code:
window.saStayConfined = /** @param {App.Entity.SlaveState} slave */ function saStayConfined(slave) {

	var pronouns = getPronouns(slave);
	var he = pronouns.pronoun, him = pronouns.object, his = pronouns.possessive, hers = pronouns.possessivePronoun, himself = pronouns.objectReflexive, boy = pronouns.noun;
	var He = capFirstChar(he), His = capFirstChar(his);
	var V = State.variables;

	var t = "";

	if (slave.fetish != "mindbroken") {
		if (slave.devotion < -50) {
			t += `is kept in solitary confinement whenever ${he} is not being forced to do something else. ${He} still hates ${his} place in the world, but being forced to rely on slave life as ${his} only human contact grinds down ${his} resistance.`;
			slave.devotion += 2;
		} else if (slave.devotion <= 20) {
			t += `is kept in solitary confinement whenever ${he} is not being forced to do something else. With nothing to do but look forward to the next time ${he}'s let out to serve, ${he} begins to rely on servitude.`;
			slave.devotion += 1;
		} else if (slave.devotion <= 50) {
			t += `accepts solitary confinement whenever ${he} is not being forced to do something else. Since ${he} is obedient, the mental torture neither breaks ${him} further nor causes ${him} to hate you.`;
		} else {
			t += `accepts solitary confinement whenever ${he} is not being forced to do something else. ${He} spends ${his} time wondering hopelessly how ${he} has failed you, damaging ${his} devotion to you.`;
			slave.devotion -= 2;
		}

		if (slave.trust < -50) {
			t += ` ${He} is so terrified of you that this confinement does not make ${him} fear you any more.`;
		} else if (slave.trust < -20) {
			t += ` ${He} is already afraid of you, but this confinement makes ${him} <span class='gold'>fear you even more.</span>`;
			slave.trust -= 2;
		} else if (slave.trust <= 20) {
			t += ` This confinement makes ${him} <span class='gold'>fear your power</span> over ${him}.`;
			slave.trust -= 4;
		} else {
			t += ` This confinement makes ${him} <span class='gold'>trust you less,</span> and fear you more.`;
			slave.trust -= 5;
		}

		if (slave.assignment == "be confined in the cellblock") {
			if ((slave.hears == -1 && slave.earwear != "hearing aids") || (slave.hears == 0 && slave.earwear == "muffling ear plugs") || (slave.hears == -2)) {
				t += ` ${His} hearing impairment spares ${him} the sounds of ${his} peers getting punished, lightening the impact of ${his} imprisonment.`;
			}
		}

		t += ` The stress of confinement <span class='red'>damages ${his} health.</span>`;
		slave.health -= 10;
	} else {
		t += `is oblivious to ${his} confinement.`;
	}

	if (V.Wardeness !== 0 && (V.Wardeness.sexualFlaw == "malicious" || V.Wardeness.sexualFlaw == "abusive" || V.Wardeness.sexualFlaw == "breast growth") && slave.lactation == 1 && slave.lactationDuration == 0) {
		t += ` ${V.Wardeness.slaveName} `
		if (V.Wardeness.sexualFlaw == "malicious") {
			t += `savors the torment brought about by ${his} milk-bloated chest and makes sure to milk ${him} thoroughly every other week to maximize ${his} suffering.`
		} else if (V.Wardeness.sexualFlaw == "abusive") {
			t += `enjoys neglecting ${his} milk-bloated chest until it gets big and painfully swollen; only then does the abusive jail-keeper roughly drain ${his} sensitive mounds.`
		} else if (V.Wardeness.sexualFlaw == "breast growth") {
			t += `loves watching ${his} breasts steadily swell with pent-up milk and only milks ${him} in order to reset the process.`
		}
	}

	if (slave.sentence == 0 && (slave.devotion > 20 || (slave.devotion >= -20 && slave.trust < -20) || (slave.devotion >= -50 && slave.trust < -50) || slave.fetish == "mindbroken")) {
		if (slave.fetish == "mindbroken") {
			t += ` ${His} broken mind hinges entirely on other's guidance,`;
		} else {
			t += ` ${He} is now willing to <span class='hotpink'>do as ${he}'s told,</span>`;
		}
		t += ` so <span class='yellow'>${his} assignment has defaulted to rest.</span>`;
		if (slave.assignment == "be confined in the cellblock") {
			State.temporary.brokenSlaves++;
			State.temporary.DL--;
			State.temporary.dI--;
		}
		removeJob(slave, slave.assignment);
	}

	return t;
};


code:
:: Economy Intro [nobr]

<<if $PC.career == "arcology owner" || $saveImported == 1>>
	<<goto "Takeover Target">>
<<else>>
	It is the year 2037, and the past 21 years have not been kind. The world is starting to fall apart. The climate is deteriorating, resources are being exhausted, and there are more people to feed every year. Technology is advancing, but not fast enough to save everyone. @@.orange;Exactly how bad is the situation?@@

	<<if $economy > 125>>

''Not truly dire. Not yet.'' //Very Easy//

[[Harder|Economy Intro][$economy = 125]]
	<<elseif $economy > 100>>

''Getting a touch dire.'' //Easy//

[[Harder|Economy Intro][$economy = 100]] | [[Easier|Economy Intro][$economy = 200]]
	<<elseif $economy > 80>>

''Very serious.'' //Default Difficulty//

[[Harder|Economy Intro][$economy = 80]] | [[Easier|Economy Intro][$economy = 125]]
	<<elseif $economy > 67>>

''It won't be pretty.'' //Hard//

[[Harder|Economy Intro][$economy = 67]] | [[Easier|Economy Intro][$economy = 100]]
	<<else>>

''This is the last dance.'' //Very Hard//

[[Easier|Economy Intro][$economy = 80]]
	<</if>>

	/*Economy settings*/

@@.orange;How fast is it crumbling?@@ //Some economic content requires this to be set to harder than vanilla//
	<<if $difficultySwitch == 0>>

''Barely noticeable, for now.'' //Vanilla//

[[Harder|Economy Intro][$econRate = 1, $difficultySwitch = 1]]
	<<elseif $econRate == 1>>

''A slow decline.'' //Easy//

[[Harder|Economy Intro][$econRate = 2]] | [[Easier|Economy Intro][$difficultySwitch = 0]]
	<<elseif $econRate == 2>>

''It's visibly deteriorating before your eyes.'' //Default Difficulty//

[[Harder|Economy Intro][$econRate = 4]] | [[Easier|Economy Intro][$econRate = 1]]
	<<else>>

''It's going to hell in a handbasket.'' //Hard//

[[Easier|Economy Intro][$econRate = 2]]
	<</if>>

	/* Not functional yet, place $incomeRate = 1 in storyInit when ready for use

 All the things you need to run your arcology are getting more expensive
	<<if $incomeMod == 0>>
		while all forms of income ''remain static''. [[Easier|Economy Intro][$incomeRate = 1]]
	<<elseif $incomeMod == 1>>
		while all forms of income ''rise but cannot keep pace''. [[Easier|Economy Intro][$incomeRate = 2]] | [[Harder|Economy Intro][$incomeRate = 0]]
	<<else>>
		but luckily all forms of income ''rise in lockstep''. [[Harder|Economy Intro][$incomeRate = 1]]
	<</if>>

[[Play with static economy|Economy Intro][$difficultySwitch = 0]]
	*/

[[Next|Trade Intro]]

[[Skip Intro|Intro Summary]] //This will preclude you from taking over an established arcology.//
<</if>>

repo_name: Echoart/fc


code:
:: Extreme Intro

The early Free Cities were wild places where the writ of law did not run. In some of the most depraved, slaves' bodies, minds and even lives were playthings of the wealthy and powerful. Though modern Free Cities are tremendously varied, a majority of the new communities made a choice about whether extreme practices were a flaw in a lawless society or one of its benefits. @@.orange;How did most Free Cities react to the excesses of the early days?@@

[[They drew back from them.|Gender Intro][$seeExtreme = 0]] //Extreme content such as amputation and castration will not appear.//
[[They reveled in them.|Gender Intro][$seeExtreme = 1]] //Extreme content will appear.//
[[They reveled in them and were particularly inventive.|Gender Intro][$seeExtreme = 1,$seeHyperPreg = 1]] //Extreme content will appear, including hyper-pregnancy related content//
[[They drew back from them, but remained creative.|Gender Intro][$seeExtreme = 0,$seeHyperPreg = 1]] //Extreme content will not appear, but hyper-pregnancy related content might appear.//


code:
:: Gender Intro

The Free Cities are sexually libertine places, and sexual slavery is ubiquitous. Some of the early Free Cities upheld or even strengthened traditional gender roles, expecting men to be men and women to be women. Others subscribed to an interesting refinement of those gender roles, considering any sex slave female, regardless of her biology. A small minority even went so far as to strongly favor societal feminization of slaves born male; in these, biologically female slaves were a rare sight. @@.orange;Which kind of Free City came to predominate?@@

[[Free Cities that were open-minded about who could be a slave girl.|Slave Age Intro][$seeDicks = 25]]
    //Default setting. The majority of slaves will be biologically female, and all content will be available.//
[[Free Cities that understood that girls are girls.|Slave Age Intro][$seeDicks = 0]]
    //Almost all slaves will be biologically female, restricting some content.//
[[Free Cities that understood that girls are girls with some exceptions.|Slave Age Intro][$makeDicks = 1, $seeDicks = 0]]
    //This option will make almost all generated slaves female, but will allow for the attachment of a certain organ through surgery.//
[[Free Cities that preferred girls with dicks.|Slave Age Intro][$seeDicks = 100]]
    //Almost all slaves will be biologically male, restricting some content.//


code:
:: Intro Summary [nobr]

<<set $neighboringArcologies = variableAsNumber($neighboringArcologies, 3, 0, 8)>>
<<set $FSCreditCount = variableAsNumber($FSCreditCount, 5, 4, 7)>>
<<set $PC.actualAge = variableAsNumber($PC.actualAge, 35, 14, 80)>>
<<set $PC.birthWeek = variableAsNumber($PC.birthWeek, 0, 0, 51)>>

<<silently>>
FertilityAge($fertilityAge)
<</silently>>

You may review your settings before clicking "Continue" to begin.

<<set $minimumSlaveAge = variableAsNumber($minimumSlaveAge, 18, 3, 18)>>
<<set $retirementAge = variableAsNumber($retirementAge, 45, 25, 120)>>
<<set $fertilityAge = variableAsNumber($fertilityAge, 13, 3, 18)>>
<<set $potencyAge = variableAsNumber($potencyAge, 13, 3, 18)>>
<<set $PC.mother = Number($PC.mother)>>
<<set $PC.father = Number($PC.father)>>
<<if $freshPC == 1 || $saveImported == 0>>
	<<set $PC.origRace = $PC.race>>
	<<set $PC.origSkin = $PC.skin>>
	<<set $PC.origEye = $PC.eyeColor>>
	<<set $PC.origHColor = $PC.hColor>>
<</if>>

__''World Settings''__

Economic climate:
<<set $localEcon = $economy>>
<<if $economy > 125>>
	''not truly dire. Not yet.'' //Very Easy//

[[Harder|Intro Summary][$economy = 125]]
<<elseif $economy > 100>>
	''getting a touch dire.'' //Easy//

[[Harder|Intro Summary][$economy = 100]] | [[Easier|Intro Summary][$economy = 200]]
<<elseif $economy > 80>>
	''serious risks.'' //Default Difficulty//

[[Harder|Intro Summary][$economy = 80]] | [[Easier|Intro Summary][$economy = 125]]
<<elseif $economy > 67>>
	''ugly.'' //Hard//

[[Harder|Intro Summary][$economy = 67]] | [[Easier|Intro Summary][$economy = 100]]
<<else>>
	''this is the last dance.'' //Very Hard//

[[Easier|Intro Summary][$economy = 80]]
<</if>>
<<if $difficultySwitch == 1>><<set $econAdvantage = -2>><</if>>

Economic forecast:
<<if $difficultySwitch == 0>>
	''no change.'' //Vanilla -- Some economic content requires this to be set to harder than vanilla//

[[Harder|Intro Summary][$difficultySwitch = 1, $econRate = 1]]
<<elseif $econRate == 1>>
	''slow decline''. //Easy//

[[Harder|Intro Summary][$econRate = 2]] | [[Easier|Intro Summary][$difficultySwitch = 0]]
<<elseif $econRate == 2>>
	''noticeable deterioration'' //Default Difficulty//

[[Harder|Intro Summary][$econRate = 4]] | [[Easier|Intro Summary][$econRate = 1]]
<<else>>
	''going to hell in a handbasket''. //Hard//

[[Easier|Intro Summary][$econRate = 2]]
<</if>>

/* Not functional yet

 All the things you need to run your arcology are getting more expensive
<<if $incomeMod == 0>>
	while all forms of income ''remain static''.
		[[Easier|Intro Summary][$incomeMod = 1]]
<<elseif $incomeMod == 1>>
	while all forms of income ''rise but cannot keep pace''.
	[[Harder|Intro Summary][$incomeMod = 0]] | [[Easier|Intro Summary][$incomeMod = 2]]
<<else>>
	but luckily all forms of income ''rise in lockstep''.
	[[Harder|Intro Summary][$incomeMod = 1]]
<</if>>
*/

<<set $foodCost = Math.trunc(2500/$economy)>>
<<set $drugsCost = Math.trunc(10000/$economy)>>
<<set $rulesCost = Math.trunc(10000/$economy)>>
<<set $modCost = Math.trunc(5000/$economy)>>
<<set $surgeryCost = Math.trunc(30000/$economy)>>
<<if $economy > 100>>
	<<set $corpEasy = 1>>
<<else>>
	<<set $corpEasy = 0>>
<</if>>

<<if ndef $customVariety>>
You are using standardized slave trading channels. [[Customize the slave trade|Customize Slave Trade][$customVariety = 1, $customWA = 0]]

	<<if $internationalTrade == 0>>
		The slave trade is ''continental,'' so a narrower variety of slaves will be available.
		[[Allow intercontinental trade|Intro Summary][$internationalTrade = 1]]

	<<else>>
		The slave trade is ''international,'' so a wider variety of slaves will be available.
		[[Restrict the trade to continental|Intro Summary][$internationalTrade = 0]]

	<</if>>

	<<if $internationalTrade == 1>>
	<<if $internationalVariety == 0>>
		International slave variety is ''semi-realistic,'' so more populous nations will be more common.
		[[Normalized national variety|Intro Summary][$internationalVariety = 1]]

	<<else>>
		International slave variety is ''normalized,'' so small nations will appear nearly as much as large ones.
		[[Semi-realistic national variety|Intro Summary][$internationalVariety = 0]]

	<</if>>
	<</if>>
<<else>>
	Current nationality distributions are [[Adjust the slave trade|Customize Slave Trade][$customWA = 0, $customVariety = 1]] | [[Stop customizing|Intro Summary][delete $customVariety]]
	<<if ndef $nationalitiescheck>> /* NGP: regenerate $nationalitiescheck from previous game's $nationalities array */
		<<silently>><<include "Customize Slave Trade">><</silently>>
	<</if>>

	<<set _len = Object.keys($nationalitiescheck).length>>
	<<set _j = 0>>
	<<for _nation, _i range $nationalitiescheck>>
		<<print _nation>> @@.orange;<<print (($nationalities[_nation]/hashSum($nationalities))*100).toFixed(2)>>%@@
		<<set _j++>>
		<<if _j < _len>> | <</if>>
	<</for>>

<</if>> /* closes $customVariety is defined */

/* Accordion 000-250-006 */
	Accordion effects on weekly reports are
<<if $useAccordion == 0>>
	@@.red;DISABLED.@@ [[Enable|Intro Summary][$useAccordion = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Intro Summary][$useAccordion = 0]]
<</if>>
/* Accordion 000-250-006 */

Economic Tabs on weekly reports are
<<if $useTabs == 0>>
@@.red;DISABLED.@@ [[Enable|Intro Summary][$useTabs = 1]]
<<else>>
@@.cyan;ENABLED.@@ [[Disable|Intro Summary][$useTabs = 0]]
<</if>>

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

__''General slave settings''__

<<if $verboseDescriptions == 1>>
	Your master suite ''will'' detail slave changes.
	[[Disable|Intro Summary][$verboseDescriptions = 0]]
<<else>>
	Your master suite ''will not'' detail slave changes.
	[[Enable|Intro Summary][$verboseDescriptions = 1]]
<</if>>

<<if $newDescriptions == 1>>
	Slaves ''will'' have alternate titles.
	[[Disable|Intro Summary][$newDescriptions = 0]]
<<else>>
	Slaves ''will not'' have alternate titles.
	[[Enable|Intro Summary][$newDescriptions = 1]]
<</if>>

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

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

<<if $allowMaleSlaveNames>>
	Slaves ''can generate with male names.''
	[[Only use female names|Intro Summary][$allowMaleSlaveNames = false]]
<<else>>
	Slaves will ''always generate with female names.''
	[[Allow male names|Intro Summary][$allowMaleSlaveNames = true]]
<</if>>
//This only affects slave generation and not your ability to name your slaves.//

<<if $surnameOrder != 1>>
	Order names ''based on country of origin''. [[Force name surname|Intro Summary][$surnameOrder = 1]]
<<else>>
	Names will always be ''Name Surname''. [[Allow nationality name order|Intro Summary][$surnameOrder = 0]]
<</if>>

<<if $familyTesting == 1>>
	Slaves ''can'' have extended families instead of just a single relative. //May cause lag.//
	[[Disable extended families|Intro Summary][$familyTesting = 0]]
<<else>>
	Slaves ''cannot'' have extended families, just a single relative. //Vanilla Mode.//
	[[Enable extended families|Intro Summary][$familyTesting = 1]]
<</if>> //Extended family mode must be on for the incubation facility to be enabled.//

<<if $familyTesting == 1>>

<<if $inbreeding == 1>>
	Successive breeding ''will'' result in sub-average slaves.
	[[Disable inbreeding damage|Intro Summary][$inbreeding = 0]]
<<else>>
	Successive breeding ''will not'' result in sub-average slaves.
	[[Enable inbreeding damage|Intro Summary][$inbreeding = 1]]
<</if>>

<<if $allowFamilyTitles == 1>>
	Your relatives ''will'' use family titles.
	[[Disable family titles|Intro Summary][$allowFamilyTitles = 0]]
<<else>>
	Your relatives ''will not'' use family titles.
	[[Enable family titles|Intro Summary][$allowFamilyTitles = 1]]
<</if>>
<</if>>

Interactions between slaves' weight and asset size are
<<if ($weightAffectsAssets != 0)>>
	''enabled''. [[Disable|Intro Summary][$weightAffectsAssets = 0]]
<<else>>
	''disabled''. [[Enable|Intro Summary][$weightAffectsAssets = 1]]
<</if>>

<<if ($curativeSideEffects != 0)>>
Curative side effects are ''enabled''. [[Disable|Intro Summary][$curativeSideEffects = 0]]
<<else>>
Curative side effects are ''disabled''. [[Enable|Intro Summary][$curativeSideEffects = 1]]
<</if>>

/% Begin mod section: toggle whether slaves lisp. %/

<<if $disableLisping>>
	Lisping: ''slaves will not lisp''.
	[[Enable Lisping|Intro Summary][$disableLisping = 0]]
<<else>>
	Lisping: ''slaves with fat lips or heavy oral piercings will lisp''.
	[[Disable Lisping|Intro Summary][$disableLisping = 1]]
<</if>>

/% End mod section: toggle whether slaves lisp. %/

__''Slave age settings''__

<<if $seeAge == 1>>
	Slaves will ''age naturally.''
	[[Disable aging|Intro Summary][$seeAge = 0]] |
	[[Semi aging|Intro Summary][$seeAge = 2]]
<<elseif $seeAge == 2>>
	Slaves ''will'' celebrate birthdays, but ''not age.''
	[[Enable aging fully|Intro Summary][$seeAge = 1]] |
	[[Disable aging|Intro Summary][$seeAge = 0]]
<<else>>
	Slaves will ''not age,'' and not experience birthdays.
	[[Enable aging|Intro Summary][$seeAge = 1]] |
	[[Semi aging|Intro Summary][$seeAge = 2]]
<</if>>
//This option cannot be changed during the game//

<<if $minimumSlaveAge < 3>>
	<<set $minimumSlaveAge = 3>>
<<elseif $minimumSlaveAge < 18>>
	/% OK %/
<<else>>
	/% Either out of range or not a number. %/
	<<set $minimumSlaveAge = 18>>
<</if>>
Girls appearing in the game will be no younger than <<textbox "$minimumSlaveAge" $minimumSlaveAge "Intro Summary">>

<<if ($extremeUnderage == 0)>>
Molestation of slaves younger than $minimumSlaveAge is ''forbidden''. [[Allow|Intro Summary][$extremeUnderage = 1]]
<<else>>
Molestation of slaves younger than $minimumSlaveAge is ''permitted''. [[Deny|Intro Summary][$extremeUnderage = 0]]
<</if>>

<<if $retirementAge <= $minimumSlaveAge>>
	<<set $retirementAge = $minimumSlaveAge+1>>
<<elseif $retirementAge <= 120>>
	/% OK %/
<<else>>
	/% Either out of range or not a number. %/
	<<set $retirementAge = 45>>
<</if>>
Initial retirement age will be at <<textbox "$retirementAge" $retirementAge "Intro Summary">> //May cause issues with New Game and initial slaves if set below 45.//

<<if $pedo_mode == 0>>
	Randomly generated slaves will generate normally.
	[[Loli mode|Intro Summary][$pedo_mode = 1, $minimumSlaveAge = 5]]
<<else>>
	Nearly all randomly generated slaves will be under the age of 18, although custom slaves and slaves related to specific events may be older.
	[[Normal mode|Intro Summary][$pedo_mode = 0]]
<</if>>

<<if $fertilityAge < 3>>
	<<set $fertilityAge = 3>>
<<elseif $fertilityAge < 18>>
	/% OK %/
<<else>>
	/% Either out of range or not a number. %/
	<<set $fertilityAge = 18>>
<</if>>
Girls will not be able to become pregnant if their age is under <<textbox "$fertilityAge" $fertilityAge "Intro Summary">>

<<if $potencyAge < 3>>
	<<set $potencyAge = 3>>
<<elseif $potencyAge < 18>>
	/% OK %/
<<else>>
	/% Either out of range or not a number. %/
	<<set $potencyAge = 18>>
<</if>>
Girls will not be able to impregnate others if their age is under <<textbox "$potencyAge" $potencyAge "Intro Summary">>

<<if $precociousPuberty == 0>>
	Girls ''cannot'' experience precocious puberty. (Unable to become pregnant or inseminate others younger than normal puberty age - $fertilityAge).
	[[Enable precocious puberty|Intro Summary][$precociousPuberty = 1]]
<<else>>
	Girls ''can'' experience precocious puberty. (Under certain conditions they can become pregnant or inseminate others younger then normal age - $fertilityAge, though they may also experience delayed puberty).
	[[Disable precocious puberty|Intro Summary][$precociousPuberty = 0]]
<</if>>

__''Slave age effects''__

<<if $AgePenalty == 0>>
	Girls ''will not'' receive job and career penalties due to age.
	[[Enable age penalties|Intro Summary][$AgePenalty = 1]]
<<else>>
	Girls ''will'' receive job and career penalties due to age.
	[[Disable age penalties|Intro Summary][$AgePenalty = 0]]
<</if>>

<<if $loliGrow == 1>>
	Children ''will not'' grow as they age.
	[[Enable Growth|Intro Summary][$loliGrow = 0]]
<<else>>
	Children ''will'' grow as they age.
	[[Disable Growth|Intro Summary][$loliGrow = 1]]
<</if>>

__''Content settings''__

<<switch $seeDicks>>
<<case 100>>
	''All''
<<case 90>>
	''Almost all''
<<case 75>>
	''Most''
<<case 50>>
	''Half''
<<case 25>>
	''Some''
<<case 10>>
	''A few''
<<default>>
	''None''
<</switch>>
of the slave girls will have dicks.
<<if $seeDicks != 0>>[[None|Intro Summary][$seeDicks = 0]]<<else>>None<</if>> (0%)
| <<if $seeDicks != 10>>[[A few|Intro Summary][$seeDicks = 10]]<<else>>A few<</if>> (10%)
| <<if $seeDicks != 25>>[[Some|Intro Summary][$seeDicks = 25]]<<else>>Some<</if>> (25%)
| <<if $seeDicks != 50>>[[Half|Intro Summary][$seeDicks = 50]]<<else>>Half<</if>> (50%)
| <<if $seeDicks != 75>>[[Most|Intro Summary][$seeDicks = 75]]<<else>>Most<</if>> (75%)
| <<if $seeDicks != 90>>[[Almost all|Intro Summary][$seeDicks = 90]]<<else>>Almost all<</if>> (90%)
| <<if $seeDicks != 100>>[[All|Intro Summary][$seeDicks = 100]]<<else>>All<</if>> (100%)

<<if $seeDicks == 0>>
Should you be able to surgically attach a penis to your female slaves and starting girls?
<<if $makeDicks != 0>>[[No|Intro Summary][$makeDicks = 0]]<<else>>No<</if>>
| <<if $makeDicks != 1>>[[Yes|Intro Summary][$makeDicks = 1]]<<else>>Yes<</if>>
<</if>>

<<if $seePreg == 1>>
	Pregnancy related content is ''enabled''.
	[[Disable|Intro Summary][$seePreg = 0]]
<<else>>
	Most pregnancy related content is ''disabled''.
	[[Enable|Intro Summary][$seePreg = 1]]
<</if>>

Should children born in game strictly adhere to dick content settings?
<<if $seeDicksAffectsPregnancy != 0>>[[No|Intro Summary][$seeDicksAffectsPregnancy = 0]]<<else>>No<</if>>
| <<if $seeDicksAffectsPregnancy != 1>>[[Yes|Intro Summary][$seeDicksAffectsPregnancy = 1]]<<else>>Yes<</if>>

<<if $seeDicksAffectsPregnancy == 0>>

	<<if $adamPrinciple == 1>>
		XX slaves only fathering daughters is ''enabled''.
		[[Disable|Intro Summary][$adamPrinciple = 0]]
	<<else>>
		XX slaves only fathering daughters is ''disabled''.
		[[Enable|Intro Summary][$adamPrinciple = 1]]
	<</if>>
<</if>>

<<if $seeHyperPreg == 1>>
	Extreme pregnancy content like broodmothers is ''enabled''.
	[[Disable|Intro Summary][$seeHyperPreg = 0]]
<<else>>
	Extreme pregnancy content like broodmothers is ''disabled''.
	[[Enable|Intro Summary][$seeHyperPreg = 1]]
<</if>>

<<if ($dangerousPregnancy == 0)>>
	Advanced pregnancy complications such as miscarriage and premature birth are currently ''disabled''.
	[[Enable|Intro Summary][$dangerousPregnancy = 1]]
<<else>>
	Advanced pregnancy complications such as miscarriage and premature birth are currently ''enabled''.
	[[Disable|Intro Summary][$dangerousPregnancy = 0]]
<</if>>

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

<<if $seeBestiality == 1>>
	Bestiality content is ''enabled''.
	[[Disable|Intro Summary][$seeBestiality = 0]]
<<else>>
	Bestiality content is ''disabled''.
	[[Enable|Intro Summary][$seeBestiality = 1]]
<</if>>

<<if $seeDicks != 0>>

	<<if $seeCircumcision == 1>>
		Circumcision is ''enabled''.
		[[Disable|Intro Summary][$seeCircumcision = 0]]
	<<else>>
		Circumcision is ''disabled''.
		[[Enable|Intro Summary][$seeCircumcision = 1]]
	<</if>>
<</if>>

__''The Free City''__

The Free City features ''$neighboringArcologies'' arcologies in addition to your own.
<<textbox "$neighboringArcologies" $neighboringArcologies "Intro Summary">>

//Setting this to 0 will disable most content involving the rest of the Free City.//

<<if $targetArcology.type == "New">>

	The Free City is located on ''$terrain'' terrain.
	[[Urban|Intro Summary][$terrain = "urban"]] |
	[[Rural|Intro Summary][$terrain = "rural"]] |
	[[Ravine|Intro Summary][$terrain = "ravine"]] |
	[[Marine|Intro Summary][$terrain = "marine"]] |
	[[Oceanic|Intro Summary][$terrain = "oceanic"]]
	<<if $terrain != "oceanic">>

	The Free City is located in ''$continent''.
	[[North America|Intro Summary][$continent = "North America", $language = "English"]] | [[South America|Intro Summary][$continent = "South America", $language = "Spanish"]] | [[Brazil|Intro Summary][$continent = "Brazil", $language = "Portuguese"]] | [[Europe|Intro Summary][$continent = "Europe", $language = "English"]] | [[the Middle East|Intro Summary][$continent = "the Middle East", $language = "Arabic"]] | [[Africa|Intro Summary][$continent = "Africa", $language = "Arabic"]] | [[Asia|Intro Summary][$continent = "Asia", $language = "Chinese"]] | [[Australia|Intro Summary][$continent = "Australia", $language = "English"]] |
	<<if $freshPC == 1 || $saveImported == 0>>
		[[Japan|Intro Summary][$continent = "Japan", $language = "Japanese", $PC.race = "asian", $PC.nationality = "Japanese", $PC.hColor = "black", $PC.eyeColor = "brown"]]
	<<else>>
		[[Japan|Intro Summary][$continent = "Japan", $language = "Japanese"]]
	<</if>>
<</if>>
<</if>>

<<if !["RomanRevivalist", "AztecRevivalist", "EgyptianRevivalist", "EdoRevivalist", "ArabianRevivalist", "ChineseRevivalist"].includes($targetArcology.type)>>

The lingua franca of your arcology is <<textbox "$language" $language "Intro Summary">>.
<<if $language != "English">>
	[[English|Intro Summary][$language = "English"]] |
<<else>>
	English |
<</if>>
<<if $language != "Spanish">>
	[[Spanish|Intro Summary][$language = "Spanish"]] |
<<else>>
	Spanish |
<</if>>
<<if $language != "Arabic">>
	[[Arabic|Intro Summary][$language = "Arabic"]] |
<<else>>
	Arabic |
<</if>>
<<if $language != "Chinese">>
	[[Chinese|Intro Summary][$language = "Chinese"]]
<<else>>
	Chinese
<</if>>
<</if>>

The Free City could develop as many as ''$FSCreditCount'' future societies.
<<textbox "$FSCreditCount" $FSCreditCount "Intro Summary">>

<<if $FSCreditCount >= 7>>
	<<set $FSCreditCountString = "seven">>
<<elseif $FSCreditCount == 6>>
	<<set $FSCreditCountString = "six">>
<<elseif $FSCreditCount == 5>>
	<<set $FSCreditCountString = "five">>
<<elseif $FSCreditCount <= 4>>
	<<set $FSCreditCountString = "four">>
<</if>>
//5 is default, 4 behaves the same as pre-patch 0.9.9.0, max is 7.//
//Make sure to hit enter to confirm.//
//This option cannot be changed during the game//

__''Player Character''__
<<if $freshPC == 1 || $saveImported == 0>>

	<<if ndef $PCCreationSex>>
		<<if $PC.title == 1>>
			<<set $PCCreationSex = "masculine ''Master''">>
		<<else>>
			<<set $PCCreationSex = "feminine ''Mistress''">>
		<</if>>
	<</if>>

You are a $PCCreationSex.

Change to
		<<if $PCCreationSex != "masculine ''Master''">>
			[[masculine Master|Intro Summary][$PC.title = 1, $PC.genes = "XY", $PCCreationSex = "masculine ''Master''"]]
		<<elseif $PCCreationSex != "feminine ''Mistress''">>
			[[feminine Mistress|Intro Summary][$PC.title = 0, $PC.genes = "XX", $PCCreationSex = "feminine ''Mistress''"]]
		<</if>>

Everyone calls you ''<<= PlayerName()>>.''

	With ''<<textbox "$PC.name" $PC.name>>'' as your given name and
	<<if $PC.surname == 0>>
		no surname.
		<<link "Add a surname">>
			<<set $PC.surname = "Anon">>
			<<goto "Intro Summary">>
		<</link>> //Surnames cannot be changed during the game outside of special circumstances.//
	<<else>>
		''<<textbox "$PC.surname" $PC.surname>>'' as your surname.
		<<link "Go by a single name">>
			<<set $PC.surname = 0, $PC.surname = "">>
			<<goto "Intro Summary">>
		<</link>>
	<</if>>

	You are <<textbox "$PC.actualAge" $PC.actualAge "Intro Summary">> years old which is
	<<if $PC.actualAge >= 65>>
		''old''.
	<<elseif $PC.actualAge >= 50>>
		''well into middle age''.
	<<elseif $PC.actualAge >= 35>>
		''entering middle age''.
	<<else>>
		''surprisingly young''.
	<</if>>
	<<set $PC.physicalAge = $PC.actualAge, $PC.visualAge = $PC.actualAge>>

	Your birthday was <<textbox "$PC.birthWeek" $PC.birthWeek "Intro Summary">> weeks ago.

	<<if $playerAging == 2>>
		and you ''age naturally''.
		[[Disable aging|Intro Summary][$playerAging = 0]] |
		[[Semi aging|Intro Summary][$playerAging = 1]]
	<<elseif $playerAging == 1>>
		and you ''will'' celebrate birthdays, but ''not age''.
		[[Enable aging fully|Intro Summary][$playerAging = 2]] |
		[[Disable aging|Intro Summary][$playerAging = 0]]
	<<else>>
		and you will ''not age,'' nor experience birthdays.
		[[Enable aging|Intro Summary][$playerAging = 2]] |
		[[Semi aging|Intro Summary][$playerAging = 1]]
	<</if>>
	//This option cannot be changed during the game//

	Your custom title is ''<<textbox "$PC.customTitle" $PC.customTitle "Intro Summary">>''
	and when lisped it is ''<<textbox "$PC.customTitleLisp" $PC.customTitleLisp "Intro Summary">>''.

	//If using a custom title, select Master or Mistress to set the gender of your title.//
	//Make sure to replace your "s"s with "th"s to have working lisps in your lisped title.//

	Your nationality (//Capitalize it//) is <<textbox "$PC.nationality" $PC.nationality "Intro Summary">>,
	race is <<textbox "$PC.race" $PC.race "Intro Summary">>
	and skin tone is <<textbox "$PC.skin" $PC.skin "Intro Summary">>.

__Race:__
		[[White|Intro Summary][$PC.race = "white"]] |
		[[Asian|Intro Summary][$PC.race = "asian"]] |
		[[Latina|Intro Summary][$PC.race = "latina"]] |
		[[Middle Eastern|Intro Summary][$PC.race = "middle eastern"]] |
		[[Black|Intro Summary][$PC.race = "black"]] |
		[[Semitic|Intro Summary][$PC.race = "semitic"]] |
		[[Southern European|Intro Summary][$PC.race = "southern european"]] |
		[[Indo-Aryan|Intro Summary][$PC.race = "indo-aryan"]] |
		[[Amerindian|Intro Summary][$PC.race = "amerindian"]] |
		[[Pacific Islander|Intro Summary][$PC.race = "pacific islander"]] |
		[[Malay|Intro Summary][$PC.race = "malay"]] |
		[[Mixed Race|Intro Summary][$PC.race = "mixed race"]]

__Skin tone:__
		[[Pure White|Intro Summary][$PC.skin = "pure white"]] |
		[[Extremely Pale|Intro Summary][$PC.skin = "extremely pale"]] |
		[[Pale|Intro Summary][$PC.skin = "pale"]] |
		[[Extremely Fair|Intro Summary][$PC.skin = "extremely fair"]] |
		[[Very Fair|Intro Summary][$PC.skin = "very fair"]] |
		[[Fair|Intro Summary][$PC.skin = "fair"]] |
		[[White|Intro Summary][$PC.skin = "white"]] |
		[[Light|Intro Summary][$PC.skin = "light"]] |
		[[Lightened|Intro Summary][$PC.skin = "lightened"]] |
		[[Light Olive|Intro Summary][$PC.skin = "light olive"]] |
		[[Olive|Intro Summary][$PC.skin = "olive"]] |
		[[Natural|Intro Summary][$PC.skin = "natural"]] |
		[[Tanned|Intro Summary][$PC.skin = "tanned"]] |
		[[Bronzed|Intro Summary][$PC.skin = "bronzed"]] |
		[[Dark Olive|Intro Summary][$PC.skin = "dark olive"]] |
		[[Dark|Intro Summary][$PC.skin = "dark"]] |
		[[Light Brown|Intro Summary][$PC.skin = "light brown"]] |
		[[Brown|Intro Summary][$PC.skin = "brown"]] |
		[[Dark Brown|Intro Summary][$PC.skin = "dark brown"]] |
		[[Black|Intro Summary][$PC.skin = "black"]] |
		[[Ebony|Intro Summary][$PC.skin = "ebony"]] |
		[[Pure Black|Intro Summary][$PC.skin = "pure black"]]

	<<switch $PC.markings>>
		<<case "freckles">>
			<<set _PCCreationFreckles = "has light freckling">>
		<<case "heavily freckled">>
			<<set _PCCreationFreckles = "has heavy freckling">>
		<<default>>
			<<set _PCCreationFreckles = "is clear of blemishes">>
	<</switch>>

Your body ''_PCCreationFreckles''.
		[[None|Intro Summary][$PC.markings = "none"]] |
		[[Light|Intro Summary][$PC.markings = "freckles"]] |
		[[Heavy|Intro Summary][$PC.markings = "heavily freckled"]]

Your eyes are <<textbox "$PC.eyeColor" $PC.eyeColor "Intro Summary">>

	and hair is <<textbox "$PC.hColor" $PC.hColor "Intro Summary">>.

Your face is ''$PC.faceShape''.
		[[Normal|Intro Summary][$PC.faceShape = "normal"]] |
		[[Androgynous|Intro Summary][$PC.faceShape = "androgynous"]] |
		[[Masculine|Intro Summary][$PC.faceShape = "masculine"]] |
		[[Cute|Intro Summary][$PC.faceShape = "cute"]] |
		[[Sensual|Intro Summary][$PC.faceShape = "sensual"]] |
		[[Exotic|Intro Summary][$PC.faceShape = "exotic"]]

	Your preferred refreshment is <<textbox "$PC.refreshment" $PC.refreshment "Intro Summary">> [[Cigars|Intro Summary][$PC.refreshment = "cigar",$PC.refreshmentType = 0]] | [[Whiskey|Intro Summary][$PC.refreshment = "whiskey",$PC.refreshmentType = 1]]

	and you consume it by ''<<if $PC.refreshmentType == 0>>Smoking<<elseif $PC.refreshmentType == 1>>Drink<<elseif $PC.refreshmentType == 2>>Eating<<elseif $PC.refreshmentType == 3>>Snorting<<elseif $PC.refreshmentType == 4>>Injection<<elseif $PC.refreshmentType == 5>>Popping<<else>>Orally Dissolving<</if>>''.
	[[Smoked|Intro Summary][$PC.refreshmentType = 0]] | [[Drank|Intro Summary][$PC.refreshmentType = 1]] | [[Eaten|Intro Summary][$PC.refreshmentType = 2]] | [[Snorted|Intro Summary][$PC.refreshmentType = 3]] | [[Injected|Intro Summary][$PC.refreshmentType = 4]] | [[Popped|Intro Summary][$PC.refreshmentType = 5]] | [[Orally Dissolved|Intro Summary][$PC.refreshmentType = 6]]

	<<if $PC.refreshmentType == 0>>//"Smoked" must fit into the following sentence: "I smoked a $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 5>>//"Popped" must fit into the following sentence: "I shook the bottle of $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 6>>//"Orally Dissolved" must fit into the following sentence: "I placed a tab of $PC.refreshment under my tongue" to fit events properly
	<</if>>

	<<switch $PC.career>>
		<<case "capitalist">>
			<<set _PCCreationCareer = "a business leader">>
		<<case "mercenary">>
			<<set _PCCreationCareer = "a mercenary">>
		<<case "slaver">>
			<<set _PCCreationCareer = "a slaver">>
		<<case "engineer">>
			<<set _PCCreationCareer = "an engineer">>
		<<case "medicine">>
			<<set _PCCreationCareer = "a doctor">>
		<<case "celebrity">>
			<<set _PCCreationCareer = "a minor celebrity">>
		<<case "escort">>
			<<set _PCCreationCareer = "an escort">>
		<<case "servant">>
			<<set _PCCreationCareer = "a servant">>
		<<case "gang">>
			<<set _PCCreationCareer = "a gang leader">>
		<<case "BlackHat">>
			<<set _PCCreationCareer = "an incursion specialist">>
		<<default>>
			<<set _PCCreationCareer = "a member of the idle wealthy">>
	<</switch>>

	Before you came to the free cities, you were ''_PCCreationCareer'' and it is rumoured that you acquired your arcology through ''$PC.rumor''.

__Past career:__
	<<if $PC.career != "arcology owner">>
		[[member of the idle wealthy|Intro Summary][$PC.career = "wealth"]] |
		[[business leader|Intro Summary][$PC.career = "capitalist"]] |
		[[mercenary|Intro Summary][$PC.career = "mercenary"]] |
		[[slaver|Intro Summary][$PC.career = "slaver"]] |
		[[engineer|Intro Summary][$PC.career = "engineer"]] |
		[[doctor|Intro Summary][$PC.career = "medicine"]] |
		[[hacker|Intro Summary][$PC.career = "BlackHat"]] |
		[[minor celebrity|Intro Summary][$PC.career = "celebrity"]] |
		[[escort|Intro Summary][$PC.career = "escort"]] |
		[[servant|Intro Summary][$PC.career = "servant"]] |
		[[gang leader|Intro Summary][$PC.career = "gang"]]
	<</if>>

__rumor:__
	[[wealth|Intro Summary][$PC.rumor = "wealth"]] |
	[[hard work|Intro Summary][$PC.rumor = "diligence"]] |
	[[force|Intro Summary][$PC.rumor = "force"]] |
	[[social engineering|Intro Summary][$PC.rumor = "social engineering"]] |
	[[blind luck|Intro Summary][$PC.rumor = "luck"]]

	You have a
	<<if $PC.vagina == 1 && $PC.dick == 1>>
		''penis and vagina''. Sex scene variations; more difficult reputation maintenance; some unique opportunities, especially with breasts.
		[[No penis|Intro Summary][$PC.dick = 0]] | [[No vagina|Intro Summary][$PC.vagina = 0, $PC.preg = 0, $PC.pregType = 0]]
	<<elseif $PC.dick == 1>>
		''penis''. Standard sex scenes; easiest reputation maintenance.
		[[Switch to vagina|Intro Summary][$PC.dick = 0, $PC.vagina = 1]] | [[Add a vagina|Intro Summary][$PC.vagina = 1]]
	<<elseif $PC.vagina == 1>>
		''vagina''. Sex scene variations; most difficult reputation maintenance.
		[[Switch to penis|Intro Summary][$PC.dick = 1, $PC.vagina = 0, $PC.preg = 0, $PC.pregType = 0]] | [[Add a penis|Intro Summary][$PC.dick = 1]]
	<</if>>

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

		You are
		<<if $PC.preg == -1>>
			taking contraceptives. You ''can't'' get pregnant, however there will be a slight increase to living expenses.
			[[Do not take contraceptives|Intro Summary][$PC.preg = 0]]
		<<elseif $PC.preg == 0>>
			''not'' on contraceptives. You ''can'' get pregnant.
			[[Take contraceptives|Intro Summary][$PC.preg = -1]]
			| [[Too late for that|Intro Summary][$PC.preg = 16, $PC.pregType = 1]]
		<<elseif $PC.preg > 42>>
			''<<print $PC.preg>> weeks pregnant with octuplets'' and your water just broke.
			[[Not pregnant|Intro Summary][$PC.preg = 0, $PC.pregType = 0, $PC.labor = 0]]
		<<elseif $PC.preg > 37>>
			''<<print $PC.preg>> weeks pregnant'' and going to go into labor soon.
			[[Not pregnant|Intro Summary][$PC.preg = 0, $PC.pregType = 0]]
		<<elseif $PC.preg > 0>>
			''<<print $PC.preg>> weeks pregnant'' so there is no need to worry about contraceptives.
			[[Not pregnant|Intro Summary][$PC.preg = 0, $PC.pregType = 0]]
			| [[Ready to drop|Intro Summary][$PC.preg = 40]]
			| [[Stuffed to capacity|Intro Summary][$PC.preg = 43, $PC.pregType = 8, $PC.labor = 1]]
		<</if>>

		<<if $PC.births > 0>>

You have given birth to ''$PC.births'' babies.
		<</if>>

Your hormones
		<<if $PC.pregMood == 1>>
			influence you to be ''caring and motherly''. Sex scene alterations; slaves will trust you more, but may try to take advantage of your mercy.
			[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
		<<elseif $PC.pregMood == 0>>
			do not affect you. Vanilla setting.
			[[Change to motherly|Intro Summary][$PC.pregMood = 1]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
		<<else>>
			influence you to be ''aggressive and domineering''. Sex scene alterations; slaves will fear you more, but will become more submissive to you.
			[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to motherly|Intro Summary][$PC.pregMood = 1]]
		<</if>>
	<</if>>

	<<switch $PC.boobsBonus>>
		<<case -3>>
			<<set _PCCreationBoobSize = "small B-cups">>
		<<case -2>>
			<<set _PCCreationBoobSize = "unnoticeable C-cups">>
		<<case -1>>
			<<set _PCCreationBoobSize = "unremarkable D-cups">>
		<<case 1>>
			<<set _PCCreationBoobSize = "noticeable F-cups">>
		<<case 2>>
			<<set _PCCreationBoobSize = "huge G-cups">>
		<<case 3>>
			<<set _PCCreationBoobSize = "massive H-cups">>
		<<default>>
			<<set _PCCreationBoobSize = "average DD-cups">>
	<</switch>>

	<<if $PC.boobsImplant>>
		<<set _PCCreationBreast = "fake">>
	<<else>>
		<<set _PCCreationBreast = "all natural">>
	<</if>>

	<<if $PC.boobs > 0>>
		Your breasts are ''_PCCreationBoobSize''
		and ''_PCCreationBreast''.
		<<if $PC.boobsBonus == 0>>
			[[Go bigger|Intro Summary][$PC.boobsBonus = 2, $PC.boobsImplant = 0]] | [[Get implants|Intro Summary][$PC.boobsBonus = 2, $PC.boobsImplant = 1]] | [[Go smaller|Intro Summary][$PC.boobsBonus = -2, $PC.boobsImplant = 0]]
		<<elseif $PC.boobsBonus == 2>>
			[[Go smaller |Intro Summary][$PC.boobsBonus = 0, $PC.boobsImplant = 0]]
		<<elseif $PC.boobsBonus == -2>>
			[[Go bigger |Intro Summary][$PC.boobsBonus = 0]]
		<</if>>
		| [[Remove them|Intro Summary][$PC.boobs = 0, $PC.boobsBonus = 0, $PC.boobsImplant = 0]]
	<<else>>
		<<if $PC.title == 1>>
			Your chest is ''manly.'' [[Add breasts|Intro Summary][$PC.boobs = 1, $PC.boobsBonus = -2]]
		<<else>>
			You are ''flat chested.'' [[Grow breasts|Intro Summary][$PC.boobs = 1, $PC.boobsBonus = -2]]
		<</if>>
	<</if>>

<<else>>

You are a
	<<if $PC.title == 1>>
		masculine ''Master''
	<<else>>
		feminine ''Mistress'
	<</if>>
	and everyone that matters calls you <<= PlayerName()>>.

	You are $PC.actualAge years old which is
	<<if $PC.actualAge >= 65>>
		''old''.
	<<elseif $PC.actualAge >= 50>>
		''well into middle age''.
	<<elseif $PC.actualAge >= 35>>
		''entering middle age''.
	<<else>>
		''surprisingly young''.
	<</if>>

	Your birthday will be in $PC.birthWeek weeks
	<<if $playerAging == 2>>
		and you ''age naturally''.
		[[Disable aging|Intro Summary][$playerAging = 0]] |
		[[Semi aging|Intro Summary][$playerAging = 1]]
	<<elseif $playerAging == 1>>
		and you ''will'' celebrate birthdays, but ''not age''.
		[[Enable aging fully|Intro Summary][$playerAging = 2]] |
		[[Disable aging|Intro Summary][$playerAging = 0]]
	<<else>>
		and you will ''not age,'' nor experience birthdays.
		[[Enable aging|Intro Summary][$playerAging = 2]] |
		[[Semi aging|Intro Summary][$playerAging = 1]]
	<</if>>
	//This option cannot be changed during the game//

	Your custom title is ''<<textbox "$PC.customTitle" $PC.customTitle "Intro Summary">>''
	and when lisped it is ''<<textbox "$PC.customTitleLisp" $PC.customTitleLisp "Intro Summary">>''.

	//If using a custom title, select Master or Mistress to set the gender of your title.//
	//Make sure to replace your "s"s with "th"s to have working lisps in your lisped title.//

	You are a $PC.nationality $PC.race with <<if $PC.markings == "heavily freckled">>heavily freckled<<elseif $PC.markings == "freckles">>lightly freckled<<else>>clear<</if>> $PC.skin skin, $PC.hColor hair and $PC.eyeColor eyes. You have a $PC.faceShape face.

	Your preferred refreshment is <<textbox "$PC.refreshment" $PC.refreshment "Intro Summary">> [[Cigars|Intro Summary][$PC.refreshment = "cigar",$PC.refreshmentType = 0]] | [[Whiskey|Intro Summary][$PC.refreshment = "whiskey",$PC.refreshmentType = 1]]

	and you consume it by ''<<if $PC.refreshmentType == 0>>Smoking<<elseif $PC.refreshmentType == 1>>Drink<<elseif $PC.refreshmentType == 2>>Eating<<elseif $PC.refreshmentType == 3>>Snorting<<elseif $PC.refreshmentType == 4>>Injection<<elseif $PC.refreshmentType == 5>>Popping<<else>>Orally Dissolving<</if>>''.
	[[Smoked|Intro Summary][$PC.refreshmentType = 0]] | [[Drank|Intro Summary][$PC.refreshmentType = 1]] | [[Eaten|Intro Summary][$PC.refreshmentType = 2]] | [[Snorted|Intro Summary][$PC.refreshmentType = 3]] | [[Injected|Intro Summary][$PC.refreshmentType = 4]] | [[Popped|Intro Summary][$PC.refreshmentType = 5]] | [[Orally Dissolved|Intro Summary][$PC.refreshmentType = 6]]

	<<if $PC.refreshmentType == 0>>//"Smoked" must fit into the following sentence: "I smoked a $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 5>>//"Popped" must fit into the following sentence: "I shook the bottle of $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 6>>//"Orally Dissolved" must fit into the following sentence: "I placed a tab of $PC.refreshment under my tongue" to fit events properly
	<</if>>

	<<switch $PC.career>>
	<<case "wealth">>
		Prior to being an arcology owner, you were a member of the idle wealthy.
	<<case "capitalist">>
		Prior to being an arcology owner, you were a business leader.
	<<case "mercenary">>
		Prior to being an arcology owner, you were a mercenary.
	<<case "slaver">>
		Prior to being an arcology owner, you were a slaver.
	<<case "engineer">>
		Prior to being an arcology owner, you were an engineer.
	<<case "medicine">>
		Prior to being an arcology owner, you were a surgeon.
	<<case "celebrity">>
		Prior to being an arcology owner, you were a minor celebrity.
	<<case "BlackHat">>
		Prior to being an arcology owner, you specialized in cracking databases and making mockeries of cyber security.
	<<case "arcology owner">>
		Being an arcology owner defines your life now.
	<<case "escort">>
		Prior to being an arcology owner, you knew how to survive off your looks and body.
	<<case "servant">>
		Prior to being an arcology owner, you served a well-off master<<if $PC.birthMaster > 2>> and bore him several children<</if>>.
	<<case "gang">>
		Prior to being an arcology owner, you were the leader of a ruthless gang.
	<</switch>>

	Word in the arcology is you acquired it through
	<<switch $PC.rumor>>
	<<case "wealth">>
		a rather ridiculous amount of money.
	<<case "diligence">>
		sheer effort.
	<<case "force">>
		brutal force.
	<<case "social engineering">>
		clever social manipulation.
	<<case "luck">>
		blind luck.
	<</switch>>

	You have a
	<<if $PC.vagina == 1 && $PC.dick == 1>>
		penis and vagina
	<<elseif $PC.dick == 1>>
		penis.
	<<elseif $PC.vagina == 1>>
		vagina
	<</if>>
	<<if $PC.vagina == 1>>
		and are
		<<if $PC.pregWeek < 0>>
			recovering from your last pregnancy.
		<<elseif $PC.preg == -2>>
			infertile.
		<<elseif $PC.preg == -1>>
			taking contraceptives.
		<<elseif $PC.preg == 0>>
			fertile.
		<<elseif $PC.preg > 37>>
			extremely pregnant.
		<<elseif $PC.preg > 0>>
			pregnant.
		<</if>>
		<<if $PC.preg > 20 || $PC.births > 0>>
			<<if $PC.pregMood == 1>>
				You tend to be caring and motherly when you're pregnant.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<elseif $PC.pregMood == 0>>
				Pregnancy doesn't really affect your mood.
				[[Change to motherly|Intro Summary][$PC.pregMood = 1]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<else>>
				You tend to be very demanding and aggressive when you're pregnant.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to motherly|Intro Summary][$PC.pregMood = 1]]
			<</if>>
		<<else>>
			<<if $PC.pregMood == 1>>
				You tend to be caring and motherly when you're hormonal.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<elseif $PC.pregMood == 0>>
				Your mood isn't tied to your hormones.
				[[Change to motherly|Intro Summary][$PC.pregMood = 1]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<else>>
				You tend to be very demanding and aggressive when you're hormonal.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to motherly|Intro Summary][$PC.pregMood = 1]]
			<</if>>
		<</if>>
		<<if $PC.births > 0>>
			You have given birth to $PC.births babies.
		<</if>>
	<</if>>

	<<if $PC.boobs > 0>>
		You have a <<if $PC.title > 0>>masculine<<else>>feminine<</if>> body with
		<<if $PC.boobsBonus == 1>>
			big <<if $PC.boobsImplant == 1>>fake <</if>>breasts.
		<<elseif $PC.boobsBonus == 2>>
			huge <<if $PC.boobsImplant == 1>>fake <</if>>breasts.
		<<elseif $PC.boobsBonus == 3>>
			giant<<if $PC.boobsImplant == 1>>, fake<</if>> cow tits.
		<<elseif $PC.boobsBonus == -1>>
			unremarkable breasts.
		<<elseif $PC.boobsBonus == -2>>
			average breasts.
		<<elseif $PC.boobsBonus == -3>>
			small breasts.
		<<else>>
			noticeable breasts.
		<</if>>
	<<else>>
		<<if $PC.title > 0>>
			You have a manly chest.
		<<else>>
			You are flat as a board.
		<</if>>
	<</if>>
<</if>>

__''Image display''__

Currently
<<if $seeImages == 1>>
	''enabled.'' [[Disable|Intro Summary][$seeImages = 0]]

	<<if $imageChoice == 1>>
		''Vector art by NoX/Deepmurk'' is selected. [[Switch to rendered imagepack|Intro Summary][$imageChoice = 0]] | [[Switch to non-embedded vector art|Intro Summary][$imageChoice = 2]] | [[Switch to revamped embedded vector art|Intro Summary][$imageChoice = 3]]

		Face art
		<<if $seeFaces > 0>>
			@@.cyan;ENABLED.@@ [[Disable|Intro Summary][$seeFaces = 0]]
		<<else>>
			@@.red;DISABLED.@@ [[Enable|Intro Summary][$seeFaces = 1]]
		<</if>>

		Highlights on shiny clothing
		<<if $seeVectorArtHighlights == 1>>
			@@.cyan;ENABLED.@@ [[Disable|Intro Summary][$seeVectorArtHighlights = 0]]
		<<else>>
			@@.red;DISABLED.@@ [[Enable|Intro Summary][$seeVectorArtHighlights = 1]]
		<</if>>

@@.red;Git compiled only, no exceptions.@@
	<<elseif $imageChoice == 2>>
		''Vector art by NoX/Deepmurk — non-embed version'' is selected. [[Switch to rendered imagepack|Intro Summary][$imageChoice = 0]] | [[Switch to embedded vector art|Intro Summary][$imageChoice = 1]] | [[Switch to revamped embedded vector art|Intro Summary][$imageChoice = 3]]
	<<elseif $imageChoice == 3>>
		''Vector art revamp'' is selected. [[Switch to rendered imagepack|Intro Summary][$imageChoice = 0]] | [[Switch to embedded vector art|Intro Summary][$imageChoice = 1]] | [[Switch to non-embedded vector art|Intro Summary][$imageChoice = 2]]

		Highlights on shiny clothing
		<<if $seeVectorArtHighlights == 1>>
			@@.cyan;ENABLED.@@ [[Disable|Intro Summary][$seeVectorArtHighlights = 0]]
		<<else>>
			@@.red;DISABLED.@@ [[Enable|Intro Summary][$seeVectorArtHighlights = 1]]
		<</if>>

@@.red;Git compiled only, no exceptions.@@
	<<elseif $imageChoice == 0>>
		''Rendered imagepack by Shokushu'' is selected. [[Switch to vector art|Intro Summary][$imageChoice = 1]]

		Slave summary fetish images
		<<if $seeMainFetishes == 1>>
			''enabled.'' [[Disable|Intro Summary][$seeMainFetishes = 0]]
		<<else>>
			''disabled.'' [[Enable|Intro Summary][$seeMainFetishes = 1]]
		<</if>>
	<</if>>

	PA avatar images are
	<<if $seeAvatar == 1>>
		''enabled.'' [[Disable|Intro Summary][$seeAvatar = 0]]
	<<else>>
		''disabled.'' [[Enable|Intro Summary][$seeAvatar = 1]]
	<</if>>

	Slave images in lists are
	<<if $seeSummaryImages == 1>>
		''enabled.'' [[Disable|Intro Summary][$seeSummaryImages = 0]]
	<<else>>
		''disabled.'' [[Enable|Intro Summary][$seeSummaryImages = 1]]
	<</if>>

	Slave images in the weekly report are
	<<if $seeReportImages == 1>>
		''enabled.'' [[Disable|Intro Summary][$seeReportImages = 0]]
	<<else>>
		''disabled.'' [[Enable|Intro Summary][$seeReportImages = 1]]
	<</if>>
<<else>>
	''disabled.'' [[Enable|Intro Summary][$seeImages = 1]] //Unembedded requires image resources.//
<</if>>

__''Mods''__

The Special Force Mod is
<<if $SF.Toggle === 0>>
	''disabled.'' [[Enable|Intro Summary][$SF.Toggle = 1]]
<<else>>
	''enabled.'' [[Disable|Intro Summary][$SF.Toggle = 0]]

 The support facility is
	<<if ($SF.Facility.Toggle === 0)>>
			@@.red;DISABLED.@@ [[Enable|Intro Summary][$SF.Facility.Toggle = 1]]
	<<else>>
			@@.cyan;ENABLED.@@ [[Disable|Intro Summary][$SF.Facility.Toggle = 0]]
	<</if>> //Prep for future content.
<</if>>

// This mod is initially from anon1888 but expanded by SFanon offers a lategame special (started out as security but changed to special in order to try and reduce confusion with CrimeAnon's separate Security Expansion (SecExp) mod) force, that is triggered after week 80. It is non-canon where it conflicts with canonical updates to the base game.//

<<if $cyberMod == 1>>
	Cybernetics mod is ''enabled.''
[[Disable|Intro Summary][$cyberMod = 0]]
<<else>>
	Cybernetics mod is ''disabled.''
[[Enable|Intro Summary][$cyberMod = 1]]
<</if>>

// This mod alters how prosthetics system works and adds some content.//

<<if $secExp == 1>>
	The Security Expansion Mod is ''enabled.''
[[Disable|Intro Summary][$secExp = 0]]
<<else>>
	The Security Expansion Mod is ''disabled.''
[[Enable|Intro Summary][$secExp = 1]]
<</if>>

// This mod introduces security and crime in the arcology, as well as attacks and battles.//

<<link "Continue">>
	<<if $freshPC == 1 || $saveImported == 0>>
		<<switch $PC.career>>
			<<case "capitalist">>
				<<set $PC.trading = 100>>
			<<case "mercenary">>
				<<set $PC.warfare = 100>>
			<<case "slaver">>
				<<set $PC.slaving = 100>>
			<<case "engineer">>
				<<set $PC.engineering = 100>>
			<<case "medicine">>
				<<set $PC.medicine = 100>>
			<<case "BlackHat">>
				<<set $PC.hacking = 100>>
			<<case "arcology owner">>
				<<set $PC.trading = 100, $PC.warfare = 100, $PC.hacking = 100, $PC.slaving = 100, $PC.engineering = 100, $PC.medicine = 100>>
			<<case "escort">>
				<<set $PC.trading = 50, $PC.warfare = -100, $PC.slaving = -100, $PC.engineering = -100, $PC.medicine = 10, $PC.hacking = 10>>
			<<case "servant">>
				<<set $PC.trading = -100, $PC.warfare = -100, $PC.slaving = -100, $PC.engineering = -100, $PC.medicine = -100, $PC.hacking = -100>>
			<<case "gang">>
				<<set $PC.trading = 50, $PC.warfare = 50, $PC.slaving = 50, $PC.engineering = -100, $PC.medicine = 0, $PC.hacking = 50>>
		<</switch>>
	<</if>>
	<<if $saveImported == 1 && $freshPC == 0 && $girls < 3>>
		<<set $girls++>>
	<<elseif $PC.career == "wealth" || $PC.career == "celebrity">>
		<<set $girls = 2>>
	<<else>>
		<<set $girls = 1>>
	<</if>>
	<<if $secExp == 1>>
		<<set $wasToggledBefore = 1>>
	<</if>>
	<<goto "init Nationalities">>
<</link>>

<<if ($economy != 100) || ($seeDicks != 25) || ($continent != "North America") || ($internationalTrade != 1) || ($internationalVariety != 1) || ($seeRace != 1) || ($seeNationality != 1) || ($seeExtreme != 0) || ($seeCircumcision != 1) || ($seeAge != 1) || ($plot != 1)>>
	| [[restore defaults|Intro Summary][$seeDicks = 25,$economy = 100,$continent = "North America",$internationalTrade = 1,$internationalVariety = 1,$seeRace = 1,$seeNationality = 1,$seeExtreme = 0,$seeCircumcision = 1,$seeAge = 1,$plot = 1]]
<</if>>

[[Cheat Start|init Nationalities][cashX(1000000, "cheating"),$girls = 3,$rep = 20000,$dojo += 1,$cheatMode = 1,$seeDesk = 0, $seeFCNN = 0, $sortSlavesBy = "devotion",$sortSlavesOrder = "descending",$sortSlavesMain = 0,$rulesAssistantMain = 1,$abbreviateDevotion = 1,$abbreviateRules = 1,$abbreviateClothes = 2,$abbreviateHealth = 1,$abbreviateDiet = 1,$abbreviateDrugs = 1,$abbreviateRace = 1,$abbreviateNationality = 1,$abbreviateGenitalia = 1,$abbreviatePhysicals = 1,$abbreviateSkills = 1,$abbreviateMental = 2,$PC.trading = 100,$PC.warfare = 100,$PC.slaving = 100,$PC.engineering = 100,$PC.medicine = 100,$PC.hacking = 100]] | //Intended for debugging: may have unexpected effects//


code:
:: Location Intro

As the old countries crumble and technology stagnates, the gap between rich and poor increases. In order to continue living a good life without having their property taken by the mob, many of the wealthy and powerful come together to form 'Free Cities.' These are new cities on undeveloped land, in remote areas, or even afloat, fully free of any allegiance or law. These new cities are built on new ideas, with most buildings designed as futuristic, self-contained 'arcologies.' An arcology and everything in it is usually owned by a single person. And you're determined that you will soon be one of those single people. @@.orange;In what part of the world is your new arcology going to be located?@@

[[North America|Intro Summary][$continent = "North America", $language = "English"]]
[[South America|Intro Summary][$continent = "South America", $language = "Spanish"]]
[[Brazil|Intro Summary][$continent = "Brazil", $language = "Portuguese"]]
[[Europe|Intro Summary][$continent = "Europe", $language = "German"]]
[[the Middle East|Intro Summary][$continent = "the Middle East", $language = "Arabic"]]
[[Africa|Intro Summary][$continent = "Africa", $language = "Arabic"]]
[[Asia|Intro Summary][$continent = "Asia", $language = "Chinese"]]
[[Japan|Intro Summary][$continent = "Japan", $language = "Japanese", $PC.race = "asian", $PC.nationality = "Japanese", $PC.hColor = "black", $PC.eyeColor = "brown"]]
[[Australia|Intro Summary][$continent = "Australia", $language = "English"]]
<br>
//Slaves from countries in the selected continent will appear more frequently.//


code:
:: PC Body Intro [nobr]

Most slaveowners in the Free Cities are male. The preexisting power structures of the old world have mostly migrated to the new, and it can often be very hard to be a free woman in the Free Cities. Some manage to make their way, but in many arcologies, men are the owners, and women are the owned. You'll cut a striking figure as the owner and leader of your arcology, but @@.orange;what's under your business attire?@@

<<set $PC.actualAge = Math.clamp($PC.actualAge, 14, 80)>>

<<if $PC.title > 0>>
	You are a <<if $PC.genes == "XX">>wo<</if>>man with a masculine figure and will be referred to as ''Master.''
	[[Switch to a feminine appearance|PC Body Intro][$PC.title = 0]]
<<else>>
	You are a <<if $PC.genes == "XX">>wo<</if>>man with a feminine figure and will be referred to as ''Mistress.''
	[[Switch to a masculine appearance|PC Body Intro][$PC.title = 1]]
<</if>>

//This option will affect scenes. Femininity may increase difficulty in the future, but for now only your chest and junk matter.//

Under my suit jacket,
<<if $PC.boobs > 0>>
	''feminine breasts.''
	[[Remove breasts|PC Body Intro][$PC.boobs = 0]]
<<else>>
	<<if $PC.title > 0>>
		''masculine muscles.''
		[[Add breasts|PC Body Intro][$PC.boobs = 1]]
	<<else>>
		''a flat chest.'' //not 100% implemented//
		[[Add breasts|PC Body Intro][$PC.boobs = 1]]
	<</if>>
<</if>>
//These options will affect scenes. Sporting breasts will increase difficulty.//

Behind the front of my tailored
<<if $PC.dick == 1>>
	<<if $PC.vagina == 1>>
		slacks, ''both a penis and a vagina.''
		[[Remove the penis|PC Body Intro][$PC.dick = 0]] | [[Remove the vagina|PC Body Intro][$PC.vagina = 0]]
	<<else>>
		slacks, a ''penis.''
		[[Switch to vagina|PC Body Intro][$PC.dick = 0, $PC.genes = "XX", $PC.vagina = 1]] | [[Add a vagina|PC Body Intro][$PC.vagina = 1]]
	<</if>>
<<else>>
	skirt, a ''vagina.''
	[[Switch to penis|PC Body Intro][$PC.dick = 1, $PC.genes = "XY", $PC.vagina = 0]] | [[Add a penis|PC Body Intro][$PC.dick = 1]]
<</if>>

//These options will affect sex scenes. Feminine options will increase difficulty.//

@@.orange;How old are you?@@

I'm
<<if $PC.actualAge >= 65>>
	getting up in years. I've made a legacy for myself, and I'm not done yet.
<<elseif $PC.actualAge >= 50>>
	well into middle age. I've made a name for myself, and I've still got it.
<<elseif $PC.actualAge >= 35>>
	entering middle age. I'm accomplished, and I retain some youthful vigor.
<<else>>
	surprisingly young. I'll need to prove myself, but I've got energy to burn.
<</if>>
My age: ''<<textbox "$PC.actualAge" $PC.actualAge "PC Body Intro">>''
<<set $PC.physicalAge = $PC.actualAge, $PC.visualAge = $PC.actualAge>>

//Older player characters start with more reputation and maintain reputation somewhat more easily, but have slightly less sexual energy.//

Name your character: <<textbox "$PC.name" $PC.name "PC Body Intro">> (surname)
<<if $PC.surname>>
	<<textbox "$PC.surname" $PC.surname "PC Body Intro">>
	<<link "Go by a single name">><<set $PC.slaveSurname = 0>><<goto "PC Body Intro">><</link>>
<<else>>
	<<textbox "$PC.surname" "" "PC Body Intro">>
<</if>>

//As with all text boxes in FC, press the enter key to commit your changes.//

Preferred refreshment: <<textbox "$PC.refreshment" $PC.refreshment "PC Body Intro">> [[Cigars|PC Body Intro][$PC.refreshment = "cigar",$PC.refreshmentType = 0]] | [[Whiskey|PC Body Intro][$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<<elseif $PC.refreshmentType == 6>>Dissolved orally<</if>>''.
[[Smoked|PC Body Intro][$PC.refreshmentType = 0]] | [[Drank|PC Body Intro][$PC.refreshmentType = 1]] | [[Eaten|PC Body Intro][$PC.refreshmentType = 2]] | [[Snorted|PC Body Intro][$PC.refreshmentType = 3]] | [[Injected|PC Body Intro][$PC.refreshmentType = 4]] | [[Popped|PC Body Intro][$PC.refreshmentType = 5]] | [[Orally Dissolved|PC Body Intro][$PC.refreshmentType = 6]]

//Flavor only; no mechanical effect. If entering a custom refreshment, please assign proper usage.
<<if $PC.refreshmentType == 0>>"Smoke" must fit into the following sentence: "I smoked a $PC.refreshment" to fit events properly
<<elseif $PC.refreshmentType == 5>>"Popped" must fit into the following sentence: "I shook the bottle of $PC.refreshment" to fit events properly
<<elseif $PC.refreshmentType == 6>>"Orally Dissolved" must fit into the following sentence: "I placed a tab of $PC.refreshment under my tongue" to fit events properly
<</if>>//

<<if $PC.vagina == 1>>
[[Confirm player character customization|PC Preg Intro]]
<<else>>
[[Confirm player character customization|PC Appearance Intro]]
<</if>>


code:
:: PC Experience Intro [nobr]

<<if $PC.career == "arcology owner">>
	<<goto "PC Rumor Intro">>
<<else>>

	You're a relative unknown in the Free Cities, but it's clear you're already accomplished. The meek and average cannot aspire to acquire arcologies. You've got all the necessary skills to take over an arcology and succeed as its owner, but you should be able to leverage the skills and experience you retain from your past, too. @@.orange;What career brought you to the Free Cities?@@

[[Idle wealth|PC Rumor Intro][$PC.career = "wealth"]]

    //Start with @@.yellowgreen;extra money@@.
	<<if $showSecExp == 1>>
		However, you will find it @@.red;harder to maintain authority,@@ but @@.yellowgreen;propaganda hub upgrades will be cheaper.@@
	<</if>>
	Your starting slaves will have two free levels of @@.cyan;sex skills@@ available.//

[[Venture capitalism|PC Rumor Intro][$PC.career = "capitalist"]]

    //You will be more @@.green;effective at business pursuits.@@
	<<if $showSecExp == 1>>
		In addition, @@.yellowgreen;propaganda hub upgrades will be cheaper.@@
	<</if>>
	Your starting slaves will have a free level of @@.cyan;prostitution skill@@ available.//

[[Private military work|PC Rumor Intro][$PC.career = "mercenary"]]

    //You retain mercenary contacts
	<<if $showSecExp == 1>>
		and your security skills will make it @@.green;easier to keep the arcology safe.@@ Also, @@.yellowgreen;security HQ upgrades will be cheaper.@@
	<<else>>
		and security skills.
	<</if>>
	Your starting slaves will have @@.green;free trust available.@@ //

[[Slaving|PC Rumor Intro][$PC.career = "slaver"]]

    //Your slave breaking experience will be useful.
	<<if $showSecExp == 1>>
		You will find that authority will be @@.green;easier to maintain@@ and @@.yellowgreen;security HQ upgrades will be cheaper.@@
	<</if>>
	Your starting slaves will have free @@.hotpink;devotion@@ available.//

[[Arcology engineering|PC Rumor Intro][$PC.career = "engineer"]]

    //@@.yellowgreen;Upgrading the arcology will be cheaper.@@ Also, the arcology will start with @@.yellowgreen;basic economic upgrades@@ already installed.//

[[Slave surgery|PC Rumor Intro][$PC.career = "medicine"]]

    //Surgery will be @@.yellowgreen;cheaper@@ and @@.green;healthier@@ and @@.yellowgreen;drug upgrades will be cheaper.@@ Your starting slaves will have free implants available.//

[[Minor celebrity|PC Rumor Intro][$PC.career = "celebrity"]]

    //Start with @@.green;extra reputation.@@
	<<if $showSecExp == 1>>
		In addition, @@.yellowgreen;propaganda hub upgrades will be cheaper.@@
	<</if>>
	Your starting slaves will have a free level of @@.cyan;entertainment skill@@ available.//

[[High class escort|PC Rumor Intro][$PC.career = "escort"]]

    //As an ex-whore, you will find it @@.red;hard to maintain reputation@@<<if $showSecExp == 1>>, @@.red;in addition to authority@@<</if>>.
	Your starting slaves will have a free level of @@.cyan;sex skills@@ available, along with a free level of @@.cyan;entertainment and prostitution.@@//

[[Servant|PC Rumor Intro][$PC.career = "servant"]]

    //As an ex-servant, you will find it @@.red;hard to maintain reputation@@<<if $showSecExp == 1>>, @@.red;in addition to authority@@<</if>>.
	You know how to @@.yellowgreen;lower your upkeep,@@ but @@.red;not much else.@@ Your starting slaves will have free @@.mediumaquamarine;trust@@ and @@.hotpink;devotion.@@//

[[Gang Leader|PC Rumor Intro][$PC.career = "gang"]]

    //As an ex-gang leader, you know how to haggle slaves.
	<<if $showSecExp == 1>>
		In addition, asserting your authority @@.green;will be easier@@ and @@.yellowgreen;security HQ upgrades will be cheaper@@.
	<</if>>
	However, you will @@.red;find reputation quite hard@@ to maintain. Your starting slaves will be @@.green;fitter@@ and possess a free level of @@.cyan;combat skill.@@//

[[Incursion Specialist|PC Rumor Intro][$PC.career = "BlackHat"]]

    //As an ex-hacker for hire, you know how to gain access computer systems and other devices. @@.green;Certain upgrades will be cheaper@@ and you may find alternative approaches to problems.
	<<if $showSecExp == 1>>
		However, you will @@.red;find authority quite hard@@ to maintain.
	<</if>>
	Your starting slaves will have a free level of @@.cyan;intelligence@@.//

<</if>>

<<if $showSecExp == 0>>
	<<link "Show Security Expansion changes">>
		<<set $showSecExp = 1>>
		<<goto "PC Experience Intro">>
	<</link>>
<<else>>
	<<link "Hide Security Expansion changes">>
		<<set $showSecExp = 0>>
		<<goto "PC Experience Intro">>
	<</link>>
<</if>>


code:
:: PC Rumor Intro

Who you are is something that you will have to define for yourself through your actions. Once you own an arcology, no one will be in a position to apply moral scorekeeping to you. In the brave new world of the Free Cities, you will be free to define yourself as the sum of your actions, rather than as the product of your past. The first decision that will define who you are as an arcology owner is your choice of method in acquiring one. @@.orange;What approach will you take?@@

[[A judicious application of funds|Takeover Target][$PC.rumor = "wealth"]]
    //Start with @@.yellowgreen;extra money,@@ since you were wealthy enough to buy an arcology.//
[[Hard work and diligence|Takeover Target][$PC.rumor = "diligence"]]
    //New slaves will @@.hotpink;hate you less,@@ since it will be known that you worked hard to earn your position.//
[[The remorseless use of force|Takeover Target][$PC.rumor = "force"]]
    //New slaves @@.gold;will fear you more,@@ since rumors about your violent takeover will inevitably circulate.//
[[Clever social engineering|Takeover Target][$PC.rumor = "social engineering"]]
    //Start with the @@.green;first societal option unlocked,@@ since you manipulated the arcology's citizens.//
[[Blind luck|Takeover Target][$PC.rumor = "luck"]]
    //Start with a @@.green;good reputation,@@ since the story of your unlikely accession will be famous.//


code:
:: Terrain Intro [nobr]

<<if $targetArcology.type != "New">>
	<<set $terrain = $targetArcology.terrain, $continent = $targetArcology.continent>>
	<<switch $targetArcology.type>>
	<<case "RomanRevivalist">><<set $language = "Latin">>
	<<case "AztecRevivalist">><<set $language = "Nahuatl">>
	<<case "EgyptianRevivalist">><<set $language = "Ancient Egyptian">>
	<<case "EdoRevivalist">><<set $language = "Japanese">>
	<<case "ArabianRevivalist">><<set $language = "Arabic">>
	<<case "ChineseRevivalist">><<set $language = "Chinese">>
	<<default>>
		<<switch $terrain>>
		<<case "oceanic" "North America" "Australia">><<set $language = "English">>
		<<case "South America">><<set $language = "Spanish">>
		<<case "Brazil">><<set $language = "Portuguese">>
		<<case "the Middle East" "Africa">><<set $language = "Arabic">>
		<<case "Asia">><<set $language = "Chinese">>
		<<case "Europe">><<set $language = "German">>
		<<case "Japan">><<set $language = "Japanese">>
		<</switch>>
	<</switch>>
	<<goto "Intro Summary">>
<<else>>

The Free Cities are located wherever the rule of law is weak enough or permissive enough to allow a small area to secede, and where founders can afford to buy an area on which to build.

Many Free Cities are therefore located in marginal, rural terrain. Founding a Free City in such an area is easy, and can usually be accomplished with the indifference or even connivance of the old country from which it secedes. After all, the potential commercial benefits are great, and the loss of underused land is only significant in the moral sense.

Some Free Cities are located on water. Though some areas of shallow sea over the continental shelves hide valuable resources, others are neglected. Arcologies are such massive structures that it is very possible to design them to float anchored to the seabed.

Finally, a few Free Cities have been carved out from old world cities. Urban decay has left the hearts of many cities ripe for this. Many old world countries resist this kind of secession, but this rarest, smallest, and densest kind of Free City can offer its surrounding nation a great deal of economic advantage.

@@.orange;Which kind of Free City hosts your arcology?@@

[[Urban|Location Intro][$terrain = "urban"]]

    @@.yellow;Low@@ minimum slave value and initial @@.yellow;bear market@@ for slaves.

    @@.green;High@@ ease of commerce with the old world.

    @@.green;High@@ access to refugees and other desperate people.

    @@.red;Low@@ cultural independence.

[[Rural|Location Intro][$terrain = "rural"]]

    @@.yellow;High@@ minimum slave value and initial @@.yellow;bull market@@ for slaves.

    Moderate ease of commerce with the old world.

    Moderate access to refugees and other desperate people.

    Moderate cultural independence.

[[Ravine|Location Intro][$terrain = "ravine"]]

    @@.yellow;High@@ minimum slave value and initial @@.yellow;bull market@@ for slaves.

    @@.red;Low@@ ease of commerce with the old world.

    @@.red;Very low@@ access to refugees and other desperate people.

    @@.green;High@@ cultural independence.

[[Marine|Location Intro][$terrain = "marine"]]

    Moderate minimum slave value and initially balanced market for slaves.

    Moderate ease of commerce with the old world.

    @@.red;Low@@ access to refugees and other desperate people.

    @@.green;High@@ cultural independence.

[[Oceanic|Intro Summary][$terrain = "oceanic"]]

    @@.yellow;High@@ minimum slave value and initial @@.yellow;bull market@@ for slaves.

    Moderate ease of commerce with the old world.

    @@.red;Very low@@ access to refugees and other desperate people.

    @@.green;Very high@@ cultural independence.

    Ensures access to slaves from all over the world and will not associate the arcology with a continent.
<<if $showSecExp == 1>>

Oceanic arcologies will not be subjects of attacks.
<</if>>

<<if $showSecExp == 0>>
	<<link "Show Security Expansion changes">>
		<<set $showSecExp = 1>>
		<<goto "Terrain Intro">>
	<</link>>
<<else>>
	<<link "Hide Security Expansion changes">>
		<<set $showSecExp = 0>>
		<<goto "Terrain Intro">>
	<</link>>
<</if>>

<</if>>


code:
:: Trade Intro [nobr]

Most of the Free Cities are run on radically libertarian or even anarcho-capitalist principles. The first Free Cities experimented with indentured servitude, and this rapidly developed into widespread slavery. By now, the Free Cities collectively are a fundamentally slaveowning society and maintain a thriving slave trade that feeds off the terrible conditions in parts of the old world. @@.orange;What attitude have the old world countries generally taken towards this trade?@@

[[They've turned a blind eye, or even been complicit.|Extreme Intro][$internationalTrade = 1]] //Slaves from all across the world will appear.//

[[They've done what little they can to stop it.|Extreme Intro][$internationalTrade = 0]] //Almost all slaves will be from the continent where the arcology is located.//

<<link "Reactions have been mixed.">><<set $internationalTrade = 0, $customVariety = 1, $customWA = 1>><<goto "Customize Slave Trade">><</link>> //This will bypass arcology location restrictions, allowing you to adjust the nationalities encountered when buying non-customizable slaves.//