnthusiastDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSSlimnessEnthusiastDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSSlimnessEnthusiastDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSSlimnessEnthusiastDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSSlimnessEnthusiastDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Market Regulations: $arcologies[0].FSSlimnessEnthusiastSMR |
	<<radiobutton "$arcologies[0].FSSlimnessEnthusiastSMR" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSSlimnessEnthusiastSMR" 1>> 1 (Passed.)

[[Apply and reset Asset Expansionism|MOD_Edit FS Cheat][$arcologies[0].FSAssetExpansionist = "unset",$arcologies[0].FSAssetExpansionistDecoration = 20,$arcologies[0].FSAssetExpansionistLaw = 0]]

	<<if $arcologies[0].FSAssetExpansionist != "unset">>

You are ''pursuing'' Asset Expansionism.
	<<else>>

You are ''not pursuing'' Asset Expansionism.
	<</if>>

(Setting resets Slimness Enthusiasm)

Asset Expansionism (0-100 or unset): <<textbox "$arcologies[0].FSAssetExpansionist" $arcologies[0].FSAssetExpansionist>>

Decoration: $arcologies[0].FSAssetExpansionistDecoration

<<radiobutton "$arcologies[0].FSAssetExpansionistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSAssetExpansionistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSAssetExpansionistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSAssetExpansionistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSAssetExpansionistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Market Regulations: $arcologies[0].FSAssetExpansionistSMR |
	<<radiobutton "$arcologies[0].FSAssetExpansionistSMR" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSAssetExpansionistSMR" 1>> 1 (Passed.)

[[Apply and reset Slimness Enthusiasm|MOD_Edit FS Cheat][$arcologies[0].FSSlimnessEnthusiast = "unset",$arcologies[0].FSSlimnessEnthusiastDecoration = 20,$arcologies[0].FSSlimnessEnthusiastLaw = 0]]

	<<if $arcologies[0].FSPastoralist != "unset">>

You are ''pursuing'' Pastoralism.
	<<else>>

You are ''not pursuing'' Pastoralism.
	<</if>>

Pastoralism (0-100 or unset): <<textbox "$arcologies[0].FSPastoralist" $arcologies[0].FSPastoralist>>

Decoration: $arcologies[0].FSPastoralistDecoration

<<radiobutton "$arcologies[0].FSPastoralistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSPastoralistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSPastoralistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSPastoralistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSPastoralistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSPastoralistLaw |
	<<radiobutton "$arcologies[0].FSPastoralistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSPastoralistLaw" 1>> 1 (Passed.)

[[Apply|MOD_Edit FS Cheat]]

	<<if $arcologies[0].FSPhysicalIdealist != "unset">>

You are ''pursuing'' Physical Idealism.
	<<else>>

You are ''not pursuing'' Physical Idealism.
	<</if>>

Physical Idealism (0-100 or unset): <<textbox "$arcologies[0].FSPhysicalIdealist" $arcologies[0].FSPhysicalIdealist>>

Decoration: $arcologies[0].FSPhysicalIdealistDecoration

<<radiobutton "$arcologies[0].FSPhysicalIdealistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSPhysicalIdealistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSPhysicalIdealistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSPhysicalIdealistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSPhysicalIdealistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Market Regulations: $arcologies[0].FSPhysicalIdealistSMR |
	<<radiobutton "$arcologies[0].FSPhysicalIdealistSMR" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSPhysicalIdealistSMR" 1>> 1 (Passed.)

[[Apply and reset Hedonistic Decadence|MOD_Edit FS Cheat][$arcologies[0].FSHedonisticDecadence = "unset",$arcologies[0].FSHedonisticDecadenceDecoration = 20,$arcologies[0].FSHedonisticDecadenceLaw = 0,$arcologies[0].FSHedonisticDecadenceLaw2 = 0, $arcologies[0].FSHedonisticDecadenceSMR = 0, $arcologies[0].FSPhysicalIdealistStrongFat = 0]]

	<<if $arcologies[0].FSHedonisticDecadence != "unset">>

You are ''pursuing'' Hedonistic Decadence.
	<<else>>

You are ''not pursuing'' Hedonistic Decadence.
	<</if>>

HedonisticDecadence (0-100 or unset): <<textbox "$arcologies[0].FSHedonisticDecadence" $arcologies[0].FSHedonisticDecadence>>

Decoration: $arcologies[0].FSHedonisticDecadenceDecoration

<<radiobutton "$arcologies[0].FSHedonisticDecadenceDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSHedonisticDecadenceDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSHedonisticDecadenceDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSHedonisticDecadenceDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSHedonisticDecadenceDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSHedonisticDecadenceSMR |
	<<radiobutton "$arcologies[0].FSHedonisticDecadenceSMR" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSHedonisticDecadenceSMR" 1>> 1 (Passed.)

Law: $arcologies[0].FSHedonisticDecadenceLaw |
	<<radiobutton "$arcologies[0].FSHedonisticDecadenceLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSHedonisticDecadenceLaw" 1>> 1 (Passed.)

Law: $arcologies[0].FSHedonisticDecadenceLaw2 |
	<<radiobutton "$arcologies[0].FSHedonisticDecadenceLaw2" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSHedonisticDecadenceLaw2" 1>> 1 (Passed.)

[[Apply and reset Physical Idealist|MOD_Edit FS Cheat][$arcologies[0].FSPhysicalIdealist = "unset",$arcologies[0].FSPhysicalIdealistDecoration = 20,$arcologies[0].FSPhysicalIdealistLaw = 0, $arcologies[0].FSPhysicalIdealistSMR = 0, $arcologies[0].FSHedonisticDecadenceStrongFat = 0]]

	<<if $arcologies[0].FSChattelReligionist != "unset">>

You are ''pursuing'' Chattel Religionism.
	<<else>>

You are ''not pursuing'' Chattel Religionism.
	<</if>>

Chattel Religionism (0-100 or unset): <<textbox "$arcologies[0].FSChattelReligionist" $arcologies[0].FSChattelReligionist>>

Decoration: $arcologies[0].FSChattelReligionistDecoration

<<radiobutton "$arcologies[0].FSChattelReligionistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSChattelReligionistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSChattelReligionistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSChattelReligionistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSChattelReligionistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSChattelReligionistLaw |
	<<radiobutton "$arcologies[0].FSChattelReligionistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSChattelReligionistLaw" 1>> 1 (Passed.)

[[Apply|MOD_Edit FS Cheat]]

	<<if $arcologies[0].FSRomanRevivalist != "unset">>

You are ''pursuing'' Roman Revivalism.
	<<else>>

You are ''not pursuing'' Roman Revivalism.
	<</if>>

Roman Revivalism (0-100 or unset): <<textbox "$arcologies[0].FSRomanRevivalist" $arcologies[0].FSRomanRevivalist>>

Decoration: $arcologies[0].FSRomanRevivalistDecoration

<<radiobutton "$arcologies[0].FSRomanRevivalistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSRomanRevivalistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSRomanRevivalistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSRomanRevivalistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSRomanRevivalistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSRomanRevivalistLaw |
	<<radiobutton "$arcologies[0].FSRomanRevivalistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSRomanRevivalistLaw" 1>> 1 (Passed.)

[[Apply and reset other Revivalisms|MOD_Edit FS Cheat][$arcologies[0].FSAztecRevivalist = "unset",$arcologies[0].FSAztecRevivalistDecoration = 20,$arcologies[0].FSAztecRevivalistLaw = 0,$arcologies[0].FSEgyptianRevivalist = "unset",$arcologies[0].FSEgyptianRevivalistDecoration = 20,$arcologies[0].FSEgyptianRevivalistLaw = 0,$arcologies[0].FSEdoRevivalistDecoration = 20,$arcologies[0].FSEdoRevivalistLaw = 0,$arcologies[0].FSArabianRevivalist = "unset",$arcologies[0].FSArabianRevivalistDecoration = 20,$arcologies[0].FSArabianRevivalistLaw = 0,$arcologies[0].FSChineseRevivalist = "unset",$arcologies[0].FSChineseRevivalistDecoration = 20,$arcologies[0].FSChineseRevivalistLaw = 0]]

		<<if $arcologies[0].FSAztecRevivalist != "unset">>

You are ''pursuing'' Aztec Revivalism.
		<<else>>

You are ''not pursuing'' Aztec Revivalism.
		<</if>>

Aztec Revivalism (0-100 or unset): <<textbox "$arcologies[0].FSAztecRevivalist" $arcologies[0].FSAztecRevivalist>>

Decoration: $arcologies[0].FSAztecRevivalistDecoration

<<radiobutton "$arcologies[0].FSAztecRevivalistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSAztecRevivalistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSAztecRevivalistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSAztecRevivalistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSAztecRevivalistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSAztecRevivalistLaw |
		<<radiobutton "$arcologies[0].FSAztecRevivalistLaw" 0>> 0 (Not passed.)
		| <<radiobutton "$arcologies[0].FSAztecRevivalistLaw" 1>> 1 (Passed.)

[[Apply and reset other Revivalisms|MOD_Edit FS Cheat][$arcologies[0].FSRomanRevivalist = "unset",$arcologies[0].FSRomanRevivalistDecoration = 20,$arcologies[0].FSRomanRevivalistLaw = 0,$arcologies[0].FSEgyptianRevivalist = "unset",$arcologies[0].FSEgyptianRevivalistDecoration = 20,$arcologies[0].FSEgyptianRevivalistLaw = 0,$arcologies[0].FSEdoRevivalistDecoration = 20,$arcologies[0].FSEdoRevivalistLaw = 0,$arcologies[0].FSArabianRevivalist = "unset",$arcologies[0].FSArabianRevivalistDecoration = 20,$arcologies[0].FSArabianRevivalistLaw = 0,$arcologies[0].FSChineseRevivalist = "unset",$arcologies[0].FSChineseRevivalistDecoration = 20,$arcologies[0].FSChineseRevivalistLaw = 0]]

	<<if $arcologies[0].FSEgyptianRevivalist != "unset">>

You are ''pursuing'' Egyptian Revivalism.
	<<else>>

You are ''not pursuing'' Egyptian Revivalism.
	<</if>>

Egyptian Revivalism (0-100 or unset): <<textbox "$arcologies[0].FSEgyptianRevivalist" $arcologies[0].FSEgyptianRevivalist>>

Decoration: $arcologies[0].FSEgyptianRevivalistDecoration

<<radiobutton "$arcologies[0].FSEgyptianRevivalistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSEgyptianRevivalistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSEgyptianRevivalistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSEgyptianRevivalistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSEgyptianRevivalistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSEgyptianRevivalistLaw |
	<<radiobutton "$arcologies[0].FSEgyptianRevivalistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSEgyptianRevivalistLaw" 1>> 1 (Passed.)

[[Apply and reset other Revivalisms|MOD_Edit FS Cheat][$arcologies[0].FSRomanRevivalist = "unset",$arcologies[0].FSRomanRevivalistDecoration = 20,$arcologies[0].FSRomanRevivalistLaw = 0,$arcologies[0].FSAztecRevivalist = "unset",$arcologies[0].FSAztecRevivalistDecoration = 20,$arcologies[0].FSAztecRevivalistLaw = 0,$arcologies[0].FSEdoRevivalistDecoration = 20,$arcologies[0].FSEdoRevivalistLaw = 0,$arcologies[0].FSArabianRevivalist = "unset",$arcologies[0].FSArabianRevivalistDecoration = 20,$arcologies[0].FSArabianRevivalistLaw = 0,$arcologies[0].FSChineseRevivalist = "unset",$arcologies[0].FSChineseRevivalistDecoration = 20,$arcologies[0].FSChineseRevivalistLaw = 0,$arcologies[0].FSEgyptianRevivalistIncestPolicy = 0]]

	<<if $arcologies[0].FSEdoRevivalist != "unset">>

You are ''pursuing'' Edo Revivalism.
	<<else>>

You are ''not pursuing'' Edo Revivalism.
	<</if>>

Edo Revivalism (0-100 or unset): <<textbox "$arcologies[0].FSEdoRevivalist" $arcologies[0].FSEdoRevivalist>>

Decoration: $arcologies[0].FSEdoRevivalistDecoration

<<radiobutton "$arcologies[0].FSEdoRevivalistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSEdoRevivalistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSEdoRevivalistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSEdoRevivalistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSEdoRevivalistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSEdoRevivalistLaw |
	<<radiobutton "$arcologies[0].FSEdoRevivalistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSEdoRevivalistLaw" 1>> 1 (Passed.)

[[Apply and reset other Revivalisms|MOD_Edit FS Cheat][$arcologies[0].FSRomanRevivalist = "unset",$arcologies[0].FSRomanRevivalistDecoration = 20,$arcologies[0].FSRomanRevivalistLaw = 0,$arcologies[0].FSAztecRevivalist = "unset",$arcologies[0].FSAztecRevivalistDecoration = 20,$arcologies[0].FSAztecRevivalistLaw = 0,$arcologies[0].FSEgyptianRevivalistDecoration = 20,$arcologies[0].FSEgyptianRevivalistLaw = 0,$arcologies[0].FSArabianRevivalist = "unset",$arcologies[0].FSArabianRevivalistDecoration = 20,$arcologies[0].FSArabianRevivalistLaw = 0,$arcologies[0].FSChineseRevivalist = "unset",$arcologies[0].FSChineseRevivalistDecoration = 20,$arcologies[0].FSChineseRevivalistLaw = 0]]

	<<if $arcologies[0].FSArabianRevivalist != "unset">>

You are ''pursuing'' Arabian Revivalism.
	<<else>>

You are ''not pursuing'' Arabian Revivalism.
	<</if>>

Arabian Revivalism (0-100 or unset): <<textbox "$arcologies[0].FSArabianRevivalist" $arcologies[0].FSArabianRevivalist>>

Decoration: $arcologies[0].FSArabianRevivalistDecoration

<<radiobutton "$arcologies[0].FSArabianRevivalistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSArabianRevivalistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSArabianRevivalistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSArabianRevivalistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSArabianRevivalistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSArabianRevivalistLaw |
	<<radiobutton "$arcologies[0].FSArabianRevivalistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSArabianRevivalistLaw" 1>> 1 (Passed.)

[[Apply and reset other Revivalisms|MOD_Edit FS Cheat][$arcologies[0].FSRomanRevivalist = "unset",$arcologies[0].FSRomanRevivalistDecoration = 20,$arcologies[0].FSRomanRevivalistLaw = 0,$arcologies[0].FSAztecRevivalist = "unset",$arcologies[0].FSAztecRevivalistDecoration = 20,$arcologies[0].FSAztecRevivalistLaw = 0,$arcologies[0].FSEgyptianRevivalistDecoration = 20,$arcologies[0].FSEgyptianRevivalistLaw = 0,$arcologies[0].FSEdoRevivalist = "unset",$arcologies[0].FSEdoRevivalistDecoration = 20,$arcologies[0].FSEdoRevivalistLaw = 0,$arcologies[0].FSChineseRevivalist = "unset",$arcologies[0].FSChineseRevivalistDecoration = 20,$arcologies[0].FSChineseRevivalistLaw = 0]]

	<<if $arcologies[0].FSChineseRevivalist != "unset">>

You are ''pursuing'' Chinese Revivalism.
	<<else>>

You are ''not pursuing'' Chinese Revivalism.
	<</if>>

Chinese Revivalism (0-100 or unset): <<textbox "$arcologies[0].FSChineseRevivalist" $arcologies[0].FSChineseRevivalist>>

Decoration: $arcologies[0].FSChineseRevivalistDecoration

<<radiobutton "$arcologies[0].FSChineseRevivalistDecoration" 20>> 20 (Minimum)

<<radiobutton "$arcologies[0].FSChineseRevivalistDecoration" 40>> 40 (Media support.)

<<radiobutton "$arcologies[0].FSChineseRevivalistDecoration" 60>> 60 (Decorated public spaces.)

<<radiobutton "$arcologies[0].FSChineseRevivalistDecoration" 80>> 80 (Slaves stationed in public spaces.)

<<radiobutton "$arcologies[0].FSChineseRevivalistDecoration" 100>> 100 (Remodeled exterior; Fully customized.)

Law: $arcologies[0].FSChineseRevivalistLaw |
	<<radiobutton "$arcologies[0].FSChineseRevivalistLaw" 0>> 0 (Not passed.)
	| <<radiobutton "$arcologies[0].FSChineseRevivalistLaw" 1>> 1 (Passed.)

[[Apply and reset other Revivalisms|MOD_Edit FS Cheat][$arcologies[0].FSRomanRevivalist = "unset",$arcologies[0].FSRomanRevivalistDecoration = 20,$arcologies[0].FSRomanRevivalistLaw = 0,$arcologies[0].FSAztecRevivalist = "unset",$arcologies[0].FSAztecRevivalistDecoration = 20,$arcologies[0].FSAztecRevivalistLaw = 0,$arcologies[0].FSEgyptianRevivalistDecoration = 20,$arcologies[0].FSEgyptianRevivalistLaw = 0,$arcologies[0].FSEdoRevivalist = "unset",$arcologies[0].FSEdoRevivalistDecoration = 20,$arcologies[0].FSEdoRevivalistLaw = 0,$arcologies[0].FSArabianRevivalist = "unset",$arcologies[0].FSArabianRevivalistDecoration = 20,$arcologies[0].FSArabianRevivalistLaw = 0]]


code:
:: MOD_Edit FS Cheat Datatype Cleanup [nobr]

<<set $nextButton = "Continue", $nextLink = "Main", $returnTo = "Main">>

<<if $arcologies[0].FSSupremacist != "unset">>
	<<set $arcologies[0].FSSupremacist = Number($arcologies[0].FSSupremacist) || "unset">>
	<<set $arcologies[0].FSSupremacistDecoration = Number($arcologies[0].FSSupremacistDecoration) || 0>>
	<<set $arcologies[0].FSSupremacistLawME = Number($arcologies[0].FSSupremacistLawME) || 0>>
<</if>>
<<if $arcologies[0].FSSubjugationist != "unset">>
	<<set $arcologies[0].FSSubjugationist = Number($arcologies[0].FSSubjugationist) || "unset">>
	<<set $arcologies[0].FSSubjugationistDecoration = Number($arcologies[0].FSSubjugationistDecoration) || 0>>
	<<set $arcologies[0].FSSubjugationistLawME = Number($arcologies[0].FSSubjugationistLawME) || 0>>
<</if>>
<<if $arcologies[0].FSGenderRadicalist != "unset">>
	<<set $arcologies[0].FSGenderRadicalist = Number($arcologies[0].FSGenderRadicalist) || "unset">>
	<<set $arcologies[0].FSGenderRadicalistDecoration = Number($arcologies[0].FSGenderRadicalistDecoration) || 0>>
	<<set $arcologies[0].FSGenderRadicalistLawBeauty = Number($arcologies[0].FSGenderRadicalistLawBeauty) || 0>>
	<<set $arcologies[0].FSGenderRadicalistLawFuta = Number($arcologies[0].FSGenderRadicalistLawFuta) || 0>>
<</if>>
<<if $arcologies[0].FSRepopulationFocus != "unset">>
	<<set $arcologies[0].FSRepopulationFocus = Number($arcologies[0].FSRepopulationFocus) || "unset">>
	<<set $arcologies[0].FSRepopulationFocusDecoration = Number($arcologies[0].FSRepopulationFocusDecoration) || 0>>
	<<set $arcologies[0].FSRepopulationFocusSMR = Number($arcologies[0].FSRepopulationFocusSMR) || 0>>
	<<set $arcologies[0].FSRepopulationFocusLaw = Number($arcologies[0].FSRepopulationFocusLaw) || 0>>
<</if>>
<<if $arcologies[0].FSRestart != "unset">>
	<<set $arcologies[0].FSRestart = Number($arcologies[0].FSRestart) || "unset">>
	<<set $arcologies[0].FSRestartDecoration = Number($arcologies[0].FSRestartDecoration) || 0>>
	<<set $arcologies[0].FSRestartSMR = Number($arcologies[0].FSRestartSMR) || 0>>
	<<set $arcologies[0].FSRestartLaw = Number($arcologies[0].FSRestartLaw) || 0>>
<</if>>
<<if $arcologies[0].FSHedonisticDecadence != "unset">>
	<<set $arcologies[0].FSHedonisticDecadence = Number($arcologies[0].FSHedonisticDecadence) || "unset">>
	<<set $arcologies[0].FSHedonisticDecadence = Number($arcologies[0].FSHedonisticDecadenceDecoration) || 0>>
	<<set $arcologies[0].FSHedonisticDecadenceSMR = Number($arcologies[0].FSHedonisticDecadenceSMR) || 0>>
	<<set $arcologies[0].FSHedonisticDecadenceLaw = Number($arcologies[0].FSHedonisticDecadenceLaw) || 0>>
	<<set $arcologies[0].FSHedonisticDecadenceLaw2 = Number($arcologies[0].FSHedonisticDecadenceLaw2) || 0>>
	<<set $arcologies[0].FSHedonisticDecadenceStrongFat = Number($arcologies[0].FSHedonisticDecadenceStrongFat) || 0>>
<</if>>
<<if $arcologies[0].FSGenderFundamentalist != "unset">>
	<<set $arcologies[0].FSGenderFundamentalist = Number($arcologies[0].FSGenderFundamentalist) || "unset">>
	<<set $arcologies[0].FSGenderFundamentalistDecoration = Number($arcologies[0].FSGenderFundamentalistDecoration) || 0>>
	<<set $arcologies[0].FSGenderFundamentalistLaw = Number($arcologies[0].FSGenderFundamentalistLaw) || 0>>
	<<set $arcologies[0].FSGenderFundamentalistSMR = Number($arcologies[0].FSGenderFundamentalistSMR) || 0>>
<</if>>
<<if $arcologies[0].FSPaternalist != "unset">>
	<<set $arcologies[0].FSPaternalist = Number($arcologies[0].FSPaternalist) || "unset">>
	<<set $arcologies[0].FSPaternalistDecoration = Number($arcologies[0].FSPaternalistDecoration) || 0>>
	<<set $arcologies[0].FSPaternalistLaw = Number($arcologies[0].FSPaternalistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSDegradationist != "unset">>
	<<set $arcologies[0].FSDegradationist = Number($arcologies[0].FSDegradationist) || "unset">>
	<<set $arcologies[0].FSDegradationistDecoration = Number($arcologies[0].FSDegradationistDecoration) || 0>>
	<<set $arcologies[0].FSDegradationistLaw = Number($arcologies[0].FSDegradationistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSBodyPurist != "unset">>
	<<set $arcologies[0].FSBodyPurist = Number($arcologies[0].FSBodyPurist) || "unset">>
	<<set $arcologies[0].FSBodyPuristDecoration = Number($arcologies[0].FSBodyPuristDecoration) || 0>>
	<<set $arcologies[0].FSBodyPuristLaw = Number($arcologies[0].FSBodyPuristLaw) || 0>>
<</if>>
<<if $arcologies[0].FSTransformationFetishist != "unset">>
	<<set $arcologies[0].FSTransformationFetishist = Number($arcologies[0].FSTransformationFetishist) || "unset">>
	<<set $arcologies[0].FSTransformationFetishistDecoration = Number($arcologies[0].FSTransformationFetishistDecoration) || 0>>
	<<set $arcologies[0].FSTransformationFetishistLaw = Number($arcologies[0].FSTransformationFetishistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSYouthPreferentialist != "unset">>
	<<set $arcologies[0].FSYouthPreferentialist = Number($arcologies[0].FSYouthPreferentialist) || "unset">>
	<<set $arcologies[0].FSYouthPreferentialistDecoration = Number($arcologies[0].FSYouthPreferentialistDecoration) || 0>>
	<<set $arcologies[0].FSYouthPreferentialistLaw = Number($arcologies[0].FSYouthPreferentialistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSMaturityPreferentialist != "unset">>
	<<set $arcologies[0].FSMaturityPreferentialist = Number($arcologies[0].FSMaturityPreferentialist) || "unset">>
	<<set $arcologies[0].FSMaturityPreferentialistDecoration = Number($arcologies[0].FSMaturityPreferentialistDecoration) || 0>>
	<<set $arcologies[0].FSMaturityPreferentialistLaw = Number($arcologies[0].FSMaturityPreferentialistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSSlimnessEnthusiast != "unset">>
	<<set $arcologies[0].FSSlimnessEnthusiast = Number($arcologies[0].FSSlimnessEnthusiast) || "unset">>
	<<set $arcologies[0].FSSlimnessEnthusiastDecoration = Number($arcologies[0].FSSlimnessEnthusiastDecoration) || 0>>
	<<set $arcologies[0].FSSlimnessEnthusiastSMR = Number($arcologies[0].FSSlimnessEnthusiastSMR) || 0>>
	<<set $arcologies[0].FSSlimnessEnthusiastLaw = Number($arcologies[0].FSSlimnessEnthusiastLaw) || 0>>
<</if>>
<<if $arcologies[0].FSAssetExpansionist != "unset">>
	<<set $arcologies[0].FSAssetExpansionist = Number($arcologies[0].FSAssetExpansionist) || "unset">>
	<<set $arcologies[0].FSAssetExpansionistDecoration = Number($arcologies[0].FSAssetExpansionistDecoration) || 0>>
	<<set $arcologies[0].FSAssetExpansionistSMR = Number($arcologies[0].FSAssetExpansionistSMR) || 0>>
<</if>>
<<if $arcologies[0].FSPastoralist != "unset">>
	<<set $arcologies[0].FSPastoralist = Number($arcologies[0].FSPastoralist) || "unset">>
	<<set $arcologies[0].FSPastoralistDecoration = Number($arcologies[0].FSPastoralistDecoration) || 0>>
	<<set $arcologies[0].FSPastoralistLaw = Number($arcologies[0].FSPastoralistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSPhysicalIdealist != "unset">>
	<<set $arcologies[0].FSPhysicalIdealist = Number($arcologies[0].FSPhysicalIdealist) || "unset">>
	<<set $arcologies[0].FSPhysicalIdealistDecoration = Number($arcologies[0].FSPhysicalIdealistDecoration) || 0>>
	<<set $arcologies[0].FSPhysicalIdealistSMR = Number($arcologies[0].FSPhysicalIdealistSMR) || 0>>
	<<set $arcologies[0].FSPhysicalIdealistStrongFat = Number($arcologies[0].FSPhysicalIdealistStrongFat) || 0>>
<</if>>
<<if $arcologies[0].FSChattelReligionist != "unset">>
	<<set $arcologies[0].FSChattelReligionist = Number($arcologies[0].FSChattelReligionist) || "unset">>
	<<set $arcologies[0].FSChattelReligionistDecoration = Number($arcologies[0].FSChattelReligionistDecoration) || 0>>
	<<set $arcologies[0].FSChattelReligionistLaw = Number($arcologies[0].FSChattelReligionistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSEdoRevivalist != "unset">>
	<<set $arcologies[0].FSEdoRevivalist = Number($arcologies[0].FSEdoRevivalist) || "unset">>
	<<set $arcologies[0].FSEdoRevivalistDecoration = Number($arcologies[0].FSEdoRevivalistDecoration) || 0>>
	<<set $arcologies[0].FSEdoRevivalistLaw = Number($arcologies[0].FSEdoRevivalistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSRomanRevivalist != "unset">>
	<<set $arcologies[0].FSRomanRevivalist = Number($arcologies[0].FSRomanRevivalist) || "unset">>
	<<set $arcologies[0].FSRomanRevivalistDecoration = Number($arcologies[0].FSRomanRevivalistDecoration) || 0>>
	<<set $arcologies[0].FSRomanRevivalistLaw = Number($arcologies[0].FSRomanRevivalistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSAztecRevivalist != "unset">>
	<<set $arcologies[0].FSAztecRevivalist = Number($arcologies[0].FSAztecRevivalist) || "unset">>
	<<set $arcologies[0].FSAztecRevivalistDecoration = Number($arcologies[0].FSAztecRevivalistDecoration) || 0>>
	<<set $arcologies[0].FSAztecRevivalistLaw = Number($arcologies[0].FSAztecRevivalistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSEgyptianRevivalist != "unset">>
	<<set $arcologies[0].FSEgyptianRevivalist = Number($arcologies[0].FSEgyptianRevivalist) || "unset">>
	<<set $arcologies[0].FSEgyptianRevivalistDecoration = Number($arcologies[0].FSEgyptianRevivalistDecoration) || 0>>
	<<set $arcologies[0].FSEgyptianRevivalistLaw = Number($arcologies[0].FSEgyptianRevivalistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSEdoRevivalist != "unset">>
	<<set $arcologies[0].FSEdoRevivalist = Number($arcologies[0].FSEdoRevivalist) || "unset">>
	<<set $arcologies[0].FSEdoRevivalistDecoration = Number($arcologies[0].FSEdoRevivalistDecoration) || 0>>
	<<set $arcologies[0].FSEdoRevivalistLaw = Number($arcologies[0].FSEdoRevivalistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSArabianRevivalist != "unset">>
	<<set $arcologies[0].FSArabianRevivalist = Number($arcologies[0].FSArabianRevivalist) || "unset">>
	<<set $arcologies[0].FSArabianRevivalistDecoration = Number($arcologies[0].FSArabianRevivalistDecoration) || 0>>
	<<set $arcologies[0].FSArabianRevivalistLaw = Number($arcologies[0].FSArabianRevivalistLaw) || 0>>
<</if>>
<<if $arcologies[0].FSChineseRevivalist != "unset">>
	<<set $arcologies[0].FSChineseRevivalist = Number($arcologies[0].FSChineseRevivalist) || "unset">>
	<<set $arcologies[0].FSChineseRevivalistDecoration = Number($arcologies[0].FSChineseRevivalistDecoration) || 0>>
	<<set $arcologies[0].FSChineseRevivalistLaw = Number($arcologies[0].FSChineseRevivalistLaw) || 0>>
<</if>>

You perform the dark rituals, pray to the chaos gods and sold your CHEATING SOUL for the power to change and mold the Future Society to your will.

The Future Society has been changed forever and the chaos gods take YOUR CHEATING SOUL as payment YOU CHEATING CHEATER!