diff --git a/src/facilities/farmyard/farmyard.tw b/src/facilities/farmyard/farmyard.tw index 44ced838304acbf9d5ad93a73c8068e41c1eab06..ade467b82eb61556ab69cdfe7065d8c37c76d613 100644 --- a/src/facilities/farmyard/farmyard.tw +++ b/src/facilities/farmyard/farmyard.tw @@ -10,88 +10,99 @@ <</if>> <<set _CL = $canines.length, _HL = $hooved.length, _FL = $felines.length, _FyL = $FarmyardiIDs.length>> +<p class="scene-intro"> + $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and concrete that is $arcologies[0].name. Animals are kept in pens, tended to by your slaves, while <<if $farmyardUpgrade.hydroponics == 1>>rows of hydroponics equipment<<else>>makeshift fields<</if>> grow crops. + <<switch $farmyardDecoration>> + <<case "Roman Revivalist">> + Its red tiles and white stone walls are the very picture of a Roman farm villa's construction, as are the marble statues and reliefs. Saturn and Ceres look over the prosperity of the fields<<if $seeBestiality == 1>>, Mercury watches over the health of the animals, and Feronia ensures strong litters in your slaves.<<else>> and Mercury watches over the health of the animals.<</if>>. The slaves here are all looked after well, as they have one of the most important jobs in $arcologies[0].name. + <<case "Aztec Revivalist">> + It can't completely recreate the floating farms in the ancient Aztec fashion, but it comes as close as it can, shallow pseudo-canals dividing each field into multiple sections. Smooth stone and colorful murals cover the walls, depicting bloody stories of gods and mortals alike. + <<case "Egyptian Revivalist">> + It does its best to capture the wide open nature of ancient Egyptian farms, including mimicking the irrigation systems fed by the Nile. The stone walls are decorated with murals detailing its construction and your prowess in general, <<if $seeBestiality == 1>>with animal-bloated slaves featured prominently.<<else>>hieroglyphs spelling out a volumes of praise.<</if>> + <<case "Edo Revivalist">> + It does its best to mimic the rice patties and thatch roofed buildings of the Edo period despite the wide variety of crops tended by various slaves. Not every crop can thrive in flooded fields, but the ones that can take advantage of your attention to detail. + <<case "Arabian Revivalist">> + //This is a placeholder// + <<case "Chinese Revivalist">> + It does its best to capture the terraces that covered the ancient Chinese hills and mountains, turning every floor into ribbons of fields following a slight incline. Slaves wade through crops that can handle flooding and splash through the irrigation of the others when they aren't tending <<if $seeBestiality == 1>>or breeding with<</if>> your animals. + <<case "Chattel Religionist">> + It runs like a well oiled machine, slaves bent in humble service as they tend crops grown on the Prophet's command, or see to the animals' needs. Their clothing is tucked up and out of the way as they see to their tasks, keeping them clean as they work <<if $seeBestiality == 1>>around animal bloated bellies<</if>> as divine will dictates. + <<case "Degradationist">> + It is constructed less as a converted warehouse and more as something to visit, allowing guests to enjoy the spectacle of slaves <<if $seeBestiality == 1>>being pounded by eager animals<<else>>elbow deep in scrubbing animal waste<</if>> to their satisfaction. + <<case "Repopulation Focus">> + It teems with life, both in the belly of every animal and the belly of every slave, though the latter makes tending the fields difficult. They're ordered to take care, as they carry the future <<if $seeBestiality == 1>>of this farm<<else>>of the arcology<</if>> in their bellies. + <<case "Eugenics">> + It holds a wide variety of crops and animals, but the best of the best is easy to find. They're set apart from the others, given only the best care and supplies<<if $seeBestiality == 1>>and bred with only the highest quality slaves<</if>>, while the sub-par stock is neglected off to the side. + <<case "Asset Expansionist">> + It is not easy to look after animals and till fields with such enormous body parts, but your slaves are diligent regardless, working hard to provide food and livestock for the arcology. + <<case "Transformation Fetishist">> + //This is a placeholder// + <<case "Gender Radicalist">> + //This is a placeholder// + <<case "Gender Fundamentalist">> + //This is a placeholder// + <<case "Physical Idealist">> + Its animals are in exceptional shape, their coats unable to hide how muscular they are, requiring your slaves to be equally toned to control them. There's plenty of space for their exercise as well<<if $seeBestiality == 1>> and an abundance of curatives for the slaves full of their fierce kicking offspring<</if>>. + <<case "Supremacist">> + It is a clean and orderly operation, stables and cages mucked by a multitude of inferior slaves, along with grooming your animals and harvesting your crops. + <<case "Subjugationist">> + It is a clean and orderly operation, stables and cages mucked by a multitude of $arcologies[0].FSSubjugationistRace slaves, while the others are tasked with grooming your animals and harvesting your crops. + <<case "Paternalist">> + It's full of healthy animals, crops, and slaves, the former's every need diligently looked after by the latter. The fields flourish to capacity under such care, and the animals give the distinct impression of happiness. <<if $seeBestiality == 1>>Some more than others if the growing bellies of your slaves are anything to go by, the only indication that such rutting takes place.<</if>> /* TODO: this sentence seems weird */ + <<case "Pastoralist">> + //This is a placeholder// + <<case "Maturity Preferentialist">> + //This is a placeholder// + <<case "Youth Preferentialist">> + //This is a placeholder// + <<case "Body Purist">> + //This is a placeholder// + <<case "Slimness Enthusiast">> + It features trim animals and slaves alike, not a pound of excess among them. The feed for both livestock and crops are carefully maintained to ensure optimal growth without waste, letting them flourish without being weighed down. + <<case "Hedonistic">> + It features wider gates and stalls, for both the humans visiting or tending the occupants, and the animals starting to mimic their handlers <<if $seeBestiality == 1>>and company<</if>>, with plenty of seats along the way. + <<default>> + It is very much a converted warehouse still, sectioned off in various 'departments'<<if $farmyardUpgrade.machinery == 1>> with machinery placed where it can be<<if $farmyardUpgrade.hydroponics > 0>> and plumbing for the hydroponics system running every which way<</if>><</if>>. + <</switch>> -$farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and concrete that is $arcologies[0].name. Animals are kept in pens, tended to by your slaves, while <<if $farmyardUpgrade.hydroponics == 1>>rows of hydroponics equipment<<else>>makeshift fields<</if>> grow crops. -<<switch $farmyardDecoration>> -<<case "Roman Revivalist">> - Its red tiles and white stone walls are the very picture of a Roman farm villa's construction, as are the marble statues and reliefs. Saturn and Ceres look over the prosperity of the fields<<if $seeBestiality == 1>>, Mercury watches over the health of the animals, and Feronia ensures strong litters in your slaves.<<else>> and Mercury watches over the health of the animals.<</if>>. The slaves here are all looked after well, as they have one of the most important jobs in $arcologies[0].name. -<<case "Aztec Revivalist">> - It can't completely recreate the floating farms in the ancient Aztec fashion, but it comes as close as it can, shallow pseudo-canals dividing each field into multiple sections. Smooth stone and colorful murals cover the walls, depicting bloody stories of gods and mortals alike. -<<case "Egyptian Revivalist">> - It does its best to capture the wide open nature of ancient Egyptian farms, including mimicking the irrigation systems fed by the Nile. The stone walls are decorated with murals detailing its construction and your prowess in general, <<if $seeBestiality == 1>>with animal-bloated slaves featured prominently.<<else>>hieroglyphs spelling out a volumes of praise.<</if>> -<<case "Edo Revivalist">> - It does its best to mimic the rice patties and thatch roofed buildings of the Edo period despite the wide variety of crops tended by various slaves. Not every crop can thrive in flooded fields, but the ones that can take advantage of your attention to detail. -<<case "Arabian Revivalist">> - //This is a placeholder// -<<case "Chinese Revivalist">> - It does its best to capture the terraces that covered the ancient Chinese hills and mountains, turning every floor into ribbons of fields following a slight incline. Slaves wade through crops that can handle flooding and splash through the irrigation of the others when they aren't tending <<if $seeBestiality == 1>>or breeding with<</if>> your animals. -<<case "Chattel Religionist">> - It runs like a well oiled machine, slaves bent in humble service as they tend crops grown on the Prophet's command, or see to the animals' needs. Their clothing is tucked up and out of the way as they see to their tasks, keeping them clean as they work <<if $seeBestiality == 1>>around animal bloated bellies<</if>> as divine will dictates. -<<case "Degradationist">> - It is constructed less as a converted warehouse and more as something to visit, allowing guests to enjoy the spectacle of slaves <<if $seeBestiality == 1>>being pounded by eager animals<<else>>elbow deep in scrubbing animal waste<</if>> to their satisfaction. -<<case "Repopulation Focus">> - It teems with life, both in the belly of every animal and the belly of every slave, though the latter makes tending the fields difficult. They're ordered to take care, as they carry the future <<if $seeBestiality == 1>>of this farm<<else>>of the arcology<</if>> in their bellies. -<<case "Eugenics">> - It holds a wide variety of crops and animals, but the best of the best is easy to find. They're set apart from the others, given only the best care and supplies<<if $seeBestiality == 1>>and bred with only the highest quality slaves<</if>>, while the sub-par stock is neglected off to the side. -<<case "Asset Expansionist">> - It is not easy to look after animals and till fields with such enormous body parts, but your slaves are diligent regardless, working hard to provide food and livestock for the arcology. -<<case "Transformation Fetishist">> - //This is a placeholder// -<<case "Gender Radicalist">> - //This is a placeholder// -<<case "Gender Fundamentalist">> - //This is a placeholder// -<<case "Physical Idealist">> - Its animals are in exceptional shape, their coats unable to hide how muscular they are, requiring your slaves to be equally toned to control them. There's plenty of space for their exercise as well<<if $seeBestiality == 1>> and an abundance of curatives for the slaves full of their fierce kicking offspring<</if>>. -<<case "Supremacist">> - It is a clean and orderly operation, stables and cages mucked by a multitude of inferior slaves, along with grooming your animals and harvesting your crops. -<<case "Subjugationist">> - It is a clean and orderly operation, stables and cages mucked by a multitude of $arcologies[0].FSSubjugationistRace slaves, while the others are tasked with grooming your animals and harvesting your crops. -<<case "Paternalist">> - It's full of healthy animals, crops, and slaves, the former's every need diligently looked after by the latter. The fields flourish to capacity under such care, and the animals give the distinct impression of happiness. <<if $seeBestiality == 1>>Some more than others if the growing bellies of your slaves are anything to go by, the only indication that such rutting takes place.<</if>> /* TODO: this sentence seems weird */ -<<case "Pastoralist">> - //This is a placeholder// -<<case "Maturity Preferentialist">> - //This is a placeholder// -<<case "Youth Preferentialist">> - //This is a placeholder// -<<case "Body Purist">> - //This is a placeholder// -<<case "Slimness Enthusiast">> - It features trim animals and slaves alike, not a pound of excess among them. The feed for both livestock and crops are carefully maintained to ensure optimal growth without waste, letting them flourish without being weighed down. -<<case "Hedonistic">> - It features wider gates and stalls, for both the humans visiting or tending the occupants, and the animals starting to mimic their handlers <<if $seeBestiality == 1>>and company<</if>>, with plenty of seats along the way. -<<default>> - It is very much a converted warehouse still, sectioned off in various 'departments'<<if $farmyardUpgrade.machinery == 1>> with machinery placed where it can be<<if $farmyardUpgrade.hydroponics > 0>> and plumbing for the hydroponics system running every which way<</if>><</if>>. -<</switch>> - -<<if _FyL > 2>> - $farmyardNameCaps is bustling with activity. Farmhands are hurrying about, on their way to feed animals and maintain farming equipment. -<<elseif _FyL > 0>> - $farmyardNameCaps is working steadily. Farmhands are moving about, looking after the animals and crops. -<<elseif $Farmer != 0>> - $Farmer.slaveName is alone in $farmyardName, and has nothing to do but look after the animals and crops. -<<else>> - $farmyardNameCaps is empty and quiet. <<link "Decommission the Farmyard" "Main">> - <<if $farmMenials > 0>> - <<set $menials += $farmMenials>> - <</if>> - <<set $farmyardName = "the Farmyard", $farmyard = 0, $farmyardDecoration = "standard", $farmMenials = 0, $farmMenialsSpace = 0, $farmyardShows = 0, $farmyardBreeding = 0, $farmyardUpgrade = {pump: 0, fertilizer: 0, hydroponics: 0, machinery: 0, seeds: 0, lab: 0}, $farmyardLab = 0, $farmyardLabUpgrades = {animalOvaries: 0, animalTesticles: 0, animalMpreg: 0}, $farmyardCrops = 0, $farmyardKennels = 0, $farmyardStable = 0, $farmyardCages = 0, $activeCanine = 0, $activeHooved = 0, $activeFeline = 0, $animalsBought = {canines: 0, hooved: 0, felines: 0, labradorRetrievers: 0, germanShepherds: 0, goldenRetrievers: 0, frenchBulldogs: 0, bulldogs: 0, beagles: 0, poodles: 0, rottweilers: 0, yorkshireTerriers: 0, siberianHuskies: 0, horses: 0, bulls: 0, pigs: 0, siameses: 0, persians: 0, maineCoons: 0, ragdolls: 0, bengals: 0, abbysinians: 0, birmans: 0, orientalShorthairs: 0, sphynxes: 0, russianBlues: 0, wolves: 0, foxes: 0, jackals: 0, dingos: 0, zebras: 0, cougars: 0, jaguars: 0, pumas: 0, lynx: 0, leopards: 0, lions: 0, tigers: 0}, $pitAnimal = 0, $pitAnimalType = 0, $canines = [], $hooved = [], $felines = []>> - <<set _far = $sectors.findIndex(function(s) { return s.type == "Farmyard"; })>> - <<if _far != -1>> - <<set $sectors[_far].type = "Manufacturing">> + <<if _FyL > 2>> + $farmyardNameCaps is bustling with activity. Farmhands are hurrying about, on their way to feed animals and maintain farming equipment. + <<elseif _FyL > 0>> + $farmyardNameCaps is working steadily. Farmhands are moving about, looking after the animals and crops. + <<elseif $Farmer != 0>> + $Farmer.slaveName is alone in $farmyardName, and has nothing to do but look after the animals and crops. + <<else>> + $farmyardNameCaps is empty and quiet. + <div class="choices" style="font-style:normal"> + <<link "Decommission the Farmyard" "Main">> + <<if $farmMenials > 0>> + <<set $menials += $farmMenials>> + <</if>> + <<set $farmyardName = "the Farmyard", $farmyard = 0, $farmyardDecoration = "standard", $farmMenials = 0, $farmMenialsSpace = 0, $farmyardShows = 0, $farmyardBreeding = 0, $farmyardUpgrade = {pump: 0, fertilizer: 0, hydroponics: 0, machinery: 0, seeds: 0, lab: 0}, $farmyardLab = 0, $farmyardLabUpgrades = {animalOvaries: 0, animalTesticles: 0, animalMpreg: 0}, $farmyardCrops = 0, $farmyardKennels = 0, $farmyardStable = 0, $farmyardCages = 0, $activeCanine = 0, $activeHooved = 0, $activeFeline = 0, $animalsBought = {canines: 0, hooved: 0, felines: 0, labradorRetrievers: 0, germanShepherds: 0, goldenRetrievers: 0, frenchBulldogs: 0, bulldogs: 0, beagles: 0, poodles: 0, rottweilers: 0, yorkshireTerriers: 0, siberianHuskies: 0, horses: 0, bulls: 0, pigs: 0, siameses: 0, persians: 0, maineCoons: 0, ragdolls: 0, bengals: 0, abbysinians: 0, birmans: 0, orientalShorthairs: 0, sphynxes: 0, russianBlues: 0, wolves: 0, foxes: 0, jackals: 0, dingos: 0, zebras: 0, cougars: 0, jaguars: 0, pumas: 0, lynx: 0, leopards: 0, lions: 0, tigers: 0}, $pitAnimal = 0, $pitAnimalType = 0, $canines = [], $hooved = [], $felines = []>> + <<set _far = $sectors.findIndex(function(s) { return s.type == "Farmyard"; })>> + <<if _far != -1>> + <<set $sectors[_far].type = "Manufacturing">> + <</if>> + <</link>> + </div> <</if>> - <</link>> -<</if>> - -<<if _FyL > 0>> - <<removeFacilityWorkers "farmyard" "rest" "rest">> -<</if>> - -<<set _Tmult0 = Math.trunc($farmyard*1000*$upgradeMultiplierArcology)>> -<br>It can support $farmyard farmhands. Currently there <<if _FyL == 1>>is<<else>>are<</if>> _FyL farmhand<<if _FyL != 1>>s<</if>> at $farmyardName. -[[Expand the farmyard|Farmyard][cashX(forceNeg(_Tmult0), "capEx"), $farmyard += 5, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>> and will increase upkeep costs// +</p> +<div> + <<set _Tmult0 = Math.trunc($farmyard*1000*$upgradeMultiplierArcology)>> + It can support $farmyard farmhands. Currently there <<if _FyL == 1>>is<<else>>are<</if>> _FyL farmhand<<if _FyL != 1>>s<</if>> at $farmyardName. + <div class= "choices"> + [[Expand the farmyard|Farmyard][cashX(forceNeg(_Tmult0), "capEx"), $farmyard += 5, $PC.skill.engineering += .1]] + <span class="note"> + Costs <<print cashFormat(_Tmult0)>> and will increase upkeep costs + </span> + </div> + <div class= "choices"> + <<if _FyL > 0>> + <<removeFacilityWorkers "farmyard" "rest" "rest">> + <</if>> + </div> +</div> <span id="menials"> <br><br><br> <<if $farmMenials > 0>> @@ -173,7 +184,9 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <br> There is enough room in $farmyardName to build housing, enough to give <<print $farmMenialsSpace+100>> menials a place to sleep and relax. [[Build a unit|Farmyard][cashX(forceNeg(Math.trunc(1000*$upgradeMultiplierArcology), "farmyard")), $farmMenialsSpace += 100]] - //Costs @@.yellowgreen;<<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>>@@ and will increase upkeep costs// + <span class="note"> + Costs @@.yellowgreen;<<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>>@@ and will increase upkeep costs + </span> <</if>> /* closes menial subsection */ </span> @@ -217,35 +230,45 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <span id="upgrades"> <<if $farmyardUpgrade.pump == 0>> [[Upgrade the water pump|Farmyard][cashX(forceNeg(Math.trunc(1000*$upgradeMultiplierArcology)), "farmyard"), $farmyardUpgrade.pump = 1]] - //Costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and slightly increases crop yield.// + <span class="note"> + Costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and slightly increases crop yield. + </span> <br> <<else>> The water pump in $farmyardName is a more efficient model, slightly improving the amount of crops $farmyardName produces. <br> <<if $farmyardUpgrade.fertilizer == 0>> [[Use a higher-quality fertilizer|Farmyard][cashX(forceNeg(Math.trunc(2000*$upgradeMultiplierArcology)), "farmyard"), $farmyardUpgrade.fertilizer = 1]] - //Costs <<print cashFormat(Math.trunc(2000*$upgradeMultiplierArcology))>> and slightly increases upkeep costs and crop yield.// + <span class="note"> + Costs <<print cashFormat(Math.trunc(2000*$upgradeMultiplierArcology))>> and slightly increases upkeep costs and crop yield. + </span> <br> <<else>> $farmyardNameCaps is using a higher-quality fertilizer, increasing the amount of crops it produces. <br> <<if $farmyardUpgrade.hydroponics == 0>> [[Purchase a hydroponics system|Farmyard][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "farmyard"), $farmyardUpgrade.hydroponics = 1]] - //Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> and slightly decreases upkeep costs.// + <span class="note"> + Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> and slightly decreases upkeep costs. + </span> <br> <<else>> $farmyardNameCaps is outfitted with an advanced hydroponics system, slightly reducing the amount of water your crops consume and thus reducing upkeep. <br> <<if $farmyardUpgrade.machinery == 0>> [[Upgrade the machinery to increase the yield of crops|Farmyard][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "farmyard"), $farmyardUpgrade.machinery = 1]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and moderately decreases upkeep costs.// + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and moderately decreases upkeep costs. +</span> <br> <<else>> The machinery in $farmyardName has been upgraded, and is more efficient. <br> <<if $farmyardUpgrade.seeds == 0>> [[Purchase genetically modified seeds|Farmyard][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "farmyard"),$farmyardUpgrade.seeds = 1]] - //Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>> and moderately increases crop yield.// + <span class="note"> + Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>> and moderately increases crop yield. + </span> <br> <<else>> $farmyardNameCaps is using genetically modified seeds, moderately increasing the amount of crops it produces. @@ -258,7 +281,9 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<if $rep > 18000>> <<if $farmyardUpgrade.lab == 0>> [[Purchase an R&D lab to experiment with different plant and animal types|Farmyard][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "farmyard"), $farmyardUpgrade.lab = 1, $farmyardLab = 1]] - //Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>> and unlocks the Research Lab.// + <span class="note"> + Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>> and unlocks the Research Lab. + </span> <<run $merchantIllegalWares.push("AnimalOrgans")>> <br> <<else>> @@ -272,7 +297,9 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<if ($farmyardKennels == 0)>> <br> [[Add kennels|Farmyard][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "farmyard"), $farmyardKennels = 1]] - //Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> and allows you to keep dogs// + <span class="note"> + Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> and allows you to keep dogs + </span> <br> <<elseif ($farmyardKennels == 1)>> <br> @@ -289,7 +316,9 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<if $rep > 10000>> <br> [[Upgrade kennels|Farmyard][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "farmyard"), $farmyardKennels = 2]] - //Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>> and allows you to keep exotic canines// + <span class="note"> + Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>> and allows you to keep exotic canines + </span> <</if>> <<elseif ($farmyardKennels == 2)>> <br> @@ -313,7 +342,9 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<if ($farmyardStable == 0)>> <br> [[Add stables|Farmyard][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "farmyard"), $farmyardStable = 1]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and allows you to keep hooved animals// + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and allows you to keep hooved animals + </span> <br> <<elseif ($farmyardStable == 1)>> <br> @@ -329,7 +360,9 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<if $rep > 15000>> <br> [[Upgrade stables|Farmyard][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "farmyard"), $farmyardStable = 2]] - //Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>> and allows you to keep exotic hooved animals// + <span class="note"> + Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>> and allows you to keep exotic hooved animals + </span> <</if>> <<elseif $farmyardStable == 2>> <br> @@ -347,7 +380,9 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<if ($farmyardCages == 0)>> <br> [[Add cages|Farmyard][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "farmyard"), $farmyardCages = 1]] - //Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> and allows you to keep cats// + <span class="note"> + Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> and allows you to keep cats + </span> <br> <<elseif ($farmyardCages == 1)>> <br> @@ -363,7 +398,9 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<if $rep > 15000>> <br> [[Upgrade cages|Farmyard][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "farmyard"), $farmyardCages = 2]] - //Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>> and allows to keep exotic felines// + <span class="note"> + Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>> and allows to keep exotic felines + </span> <</if>> <br> <<elseif ($farmyardCages == 2)>> diff --git a/src/facilities/nursery/nursery.tw b/src/facilities/nursery/nursery.tw index 1015834737a0e850f99ab74bb7743416a0259c4e..caedd5777b033c610702a74dac6cb81262cb89b6 100644 --- a/src/facilities/nursery/nursery.tw +++ b/src/facilities/nursery/nursery.tw @@ -9,126 +9,166 @@ <</if>> <<set $readyChildren = 0, $nurseryBabies = $cribs.length, $freeCribs = $nursery - $nurseryBabies, _NL = $NurseryiIDs.length, _SL = $slaves.length, _eligibility = 0, $reservedChildren = FetusGlobalReserveCount("incubator"), $reservedChildrenNursery = FetusGlobalReserveCount("nursery")>> +<p class=scene-intro"> + $nurseryNameCaps + <<switch $nurseryDecoration>> + <<case "Roman Revivalist">> + is run with the Roman dream in mind, with wide open windows exposing the babies to the elements. The sleek marble halls bring a sense of serenity and duty as wet nurses wander the halls. + <<case "Aztec Revivalist">> + is lined head to toe in illustrious Aztec gold. Tiny but notable subscripts lay in plaques to honor the mothers who died giving birth, the children of said mothers, alive or dead, are tirelessly watched over to tend to their every need. + <<case "Egyptian Revivalist">> + is decorated by sleek, sandstone tablets, golden statues, and even grander Egyptian wall sculptures, many of them depicting the conception, birth, and raising of a child. Each babe is reverently wrapped in linen covers as they drift to sleep to the stories of mighty pharaohs and prosperous palaces. + <<case "Edo Revivalist">> + is minimalistic in nature, but the errant paintings of cherry blossoms and vibrant Japanese maples give a certain peaceful air as the caretakers do their duties. + <<case "Arabian Revivalist">> + is decorated wall to wall with splendorous carvings and religious Hamsas meant to protect the fostering children. + <<case "Chinese Revivalist">> + is ripe with Chinese spirit. Depictions of colorful dragons and oriental designs grace the halls, rooms, and cribs of the babies who reside inside. + <<case "Chattel Religionist">> + is decorated with childish religious cartoons and artistic tapestries of slaves bowing in submission, their themes always subsiding varying degrees of sexual worship. The caretakers that wander the halls obediently wear their habits, and never waste a moment to tenderly lull the children to sleep with stories of their prophet. + <<case "Degradationist">> + is bare and sullen. The cries of the neglected children destined for slavery trying to find comfort in their burlap coverings echo the halls, while those that await freedom are raised among luxury and are taught to look down on their less fortunate peers. + <<case "Repopulation Focus">> + is designed to be very open and public; a showing testament to your arcology's repopulation efforts. For those old enough to support them, they are strapped with big, but body warming, empathy bellies as to remind them of their destiny. + <<case "Eugenics">> + is of utmost quality without a single pleasantry missing — if the parents are of the elite blood of course. While there are rare stragglers of unworthy genes, the child populace overall is pampered with warm rooms and plentiful small toys. + <<case "Asset Expansionist">> + is not so much decorated as it is intelligently staffed. Every passerby, slave or not, burns the image of their jiggling asses and huge, wobbling tits into the minds of the children. + <<case "Transformation Fetishist">> + is kept simple and clean. From their toys down to the nursemaids, the babies are exposed to the wonders of body transformation whenever possible. + <<case "Gender Radicalist">> + is decorated by cheery cartoon depictions of slaves of many shapes, sizes, and genitals, all of them undeniably feminine. The elated smiles and yips of the nurses getting reamed constantly instill the appreciation of nice, pliable buttholes. + <<case "Gender Fundamentalist">> + is simply designed and painted with soft feminine colors. The staff heavily encourage the children to play dress up and house, subtly sculpting their minds to proper gender norms and properly put them in line if they try to do otherwise. + <<case "Physical Idealist">> + is furnished with kiddy health books and posters; their caretakers making painstakingly sure that the importance is drilled into their heads at a young age. Their food is often littered with vitamins and supplements to keep the children growing strong. + <<case "Supremacist">> + is designed and structured to give those of $arcologies[0].FSSupremacistRace ethnicity the limelight of the nursery, while the others stay sectioned off and neglected to the world. + <<case "Subjugationist">> + is made to foster and raise the young children of $arcologies[0].FSSubjugationistRace ethnicity. They are reminded of their place with every failure and are encouraged to submissively follow their stereotypes at a ripe young age. + <<case "Paternalist">> + is well-stocked and by Paternalistic customs, constantly swaddle the children with love and attention. With the warm colors and sound of child laughter, to the untrained eye, the children actually seem free. + <<case "Pastoralist">> + is decorated to make the children grow up thinking that a life focused on breast milk, cum, and other human secretions are part of the norm. The milky tits swaying above their cow-patterned cribs certainly help with that. + <<case "Maturity Preferentialist">> + decorations remind the kids to respect those curvy and mature. The older nurserymaids are always flattered whenever the children try to act like adults and take care of the younger toddlers for them. + <<case "Youth Preferentialist">> + is making young children the center of attention, their rooms supplied with plenty of toys, blankets, and surrogate mothers at their beck and call. + <<case "Body Purist">> + is decorated to be very clean cut and sterilized with perfect corners and curves; symbolic of the human figure. Nurserymaids are encouraged to show off their natural assets to show the children what the appropriate body should be. + <<case "Slimness Enthusiast">> + constantly encourages the kids to try and keep their slim and cute physiques. They are given perfectly metered meals to make this possible. /* TODO: tie this in to food system */ + <<case "Hedonistic">> + would make any toddler drool in amazement. Meals and naps every other hour, cribs stalked with toys and blankets, and plush slaves carry them to and fro without preamble. A delicious layer of baby fat is the ideal figure of a baby, and they couldn't be happier. + <<case "Intellectual Dependency">> + /* TODO: */ + <<case "Slave Professionalism">> + /* TODO: */ + <<case "Petite Admiration">> + has large photos and paintings on the walls depicting small, petite children enjoying $nurseryName's amenities and having fun together. + <<case "Statuesque Glorification">> + has large photos and paintings on the walls depicting tall children enjoying $nurseryName's amenities and having fun together. /* TODO: rewrite so it's not so similar? */ + <<default>> + is as comfortable and child-friendly as it needs to be. They have everything they need to grow into a proper slave. + <</switch>> -$nurseryNameCaps -<<switch $nurseryDecoration>> -<<case "Roman Revivalist">> - is run with the Roman dream in mind, with wide open windows exposing the babies to the elements. The sleek marble halls bring a sense of serenity and duty as wet nurses wander the halls. -<<case "Aztec Revivalist">> - is lined head to toe in illustrious Aztec gold. Tiny but notable subscripts lay in plaques to honor the mothers who died giving birth, the children of said mothers, alive or dead, are tirelessly watched over to tend to their every need. -<<case "Egyptian Revivalist">> - is decorated by sleek, sandstone tablets, golden statues, and even grander Egyptian wall sculptures, many of them depicting the conception, birth, and raising of a child. Each babe is reverently wrapped in linen covers as they drift to sleep to the stories of mighty pharaohs and prosperous palaces. -<<case "Edo Revivalist">> - is minimalistic in nature, but the errant paintings of cherry blossoms and vibrant Japanese maples give a certain peaceful air as the caretakers do their duties. -<<case "Arabian Revivalist">> - is decorated wall to wall with splendorous carvings and religious Hamsas meant to protect the fostering children. -<<case "Chinese Revivalist">> - is ripe with Chinese spirit. Depictions of colorful dragons and oriental designs grace the halls, rooms, and cribs of the babies who reside inside. -<<case "Chattel Religionist">> - is decorated with childish religious cartoons and artistic tapestries of slaves bowing in submission, their themes always subsiding varying degrees of sexual worship. The caretakers that wander the halls obediently wear their habits, and never waste a moment to tenderly lull the children to sleep with stories of their prophet. -<<case "Degradationist">> - is bare and sullen. The cries of the neglected children destined for slavery trying to find comfort in their burlap coverings echo the halls, while those that await freedom are raised among luxury and are taught to look down on their less fortunate peers. -<<case "Repopulation Focus">> - is designed to be very open and public; a showing testament to your arcology's repopulation efforts. For those old enough to support them, they are strapped with big, but body warming, empathy bellies as to remind them of their destiny. -<<case "Eugenics">> - is of utmost quality without a single pleasantry missing — if the parents are of the elite blood of course. While there are rare stragglers of unworthy genes, the child populace overall is pampered with warm rooms and plentiful small toys. -<<case "Asset Expansionist">> - is not so much decorated as it is intelligently staffed. Every passerby, slave or not, burns the image of their jiggling asses and huge, wobbling tits into the minds of the children. -<<case "Transformation Fetishist">> - is kept simple and clean. From their toys down to the nursemaids, the babies are exposed to the wonders of body transformation whenever possible. -<<case "Gender Radicalist">> - is decorated by cheery cartoon depictions of slaves of many shapes, sizes, and genitals, all of them undeniably feminine. The elated smiles and yips of the nurses getting reamed constantly instill the appreciation of nice, pliable buttholes. -<<case "Gender Fundamentalist">> - is simply designed and painted with soft feminine colors. The staff heavily encourage the children to play dress up and house, subtly sculpting their minds to proper gender norms and properly put them in line if they try to do otherwise. -<<case "Physical Idealist">> - is furnished with kiddy health books and posters; their caretakers making painstakingly sure that the importance is drilled into their heads at a young age. Their food is often littered with vitamins and supplements to keep the children growing strong. -<<case "Supremacist">> - is designed and structured to give those of $arcologies[0].FSSupremacistRace ethnicity the limelight of the nursery, while the others stay sectioned off and neglected to the world. -<<case "Subjugationist">> - is made to foster and raise the young children of $arcologies[0].FSSubjugationistRace ethnicity. They are reminded of their place with every failure and are encouraged to submissively follow their stereotypes at a ripe young age. -<<case "Paternalist">> - is well-stocked and by Paternalistic customs, constantly swaddle the children with love and attention. With the warm colors and sound of child laughter, to the untrained eye, the children actually seem free. -<<case "Pastoralist">> - is decorated to make the children grow up thinking that a life focused on breast milk, cum, and other human secretions are part of the norm. The milky tits swaying above their cow-patterned cribs certainly help with that. -<<case "Maturity Preferentialist">> - decorations remind the kids to respect those curvy and mature. The older nurserymaids are always flattered whenever the children try to act like adults and take care of the younger toddlers for them. -<<case "Youth Preferentialist">> - is making young children the center of attention, their rooms supplied with plenty of toys, blankets, and surrogate mothers at their beck and call. -<<case "Body Purist">> - is decorated to be very clean cut and sterilized with perfect corners and curves; symbolic of the human figure. Nurserymaids are encouraged to show off their natural assets to show the children what the appropriate body should be. -<<case "Slimness Enthusiast">> - constantly encourages the kids to try and keep their slim and cute physiques. They are given perfectly metered meals to make this possible. /* TODO: tie this in to food system */ -<<case "Hedonistic">> - would make any toddler drool in amazement. Meals and naps every other hour, cribs stalked with toys and blankets, and plush slaves carry them to and fro without preamble. A delicious layer of baby fat is the ideal figure of a baby, and they couldn't be happier. -<<case "Intellectual Dependency">> - /* TODO: */ -<<case "Slave Professionalism">> - /* TODO: */ -<<case "Petite Admiration">> - has large photos and paintings on the walls depicting small, petite children enjoying $nurseryName's amenities and having fun together. -<<case "Statuesque Glorification">> - has large photos and paintings on the walls depicting tall children enjoying $nurseryName's amenities and having fun together. /* TODO: rewrite so it's not so similar? */ -<<default>> - is as comfortable and child-friendly as it needs to be. They have everything they need to grow into a proper slave. -<</switch>> - -<<if $Matron>> - <<setLocalPronouns $Matron>> -<</if>> + <<if $Matron>> + <<setLocalPronouns $Matron>> + <</if>> -<<if _NL > 2>> - $nurseryNameCaps is bustling with activity. Nannies are busily moving about, feeding babies and changing diapers. -<<elseif _NL > 0>> - $nurseryNameCaps is working steadily. Nannies are moving about, cleaning up and feeding hungry children. - <<set $nannyInfluence = 1>> -<<elseif $Matron>> - $Matron.slaveName is alone in $nurseryName, and keeps the place clean and looks after the children $himself. - <<set $MatronInfluence = 1>> -<<elseif (_NL <= 0) && ($nurseryBabies <= 0)>> - $nurseryNameCaps is empty and quiet. <<link "Decommission the Nursery" "Main">><<set $nursery = 0, $nurseryNannies = 0, $nannyInfluence = 0, $nurseryDecoration = "standard", $cribs = [], $reservedChildrenNursery = 0>><<for _i = 0; _i < $slaves.length; _i++>><<run WombCleanGenericReserve($slaves[_i], "nursery", 9999)>><</for>><</link>> -<</if>> + <<if _NL > 2>> + $nurseryNameCaps is bustling with activity. Nannies are busily moving about, feeding babies and changing diapers. + <<elseif _NL > 0>> + $nurseryNameCaps is working steadily. Nannies are moving about, cleaning up and feeding hungry children. + <<set $nannyInfluence = 1>> + <<elseif $Matron>> + $Matron.slaveName is alone in $nurseryName, and keeps the place clean and looks after the children $himself. + <<set $MatronInfluence = 1>> + <<elseif (_NL <= 0) && ($nurseryBabies <= 0)>> + $nurseryNameCaps is empty and quiet. + <div class="choices" style="font-style:normal"> + <<link "Decommission the Nursery" "Main">> + <<set $nursery = 0, $nurseryNannies = 0, $nannyInfluence = 0, $nurseryDecoration = "standard", $cribs = [], $reservedChildrenNursery = 0>> + <<for _i = 0; _i < $slaves.length; _i++>> + <<run WombCleanGenericReserve($slaves[_i], "nursery", 9999)>> + <</for>> + <</link>> + </div> + <</if>> +</p> -<<if _NL > 0>> - <<removeFacilityWorkers "nursery" "rest" "rest">> -<</if>> <<set _Tmult0 = Math.trunc($nurseryNannies*1000*$upgradeMultiplierArcology)>> -<br>It can support $nurseryNannies nann<<if $nurseryNannies != 1>>ies<<else>>y<</if>>. There <<if _NL == 1>>is<<else>>are<</if>> _NL nann<<if _NL != 1>>ies<<else>>y<</if>> in $nurseryName. +<br>It can support $nurseryNannies nann<<if $nurseryNannies != 1>>ies<<else>>y<</if>>. +There <<if _NL == 1>>is<<else>>are<</if>> _NL nann<<if _NL != 1>>ies<<else>>y<</if>> in $nurseryName. <<if $nurseryBabies > 0 && _NL < 1 && (!$Matron)>> - //You must have a Matron or at least one nanny to be able to influence the children's upbringing// - <br> + <div class="note"> + You must have a Matron or at least one nanny to be able to influence the children's upbringing + </div> <</if>> <<if $nurseryNannies < 5>> - [[Expand the nursery|Nursery][cashX(forceNeg(_Tmult0), "capEx"), $nurseryNannies += 1, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>> and will increase upkeep costs// + <div class="choices"> + [[Expand the nursery|Nursery][cashX(forceNeg(_Tmult0), "capEx"), $nurseryNannies += 1, $PC.skill.engineering += .1]] + <span class="note"> + Costs <<print cashFormat(_Tmult0)>> and will increase upkeep costs + </span> + </div> <<else>> - //$nurseryNameCaps can support a maximum of 5 slaves// + <span class="note"> + $nurseryNameCaps can support a maximum of 5 slaves + </span> <</if>> -<<if $Matron>> - <br> - <<if $MatronIgnoresFlaws != 1>> - $Matron.slaveName will attempt to fix flaws in nannies serving under $him. [[Ignore flaws|Nursery][$MatronIgnoresFlaws = 1]] - <<else>> - $Matron.slaveName has been instructed to ignore flaws in the nannies serving under $him. [[Fix flaws|Nursery][$MatronIgnoresFlaws = 0]] +<div class="choices"> + <<if _NL > 0>> + <<removeFacilityWorkers "nursery" "rest" "rest">> <</if>> -<</if>> +</div> -<br><br> -<<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.nursery)>> +<div> + <<if $Matron>> + <<if $MatronIgnoresFlaws != 1>> + $Matron.slaveName will attempt to fix flaws in nannies serving under $him. + <div class="choices"> + [[Ignore flaws|Nursery][$MatronIgnoresFlaws = 1]] + </div> + <<else>> + $Matron.slaveName has been instructed to ignore flaws in the nannies serving under $him. + <div class="choices"> + [[Fix flaws|Nursery][$MatronIgnoresFlaws = 0]] + </div> + <</if>> + <</if>> +</div> + +<p> + <<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.nursery)>> +</p> <br><br>It can support $nursery child<<if $nursery != 1>>ren<</if>>. There <<if $nurseryBabies == 1>>is<<else>>are<</if>> currently $nurseryBabies room<<if $nurseryBabies != 1>>s<</if>> in use in $nurseryName. <<if $nursery < 50>> - [[Add another room|Nursery][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "nursery"), $nursery += 5]] //Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> and will increase upkeep costs// - <<if $freeCribs == 0>> - All of the rooms are currently occupied by growing children. - <</if>> + <div class="choices"> + [[Add another room|Nursery][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "nursery"), $nursery += 5]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> and will increase upkeep costs + </span> + <<if $freeCribs == 0>> + All of the rooms are currently occupied by growing children. + <</if>> + </div> <<else>> - //$nurseryNameCaps can support a maximum of 50 children// + <span class="note"> + $nurseryNameCaps can support a maximum of 50 children + </span> <</if>> <<if $nursery > 1 && $reservedChildrenNursery < $freeCribs>> - <br> - [[Remove a room|Nursery][cashX(forceNeg(Math.trunc(1000*$upgradeMultiplierArcology)), "nursery"), $nursery -= 5]] //Costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and will reduce upkeep costs// + <div class="choices"> + [[Remove a room|Nursery][cashX(forceNeg(Math.trunc(1000*$upgradeMultiplierArcology)), "nursery"), $nursery -= 5]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and will reduce upkeep costs + </span> + </div> <</if>> <br><br> @@ -136,7 +176,11 @@ Reserve an eligible mother-to-be's child to be placed in a room upon birth. Of $ <<if (0 < _SL)>> <<set $sortNurseryList = $sortNurseryList || 'Unsorted'>> - <br>//Sorting:// ''<span id="qlNurserySort">$sortNurseryList</span>.'' + <br> + <span class="note"> + Sorting: + </span> + ''<span id="qlNurserySort">$sortNurseryList</span>.'' <<link "Sort by Name">> <<set $sortNurseryList = 'Name'>> <<replace "#qlNurserySort">>$sortNurseryList<</replace>> @@ -168,94 +212,97 @@ Reserve an eligible mother-to-be's child to be placed in a room upon birth. Of $ <br> <</if>> <div id="qlNursery"> -<<for _u = 0; _u < _SL; _u++>> - <<setLocalPronouns $slaves[_u]>> - <<if $slaves[_u].preg > 0 && $slaves[_u].broodmother == 0 && $slaves[_u].pregKnown == 1 && $slaves[_u].eggType == "human">> - <<if $slaves[_u].assignment == "work in the dairy" && $dairyPregSetting > 0>> - <<else>> - <<set _slaveId = "slave-" + $slaves[_u].ID>> - <<set _WL = $slaves[_u].womb.length>> - <<set _reservedNursery = WombReserveCount($slaves[_u], "nursery")>> - <<set _reservedIncubator = WombReserveCount($slaves[_u], "incubator")>> - <<set _pregWeek = $slaves[_u].pregWeek>> - <<set _slaveName = SlaveFullName($slaves[_u])>> - <div class="possible" @id="_slaveId" @data-preg-count="_WL" @data-reserved-spots="_reservedNursery" @data-preg-week="_pregWeek" @data-name="_slaveName"> - <<print "[[_slaveName|Long Slave Description][$activeSlave = $slaves[" + _u + "], $nextLink = passage()]]">> is <<= numberWithPluralOne($slaves[_u].pregWeek, "week")>> pregnant with - <<if $slaves[_u].pregSource == 0 || $slaves[_u].preg <= 5>>someone's<<if $slaves[_u].preg <= 5>>, though it is too early to tell whose,<</if>> - <<elseif $slaves[_u].pregSource == -1>>your - <<elseif $slaves[_u].pregSource == -2>>a citizen's - <<elseif $slaves[_u].pregSource == -3>>your Master's - <<elseif $slaves[_u].pregSource == -4>>another arcology owner's - <<elseif $slaves[_u].pregSource == -5>>your client's - <<elseif $slaves[_u].pregSource == -6>>the Societal Elite's - <<elseif $slaves[_u].pregSource == -7>>the lab's - <<elseif $slaves[_u].pregSource == -9>>the Futanari Sisters' + <<for _u = 0; _u < _SL; _u++>> + <<setLocalPronouns $slaves[_u]>> + <<if $slaves[_u].preg > 0 && $slaves[_u].broodmother == 0 && $slaves[_u].pregKnown == 1 && $slaves[_u].eggType == "human">> + <<if $slaves[_u].assignment == "work in the dairy" && $dairyPregSetting > 0>> <<else>> - <<set _t = $slaveIndices[$slaves[_u].pregSource]>> - <<if def _t>> - <<print $slaves[_t].slaveName>>'s - <</if>> - <</if>> - <<if _WL > 1>>_WL babies<<else>>baby<</if>>. - <<if _reservedNursery > 0>> - <<set _childrenReservedNursery = 1>> - <<if _WL == 1>> - $His child will be placed in $nurseryName. - <<elseif _reservedNursery < _WL>> - _reservedNursery of $his children will be placed in $nurseryName. - <<elseif _WL == 2>> - Both of $his children will be placed in $nurseryName. + <<set _slaveId = "slave-" + $slaves[_u].ID>> + <<set _WL = $slaves[_u].womb.length>> + <<set _reservedNursery = WombReserveCount($slaves[_u], "nursery")>> + <<set _reservedIncubator = WombReserveCount($slaves[_u], "incubator")>> + <<set _pregWeek = $slaves[_u].pregWeek>> + <<set _slaveName = SlaveFullName($slaves[_u])>> + <div class="possible" @id="_slaveId" @data-preg-count="_WL" @data-reserved-spots="_reservedNursery" @data-preg-week="_pregWeek" @data-name="_slaveName"> + <<print "[[_slaveName|Long Slave Description][$activeSlave = $slaves[" + _u + "], $nextLink = passage()]]">> is <<= numberWithPluralOne($slaves[_u].pregWeek, "week")>> pregnant with + <<if $slaves[_u].pregSource == 0 || $slaves[_u].preg <= 5>>someone's<<if $slaves[_u].preg <= 5>>, though it is too early to tell whose,<</if>> + <<elseif $slaves[_u].pregSource == -1>>your + <<elseif $slaves[_u].pregSource == -2>>a citizen's + <<elseif $slaves[_u].pregSource == -3>>your Master's + <<elseif $slaves[_u].pregSource == -4>>another arcology owner's + <<elseif $slaves[_u].pregSource == -5>>your client's + <<elseif $slaves[_u].pregSource == -6>>the Societal Elite's + <<elseif $slaves[_u].pregSource == -7>>the lab's + <<elseif $slaves[_u].pregSource == -9>>the Futanari Sisters' <<else>> - All _reservedNursery of $his children will be placed in $nurseryName. - <</if>> - <<if (_reservedIncubator + _reservedNursery < _WL) && ($reservedChildrenNursery < $freeCribs)>> - <br> - <<print "[[Keep another child|Nursery][WombAddToGenericReserve($slaves[" + _u + "], 'nursery', 1)]]">> - <<if _reservedNursery > 0>> - | <<print "[[Keep one less child|Nursery][WombCleanGenericReserve($slaves[" + _u + "], 'nursery', 1)]]">> + <<set _t = $slaveIndices[$slaves[_u].pregSource]>> + <<if def _t>> + <<print $slaves[_t].slaveName>>'s <</if>> - <<if _reservedNursery > 1>> - | <<print "[[Keep none of " + $his + " children|Nursery][WombCleanGenericReserve($slaves[" + _u + "], 'nursery', 9999)]]">> + <</if>> + <<if _WL > 1>>_WL babies<<else>>baby<</if>>. + <<if _reservedNursery > 0>> + <<set _childrenReservedNursery = 1>> + <<if _WL == 1>> + $His child will be placed in $nurseryName. + <<elseif _reservedNursery < _WL>> + _reservedNursery of $his children will be placed in $nurseryName. + <<elseif _WL == 2>> + Both of $his children will be placed in $nurseryName. + <<else>> + All _reservedNursery of $his children will be placed in $nurseryName. <</if>> - <<if ($reservedChildrenNursery + _WL - _reservedNursery) <= $freeCribs>> - | <<print "[[Keep the rest of " + $his + " children|Nursery][WombAddToGenericReserve($slaves[" + _u + "], 'nursery', 9999)]]">> + <<if (_reservedIncubator + _reservedNursery < _WL) && ($reservedChildrenNursery < $freeCribs)>> + <br> + <<print "[[Keep another child|Nursery][WombAddToGenericReserve($slaves[" + _u + "], 'nursery', 1)]]">> + <<if _reservedNursery > 0>> + | <<print "[[Keep one less child|Nursery][WombCleanGenericReserve($slaves[" + _u + "], 'nursery', 1)]]">> + <</if>> + <<if _reservedNursery > 1>> + | <<print "[[Keep none of " + $his + " children|Nursery][WombCleanGenericReserve($slaves[" + _u + "], 'nursery', 9999)]]">> + <</if>> + <<if ($reservedChildrenNursery + _WL - _reservedNursery) <= $freeCribs>> + | <<print "[[Keep the rest of " + $his + " children|Nursery][WombAddToGenericReserve($slaves[" + _u + "], 'nursery', 9999)]]">> + <</if>> + <<elseif (_reservedNursery == _WL) || ($reservedChildrenNursery == $freeCribs) || (_reservedIncubator + _reservedNursery == _WL)>> + <br> + <<print "[[Keep one less child|Nursery][WombCleanGenericReserve($slaves[" + _u + "], 'nursery', 1)]]">> + <<if _reservedNursery > 1>> + | <<print "[[Keep none of " + $his + " children|Nursery][WombCleanGenericReserve($slaves[" + _u + "], 'nursery', 9999)]]">> + <</if>> <</if>> - <<elseif (_reservedNursery == _WL) || ($reservedChildrenNursery == $freeCribs) || (_reservedIncubator + _reservedNursery == _WL)>> - <br> - <<print "[[Keep one less child|Nursery][WombCleanGenericReserve($slaves[" + _u + "], 'nursery', 1)]]">> - <<if _reservedNursery > 1>> - | <<print "[[Keep none of " + $his + " children|Nursery][WombCleanGenericReserve($slaves[" + _u + "], 'nursery', 9999)]]">> + <<elseif ($reservedChildrenNursery < $freeCribs) && ($freeCribs > _WL)>> + <<if _WL - _reservedIncubator == 0>> + <span class="note"> + $His children are already reserved for $incubatorName + </span> + <br> + <<print "[[Keep " + $his + " " + ((_WL > 1) ? "children" : "child") + " here instead|Nursery][WombChangeReserveType($slaves[" + _u + "], 'incubator', 'nursery')]]">> + <<else>> + You have <<if $freeCribs == 1>>an<</if>> @@.lime;available room<<if $freeCribs > 1>>s<</if>>.@@ + <br> + <<print "[[Keep "+ ((_WL > 1) ? "a" : "the") +" child|Nursery][WombAddToGenericReserve($slaves[" + _u + "], 'nursery', 1)]]">> + <<if (_WL > 1) && ($reservedChildrenNursery + _WL - _reservedNursery) <= $freeCribs>> + | <<print "[[Keep all of " + $his + " children|Nursery][WombAddToGenericReserve($slaves[" + _u + "], 'nursery', 9999)]]">> + <</if>> <</if>> - <</if>> - <<elseif ($reservedChildrenNursery < $freeCribs) && ($freeCribs > _WL)>> - <<if _WL - _reservedIncubator == 0>> - //$His children are already reserved for $incubatorName// - <br> - <<print "[[Keep " + $his + " " + ((_WL > 1) ? "children" : "child") + " here instead|Nursery][WombChangeReserveType($slaves[" + _u + "], 'incubator', 'nursery')]]">> - <<else>> - You have <<if $freeCribs == 1>>an<</if>> @@.lime;available room<<if $freeCribs > 1>>s<</if>>.@@ + <<elseif $reservedChildrenNursery == $freeCribs>> <br> - <<print "[[Keep "+ ((_WL > 1) ? "a" : "the") +" child|Nursery][WombAddToGenericReserve($slaves[" + _u + "], 'nursery', 1)]]">> - <<if (_WL > 1) && ($reservedChildrenNursery + _WL - _reservedNursery) <= $freeCribs>> - | <<print "[[Keep all of " + $his + " children|Nursery][WombAddToGenericReserve($slaves[" + _u + "], 'nursery', 9999)]]">> - <</if>> + You have @@.red;no room for $his offspring.@@ <</if>> - <<elseif $reservedChildrenNursery == $freeCribs>> - <br> - You have @@.red;no room for $his offspring.@@ + <<set _eligibility = 1>> + </div> <</if>> - <<set _eligibility = 1>> - </div> <</if>> - <</if>> -<</for>> + <</for>> </div> <<script>> - $('div#qlNursery').ready(sortNurseryPossiblesByPreviousSort); + $('div#qlNursery').ready(sortNurseryPossiblesByPreviousSort); <</script>> <<if _eligibility == 0>> - <br> - //You have no pregnant slaves bearing eligible children.// + <div class="note"> + You have no pregnant slaves bearing eligible children. + </div> <</if>> <<if $PC.pregKnown == 1 && ($arcologies[0].FSRestart == "unset" || $eugenicsFullControl == 1 || ($PC.pregSource != -1 && $PC.pregSource != -6))>> <<set _WL = $PC.womb.length>> @@ -298,8 +345,10 @@ Reserve an eligible mother-to-be's child to be placed in a room upon birth. Of $ <</if>> <</if>> <<elseif $reservedChildrenNursery < $freeCribs>> - <<if _WL - _reservedIncubator == 0>> - //Your child<<if _WL > 0>>ren are<<else>>is<</if>> already reserved for $incubatorName// + <<if _WL - _reservedIncubator == 0>> + <span class="note"> + Your child<<if _WL > 0>>ren are<<else>>is<</if>> already reserved for $incubatorName + </span> <<print "[[Keep your "+ ((_WL > 1) ? "children" : "child") +" here instead|Nursery][WombChangeReserveType($PC, 'incubator', 'nursery')]]">> <<else>> You have <<if $freeCribs == 1>>an<</if>> @@.lime;available room<<if $freeCribs > 1>>s<</if>>.@@ @@ -325,15 +374,16 @@ Reserve an eligible mother-to-be's child to be placed in a room upon birth. Of $ <</link>> <</if>> -<br><br> -Target age for release: <<textbox "$targetAgeNursery" $targetAgeNursery "Nursery">> +<p> + Target age for release: <<textbox "$targetAgeNursery" $targetAgeNursery "Nursery">> [[Minimum Legal Age|Nursery][$targetAgeNursery = $minimumSlaveAge]] | [[Average Age of Fertility|Nursery][$targetAgeNursery = $fertilityAge]] | [[Average Age of Potency|Nursery][$targetAgeNursery = $potencyAge]] | [[Legal Adulthood|Nursery][$targetAgeNursery = 18]] - //Setting will not be applied to rooms in use.// - -<br><br> + <span class="note"> + Setting will not be applied to rooms in use. + </span> +</p> <b>Rules</b> <hr style="margin:0"> @@ -357,7 +407,9 @@ Target age for release: <<textbox "$targetAgeNursery" $targetAgeNursery "Nursery <<else>> The amount of food the children eat ''is not'' being monitored, meaning they may end up becoming malnourished. [[Monitor the amount of food the children eat|Nursery][cashX(forceNeg(Math.trunc(1000*$upgradeMultiplierArcology)), "nursery"), $nurseryWeight = 1]] - //Requires a Matron or at least one nanny and costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and will increase upkeep costs// + <span class="note"> + Requires a Matron or at least one nanny and costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and will increase upkeep costs + </span> <</if>> <br> @@ -371,7 +423,10 @@ Target age for release: <<textbox "$targetAgeNursery" $targetAgeNursery "Nursery <</if>> <<else>> The children ''are not'' getting any exercise, meaning they will likely end up becoming fairly weak and frail. - [[Allow the children to remain active|Nursery][cashX(forceNeg(Math.trunc(1000*$upgradeMultiplierArcology)), "nursery"), $nurseryMuscles = 1]] //Requires a Matron or at least one nanny and costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and will increase upkeep costs// + [[Allow the children to remain active|Nursery][cashX(forceNeg(Math.trunc(1000*$upgradeMultiplierArcology)), "nursery"), $nurseryMuscles = 1]] + <span class="note"> + Requires a Matron or at least one nanny and costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and will increase upkeep costs + </span> <</if>> <br> @@ -386,14 +441,16 @@ Target age for release: <<textbox "$targetAgeNursery" $targetAgeNursery "Nursery <<else>> The children ''are not'' being given any artificial hormones. [[Give the children growth hormones|Nursery][cashX(forceNeg(Math.trunc(1000*$upgradeMultiplierArcology)), "nursery"), $nurseryUpgradeHormones = 1, $nurseryHormonesSetting = 0]] - //Requires a Matron or at least one nanny and costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and will increase upkeep costs// + <span class="note"> + Requires a Matron or at least one nanny and costs <<print cashFormat(Math.trunc(1000*$upgradeMultiplierArcology))>> and will increase upkeep costs + </span> <</if>> <br> <<if $nurseryBabies > 0>> - <br> - ''Children in $nurseryName'' - <br> + <div style="font-weight:bold"> + Children in $nurseryName + </div> <<= App.Facilities.Nursery.childList()>> <</if>> @@ -416,7 +473,11 @@ FIXME: not sure if this works <</if>> */ -<br><br> -Rename $nurseryName: <<textbox "$nurseryName" $nurseryName "Nursery">> //Use a noun or similar short phrase// +<p> + Rename $nurseryName: <<textbox "$nurseryName" $nurseryName "Nursery">> + <span class="note"> + Use a noun or similar short phrase + </span> +</p> <<run App.UI.SlaveList.ScrollPosition.restore()>> diff --git a/src/pregmod/incubator.tw b/src/pregmod/incubator.tw index b104597ae22661365299734f1031d44941c6f917..77f95d94cde00852e05714ec418a9cb6579a236b 100644 --- a/src/pregmod/incubator.tw +++ b/src/pregmod/incubator.tw @@ -18,7 +18,10 @@ $incubatorNameCaps is a clean, cold hall designed to be lined with tanks and the <<elseif $incubatorSlaves > 0>> It's barely used; most of the tanks lie dormant. <<else>> - It's empty and quiet. [[Decommission the incubator|Main][$incubator = 0, $incubatorUpgradeSpeed = 5, $incubatorUpgradeWeight = 0, $incubatorUpgradeMuscles = 0, $incubatorUpgradeReproduction = 0, $incubatorUpgradeGrowthStims = 0, $incubatorWeightSetting = 0, $incubatorMusclesSetting = 0, $incubatorReproductionSetting = 0, $incubatorGrowthStimsSetting = 0, $tanks = []]] + It's empty and quiet. + <div class="choices" style="font-style:normal"> + [[Decommission the incubator|Main][$incubator = 0, $incubatorUpgradeSpeed = 5, $incubatorUpgradeWeight = 0, $incubatorUpgradeMuscles = 0, $incubatorUpgradeReproduction = 0, $incubatorUpgradeGrowthStims = 0, $incubatorWeightSetting = 0, $incubatorMusclesSetting = 0, $incubatorReproductionSetting = 0, $incubatorGrowthStimsSetting = 0, $tanks = []]] + </div> <</if>> <br>It can support $incubator child<<if $incubator != 1>>ren<</if>>. There <<if $incubatorSlaves == 1>>is<<else>>are<</if>> currently $incubatorSlaves tank<<if $incubatorSlaves != 1>>s<</if>> in use in $incubatorName. diff --git a/src/uncategorized/apartments.tw b/src/uncategorized/apartments.tw index 10cd9dc97be873c609e7d10e57bacfbe9aa3f9fa..ca968398fb3fc833b91d3b645bb8fdcb9563fd63 100644 --- a/src/uncategorized/apartments.tw +++ b/src/uncategorized/apartments.tw @@ -2,36 +2,47 @@ <<set $nextButton = "Back", $nextLink = "Main">> -This is a sector of the arcology's living areas, -<<switch $sectors[$AS].type>> -<<case "Apartments">> - occupied by citizens of varying wealth and social standing. -<<case "DenseApartments">> - upgraded for dense occupancy by as many citizens as possible. -<<case "LuxuryApartments">> - improved for occupancy by the Free Cities' wealthiest citizens. -<<default>> - ERROR: bad sector type -<</switch>> +<p class="scene-intro"> + This is a sector of the arcology's living areas, + <<switch $sectors[$AS].type>> + <<case "Apartments">> + occupied by citizens of varying wealth and social standing. + <<case "DenseApartments">> + upgraded for dense occupancy by as many citizens as possible. + <<case "LuxuryApartments">> + improved for occupancy by the Free Cities' wealthiest citizens. + <<default>> + ERROR: bad sector type + <</switch>> + You control this part of the arcology and all these tenants pay you rent. + <span style="font-style:normal"> + <<SectorSell>> + </span> +</p> -You control this part of the arcology and all these tenants pay you rent. -<<SectorSell>> -<br> +<div> + <<if $sectors[$AS].type != "DenseApartments">> + [[Upgrade this sector of apartments for dense occupancy by as many citizens as possible|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "DenseApartments"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> +</div> -<<if $sectors[$AS].type != "DenseApartments">> - <br> - [[Upgrade this sector of apartments for dense occupancy by as many citizens as possible|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "DenseApartments"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// -<</if>> +<div> + <<if $sectors[$AS].type != "LuxuryApartments">> + [[Improve this sector of apartments for occupancy by the Free Cities' wealthiest citizens|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "LuxuryApartments"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> +</div> -<<if $sectors[$AS].type != "LuxuryApartments">> - <br> - [[Improve this sector of apartments for occupancy by the Free Cities' wealthiest citizens|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "LuxuryApartments"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// -<</if>> - -<<if $sectors[$AS].type != "Apartments">> - <br> - [[Return this sector to standard, mixed housing|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Apartments"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// -<</if>> +<div> + <<if $sectors[$AS].type != "Apartments">> + [[Return this sector to standard, mixed housing|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Apartments"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> +</div> \ No newline at end of file diff --git a/src/uncategorized/arcade.tw b/src/uncategorized/arcade.tw index 2eac468eb684b3e36b693798e3114dd69a00c914..6fd04829edf46689843eda34bfe85be07ab0e09b 100644 --- a/src/uncategorized/arcade.tw +++ b/src/uncategorized/arcade.tw @@ -2,141 +2,192 @@ <<set $nextButton = "Back to Main", $nextLink = "Main", $returnTo = "Arcade", $showEncyclopedia = 1, $encyclopedia = "Arcade", _AL = $ArcadeiIDs.length>> -<<if $arcadeName != "the Arcade">> - <<set $arcadeNameCaps = $arcadeName.replace("the ", "The ")>> -<</if>> -$arcadeNameCaps -<<switch $arcadeDecoration>> -<<case "Roman Revivalist">> - is built out as a Roman street restaurant, with the bar containing the inmates. Citizens can amuse themselves at either side of the bar while enjoying some wine and olives and talking over the day's events. -<<case "Aztec Revivalist">> - is built out as an Aztec stone temple, with a short stone staircase to lead the people straight to the slaves waiting in front of the establishment. A small canal leads the shed blood to the back and out of the building. -<<case "Egyptian Revivalist">> - is built to look like an ancient Egyptian temple, with a long altar of sacrifice serving as the wall in which the inmates are held. Incongruously, it's piled with fresh flowers. -<<case "Edo Revivalist">> - is built to look like an Edo onsen, with discreet partitions allowing citizens a modicum of privacy as they use the services here. There are baths available so they can wash themselves afterward. -<<case "Arabian Revivalist">> - is built to look like a fantastical Arabian dungeon, with the inmates kept in iron cages that hold their holes in place for use. -<<case "Chinese Revivalist">> - is set up to look like a rough bar in an ancient Chinese city, with the inmates immured in the bar itself. Rowdy citizens can drink and fuck the holes here while shouting and boasting over the slaves' heads. -<<case "Chattel Religionist">> - is well decorated with severe religious iconography, since this place is an acceptable if not respectable place for a citizen to find relief, so long as they keep the service of the slave they use here in mind. -<<case "Degradationist">> - is nothing but a system of harnesses to hold slaves in the usual posture they would hold within a normal Free Cities sex arcade. This way, no iota of their degradation here is missed. -<<case "Asset Expansionist">> - is constructed so that the slaves lie within the arcade facing up. The wall itself ends at waist height, so their breasts stick up to be groped while they are used from either end. -<<case "Repopulation Focus">> - is constructed so that the slaves lie within the arcade facing up. A hole is situated above them, so that their belly has room to protrude upwards as they are fucked pregnant. -<<case "Eugenics">> - is designed with built in dispensers for various prophylactics. Numerous reminders to not impregnate subhumans line the walls along with offers for patrons to join the ranks of the Elite. -<<case "Transformation Fetishist">> - reveals more of its inmates' bodies than the typical Free Cities sex arcade. There's no attempt to hide the feeding arrangements or injection lines, since transformation into a human sex toy is considered arousing here. -<<case "Gender Radicalist">> - is built to reveal most of its inmate's bellies, butts, groins, and thighs. Whatever a slave here has between her legs, it's available to be fucked, played with, or abused. -<<case "Gender Fundamentalist">> - is built to block the lower part of its inmates' butts from view and use. The slaves within are thus limited to their anuses for service here, but any slave can be disposed of in $arcadeName without offending fundamentalist sensibilities. -<<case "Physical Idealist">> - logs customers' performance for their own athletic information. It keeps track of personal bests and all-time high scores, and pays out cash prizes to customers who fuck the holes faster, harder, or for longer than the previous record holder. -<<case "Supremacist">> - is constructed so that the inmates' entire heads stick out of the mouth wall, though they're still masked and their jaws are held apart by ring gags. After all, seeing the anguish of the subhumans here is one of the main attractions. -<<case "Subjugationist">> - is constructed so that the inmates' entire heads stick out of the mouth wall, though they're still masked and their jaws are held apart by ring gags. After all, seeing the anguish of the $arcologies[0].FSSubjugationistRace slaves here is one of the main attractions. -<<case "Paternalist">> - is constructed so that nothing at all of the slaves is visible. The arcade is just a row of holes. In this way, good, paternalistic citizens can partake of a Free Cities sex arcade without being confronted with what they're doing. -<<case "Pastoralist">> - is constructed so that the slaves lie within the arcade facing up. If a slave is lactating, her breasts are kept bare and under the maximum sustainable dose of lactation drugs, so that any penetration of her holes produces amusing squirts of milk. -<<case "Maturity Preferentialist">> - is constructed so that nothing but the slaves' holes can be seen. This makes it possible to maintain the appearance of offering MILFs while using $arcadeName to get value out of useless young bitches' holes. -<<case "Youth Preferentialist">> - is constructed so that nothing but the slaves' holes can be seen. This makes it possible to maintain the appearance of offering nothing but young slaves while using $arcadeName to get value out of old bitches' holes. -<<case "Body Purist">> - is built out in such a way that much more of the slaves' rears and faces are visible than in a standard Free Cities sex arcade. This makes it much easier to check them for purity before using their holes. -<<case "Slimness Enthusiast">> - is barely distinguishable from a standard Free Cities sex arcade. The difference is a fun one, though: since the butts sticking out of the wall are much skinnier than usual, there's no padding to get in the way of hilting oneself in the holes. -<<case "Hedonistic">> - is built in such a way so that most of a slave's ass, thighs, breasts and belly are exposed for patrons to grope and fondle. Plenty of cup holders and surfaces are available to hold one's food and drink as they enjoy their hole of choice. -<<case "Intellectual Dependency">> - is barely distinguishable from a standard Free Cities sex arcade. The difference is a fun one, though: $arcadeName keeps track of the total number of orgasms each stall experiences each day and displays the current leader to encourage competition. -<<case "Slave Professionalism">> - is constructed so that nothing but the slaves' holes can be seen. No details are given about the slave within, nor are their minds allowed to perceive what is happening around them. -<<case "Petite Admiration">> - is barely distinguishable from a standard Free Cities sex arcade. The difference is remarkable, though: since it expects clientèle of all sizes, the stalls are easily ratcheted to the perfect height. -<<case "Statuesque Glorification">> - is constructed so that the slaves' holes are lined up perfectly for the taller clientèle. This makes it possible to maintain the appearance of offering nothing but tall slaves while using $arcadeName to get value out of short bitches' holes. -<<default>> - is a standard Free Cities sex arcade: a pair of hallways extend away from the entrance, lined with doorless stalls like those in a public restroom. One hallway offers mouths, the other <<if $seeDicks != 100>>vaginas and <</if>>anuses. -<</switch>> +<p class="scene-intro"> + <<if $arcadeName != "the Arcade">> + <<set $arcadeNameCaps = $arcadeName.replace("the ", "The ")>> + <</if>> + $arcadeNameCaps + <<switch $arcadeDecoration>> + <<case "Roman Revivalist">> + is built out as a Roman street restaurant, with the bar containing the inmates. Citizens can amuse themselves at either side of the bar while enjoying some wine and olives and talking over the day's events. + <<case "Aztec Revivalist">> + is built out as an Aztec stone temple, with a short stone staircase to lead the people straight to the slaves waiting in front of the establishment. A small canal leads the shed blood to the back and out of the building. + <<case "Egyptian Revivalist">> + is built to look like an ancient Egyptian temple, with a long altar of sacrifice serving as the wall in which the inmates are held. Incongruously, it's piled with fresh flowers. + <<case "Edo Revivalist">> + is built to look like an Edo onsen, with discreet partitions allowing citizens a modicum of privacy as they use the services here. There are baths available so they can wash themselves afterward. + <<case "Arabian Revivalist">> + is built to look like a fantastical Arabian dungeon, with the inmates kept in iron cages that hold their holes in place for use. + <<case "Chinese Revivalist">> + is set up to look like a rough bar in an ancient Chinese city, with the inmates immured in the bar itself. Rowdy citizens can drink and fuck the holes here while shouting and boasting over the slaves' heads. + <<case "Chattel Religionist">> + is well decorated with severe religious iconography, since this place is an acceptable if not respectable place for a citizen to find relief, so long as they keep the service of the slave they use here in mind. + <<case "Degradationist">> + is nothing but a system of harnesses to hold slaves in the usual posture they would hold within a normal Free Cities sex arcade. This way, no iota of their degradation here is missed. + <<case "Asset Expansionist">> + is constructed so that the slaves lie within the arcade facing up. The wall itself ends at waist height, so their breasts stick up to be groped while they are used from either end. + <<case "Repopulation Focus">> + is constructed so that the slaves lie within the arcade facing up. A hole is situated above them, so that their belly has room to protrude upwards as they are fucked pregnant. + <<case "Eugenics">> + is designed with built in dispensers for various prophylactics. Numerous reminders to not impregnate subhumans line the walls along with offers for patrons to join the ranks of the Elite. + <<case "Transformation Fetishist">> + reveals more of its inmates' bodies than the typical Free Cities sex arcade. There's no attempt to hide the feeding arrangements or injection lines, since transformation into a human sex toy is considered arousing here. + <<case "Gender Radicalist">> + is built to reveal most of its inmate's bellies, butts, groins, and thighs. Whatever a slave here has between her legs, it's available to be fucked, played with, or abused. + <<case "Gender Fundamentalist">> + is built to block the lower part of its inmates' butts from view and use. The slaves within are thus limited to their anuses for service here, but any slave can be disposed of in $arcadeName without offending fundamentalist sensibilities. + <<case "Physical Idealist">> + logs customers' performance for their own athletic information. It keeps track of personal bests and all-time high scores, and pays out cash prizes to customers who fuck the holes faster, harder, or for longer than the previous record holder. + <<case "Supremacist">> + is constructed so that the inmates' entire heads stick out of the mouth wall, though they're still masked and their jaws are held apart by ring gags. After all, seeing the anguish of the subhumans here is one of the main attractions. + <<case "Subjugationist">> + is constructed so that the inmates' entire heads stick out of the mouth wall, though they're still masked and their jaws are held apart by ring gags. After all, seeing the anguish of the $arcologies[0].FSSubjugationistRace slaves here is one of the main attractions. + <<case "Paternalist">> + is constructed so that nothing at all of the slaves is visible. The arcade is just a row of holes. In this way, good, paternalistic citizens can partake of a Free Cities sex arcade without being confronted with what they're doing. + <<case "Pastoralist">> + is constructed so that the slaves lie within the arcade facing up. If a slave is lactating, her breasts are kept bare and under the maximum sustainable dose of lactation drugs, so that any penetration of her holes produces amusing squirts of milk. + <<case "Maturity Preferentialist">> + is constructed so that nothing but the slaves' holes can be seen. This makes it possible to maintain the appearance of offering MILFs while using $arcadeName to get value out of useless young bitches' holes. + <<case "Youth Preferentialist">> + is constructed so that nothing but the slaves' holes can be seen. This makes it possible to maintain the appearance of offering nothing but young slaves while using $arcadeName to get value out of old bitches' holes. + <<case "Body Purist">> + is built out in such a way that much more of the slaves' rears and faces are visible than in a standard Free Cities sex arcade. This makes it much easier to check them for purity before using their holes. + <<case "Slimness Enthusiast">> + is barely distinguishable from a standard Free Cities sex arcade. The difference is a fun one, though: since the butts sticking out of the wall are much skinnier than usual, there's no padding to get in the way of hilting oneself in the holes. + <<case "Hedonistic">> + is built in such a way so that most of a slave's ass, thighs, breasts and belly are exposed for patrons to grope and fondle. Plenty of cup holders and surfaces are available to hold one's food and drink as they enjoy their hole of choice. + <<case "Intellectual Dependency">> + is barely distinguishable from a standard Free Cities sex arcade. The difference is a fun one, though: $arcadeName keeps track of the total number of orgasms each stall experiences each day and displays the current leader to encourage competition. + <<case "Slave Professionalism">> + is constructed so that nothing but the slaves' holes can be seen. No details are given about the slave within, nor are their minds allowed to perceive what is happening around them. + <<case "Petite Admiration">> + is barely distinguishable from a standard Free Cities sex arcade. The difference is remarkable, though: since it expects clientèle of all sizes, the stalls are easily ratcheted to the perfect height. + <<case "Statuesque Glorification">> + is constructed so that the slaves' holes are lined up perfectly for the taller clientèle. This makes it possible to maintain the appearance of offering nothing but tall slaves while using $arcadeName to get value out of short bitches' holes. + <<default>> + is a standard Free Cities sex arcade: a pair of hallways extend away from the entrance, lined with doorless stalls like those in a public restroom. One hallway offers mouths, the other <<if $seeDicks != 100>>vaginas and <</if>>anuses. + <</switch>> + <<if _AL > 2>> + It's busy. Customers are entering and exiting, leaving a few ¤ behind in the charge machines and loads of semen behind in the holes. + <<elseif _AL > 0>> + It's understaffed; there are lines here and there for the few holes available. + <<else>> + It's empty and quiet. + <div class="choices" style="font-style:normal"> + <<link "Decommission the arcade" "Main">> + <<set $arcade = 0, $arcadeUpgradeInjectors = 0, $arcadeUpgradeFuckdolls = 0, $arcadeUpgradeCollectors = 0>> + <<set _arc = $sectors.findIndex(function(s) { return s.type == "Arcade"; })>> + <<if _arc != -1>> + <<set $sectors[_arc].type = "Markets">> + <</if>> + <</link>> + </div> + <</if>> +</p> -<<if _AL > 2>> - It's busy. Customers are entering and exiting, leaving a few ¤ behind in the charge machines and loads of semen behind in the holes. -<<elseif _AL > 0>> - It's understaffed; there are lines here and there for the few holes available. -<<else>> - It's empty and quiet. - <<link "Decommission the arcade" "Main">> - <<set $arcade = 0, $arcadeUpgradeInjectors = 0, $arcadeUpgradeFuckdolls = 0, $arcadeUpgradeCollectors = 0>> - <<set _arc = $sectors.findIndex(function(s) { return s.type == "Arcade"; })>> - <<if _arc != -1>> - <<set $sectors[_arc].type = "Markets">> - <</if>> - <</link>> -<</if>> +<div> + It can support $arcade inmates. There <<if _AL == 1>>is<<else>>are<</if>> currently _AL slave<<if _AL != 1>>s<</if>> incarcerated in $arcadeName. +</div> +<div> + <<if $arcadeUpgradeFuckdolls == 1 && _AL > 1>> + The arcade has automatic Fuckdollification functions, and you can decide to convert your least popular slave at the end of the week. [[Activate|Arcade][$arcadeUpgradeFuckdolls = 2]] + <<elseif $arcadeUpgradeFuckdolls == 2>> + You have decided that the least popular inmate will be converted to a standard Fuckdoll this week. [[Deactivate|Arcade][$arcadeUpgradeFuckdolls = 1]] + <</if>> +</div> +<div> + <<if $arcade > _AL && $fuckdolls > 0>> + <<set _fuckdollRoom = $arcade - _AL>> + There is room in the arcade for <<print _fuckdollRoom>> menial Fuckdolls. <<if $fuckdolls > 1>>They'll be more efficient in the arcade, so you restrain them here.<<else>>Your Fuckdoll will be more efficient serving in the arcade, so you send it here.<</if>> + <</if>> +</div> +<div class="choices"> + <<set _Tmult0 = Math.trunc($arcade*1000*$upgradeMultiplierArcology)>> + [[Expand the arcade|Arcade][cashX(forceNeg(_Tmult0), "capEx"), $arcade += 10]] //Costs <<print cashFormat(_Tmult0)>> and will increase upkeep costs// +</div> +<div class="choices"> + <<if _AL > 0>> + <<removeFacilityWorkers "arcade" "" "work a glory hole">> + <</if>> +</div> -<<if _AL > 0>> - <<removeFacilityWorkers "arcade" "" "work a glory hole">> -<</if>> - -<br>It can support $arcade inmates. There <<if _AL == 1>>is<<else>>are<</if>> currently _AL slave<<if _AL != 1>>s<</if>> incarcerated in $arcadeName. -<<if $arcadeUpgradeFuckdolls == 1 && _AL > 1>> - <br>The arcade has automatic Fuckdollification functions, and you can decide to convert your least popular slave at the end of the week. [[Activate|Arcade][$arcadeUpgradeFuckdolls = 2]] -<<elseif $arcadeUpgradeFuckdolls == 2>> - <br>You have decided that the least popular inmate will be converted to a standard Fuckdoll this week. [[Deactivate|Arcade][$arcadeUpgradeFuckdolls = 1]] -<</if>> -<<if $arcade > _AL && $fuckdolls > 0>> - <<set _fuckdollRoom = $arcade - _AL>> - <br>There is room in the arcade for <<print _fuckdollRoom>> menial Fuckdolls. <<if $fuckdolls > 1>>They'll be more efficient in the arcade, so you restrain them here.<<else>>Your Fuckdoll will be more efficient serving in the arcade, so you send it here.<</if>> -<</if>> -<<set _Tmult0 = Math.trunc($arcade*1000*$upgradeMultiplierArcology)>> -[[Expand the arcade|Arcade][cashX(forceNeg(_Tmult0), "capEx"), $arcade += 10]] //Costs <<print cashFormat(_Tmult0)>> and will increase upkeep costs// <<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology)>> -<<if $arcadeUpgradeInjectors == 1>> - <br>It has been upgraded with electroshock applicators. Whether they're enjoying themselves or not is irrelevant, they are shocked to tighten their holes regardless. You may also apply aphrodisiacs to further enhance performance. [[Apply aphrodisiacs|Arcade][$arcadeUpgradeInjectors = 2]] -<<elseif $arcadeUpgradeInjectors == 2>> - <br>It has been upgraded with aphrodisiac injection systems and electroshock applicators. If the aphrodisiacs fail to force an orgasm from an inmate, they are shocked to tighten their holes regardless. -<<elseif $arcadeUpgradeCollectors == 1>> - <br>It has been retrofitted to milk lactating slaves<<if $seeDicks != 0>> and cockmilk slaves capable of ejaculating<</if>>, though less efficiently than a dedicated facility. -<<else>> - <br>It is a standard arcade. It can be upgraded to either maximize the pleasure of those that visit it at the expense of the health of the inmates, or to keep them healthy (if not happy) and milk them of useful fluids.<br> - [[Upgrade the arcade with invasive performance-enhancing systems|Arcade][cashX(forceNeg(_Tmult1), "capEx"), $arcadeUpgradeInjectors = 1]] | [[Retrofit the arcade to collect useful fluids|Arcade][cashX(forceNeg(_Tmult1), "capEx"), $arcadeUpgradeCollectors = 1]]<br> - //Choosing either upgrade will cost <<print cashFormat(_Tmult1)>> and will increase upkeep costs. They are mutually exclusive; only one can be chosen.// <br> -<</if>> - -<<if $arcadeUpgradeHealth == 2>> - <br>It has been upgraded with curative injectors and set to maximum power. Inmates will be kept decently healthy so they can be held locked in place for as long as necessary while remaining productive throughout. [[Decrease power|Arcade][$arcadeUpgradeHealth = 1]] -<<elseif $arcadeUpgradeHealth == 1>> - <br>It has been upgraded with curative injectors. inmates will be kept alive and productive, so they may be held locked in place for as long as necessary and available for use. [[Increase power|Arcade][$arcadeUpgradeHealth = 2]] | [[Turn off|Arcade][$arcadeUpgradeHealth = 0]] -<<elseif $arcadeUpgradeHealth == 0>> - <br>It has been upgraded with curative injectors, but they are currently turned off. [[Turn on|Arcade][$arcadeUpgradeHealth = 1]] -<<else>> - <br>The arcade can be upgraded to include curative injectors in order to keep inmates from succumbing under the harsh treatment. You are assured the inmates won't like their time in the arcade any better, it is purely intended to keep them functional and ready for use around the clock. It comes equipped with two settings. [[Install curative injectors|Arcade][$arcadeUpgradeHealth = 1]] -<</if>> +<div> + <<if $arcadeUpgradeInjectors == 1>> + It has been upgraded with electroshock applicators. Whether they're enjoying themselves or not is irrelevant, they are shocked to tighten their holes regardless. You may also apply aphrodisiacs to further enhance performance. [[Apply aphrodisiacs|Arcade][$arcadeUpgradeInjectors = 2]] + <<elseif $arcadeUpgradeInjectors == 2>> + It has been upgraded with aphrodisiac injection systems and electroshock applicators. If the aphrodisiacs fail to force an orgasm from an inmate, they are shocked to tighten their holes regardless. + <<elseif $arcadeUpgradeCollectors == 1>> + It has been retrofitted to milk lactating slaves<<if $seeDicks != 0>> and cockmilk slaves capable of ejaculating<</if>>, though less efficiently than a dedicated facility. + <<else>> + It is a standard arcade. It can be upgraded to either maximize the pleasure of those that visit it at the expense of the health of the inmates, or to keep them healthy (if not happy) and milk them of useful fluids. + <div class="choices"> + [[Upgrade the arcade with invasive performance-enhancing systems|Arcade][cashX(forceNeg(_Tmult1), "capEx"), $arcadeUpgradeInjectors = 1]] | [[Retrofit the arcade to collect useful fluids|Arcade][cashX(forceNeg(_Tmult1), "capEx"), $arcadeUpgradeCollectors = 1]] + <div class="note"> + Choosing either upgrade will cost <<print cashFormat(_Tmult1)>> and will increase upkeep costs. They are mutually exclusive; only one can be chosen. + </div> + </div> + <</if>> +</div> +<div> + <<if $arcadeUpgradeHealth == 2>> + It has been upgraded with curative injectors and set to maximum power. Inmates will be kept decently healthy so they can be held locked in place for as long as necessary while remaining productive throughout. + <div class="choices"> + [[Decrease power|Arcade][$arcadeUpgradeHealth = 1]] + </div> + <<elseif $arcadeUpgradeHealth == 1>> + It has been upgraded with curative injectors. inmates will be kept alive and productive, so they may be held locked in place for as long as necessary and available for use. + <div class="choices"> + [[Increase power|Arcade][$arcadeUpgradeHealth = 2]] | [[Turn off|Arcade][$arcadeUpgradeHealth = 0]] + </div> + <<elseif $arcadeUpgradeHealth == 0>> + It has been upgraded with curative injectors, but they are currently turned off. + <div class="choices"> + [[Turn on|Arcade][$arcadeUpgradeHealth = 1]] + </div> + <<else>> + The arcade can be upgraded to include curative injectors in order to keep inmates from succumbing under the harsh treatment. You are assured the inmates won't like their time in the arcade any better, it is purely intended to keep them functional and ready for use around the clock. It comes equipped with two settings. + <div class="choices"> + [[Install curative injectors|Arcade][$arcadeUpgradeHealth = 1]] + </div> + <</if>> +</div> -<br>$arcadeNameCaps is -<<if $arcadeUpgradeFuckdolls == 1>> - equipped to convert inmates into standard Fuckdolls. The converter can be put to work on your order. [[Turn on conversion|Arcade][$arcadeUpgradeFuckdolls = 2]] -<<elseif $arcadeUpgradeFuckdolls == 2>> - equipped to convert inmates into standard Fuckdolls. The converter is currently active and will convert the least popular girl at the end of the week. [[Turn off conversion|Arcade][$arcadeUpgradeFuckdolls = 1]] -<<else>> - <<set _Tmult2 = Math.trunc(5000*$upgradeMultiplierArcology)>> - not equipped to convert inmates into standard Fuckdolls. [[Upgrade the arcade to create Fuckdolls|Arcade][cashX(forceNeg(_Tmult2), "capEx"), $arcadeUpgradeFuckdolls = 1]] //Costs <<print cashFormat(_Tmult2)>>// -<</if>> +<div> + $arcadeNameCaps is + <<if $arcadeUpgradeFuckdolls == 1>> + equipped to convert inmates into standard Fuckdolls. The converter can be put to work on your order. + <div class="choices"> + [[Turn on conversion|Arcade][$arcadeUpgradeFuckdolls = 2]] + </div> + <<elseif $arcadeUpgradeFuckdolls == 2>> + equipped to convert inmates into standard Fuckdolls. The converter is currently active and will convert the least popular girl at the end of the week. + <div class="choices"> + [[Turn off conversion|Arcade][$arcadeUpgradeFuckdolls = 1]] + </div> + <<else>> + <<set _Tmult2 = Math.trunc(5000*$upgradeMultiplierArcology)>> + not equipped to convert inmates into standard Fuckdolls. + <div class="choices"> + [[Upgrade the arcade to create Fuckdolls|Arcade][cashX(forceNeg(_Tmult2), "capEx"), $arcadeUpgradeFuckdolls = 1]] + <span class="note"> + Costs <<print cashFormat(_Tmult2)>> + </span> + </div> + <</if>> +</div> <!-- Statistics output --> <<ArcadeStatistics 1>> -<br><br> - -<<print App.UI.SlaveList.listSJFacilitySlaves(App.Entity.facilities.arcade)>> +<p> + <<print App.UI.SlaveList.listSJFacilitySlaves(App.Entity.facilities.arcade)>> +</p> -<br><br>Rename $arcadeName: <<textbox "$arcadeName" $arcadeName "Arcade">> //Use a noun or similar short phrase// +<p> + Rename $arcadeName: <<textbox "$arcadeName" $arcadeName "Arcade">> + <span class="note"> + Use a noun or similar short phrase + </span> +</p> diff --git a/src/uncategorized/barracks.tw b/src/uncategorized/barracks.tw index 086b17f7008beeb8ab60988cf45fc41b1bad6157..07b9ee7f00856f8ecb48c4cb8394b5708ba7695b 100644 --- a/src/uncategorized/barracks.tw +++ b/src/uncategorized/barracks.tw @@ -184,12 +184,12 @@ You head up a deck, to the staff area, and up one more, to look into the living As you leave, a squad moves thunderously into the bay, fresh from a slave raid on behalf of your corporation. Most of their captures have been dropped off with the corporate receivers, but they've been given a pretty _girlU who isn't a good training prospect for the corporate brand, a common reward. The squad looks after their weapons and armor first, an inviolable rule, and as they do, they leave their naked slave standing in the middle of the bay, ignored. _HeU isn't even bound, but _heU's standing nude and alone amongst modern mercenaries, so _heU knows that resistance is futile. So _heU does the only thing left available to _himU: try to cover _himselfU with _hisU hands and cry. <</if>> -<br><br> - -<<link "Decommission the armory and return this sector to manufacturing">> - <<set $barracks = 0>> - <<for _i = 0; _i < $sectors.length; _i++>> - <<if $sectors[_i].type == "Barracks">><<set $sectors[_i].type = "Manufacturing">><<break>><</if>> - <</for>> - <<goto "Main">> -<</link>> \ No newline at end of file +<div class="choices" style="font-style:normal"> + <<link "Decommission the armory and return this sector to manufacturing">> + <<set $barracks = 0>> + <<for _i = 0; _i < $sectors.length; _i++>> + <<if $sectors[_i].type == "Barracks">><<set $sectors[_i].type = "Manufacturing">><<break>><</if>> + <</for>> + <<goto "Main">> + <</link>> +</div> \ No newline at end of file diff --git a/src/uncategorized/bgSelect.tw b/src/uncategorized/bgSelect.tw index b705ac6c4b033547e53bbdac3d941c917af3f161..929a6ac401849eef826a94b09750c2ce32efff7c 100644 --- a/src/uncategorized/bgSelect.tw +++ b/src/uncategorized/bgSelect.tw @@ -1,22 +1,41 @@ :: BG Select [nobr] <<set $nextButton = "Back to Main", $nextLink = "Main", $showEncyclopedia = 1, $encyclopedia = "Bodyguard">> -<<if ($Bodyguard != 0)>> - <<set $Bodyguard = getSlave($Bodyguard.ID)>> - <<setLocalPronouns $Bodyguard>> - ''__@@.pink;<<= SlaveFullName($Bodyguard)>>@@__'' is serving as your bodyguard.<br><br>$He will remain close to you at all times and guard your person. -<<else>> - You have not selected a bodyguard. -<</if>> -<br><br> -<<if $bodyguardTrains == 0>> - Your Bodyguard ''is not allowed'' to train potential successors. [[Allow training|BG Select][$bodyguardTrains = 1]] -<<else>> - Your Bodyguard ''is allowed'' to train potential successors. [[Stop training|BG Select][$bodyguardTrains = 0]] -<</if>> +<p class="scene-intro"> +</p> -<br><br>''Appoint a bodyguard from your devoted slaves:'' -<br><br>[[None|Main][removeJob($Bodyguard, "guard you")]] -<br><br> -<<print App.UI.SlaveList.facilityManagerSelection(App.Entity.facilities.armory, "Main")>> +<p> + <<if ($Bodyguard != 0)>> + <<set $Bodyguard = getSlave($Bodyguard.ID)>> + <<setLocalPronouns $Bodyguard>> + <span class="slave-name"><<= SlaveFullName($Bodyguard)>></span> + is serving as your bodyguard. $He will remain close to you at all times and guard your person. + <<else>> + You have not selected a bodyguard. + <</if>> +</p> + +<div> + <<if $bodyguardTrains == 0>> + Your Bodyguard ''is not allowed'' to train potential successors. + <div class="choices"> + [[Allow training|BG Select][$bodyguardTrains = 1]] + </div> + <<else>> + Your Bodyguard ''is allowed'' to train potential successors. + <div class="choices"> + [[Stop training|BG Select][$bodyguardTrains = 0]] + </div> + <</if>> +</div> + +<div style="font-weight:bold"> + Appoint a bodyguard from your devoted slaves: +</div> +<div class="choices"> + [[None|Main][removeJob($Bodyguard, "guard you")]] +</div> +<p> + <<print App.UI.SlaveList.facilityManagerSelection(App.Entity.facilities.armory, "Main")>> +</p> diff --git a/src/uncategorized/brothel.tw b/src/uncategorized/brothel.tw index 58ec96ef6247a4ddb8f7d5e79d5b4985793e803a..24938194a8aed3ec52680145c11d405c3e730860 100644 --- a/src/uncategorized/brothel.tw +++ b/src/uncategorized/brothel.tw @@ -8,64 +8,64 @@ <</if>> $brothelNameCaps <<switch $brothelDecoration>> - <<case "Roman Revivalist">> - is decorated as a Roman whorehouse. Refreshments are served at a bar, and someone is playing pipes in the back. - <<case "Aztec Revivalist">> - is decorated as an Aztec ode to fertility and nature. Clients may sacrifice a bit of blood to honor the goddess of Filth or to partake in a fertility ritual before joining the girl of their choosing. - <<case "Egyptian Revivalist">> - is decorated as an ancient Egyptian fertility temple. Customers are bade relax on couches next to running water so that slaves may dance to entice them. - <<case "Edo Revivalist">> - is furnished as an Edo period pleasure house, seedy by the standards of the time. Still, girls usually keep their clothes on until they lead patrons back behind the sliding paper screens, though this does not stop silhouettes of the activities within from being visible on them. - <<case "Arabian Revivalist">> - is furnished as an Arabian fleshmarket, with the merchandise standing on little platforms, prices visible. Customers are permitted to fondle before making a decision and dragging a girl back behind a curtain. - <<case "Chinese Revivalist">> - is furnished as an old Chinese pleasure house, with each girl set up in her own low room. They stand outside the doors, luring customers back one by one. - <<case "Chattel Religionist">> - is decorated as a place of carnal worship. The air is scented by censers, and the slaves here maintain an air of holiness even when being sodomized in public. - <<case "Degradationist">> - is decorated to look like a dungeon. The décor involves a lot of black leather and burnished steel, and the slaves on offer are mostly chained to beds and walls. - <<case "Repopulation Focus">> - is clean and full of soft couches and chairs for its' pregnant whores to lounge upon while showing off their assets. Several of the rooms are prepped to allow a whore to give birth in front of an audience. A supply of freshly squeezed breast milk is available on tap. - <<case "Eugenics">> - is decorated to look like a club. Loud music is playing, and the whores that aren't with customers are stripping and pole dancing on a stage. Safe sex is greatly encouraged. The real action happens in several reserved rooms dedicated to society's best, since the loud music drowns out private conversations. - <<case "Asset Expansionist">> - is decorated to look like a club. Loud music is playing, and the whores that aren't with customers are stripping and pole dancing on a stage. - <<case "Transformation Fetishist">> - is sterile and clean. Interactive screens on the walls list the whores and their modifications in clinical detail. - <<case "Gender Radicalist">> - is decorated to look like an old world bordello. The rich décor includes erotic photography and pornographic statuary, depicting every possible combination of human sexual congress. - <<case "Gender Fundamentalist">> - is decorated to look like an old world whorehouse. Screens on the walls are showing pornography starring the whores, with prices flashing after each sex act. - <<case "Physical Idealist">> - is decorated to look like a club. Loud music is playing, and the whores that aren't with customers are stripping on a stage. There is a distinct smell of sweat, and there is as much emphasis on the strippers' muscles as their breasts. - <<case "Supremacist">> - is decorated like an old world gentleman's club. The pictures on the wall depict degradation of every race on earth, except $arcologies[0].FSSupremacistRace people. - <<case "Subjugationist">> - is decorated to celebrate the degradation of $arcologies[0].FSSubjugationistRace whores. The whores greet customers in stereotypical $arcologies[0].FSSubjugationistRace accents. - <<case "Paternalist">> - is decorated to look like a trendy bar. Whores are encouraged to meet customers for a drink and get to know them a little before heading back into a private room. - <<case "Pastoralist">> - is decorated to look like a dairy. Though it isn't one, there is an intense sexual focus on boobs and lactation, and all the whores have their sizes and productivity proudly posted. - <<case "Maturity Preferentialist">> - is decorated to look like a refined bar. It has a row of sturdy backless barstools, perfect for a delectable selection of succulent MILFs to perch on. - <<case "Youth Preferentialist">> - is decorated to look like the sort of bar old world students visit on spring break. Vapid music is playing, and when whores aren't with customers, they dance and make out with each other to attract some. - <<case "Body Purist">> - is decorated to look like an old world bordello. The rich décor includes erotic photography and pornographic statuary, depicting idealized human forms in the act of love. - <<case "Slimness Enthusiast">> - is decorated to look like an old world bordello. The rich décor includes erotic photography and pornographic statuary, depicting slim, girlish figures playing, dancing, and loving. - <<case "Hedonistic">> - is comfortable and full of soft couches and chairs for its' overweight whores to lounge upon between clients <<if $arcologies[0].FSHedonisticDecadenceResearch == 1>>and enjoy a plate of snacks<<else>>and enjoy a big cup of slave food<</if>>. The smells of fresh baked goods are pumped into the facility to mask the smell of sweat. It's not unusual for a client to fuck a whore right on her chosen couch, since the effort of moving is often too much. - <<case "Intellectual Dependency">> - is decorated to look like a club. The sexually charged atmosphere has the whores horny and making out with each other. Customers are expected to come in, grab a bimbo to their tastes, and pull them off to have a good time. - <<case "Slave Professionalism">> - is decorated to look like a high-class bordello. Courtesans are expected to greet and entice customers to join them for a night they'll never forget. - <<case "Petite Admiration">> - is decorated to look like an old world whorehouse. The whores have personal platforms to stand on for inspection from their taller customers. - <<case "Statuesque Glorification">> - is decorated to look like an old world bordello. The rich décor specializes in pornographic statuary, depicting towering human forms in the act of love. - <<default>> - is utilitarian. There's a businesslike foyer with an area for the merchandise to stand. Customers make their selection (or selections) and then lead the whores back into little rooms. + <<case "Roman Revivalist">> + is decorated as a Roman whorehouse. Refreshments are served at a bar, and someone is playing pipes in the back. + <<case "Aztec Revivalist">> + is decorated as an Aztec ode to fertility and nature. Clients may sacrifice a bit of blood to honor the goddess of Filth or to partake in a fertility ritual before joining the girl of their choosing. + <<case "Egyptian Revivalist">> + is decorated as an ancient Egyptian fertility temple. Customers are bade relax on couches next to running water so that slaves may dance to entice them. + <<case "Edo Revivalist">> + is furnished as an Edo period pleasure house, seedy by the standards of the time. Still, girls usually keep their clothes on until they lead patrons back behind the sliding paper screens, though this does not stop silhouettes of the activities within from being visible on them. + <<case "Arabian Revivalist">> + is furnished as an Arabian fleshmarket, with the merchandise standing on little platforms, prices visible. Customers are permitted to fondle before making a decision and dragging a girl back behind a curtain. + <<case "Chinese Revivalist">> + is furnished as an old Chinese pleasure house, with each girl set up in her own low room. They stand outside the doors, luring customers back one by one. + <<case "Chattel Religionist">> + is decorated as a place of carnal worship. The air is scented by censers, and the slaves here maintain an air of holiness even when being sodomized in public. + <<case "Degradationist">> + is decorated to look like a dungeon. The décor involves a lot of black leather and burnished steel, and the slaves on offer are mostly chained to beds and walls. + <<case "Repopulation Focus">> + is clean and full of soft couches and chairs for its' pregnant whores to lounge upon while showing off their assets. Several of the rooms are prepped to allow a whore to give birth in front of an audience. A supply of freshly squeezed breast milk is available on tap. + <<case "Eugenics">> + is decorated to look like a club. Loud music is playing, and the whores that aren't with customers are stripping and pole dancing on a stage. Safe sex is greatly encouraged. The real action happens in several reserved rooms dedicated to society's best, since the loud music drowns out private conversations. + <<case "Asset Expansionist">> + is decorated to look like a club. Loud music is playing, and the whores that aren't with customers are stripping and pole dancing on a stage. + <<case "Transformation Fetishist">> + is sterile and clean. Interactive screens on the walls list the whores and their modifications in clinical detail. + <<case "Gender Radicalist">> + is decorated to look like an old world bordello. The rich décor includes erotic photography and pornographic statuary, depicting every possible combination of human sexual congress. + <<case "Gender Fundamentalist">> + is decorated to look like an old world whorehouse. Screens on the walls are showing pornography starring the whores, with prices flashing after each sex act. + <<case "Physical Idealist">> + is decorated to look like a club. Loud music is playing, and the whores that aren't with customers are stripping on a stage. There is a distinct smell of sweat, and there is as much emphasis on the strippers' muscles as their breasts. + <<case "Supremacist">> + is decorated like an old world gentleman's club. The pictures on the wall depict degradation of every race on earth, except $arcologies[0].FSSupremacistRace people. + <<case "Subjugationist">> + is decorated to celebrate the degradation of $arcologies[0].FSSubjugationistRace whores. The whores greet customers in stereotypical $arcologies[0].FSSubjugationistRace accents. + <<case "Paternalist">> + is decorated to look like a trendy bar. Whores are encouraged to meet customers for a drink and get to know them a little before heading back into a private room. + <<case "Pastoralist">> + is decorated to look like a dairy. Though it isn't one, there is an intense sexual focus on boobs and lactation, and all the whores have their sizes and productivity proudly posted. + <<case "Maturity Preferentialist">> + is decorated to look like a refined bar. It has a row of sturdy backless barstools, perfect for a delectable selection of succulent MILFs to perch on. + <<case "Youth Preferentialist">> + is decorated to look like the sort of bar old world students visit on spring break. Vapid music is playing, and when whores aren't with customers, they dance and make out with each other to attract some. + <<case "Body Purist">> + is decorated to look like an old world bordello. The rich décor includes erotic photography and pornographic statuary, depicting idealized human forms in the act of love. + <<case "Slimness Enthusiast">> + is decorated to look like an old world bordello. The rich décor includes erotic photography and pornographic statuary, depicting slim, girlish figures playing, dancing, and loving. + <<case "Hedonistic">> + is comfortable and full of soft couches and chairs for its' overweight whores to lounge upon between clients <<if $arcologies[0].FSHedonisticDecadenceResearch == 1>>and enjoy a plate of snacks<<else>>and enjoy a big cup of slave food<</if>>. The smells of fresh baked goods are pumped into the facility to mask the smell of sweat. It's not unusual for a client to fuck a whore right on her chosen couch, since the effort of moving is often too much. + <<case "Intellectual Dependency">> + is decorated to look like a club. The sexually charged atmosphere has the whores horny and making out with each other. Customers are expected to come in, grab a bimbo to their tastes, and pull them off to have a good time. + <<case "Slave Professionalism">> + is decorated to look like a high-class bordello. Courtesans are expected to greet and entice customers to join them for a night they'll never forget. + <<case "Petite Admiration">> + is decorated to look like an old world whorehouse. The whores have personal platforms to stand on for inspection from their taller customers. + <<case "Statuesque Glorification">> + is decorated to look like an old world bordello. The rich décor specializes in pornographic statuary, depicting towering human forms in the act of love. + <<default>> + is utilitarian. There's a businesslike foyer with an area for the merchandise to stand. Customers make their selection (or selections) and then lead the whores back into little rooms. <</switch>> <<if $brothelAdsSpending > 0>> @@ -144,18 +144,18 @@ $Madam.slaveName is alone in $brothelName, and has nothing to do but keep the place clean and plan future sales efforts. <<else>> $brothelNameCaps is empty and desolate. - <<link "Decommission the brothel" "Main">> - <<set $brothel = 0, $brothelUpgradeDrugs = 0, $brothelDecoration = "standard", $brothelAdsSpending = 0>> - <<set _broth = $sectors.findIndex(function(s) { return s.type == "Brothel"; })>> - <<if _broth != -1>> - <<set $sectors[_broth].type = "Shops">> - <</if>> - <</link>> + <div class="choices" style="font-style:normal"> + <<link "Decommission the brothel" "Main">> + <<set $brothel = 0, $brothelUpgradeDrugs = 0, $brothelDecoration = "standard", $brothelAdsSpending = 0>> + <<set _broth = $sectors.findIndex(function(s) { return s.type == "Brothel"; })>> + <<if _broth != -1>> + <<set $sectors[_broth].type = "Shops">> + <</if>> + <</link>> + </div> <</if>> </p> - - <div> <<set _Tmult0 = Math.trunc($brothel*1000*$upgradeMultiplierArcology)>> $brothelNameCaps can support $brothel whores. Currently there diff --git a/src/uncategorized/cellblock.tw b/src/uncategorized/cellblock.tw index 9617373852ac80645c05e406179813bdd80b0d2f..f989f32ffcfa872fd41cec995baba3627c437e61 100644 --- a/src/uncategorized/cellblock.tw +++ b/src/uncategorized/cellblock.tw @@ -5,109 +5,147 @@ <<if $cellblockName != "the Cellblock">> <<set $cellblockNameCaps = $cellblockName.replace("the ", "The ")>> <</if>> -$cellblockNameCaps -<<switch $cellblockDecoration>> -<<case "Roman Revivalist">> - is designed to resemble the holding pens beneath the old Coliseum. Whenever there's a fight in the arcology, screens in each cell helpfully keep inmates informed of what awaits (otherwise) useless slaves. -<<case "Aztec Revivalist">> - is designed to frighten the prisoners to submission. All the cells look to the center of the facility, where a sacrificial altar stands, adorned with ceremonial <<if $arcologies[0].FSPaternalist != "unset">>ropes and penetrators<<else>>knives, ropes and blunt instruments<</if>>. -<<case "Egyptian Revivalist">> - uses the climate of Egypt as an additional source of discomfort. The air here is hot and dry, and inmates can easily imagine themselves confined in mud brick cells in a baking desert. -<<case "Edo Revivalist">> - is furnished in a severely medieval Japanese style. There is one refinement, but it's of exquisite cruelty. At the end of the hall, there's a fountain with a traditional bamboo boar scarer. As it fills with water, it tips against a stone with a thunk... thunk... thunk... thunk... -<<case "Arabian Revivalist">> - is furnished as imagined Arabian slave pens, all set around a central pillar. This pillar is capped by shackles, so that slaves can be bound by their hands and whipped on the backs, buttocks, and thighs in clear view of all their fellow chattel. -<<case "Chinese Revivalist">> - is furnished in a severely medieval Chinese style. There is one refinement, but it's of exquisite cruelty. Somewhere out of sight, water is dripping into an urn, drop by drop... drop... drop... drop... -<<case "Chattel Religionist">> - is built of cold stone. Most of the cells are unfurnished little cubes inside which the only bed is the bare floor. A few are smaller still, so that the inmates can neither stand nor lie flat. -<<case "Degradationist">> - is a nightmare. Everything is made of metal, and almost everything menaces with spikes of steel. Inmates must carefully avoid the walls of their own cells if they wish to avoid being stabbed. -<<case "Asset Expansionist">> - is a straightforward prison, with one exception. Each cell features a screen displaying plans for its inmate's expansion. Day and night, inmates are confronted with the sight of themselves transformed. -<<case "Transformation Fetishist">> - is a straightforward prison, with one exception. Each cell features a screen displaying plans for its inmate's expansion. Day and night, inmates are confronted with the sight of themselves transformed. -<<case "Gender Radicalist">> - is a straightforward prison, with one exception. Each cell features a screen displaying plans for its inmate's bimbofication. Day and night, inmates are confronted with the sight of themselves dyed, pierced, tattooed, gaped, filled with implants, or all of these. -<<case "Gender Fundamentalist">> - is a block of barred cells whose sides, offering a clear view of the whole prison, provide much menace. Anyone who abuses an inmate does so in full view of every other slave here, keeping the jailbirds in a state of constant fear that they're next. -<<case "Physical Idealist">> - is a block of barred cells whose sides, offering a clear view of the whole prison, provide much menace. Anyone who rapes an inmate does so in full view of every other slave here, keeping the bitches in a state of constant fear that their asses are next. -<<case "Supremacist">> - is a straightforward prison whose menace is provided by context that, although subtle, adds up to a nightmare. Everyone outside the cells is $arcologies[0].FSSupremacistRace, and everyone inside them is not. The darkness of history is palpable here. -<<case "Subjugationist">> - is a straightforward prison whose menace is provided by context that, although subtle, adds up to a nightmare. The inmates inside the cells are $arcologies[0].FSSubjugationistRace, and everyone outside them is not. The darkness of history is palpable here. -<<case "Repopulation Focus">> - is a straightforward prison, with two exceptions. One cell style features a screen displaying plans for its inmate's impregnation, the other is covered with mirrors for its inmate to watch her pregnancy grow. Day and night, inmates are confronted with the sight of themselves transformed. -<<case "Eugenics">> - is designed to make very clear to its inmates that they are subhuman. Many screens showcasing their inadequacy intermingled with propaganda play on nonstop loops. -<<case "Paternalist">> - is a prison, but a modern and scientific one. The cells, the common areas, and even the color of the walls are all carefully designed to communicate the feeling that inmates can better themselves. -<<case "Pastoralist">> - requires its inmates to drink as much breast milk as they can hold. This sounds like a small thing, but for an unbroken slave, conquering the revulsion of drinking another slave's milk is an important step. -<<case "Maturity Preferentialist">> - is subtly designed to make very clear to its inmates that they are sex objects. Many screens showing pornography make it clear to the maturest slave here that they're still an object of lust, and will be used to slake others' pleasure. -<<case "Youth Preferentialist">> - is subtly designed to make the breadth of sex acts performed in the arcology clear to its inmates. A cacophony of pornography makes clear to the most innocent inmate that <<if $seeDicks != 100>>her pussy is a fuck hole, <</if>>her mouth is a fuck hole, her anus is a fuck hole, and, in fact, <<if $seeDicks != 100>>all three<<else>>both<</if>> can be fuck holes at once. -<<case "Body Purist">> - requires its inmates to drink as much filtered water as they can, all the time. This sounds like a petty thing, but most inmates are very aware that they're being flushed out. Cleaned. It is an oddly menacing thought. -<<case "Slimness Enthusiast">> - is torture for chubby slaves. Fat bitches that pass through here soon learn that they're going to be slim and pretty one day, but that it isn't going to be much fun getting there. -<<case "Hedonistic">> - is torture for thin slaves. The first thing they notice is the heavily reinforced cot they will reside upon. The second is the feeding tube that will be anchored in their stomach for the duration of their stay. Slaves imprisoned here will have their body stuffed to capacity with concentrated slave food, ensuring a plump, docile slave by the end of their sentence. -<<case "Intellectual Dependency">> - is a straightforward prison, with one exception. Each cell comes equipped with sound dampening shutters so slaves may be cut off from all outside stimulation. They are forced to be alone with their thoughts for most of their stay. -<<case "Slave Professionalism">> - is torture for dumb slaves. Everything in the cell is a puzzle, from the food dispenser to the cot cover. Slaves are frequently rotated so that they may never become accustomed to any solutions. -<<case "Petite Admiration">> - is designed to make tall slaves know they are unwelcome. What amounts a basic prison for a short slave is positively torturous when one is far too large to even move in it. -<<case "Statuesque Glorification">> - is designed to make short slaves know they are unwelcome. Where a tall slave will find nothing more than a standard cell, the vertically challenged while will find an insurmountable trial designed to teach them their place. -<<default>> - could be mistaken for a modern prison. A close inspection, however, reveals restraints in each cell that will hold inmates in sexually compromising positions, and compliance systems to force them to place their wrists and ankles in them. -<</switch>> -<<if _CL > 2>> - $cellblockNameCaps is full of slaves, though it's difficult to tell at first. In many of the cells, a scene of loneliness and misery may be witnessed, but not one sound escapes them in fear of the punishment that would follow. -<<elseif _CL > 0>> - $cellblockNameCaps holds a few slaves, though it's difficult to tell at first. In several of the cells, a scene of loneliness and misery may be witnessed, but not one sound escapes them in fear of the punishment that would follow. -<<elseif $Wardeness != 0>> - $Wardeness.slaveName is alone in the cellblock, and seems rather lonely without anyone to oppress. -<<else>> - None of your slaves are confined in the cellblock. [[Decommission the cellblock|Main][$cellblock = 0, $cellblockDecoration = "standard", $cellblockUpgrade = 0]] -<</if>> +<p class="scene-intro"> + $cellblockNameCaps + <<switch $cellblockDecoration>> + <<case "Roman Revivalist">> + is designed to resemble the holding pens beneath the old Coliseum. Whenever there's a fight in the arcology, screens in each cell helpfully keep inmates informed of what awaits (otherwise) useless slaves. + <<case "Aztec Revivalist">> + is designed to frighten the prisoners to submission. All the cells look to the center of the facility, where a sacrificial altar stands, adorned with ceremonial <<if $arcologies[0].FSPaternalist != "unset">>ropes and penetrators<<else>>knives, ropes and blunt instruments<</if>>. + <<case "Egyptian Revivalist">> + uses the climate of Egypt as an additional source of discomfort. The air here is hot and dry, and inmates can easily imagine themselves confined in mud brick cells in a baking desert. + <<case "Edo Revivalist">> + is furnished in a severely medieval Japanese style. There is one refinement, but it's of exquisite cruelty. At the end of the hall, there's a fountain with a traditional bamboo boar scarer. As it fills with water, it tips against a stone with a thunk... thunk... thunk... thunk... + <<case "Arabian Revivalist">> + is furnished as imagined Arabian slave pens, all set around a central pillar. This pillar is capped by shackles, so that slaves can be bound by their hands and whipped on the backs, buttocks, and thighs in clear view of all their fellow chattel. + <<case "Chinese Revivalist">> + is furnished in a severely medieval Chinese style. There is one refinement, but it's of exquisite cruelty. Somewhere out of sight, water is dripping into an urn, drop by drop... drop... drop... drop... + <<case "Chattel Religionist">> + is built of cold stone. Most of the cells are unfurnished little cubes inside which the only bed is the bare floor. A few are smaller still, so that the inmates can neither stand nor lie flat. + <<case "Degradationist">> + is a nightmare. Everything is made of metal, and almost everything menaces with spikes of steel. Inmates must carefully avoid the walls of their own cells if they wish to avoid being stabbed. + <<case "Asset Expansionist">> + is a straightforward prison, with one exception. Each cell features a screen displaying plans for its inmate's expansion. Day and night, inmates are confronted with the sight of themselves transformed. + <<case "Transformation Fetishist">> + is a straightforward prison, with one exception. Each cell features a screen displaying plans for its inmate's expansion. Day and night, inmates are confronted with the sight of themselves transformed. + <<case "Gender Radicalist">> + is a straightforward prison, with one exception. Each cell features a screen displaying plans for its inmate's bimbofication. Day and night, inmates are confronted with the sight of themselves dyed, pierced, tattooed, gaped, filled with implants, or all of these. + <<case "Gender Fundamentalist">> + is a block of barred cells whose sides, offering a clear view of the whole prison, provide much menace. Anyone who abuses an inmate does so in full view of every other slave here, keeping the jailbirds in a state of constant fear that they're next. + <<case "Physical Idealist">> + is a block of barred cells whose sides, offering a clear view of the whole prison, provide much menace. Anyone who rapes an inmate does so in full view of every other slave here, keeping the bitches in a state of constant fear that their asses are next. + <<case "Supremacist">> + is a straightforward prison whose menace is provided by context that, although subtle, adds up to a nightmare. Everyone outside the cells is $arcologies[0].FSSupremacistRace, and everyone inside them is not. The darkness of history is palpable here. + <<case "Subjugationist">> + is a straightforward prison whose menace is provided by context that, although subtle, adds up to a nightmare. The inmates inside the cells are $arcologies[0].FSSubjugationistRace, and everyone outside them is not. The darkness of history is palpable here. + <<case "Repopulation Focus">> + is a straightforward prison, with two exceptions. One cell style features a screen displaying plans for its inmate's impregnation, the other is covered with mirrors for its inmate to watch her pregnancy grow. Day and night, inmates are confronted with the sight of themselves transformed. + <<case "Eugenics">> + is designed to make very clear to its inmates that they are subhuman. Many screens showcasing their inadequacy intermingled with propaganda play on nonstop loops. + <<case "Paternalist">> + is a prison, but a modern and scientific one. The cells, the common areas, and even the color of the walls are all carefully designed to communicate the feeling that inmates can better themselves. + <<case "Pastoralist">> + requires its inmates to drink as much breast milk as they can hold. This sounds like a small thing, but for an unbroken slave, conquering the revulsion of drinking another slave's milk is an important step. + <<case "Maturity Preferentialist">> + is subtly designed to make very clear to its inmates that they are sex objects. Many screens showing pornography make it clear to the maturest slave here that they're still an object of lust, and will be used to slake others' pleasure. + <<case "Youth Preferentialist">> + is subtly designed to make the breadth of sex acts performed in the arcology clear to its inmates. A cacophony of pornography makes clear to the most innocent inmate that <<if $seeDicks != 100>>her pussy is a fuck hole, <</if>>her mouth is a fuck hole, her anus is a fuck hole, and, in fact, <<if $seeDicks != 100>>all three<<else>>both<</if>> can be fuck holes at once. + <<case "Body Purist">> + requires its inmates to drink as much filtered water as they can, all the time. This sounds like a petty thing, but most inmates are very aware that they're being flushed out. Cleaned. It is an oddly menacing thought. + <<case "Slimness Enthusiast">> + is torture for chubby slaves. Fat bitches that pass through here soon learn that they're going to be slim and pretty one day, but that it isn't going to be much fun getting there. + <<case "Hedonistic">> + is torture for thin slaves. The first thing they notice is the heavily reinforced cot they will reside upon. The second is the feeding tube that will be anchored in their stomach for the duration of their stay. Slaves imprisoned here will have their body stuffed to capacity with concentrated slave food, ensuring a plump, docile slave by the end of their sentence. + <<case "Intellectual Dependency">> + is a straightforward prison, with one exception. Each cell comes equipped with sound dampening shutters so slaves may be cut off from all outside stimulation. They are forced to be alone with their thoughts for most of their stay. + <<case "Slave Professionalism">> + is torture for dumb slaves. Everything in the cell is a puzzle, from the food dispenser to the cot cover. Slaves are frequently rotated so that they may never become accustomed to any solutions. + <<case "Petite Admiration">> + is designed to make tall slaves know they are unwelcome. What amounts a basic prison for a short slave is positively torturous when one is far too large to even move in it. + <<case "Statuesque Glorification">> + is designed to make short slaves know they are unwelcome. Where a tall slave will find nothing more than a standard cell, the vertically challenged while will find an insurmountable trial designed to teach them their place. + <<default>> + could be mistaken for a modern prison. A close inspection, however, reveals restraints in each cell that will hold inmates in sexually compromising positions, and compliance systems to force them to place their wrists and ankles in them. + <</switch>> + + <<if _CL > 2>> + $cellblockNameCaps is full of slaves, though it's difficult to tell at first. In many of the cells, a scene of loneliness and misery may be witnessed, but not one sound escapes them in fear of the punishment that would follow. + <<elseif _CL > 0>> + $cellblockNameCaps holds a few slaves, though it's difficult to tell at first. In several of the cells, a scene of loneliness and misery may be witnessed, but not one sound escapes them in fear of the punishment that would follow. + <<elseif $Wardeness != 0>> + $Wardeness.slaveName is alone in the cellblock, and seems rather lonely without anyone to oppress. + <<else>> + None of your slaves are confined in the cellblock. + <div class="choices" style="font-style:normal"> + [[Decommission the cellblock|Main][$cellblock = 0, $cellblockDecoration = "standard", $cellblockUpgrade = 0]] + </div> + <</if>> +</p> <<if _CL > 0>> <<removeFacilityWorkers "cellblock" "rest" "stay confined">> <</if>> +<div> + <<set _Tmult0 = Math.trunc($cellblock*1000*$upgradeMultiplierArcology)>> + $cellblockNameCaps has room for $cellblock slaves to be kept in close confinement. + There <<if _CL == 1>>is<<else>>are<</if>> currently _CL slaves<<if _CL != 1>>s<</if>> kept in close confinement in $cellblockName. + <div class="choices"> + [[Expand the cellblock|Cellblock][cashX(forceNeg(_Tmult0), "capEx"), $cellblock += 5, $PC.skill.engineering += .1]] + <span class="note"> + Costs <<print cashFormat(_Tmult0)>> + </span> + </div> +</div> -<<set _Tmult0 = Math.trunc($cellblock*1000*$upgradeMultiplierArcology)>> -<br>$cellblockNameCaps has room for $cellblock slaves to be kept in close confinement. There <<if _CL == 1>>is<<else>>are<</if>> currently _CL slaves<<if _CL != 1>>s<</if>> kept in close confinement in $cellblockName. -[[Expand the cellblock|Cellblock][cashX(forceNeg(_Tmult0), "capEx"), $cellblock += 5, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>>// - -<br> -<<if $cellblockUpgrade == 1>> - Its compliance systems have been upgraded to allow slaves no mental respite, painstakingly correcting the tiniest misbehaviors to soften flaws into quirks at the cost of considerable anguish to inmates denied any rest from correction. -<<else>> - <<set _Tmult1 = Math.trunc(20000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>> - Its compliance systems are standard. [[Upgrade them to soften slave flaws|Cellblock][cashX(forceNeg(_Tmult1), "capEx"), $cellblockUpgrade = 1, $PC.skill.engineering += 0.1, $PC.skill.hacking += 0.1]] //Costs <<print cashFormat(_Tmult1)>>// -<</if>> - -<<if $Wardeness != 0 && canPenetrate($Warden)>> -<<setLocalPronouns $Wardeness>> -<br><br> - <<if $cellblockWardenCumsInside == 1>> - $Warden.slaveName is permitted to cum inside $his inmates when $he disciplines them. - <<link "Forbid $him from cumming inside" "Cellblock">><<set $cellblockWardenCumsInside = 0>><</link>> +<div> + <<if $cellblockUpgrade == 1>> + Its compliance systems have been upgraded to allow slaves no mental respite, painstakingly correcting the tiniest misbehaviors to soften flaws into quirks at the cost of considerable anguish to inmates denied any rest from correction. <<else>> - $Warden.slaveName is not permitted to cum inside $his inmates. - <<link "Let $him cum inside" "Cellblock">><<set $cellblockWardenCumsInside = 1>><</link>> //May result in pregnancies// + <<set _Tmult1 = Math.trunc(20000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>> + Its compliance systems are standard. + <div class="choices"> + [[Upgrade them to soften slave flaws|Cellblock][cashX(forceNeg(_Tmult1), "capEx"), $cellblockUpgrade = 1, $PC.skill.engineering += 0.1, $PC.skill.hacking += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult1)>> + </span> + </div> <</if>> -<</if>> +</div> + +<p> + <<if $Wardeness != 0 && canPenetrate($Wardeness)>> + <<setLocalPronouns $Wardeness>> + <<if $cellblockWardenCumsInside == 1>> + $Wardeness.slaveName is permitted to cum inside $his inmates when $he disciplines them. + <div class="choices"> + <<link "Forbid $him from cumming inside" "Cellblock">> + <<set $cellblockWardenCumsInside = 0>> + <</link>> + </div> + <<else>> + $Wardeness.slaveName is not permitted to cum inside $his inmates. + <div class="choices"> + <<link "Let $him cum inside" "Cellblock">> + <<set $cellblockWardenCumsInside = 1>> + <</link>> + <span class="note"> + May result in pregnancies + </span> + </div> + <</if>> + <</if>> +</p> -<br><br> -<<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.cellblock)>> +<p> + <<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.cellblock)>> +</p> -<br><br>Rename $cellblockName: <<textbox "$cellblockName" $cellblockName "Cellblock">> //Use a noun or similar short phrase// +<p> + Rename $cellblockName: <<textbox "$cellblockName" $cellblockName "Cellblock">> + <span class="note"> + Use a noun or similar short phrase + </span> +</p> <<run App.UI.SlaveList.ScrollPosition.restore()>> diff --git a/src/uncategorized/clinic.tw b/src/uncategorized/clinic.tw index 2a04620e489cc6a17c11f220a7fca53e4f01d841..1e0ec5a7aeedf850189260f5f55d8f6ee8ab91c7 100644 --- a/src/uncategorized/clinic.tw +++ b/src/uncategorized/clinic.tw @@ -5,138 +5,200 @@ <<if $clinicName != "the Clinic">> <<set $clinicNameCaps = $clinicName.replace("the ", "The ")>> <</if>> -$clinicNameCaps -<<switch $clinicDecoration>> -<<case "Roman Revivalist">> - is open and airy; a breeze wafts through the space, and Roman theories on natural cleanliness are very much on display. -<<case "Aztec Revivalist">> - is open and airy; a light hint of herbs and natural oil permeates the air. Everything is incredibly sterile, especially the blood management equipment. -<<case "Egyptian Revivalist">> - is open and airy; clean rushes are strewn across the floor, making a gentle susurration when anyone crosses the space. -<<case "Edo Revivalist">> - is clean and spartan to the point of featurelessness. Spotless tatami mats cover the floor, and partitions divide the space into cubicles. -<<case "Arabian Revivalist">> - is open and airy; a thin trail of smoke wafts through the space on a gentle breeze, coming from a brazier burning incense. -<<case "Chinese Revivalist">> - is open and airy; a thin trail of smoke wafts through the space on a gentle breeze, coming from a brazier burning medicinal herbs. -<<case "Chattel Religionist">> - is open and airy; shaded beams of sunlight shine through skylights to bathe each bed in a pool of healing warmth. -<<case "Degradationist">> - is clean and cold, all scrubbed tile and cool steel. The beds have prominent restraint attachment points to force patients into any position desired. -<<case "Repopulation Focus">> - is warm and inviting, with wide corridors and ample seating for its pregnant clientèle. All the equipment is designed to accommodate heavily pregnant women. -<<case "Eugenics">> - is warm and inviting on one side, cold and utilitarian on the other. Only the toys of the elite are allowed the best of care. -<<case "Asset Expansionist">> - is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is used for equipment specialized to support growth. -<<case "Transformation Fetishist">> - is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is used for equipment specialized to support radical surgery. -<<case "Gender Radicalist">> - is comfortable and feminine. Its curving walls and soft colors are designed to present slaves coming out of anesthesia with an impression of girlishness. -<<case "Gender Fundamentalist">> - is comfortable and feminine. Its curving walls and soft colors are designed to keep slaves here for their female health nice and comfortable. -<<case "Physical Idealist">> - is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is used for some piece of equipment useful in making the human body faster or stronger. -<<case "Supremacist">> - is clean and cold, all scrubbed tile and cool steel. The only hint of its radical uses are the pseudoscientific racialist charts on the walls. -<<case "Subjugationist">> - is clean and cold, all scrubbed tile and cool steel. The only hint of its radical uses are the pseudoscientific racialist charts on the walls. -<<case "Paternalist">> - is warm and inviting, with curved walls and warm colors designed to put patients at their ease. Each bed is well provided with entertainment options. -<<case "Pastoralist">> - is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is used for equipment specialized for human veterinary medicine. -<<case "Maturity Preferentialist">> - is comfortable and soothing, with curved walls and cool colors designed to keep patients relaxed. Each bed is provided with refined yet invariably pornographic entertainment options. -<<case "Youth Preferentialist">> - is bright and cheerful, with curved walls and pastel colors designed to keep patients in good spirits. Each bed is provided with light entertainment options. -<<case "Body Purist">> - is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is filled with equipment designed to make medicine as low-impact as possible. -<<case "Slimness Enthusiast">> - is warm and inviting, with curved walls and warm colors designed to put patients at their ease. Each bed is well provided with entertainment options. -<<case "Hedonistic">> - is warm and comfortable, with extra wide, soft, heated beds and ample morphine. Pleasant smells are pumped into the recovery wards, plenty of entertainment is available and chubby nurse in a too small dress with a big bowl of slave food is only a button press away. It can be quite difficult to convince patients to leave. -<<case "Intellectual Dependency">> - is bright and cheerful, with plenty of simple amusements to keep bimbos distracted and in bed. A complex locking mechanism promises no chance of a slave wandering off to slake their lust. -<<case "Slave Professionalism">> - is clean and cold, all scrubbed tile and cool steel. Any delays in recovery are nothing more than time spent not honing one's talents. -<<case "Petite Admiration">> - is open and airy due to all the extra space freed up by shortening the beds. A footrest is the only accommodation made for tall slaves. -<<case "Statuesque Glorification">> - is warm and comfortable, if a little cramped; tall slaves require long beds, after all. A meager footstool is the only accommodation made for short slaves. -<<default>> - is a well-equipped modern medical facility. Each patient has their own area, with heavy automation to provide them treatment without any human intervention at all. -<</switch>> +<p class="scene-intro"> + $clinicNameCaps + <<switch $clinicDecoration>> + <<case "Roman Revivalist">> + is open and airy; a breeze wafts through the space, and Roman theories on natural cleanliness are very much on display. + <<case "Aztec Revivalist">> + is open and airy; a light hint of herbs and natural oil permeates the air. Everything is incredibly sterile, especially the blood management equipment. + <<case "Egyptian Revivalist">> + is open and airy; clean rushes are strewn across the floor, making a gentle susurration when anyone crosses the space. + <<case "Edo Revivalist">> + is clean and spartan to the point of featurelessness. Spotless tatami mats cover the floor, and partitions divide the space into cubicles. + <<case "Arabian Revivalist">> + is open and airy; a thin trail of smoke wafts through the space on a gentle breeze, coming from a brazier burning incense. + <<case "Chinese Revivalist">> + is open and airy; a thin trail of smoke wafts through the space on a gentle breeze, coming from a brazier burning medicinal herbs. + <<case "Chattel Religionist">> + is open and airy; shaded beams of sunlight shine through skylights to bathe each bed in a pool of healing warmth. + <<case "Degradationist">> + is clean and cold, all scrubbed tile and cool steel. The beds have prominent restraint attachment points to force patients into any position desired. + <<case "Repopulation Focus">> + is warm and inviting, with wide corridors and ample seating for its pregnant clientèle. All the equipment is designed to accommodate heavily pregnant women. + <<case "Eugenics">> + is warm and inviting on one side, cold and utilitarian on the other. Only the toys of the elite are allowed the best of care. + <<case "Asset Expansionist">> + is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is used for equipment specialized to support growth. + <<case "Transformation Fetishist">> + is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is used for equipment specialized to support radical surgery. + <<case "Gender Radicalist">> + is comfortable and feminine. Its curving walls and soft colors are designed to present slaves coming out of anesthesia with an impression of girlishness. + <<case "Gender Fundamentalist">> + is comfortable and feminine. Its curving walls and soft colors are designed to keep slaves here for their female health nice and comfortable. + <<case "Physical Idealist">> + is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is used for some piece of equipment useful in making the human body faster or stronger. + <<case "Supremacist">> + is clean and cold, all scrubbed tile and cool steel. The only hint of its radical uses are the pseudoscientific racialist charts on the walls. + <<case "Subjugationist">> + is clean and cold, all scrubbed tile and cool steel. The only hint of its radical uses are the pseudoscientific racialist charts on the walls. + <<case "Paternalist">> + is warm and inviting, with curved walls and warm colors designed to put patients at their ease. Each bed is well provided with entertainment options. + <<case "Pastoralist">> + is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is used for equipment specialized for human veterinary medicine. + <<case "Maturity Preferentialist">> + is comfortable and soothing, with curved walls and cool colors designed to keep patients relaxed. Each bed is provided with refined yet invariably pornographic entertainment options. + <<case "Youth Preferentialist">> + is bright and cheerful, with curved walls and pastel colors designed to keep patients in good spirits. Each bed is provided with light entertainment options. + <<case "Body Purist">> + is utilitarian, without any concession to style. Every available <<if $showInches == 2>>inch<<else>>centimeter<</if>> of space is filled with equipment designed to make medicine as low-impact as possible. + <<case "Slimness Enthusiast">> + is warm and inviting, with curved walls and warm colors designed to put patients at their ease. Each bed is well provided with entertainment options. + <<case "Hedonistic">> + is warm and comfortable, with extra wide, soft, heated beds and ample morphine. Pleasant smells are pumped into the recovery wards, plenty of entertainment is available and chubby nurse in a too small dress with a big bowl of slave food is only a button press away. It can be quite difficult to convince patients to leave. + <<case "Intellectual Dependency">> + is bright and cheerful, with plenty of simple amusements to keep bimbos distracted and in bed. A complex locking mechanism promises no chance of a slave wandering off to slake their lust. + <<case "Slave Professionalism">> + is clean and cold, all scrubbed tile and cool steel. Any delays in recovery are nothing more than time spent not honing one's talents. + <<case "Petite Admiration">> + is open and airy due to all the extra space freed up by shortening the beds. A footrest is the only accommodation made for tall slaves. + <<case "Statuesque Glorification">> + is warm and comfortable, if a little cramped; tall slaves require long beds, after all. A meager footstool is the only accommodation made for short slaves. + <<default>> + is a well-equipped modern medical facility. Each patient has their own area, with heavy automation to provide them treatment without any human intervention at all. + <</switch>> -<<if _CL > 2>> - $clinicNameCaps is busy. Patients occupy many of the beds; most are alert, but a few are dozing under medication designed to promote healing through deep rest. -<<elseif _CL > 0>> - $clinicNameCaps is sparsely populated. Patients occupy a few of the beds; most are alert, but a few are dozing under medication designed to promote healing through deep rest. -<<elseif $Nurse != 0>> - $Nurse.slaveName is alone in the clinic, and has nothing to do but keep the place spotlessly clean and ready for its next patients. -<<else>> - $clinicNameCaps is empty and quiet. [[Decommission the Clinic|Main][$clinic = 0, $clinicDecoration = "standard", $clinicUpgradeScanner = 0, $clinicUpgradeFilters = 0, $clinicUpgradePurge = 0, $clinicInflateBelly = 0, $clinicSpeedGestation = 0]] -<</if>> - -<<if _CL > 0>> - <<removeFacilityWorkers "clinic" "rest" "rest">> -<</if>> + <<if _CL > 2>> + $clinicNameCaps is busy. Patients occupy many of the beds; most are alert, but a few are dozing under medication designed to promote healing through deep rest. + <<elseif _CL > 0>> + $clinicNameCaps is sparsely populated. Patients occupy a few of the beds; most are alert, but a few are dozing under medication designed to promote healing through deep rest. + <<elseif $Nurse != 0>> + $Nurse.slaveName is alone in the clinic, and has nothing to do but keep the place spotlessly clean and ready for its next patients. + <<else>> + $clinicNameCaps is empty and quiet. + <div class="choices" style="font-style:normal"> + [[Decommission the Clinic|Main][$clinic = 0, $clinicDecoration = "standard", $clinicUpgradeScanner = 0, $clinicUpgradeFilters = 0, $clinicUpgradePurge = 0, $clinicInflateBelly = 0, $clinicSpeedGestation = 0]] + </div> + <</if>> +</p> -<<set _Tmult0 = Math.trunc($clinic*1000*$upgradeMultiplierArcology)>> -<br>$clinicNameCaps has room to support $clinic slaves while they receive treatment. There <<if _CL == 1>>is<<else>>are<</if>> currently _CL slave<<if _CL != 1>>s<</if>> receiving treatment in $clinicName. -[[Expand the clinic|Clinic][cashX(forceNeg(_Tmult0), "capEx"), $clinic += 5, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>>// +<div> + <<set _Tmult0 = Math.trunc($clinic*1000*$upgradeMultiplierArcology)>> + $clinicNameCaps has room to support $clinic slaves while they receive treatment. + There <<if _CL == 1>>is<<else>>are<</if>> currently _CL slave<<if _CL != 1>>s<</if>> receiving treatment in $clinicName. + <div class="choices"> + [[Expand the clinic|Clinic][cashX(forceNeg(_Tmult0), "capEx"), $clinic += 5, $PC.skill.engineering += .1]] + <span class="note"> + Costs <<print cashFormat(_Tmult0)>> + </span> + </div> + <div class="choices"> + <<if _CL > 0>> + <<removeFacilityWorkers "clinic" "rest" "rest">> + <</if>> + </div> +</div> -<br> -<<if $clinicUpgradeScanner == 1>> - $clinicNameCaps's scanners have been upgraded with a sampling system that can estimate carcinogenic damage to a slave's body. -<<else>> - <<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology*Math.min($upgradeMultiplierMedicine, $HackingSkillMultiplier))>> - It mounts powerful medical scanning technology. [[Upgrade the scanners to help detect genomic damage|Clinic][cashX(forceNeg(_Tmult1), "capEx"), $clinicUpgradeScanner = 1, $PC.skill.hacking += 0.1]] //Costs <<print cashFormat(_Tmult1)>>// -<</if>> +<div> + <<if $clinicUpgradeScanner == 1>> + $clinicNameCaps's scanners have been upgraded with a sampling system that can estimate carcinogenic damage to a slave's body. + <<else>> + <<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology*Math.min($upgradeMultiplierMedicine, $HackingSkillMultiplier))>> + It mounts powerful medical scanning technology. + <div class="choices"> + [[Upgrade the scanners to help detect genomic damage|Clinic][cashX(forceNeg(_Tmult1), "capEx"), $clinicUpgradeScanner = 1, $PC.skill.hacking += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult1)>> + </span> + </div> + <</if>> +</div> -<br> -<<if $clinicUpgradeFilters == 1>> - <<if $clinicUpgradePurge >= 1>> - The entire floor beneath $clinicName is occupied by a huge filtration plant that constantly cycles out the patients' blood to remove impurities. - <<if $clinicUpgradePurge > 1>> - Microscopic magnets have been added to better facilitate the leeching of impurities from cells. +<div> + <<if $clinicUpgradeFilters == 1>> + <<if $clinicUpgradePurge >= 1>> + The entire floor beneath $clinicName is occupied by a huge filtration plant that constantly cycles out the patients' blood to remove impurities. + <<if $clinicUpgradePurge > 1>> + Microscopic magnets have been added to better facilitate the leeching of impurities from cells. + <</if>> + The blood is intensely cleaned to greatly decrease the presence of impurities at the cost of compatibility. Patients will likely be ill for the duration of the treatment. <</if>> - The blood is intensely cleaned to greatly decrease the presence of impurities at the cost of compatibility. Patients will likely be ill for the duration of the treatment. - <</if>> - <<set _Tmult3 = Math.trunc(150000*$upgradeMultiplierArcology*Math.min($upgradeMultiplierMedicine, $HackingSkillMultiplier))>> - <<if $clinicUpgradePurge === 0>> - <br>The entire floor beneath $clinicName is occupied by a huge filtration plant that constantly cycles out the patients' blood to remove impurities. [[Increase the effectiveness of the impurity purging|Clinic][cashX(forceNeg(_Tmult3), "capEx"), $clinicUpgradePurge = 1, $PC.skill.hacking += 0.1]] //Costs <<print cashFormat(_Tmult3)>> and may cause health problems in slaves.// - <<elseif $clinicUpgradePurge === 1>> - <br>Add nano magnets into the process to increase the rate that impurities are pulled from the body. [[Further increase the effectiveness of the impurity purging|Clinic][cashX(forceNeg(_Tmult3*2), "capEx"), $clinicUpgradePurge = 3, $PC.skill.hacking += 0.1]] //Costs <<print cashFormat(_Tmult3*2)>>// - <</if>> - <<if $Nurse == 0>> - <br>However, without a nurse in attendance, the @@.yellow;blood treatment equipment remains idle.@@ + <<set _Tmult3 = Math.trunc(150000*$upgradeMultiplierArcology*Math.min($upgradeMultiplierMedicine, $HackingSkillMultiplier))>> + <<if $clinicUpgradePurge === 0>> + The entire floor beneath $clinicName is occupied by a huge filtration plant that constantly cycles out the patients' blood to remove impurities. + <div class="choices"> + [[Increase the effectiveness of the impurity purging|Clinic][cashX(forceNeg(_Tmult3), "capEx"), $clinicUpgradePurge = 1, $PC.skill.hacking += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult3)>> and may cause health problems in slaves. + </span> + </div> + <<elseif $clinicUpgradePurge === 1>> + Add nano magnets into the process to increase the rate that impurities are pulled from the body. + <div class="choices"> + [[Further increase the effectiveness of the impurity purging|Clinic][cashX(forceNeg(_Tmult3*2), "capEx"), $clinicUpgradePurge = 3, $PC.skill.hacking += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult3*2)>> + </span> + </div> + <</if>> + <<if $Nurse == 0>> + <div> + However, without a nurse in attendance, the @@.yellow;blood treatment equipment remains idle.@@ + </div> + <</if>> + <<else>> + <<set _Tmult2 = Math.trunc(50000*$upgradeMultiplierArcology*Math.min($upgradeMultiplierMedicine, $HackingSkillMultiplier))>> + It includes standard dialysis equipment. + <div class="choices"> + [[Install advanced blood treatment equipment to help address drug side effects|Clinic][cashX(forceNeg(_Tmult2), "capEx"), $clinicUpgradeFilters = 1, $PC.skill.hacking += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult2)>> + </span> + </div> <</if>> -<<else>> - <<set _Tmult2 = Math.trunc(50000*$upgradeMultiplierArcology*Math.min($upgradeMultiplierMedicine, $HackingSkillMultiplier))>> - It includes standard dialysis equipment. [[Install advanced blood treatment equipment to help address drug side effects|Clinic][cashX(forceNeg(_Tmult2), "capEx"), $clinicUpgradeFilters = 1, $PC.skill.hacking += 0.1]] //Costs <<print cashFormat(_Tmult2)>>// -<</if>> +</div> -<br> -<<if $bellyImplants == 1 && $Nurse == 0>> - A resident nurse could be used to safely regulate the rate a slave's fillable belly implant for maximum size with minimum health loss. -<<elseif $bellyImplants == 1 && $clinicInflateBelly == 1>> - $clinicNameCaps is useful for keeping slaves healthy during long term procedures. Slaves in $clinicName with inflatable belly implants will be filled during their time under $Nurse.slaveName's supervision to maximize growth with minimized health complications. [[Do not fill belly implants|Clinic][$clinicInflateBelly = 0]] -<<elseif $bellyImplants == 1 && $Nurse != 0 && $clinicInflateBelly != 1>> - $clinicNameCaps is useful for keeping slaves healthy during long term procedures. $Nurse.slaveName can supervise weekly filling regiments for clinic slaves with fillable belly implants during their stay to maximize growth with minimal health complications. [[Fill belly implants|Clinic][$clinicInflateBelly = 1]] -<</if>> +<div> + <<if $bellyImplants == 1 && $Nurse == 0>> + A resident nurse could be used to safely regulate the rate a slave's fillable belly implant for maximum size with minimum health loss. + <<elseif $bellyImplants == 1 && $clinicInflateBelly == 1>> + $clinicNameCaps is useful for keeping slaves healthy during long term procedures. Slaves in $clinicName with inflatable belly implants will be filled during their time under $Nurse.slaveName's supervision to maximize growth with minimized health complications. + <div class="choices"> + [[Do not fill belly implants|Clinic][$clinicInflateBelly = 0]] + </div> + <<elseif $bellyImplants == 1 && $Nurse != 0 && $clinicInflateBelly != 1>> + $clinicNameCaps is useful for keeping slaves healthy during long term procedures. $Nurse.slaveName can supervise weekly filling regiments for clinic slaves with fillable belly implants during their stay to maximize growth with minimal health complications. + <div class="choices"> + [[Fill belly implants|Clinic][$clinicInflateBelly = 1]] + </div> + <</if>> +</div> -<br> -<<if $pregSpeedControl == 1 && $Nurse == 0>> - A resident nurse could be used to supervise patients under rapid gestation agents while minimizing strain and health complications. -<<elseif $pregSpeedControl == 1 && $clinicSpeedGestation == 1>> - It's exceedingly dangerous to speed up gestation without constant supervision. In $clinicName, $Nurse.slaveName will monitor slaves on rapid gestation agents; making sure the growing patients' food demands are met, monitoring their skin and womb and, if need be, perform an emergency c-section should the need arise. [[Limit rapid gestation agents to selected slaves only|Clinic][$clinicSpeedGestation = 0]] -<<elseif $pregSpeedControl == 1 && $Nurse != 0 && $clinicSpeedGestation != 1>> - $clinicNameCaps is currently not applying rapid gestation agents to pregnant patients. Only individually selected slaves will undergo this procedure [[Speed up gestation for all pregnant patients|Clinic][$clinicSpeedGestation = 1]] -<</if>> +<div> + <<if $pregSpeedControl == 1 && $Nurse == 0>> + A resident nurse could be used to supervise patients under rapid gestation agents while minimizing strain and health complications. + <<elseif $pregSpeedControl == 1 && $clinicSpeedGestation == 1>> + It's exceedingly dangerous to speed up gestation without constant supervision. In $clinicName, $Nurse.slaveName will monitor slaves on rapid gestation agents; making sure the growing patients' food demands are met, monitoring their skin and womb and, if need be, perform an emergency c-section should the need arise. + <div class="choices"> + [[Limit rapid gestation agents to selected slaves only|Clinic][$clinicSpeedGestation = 0]] + </div> + <<elseif $pregSpeedControl == 1 && $Nurse != 0 && $clinicSpeedGestation != 1>> + $clinicNameCaps is currently not applying rapid gestation agents to pregnant patients. Only individually selected slaves will undergo this procedure + <div class="choices"> + [[Speed up gestation for all pregnant patients|Clinic][$clinicSpeedGestation = 1]] + </div> + <</if>> +</div> -<br><br> -<<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.clinic, true)>> +<p> + <<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.clinic, true)>> +</p> -<br><br>Rename $clinicName: <<textbox "$clinicName" $clinicName "Clinic">> //Use a noun or similar short phrase// +<p> + Rename $clinicName: <<textbox "$clinicName" $clinicName "Clinic">> + <span class="note"> + Use a noun or similar short phrase + </span> +</p> <<run App.UI.SlaveList.ScrollPosition.restore()>> diff --git a/src/uncategorized/club.tw b/src/uncategorized/club.tw index 31c41910bf739dc5771e7292caa59ba63fa37c45..2dcda2ca5cd8be347eb3d1f05263a9792a91f990 100644 --- a/src/uncategorized/club.tw +++ b/src/uncategorized/club.tw @@ -145,13 +145,15 @@ $clubNameCaps is doing business normally, without a complement of sex slaves to spice things up. $DJ.slaveName is alone in $clubName, and can accomplish little by $himself. <<else>> $clubNameCaps is doing business normally, without a complement of sex slaves to spice things up. - <<link "Decommission the club" "Main">> - <<set $club = 0, $clubDecoration = "standard", $clubUpgradePDAs = 0, $clubAdsSpending = 0>> - <<set _club = $sectors.findIndex(function(s) { return s.type == "Club"; })>> - <<if _club != -1>> - <<set $sectors[_club].type = "Shops">> - <</if>> - <</link>> + <div class="choices" style="font-style:normal"> + <<link "Decommission the club" "Main">> + <<set $club = 0, $clubDecoration = "standard", $clubUpgradePDAs = 0, $clubAdsSpending = 0>> + <<set _club = $sectors.findIndex(function(s) { return s.type == "Club"; })>> + <<if _club != -1>> + <<set $sectors[_club].type = "Shops">> + <</if>> + <</link>> + </div> <</if>> <<if _CL > 2>> diff --git a/src/uncategorized/dairy.tw b/src/uncategorized/dairy.tw index cd4c9473f57ef883c98ee069985aa1088ac48473..ca7b4427aef48f197d04c814fd6390a1f9107519 100644 --- a/src/uncategorized/dairy.tw +++ b/src/uncategorized/dairy.tw @@ -19,520 +19,741 @@ <</if>> <</if>> -<<if ($Milkmaid != 0) && ($dairyRestraintsSetting == 2)>> - <<setLocalPronouns $Milkmaid>> - $Milkmaid.slaveName has been removed from $his position as Milkmaid, since an industrialized dairy automates $his duties. - <<= removeJob($Milkmaid, "be the Milkmaid")>> - <br><br> -<</if>> +<p> + <<if ($Milkmaid != 0) && ($dairyRestraintsSetting == 2)>> + <<setLocalPronouns $Milkmaid>> + $Milkmaid.slaveName has been removed from $his position as Milkmaid, since an industrialized dairy automates $his duties. + <<= removeJob($Milkmaid, "be the Milkmaid")>> + <</if>> +</p> <<if (_DL > 1)>> - <<if $dairyFeedersSettingChanged == 1>> - In unison, the milking machines press their feeding phalli into the slaves' mouths and down their throats. Once situated, they begin to facefuck the slaves, who gag and struggle as they figure out how to breathe while this is going on. Once each slave is no longer panicking and is inhaling and exhaling regularly, there is a hydraulic sound and the transparent reservoir of feeding fluid near their head begins to drain. The slaves swallow desperately, their bellies beginning to swell with nutrition and drugs.<br><br> - <<elseif $dairyFeedersSettingChanged == -1>> - In unison, the milking machines withdraw their feeders from the slaves' throats. The slaves gag and cough, strings of feeding fluid and saliva running between their lips and the heads of the feeding phalli. These remain close to their faces so that the slaves can suck them off once they get hungry, which they will, very soon. The slaves' mouths and tongues are very tired, and most of them rest with their mouths open and their tongues hanging out.<br><br> - <</if>> - <<if $dairyPregSettingChanged == 1>> - <<for _Di = 0; _Di < _DL; _Di++>> - <<set _i = $slaveIndices[$DairyiIDs[_Di]]>> - <<setLocalPronouns $slaves[_i]>> - <<if ($slaves[_i].vagina > -1) && ($slaves[_i].vagina < 3)>> - $slaves[_i].slaveName's milking machine ejects $him, since it cannot fit the mandated dildo into $his tight cunt. - <<= removeJob($slaves[_i], "work in the dairy")>> - <<set _DL--, _Di-->> - <</if>> - <<if ($dairyPregSetting > 0)>> - <<set WombCleanGenericReserve($slaves[_i], "incubator", 9999)>> - <<set WombCleanGenericReserve($slaves[_i], "nursery", 9999)>> - <<if (($slaves[_i].broodmother > 0) || ($slaves[_i].bellyImplant != -1))>> - $slaves[_i].slaveName's milking machine ejects $him, since it detected a foreign body in $his womb blocking its required functions. - <<= removeJob($slaves[_i], "work in the dairy")>> - <<set _DL--, _Di-->> - <</if>> - <</if>> - <</for>> - In unison, the milking machines withdraw their dildos from the pregnant slaves' vaginas. The auxiliary drug injectors hiss as the slaves are filled with drugs that promote natural lubrication. The slaves begin to shift awkwardly as they feel their pussies begin to drool slick female fluids. Once a machine judges that its slave's cunt is sufficiently wet, it readies a gigantic dildo. The slaves cannot see their own groins, but as soon as the heads of the dildos touch their pussylips, they begin to - <<if $dairyFeedersSetting < 2>> - struggle instinctively against their restraints, and the more energetic ones begin to weep. - <<else>> - struggle instinctively against their restraints. - <</if>> - As the massive phalli begin to ejaculate fertility drugs and semen, they drive all resistance out of the poor girls.<br><br> - <<elseif $dairyPregSettingChanged == -1>> - In unison, the milking machines withdraw their monstrous dildos from the pregnant slaves' stretched cunts. Their pussies' overcharged production of natural lubricant produces a gush of pent-up female fluids from each loose vagina as the phalli slide clear. - <<if $dairyFeedersSetting < 2>> - The slaves moan with relief at the sudden reduction in fullness. Being penetrated like that while pregnant must be quite uncomfortable. - <<else>> - The slaves are silent, since their mouths and throats are being fucked by the feeders, but most of them relax a little in their restraints. - <</if>> - The machines do replace the withdrawn dildos with more reasonably sized phalli and resume thrusting, but the slaves are relieved anyway.<br><br> - <</if>> - <<if $dairyStimulatorsSettingChanged == 1>> - <<for _Di = 0; _Di < _DL; _Di++>> - <<set _i = $slaveIndices[$DairyiIDs[_Di]]>> - <<setLocalPronouns $slaves[_i]>> - <<if ($slaves[_i].anus < 3)>> - $slaves[_i].slaveName's milking machine ejects $him, since it cannot fit its massive anal dildo up $his tight asshole. - <<= removeJob($slaves[_i], "work in the dairy")>> - <<set _DL--, _Di-->> - <</if>> - <</for>> - In unison, the milking machines shove their dildos deep into slaves' anuses, ejaculating large quantities of lubricant deep inside their rectums. The slaves start in surprise at the sudden rush of warm slick fluid, and then relax as the phalli withdraw themselves from their butts. Their relief is short-lived, however, as their assholes are only empty for a moment. The reasonably sized dildos are replaced with dildos the size of horse cocks. As soon as the slaves feel the heads of these monstrous phalli press inexorably against their sphincters, - <<if $dairyFeedersSetting < 2>> - they begin to scream and struggle instinctively. As the constant assrape that will define their existences for the foreseeable future begins in earnest, their whining - <<else>> - they begin to struggle wildly. As the constant assrape that will define their existences for the foreseeable future begins in earnest, their wriggling - <</if>> - gradually diminishes as each slave is exhausted and slumps within their restraints. The machines take no notice, and continue the relentless sodomy.<br><br> - <<elseif $dairyStimulatorsSettingChanged == -1>> - In unison, the milking machines withdraw their gargantuan dildos from the slaves' loosened anuses. - <<if $dairyFeedersSetting < 2>> - Several of the more energetic slaves begin to cry quietly with relief - <<else>> - The slaves are silent, since their mouths and throats are being fucked by the feeders, but most of them slump against their machines with relief + <p> + <<if $dairyFeedersSettingChanged == 1>> + In unison, the milking machines press their feeding phalli into the slaves' mouths and down their throats. Once situated, they begin to facefuck the slaves, who gag and struggle as they figure out how to breathe while this is going on. Once each slave is no longer panicking and is inhaling and exhaling regularly, there is a hydraulic sound and the transparent reservoir of feeding fluid near their head begins to drain. The slaves swallow desperately, their bellies beginning to swell with nutrition and drugs. + <<elseif $dairyFeedersSettingChanged == -1>> + In unison, the milking machines withdraw their feeders from the slaves' throats. The slaves gag and cough, strings of feeding fluid and saliva running between their lips and the heads of the feeding phalli. These remain close to their faces so that the slaves can suck them off once they get hungry, which they will, very soon. The slaves' mouths and tongues are very tired, and most of them rest with their mouths open and their tongues hanging out. <</if>> - as their sphincters gradually recover from wide open to merely gaping. The machines switch out the withdrawn dildos for phalli that are just large, but the slaves barely react at all as they are penetrated. After what their sphincters have been through, a merely big dick is nothing to them.<br><br> - <</if>> - <<setNonlocalPronouns $seeDicks>> - <<if $dairyRestraintsSettingChanged == 1>> - <<if $dairyRestraintsSetting == 1>> + </p> + <p> + <<if $dairyPregSettingChanged == 1>> <<for _Di = 0; _Di < _DL; _Di++>> <<set _i = $slaveIndices[$DairyiIDs[_Di]]>> <<setLocalPronouns $slaves[_i]>> - <<if ($slaves[_i].indentureRestrictions >= 2)>> - $slaves[_i].slaveName's milking machine declines to restrain $him, since $he is encoded as an indentured servant protected from restraint for milking. + <<if ($slaves[_i].vagina > -1) && ($slaves[_i].vagina < 3)>> + $slaves[_i].slaveName's milking machine ejects $him, since it cannot fit the mandated dildo into $his tight cunt. <<= removeJob($slaves[_i], "work in the dairy")>> <<set _DL--, _Di-->> <</if>> + <<if ($dairyPregSetting > 0)>> + <<set WombCleanGenericReserve($slaves[_i], "incubator", 9999)>> + <<set WombCleanGenericReserve($slaves[_i], "nursery", 9999)>> + <<if (($slaves[_i].broodmother > 0) || ($slaves[_i].bellyImplant != -1))>> + $slaves[_i].slaveName's milking machine ejects $him, since it detected a foreign body in $his womb blocking its required functions. + <<= removeJob($slaves[_i], "work in the dairy")>> + <<set _DL--, _Di-->> + <</if>> + <</if>> <</for>> - The next cow to stumble over to a milking machine to be drained is gently but firmly embraced by its restraints, allowing it to suck _himU dry and violate _himU without any regard for _hisU feelings. Most of the cows accept this new wrinkle in their lives, since the restraints let them go afterward, and the milking machines bring temporary relief. Some, however, begin to regard the machines with concern. - <<else>> - The next cow to stumble over to a milking machine to be drained finds to _hisU surprise that _heU is not restrained while it sucks _himU dry. _HeU wiggles around experimentally, verifying that _heU is indeed free to pull _himselfU away from its ministrations if _heU wishes. There's little actual impact on the cows' behavior, since they still need the relief the machines offer. + In unison, the milking machines withdraw their dildos from the pregnant slaves' vaginas. The auxiliary drug injectors hiss as the slaves are filled with drugs that promote natural lubrication. The slaves begin to shift awkwardly as they feel their pussies begin to drool slick female fluids. Once a machine judges that its slave's cunt is sufficiently wet, it readies a gigantic dildo. The slaves cannot see their own groins, but as soon as the heads of the dildos touch their pussylips, they begin to + <<if $dairyFeedersSetting < 2>> + struggle instinctively against their restraints, and the more energetic ones begin to weep. + <<else>> + struggle instinctively against their restraints. + <</if>> + As the massive phalli begin to ejaculate fertility drugs and semen, they drive all resistance out of the poor girls. + <<elseif $dairyPregSettingChanged == -1>> + In unison, the milking machines withdraw their monstrous dildos from the pregnant slaves' stretched cunts. Their pussies' overcharged production of natural lubricant produces a gush of pent-up female fluids from each loose vagina as the phalli slide clear. + <<if $dairyFeedersSetting < 2>> + The slaves moan with relief at the sudden reduction in fullness. Being penetrated like that while pregnant must be quite uncomfortable. + <<else>> + The slaves are silent, since their mouths and throats are being fucked by the feeders, but most of them relax a little in their restraints. + <</if>> + The machines do replace the withdrawn dildos with more reasonably sized phalli and resume thrusting, but the slaves are relieved anyway. <</if>> - <br><br> - <<elseif $dairyRestraintsSettingChanged == -1>> - <<if $dairyRestraintsSetting == 1>> + </p> + <p> + <<if $dairyStimulatorsSettingChanged == 1>> <<for _Di = 0; _Di < _DL; _Di++>> <<set _i = $slaveIndices[$DairyiIDs[_Di]]>> <<setLocalPronouns $slaves[_i]>> - <<if ($slaves[_i].indentureRestrictions >= 1)>> - $slaves[_i].slaveName's milking machine declines to restrain $him, since $he is encoded as an indentured servant protected from being restrained for milking. + <<if ($slaves[_i].anus < 3)>> + $slaves[_i].slaveName's milking machine ejects $him, since it cannot fit its massive anal dildo up $his tight asshole. <<= removeJob($slaves[_i], "work in the dairy")>> <<set _DL--, _Di-->> <</if>> <</for>> - The next time a cow tries to get up after being milked, _heU finds to _hisU sudden terror that the machine will not let _himU go. It continues to add fluids to _hisU body, and remove them from _hisU nipples, ignoring _hisU mounting panic as _heU realizes that it's to be _hisU new partner and lover, on a level far more intimate than any possible human relationship. The other cows approach their machines with trepidation, but the mounting pressure in their udders forces them to embrace their immurement despite their terror. - <<else>> - The next time a cow finishes an intensive milking period, _hisU restraints loosen. _HeU does not move for a long time, as though _heU is unable to believe that _heU is, at least in an immediate and local sense, free. Finally, _heU prises _himselfU out of _hisU milking machine's embrace, thick strings of fluid leading from it to _hisU orifices as _heU pulls each one off of its corresponding port. + In unison, the milking machines shove their dildos deep into slaves' anuses, ejaculating large quantities of lubricant deep inside their rectums. The slaves start in surprise at the sudden rush of warm slick fluid, and then relax as the phalli withdraw themselves from their butts. Their relief is short-lived, however, as their assholes are only empty for a moment. The reasonably sized dildos are replaced with dildos the size of horse cocks. As soon as the slaves feel the heads of these monstrous phalli press inexorably against their sphincters, + <<if $dairyFeedersSetting < 2>> + they begin to scream and struggle instinctively. As the constant assrape that will define their existences for the foreseeable future begins in earnest, their whining + <<else>> + they begin to struggle wildly. As the constant assrape that will define their existences for the foreseeable future begins in earnest, their wriggling + <</if>> + gradually diminishes as each slave is exhausted and slumps within their restraints. The machines take no notice, and continue the relentless sodomy. + <<elseif $dairyStimulatorsSettingChanged == -1>> + In unison, the milking machines withdraw their gargantuan dildos from the slaves' loosened anuses. + <<if $dairyFeedersSetting < 2>> + Several of the more energetic slaves begin to cry quietly with relief + <<else>> + The slaves are silent, since their mouths and throats are being fucked by the feeders, but most of them slump against their machines with relief + <</if>> + as their sphincters gradually recover from wide open to merely gaping. The machines switch out the withdrawn dildos for phalli that are just large, but the slaves barely react at all as they are penetrated. After what their sphincters have been through, a merely big dick is nothing to them. <</if>> - <br><br> - <</if>> + </p> + <<setNonlocalPronouns $seeDicks>> + <p> + <<if $dairyRestraintsSettingChanged == 1>> + <<if $dairyRestraintsSetting == 1>> + <<for _Di = 0; _Di < _DL; _Di++>> + <<set _i = $slaveIndices[$DairyiIDs[_Di]]>> + <<setLocalPronouns $slaves[_i]>> + <<if ($slaves[_i].indentureRestrictions >= 2)>> + $slaves[_i].slaveName's milking machine declines to restrain $him, since $he is encoded as an indentured servant protected from restraint for milking. + <<= removeJob($slaves[_i], "work in the dairy")>> + <<set _DL--, _Di-->> + <</if>> + <</for>> + The next cow to stumble over to a milking machine to be drained is gently but firmly embraced by its restraints, allowing it to suck _himU dry and violate _himU without any regard for _hisU feelings. Most of the cows accept this new wrinkle in their lives, since the restraints let them go afterward, and the milking machines bring temporary relief. Some, however, begin to regard the machines with concern. + <<else>> + The next cow to stumble over to a milking machine to be drained finds to _hisU surprise that _heU is not restrained while it sucks _himU dry. _HeU wiggles around experimentally, verifying that _heU is indeed free to pull _himselfU away from its ministrations if _heU wishes. There's little actual impact on the cows' behavior, since they still need the relief the machines offer. + <</if>> + <<elseif $dairyRestraintsSettingChanged == -1>> + <<if $dairyRestraintsSetting == 1>> + <<for _Di = 0; _Di < _DL; _Di++>> + <<set _i = $slaveIndices[$DairyiIDs[_Di]]>> + <<setLocalPronouns $slaves[_i]>> + <<if ($slaves[_i].indentureRestrictions >= 1)>> + $slaves[_i].slaveName's milking machine declines to restrain $him, since $he is encoded as an indentured servant protected from being restrained for milking. + <<= removeJob($slaves[_i], "work in the dairy")>> + <<set _DL--, _Di-->> + <</if>> + <</for>> + The next time a cow tries to get up after being milked, _heU finds to _hisU sudden terror that the machine will not let _himU go. It continues to add fluids to _hisU body, and remove them from _hisU nipples, ignoring _hisU mounting panic as _heU realizes that it's to be _hisU new partner and lover, on a level far more intimate than any possible human relationship. The other cows approach their machines with trepidation, but the mounting pressure in their udders forces them to embrace their immurement despite their terror. + <<else>> + The next time a cow finishes an intensive milking period, _hisU restraints loosen. _HeU does not move for a long time, as though _heU is unable to believe that _heU is, at least in an immediate and local sense, free. Finally, _heU prises _himselfU out of _hisU milking machine's embrace, thick strings of fluid leading from it to _hisU orifices as _heU pulls each one off of its corresponding port. + <</if>> + <</if>> + </p> <</if>> <<set $dairyStimulatorsSettingChanged = 0, $dairyFeedersSettingChanged = 0, $dairyPregSettingChanged = 0, $dairyRestraintsSettingChanged = 0>> -<<if ($dairyRestraintsSetting > 1)>> - - $dairyNameCaps is an industrial facility, but there's a viewing gallery for visitors. - <<switch $dairyDecoration>> - <<case "Roman Revivalist">> - The screens there review each slave's liquid contributions to the state in minute detail. - <<case "Aztec Revivalist">> - The strange sight of the milking machines, designed to look like fertility statues gives the space an imposing feeling. - <<case "Egyptian Revivalist">> - The screens there list a tally of each slave's contributions to the harvest this season. They also identify related slaves who occupy multi-slave milking machines so that they may feed each other directly. - <<case "Edo Revivalist">> - It looks out on a strangely contradictory sight: a beautiful and terrible combination of modern slavery and technology, placed amongst tatami mats and rice paper partitions. - <<case "Arabian Revivalist">> - It looks out on a strangely contradictory sight: a beautiful and terrible combination of modern slavery and technology, placed inside brightly tiled walls. - <<case "Chinese Revivalist">> - The milking machines are fascinating: they're encased in decorative carvings, making it look like the slaves are in the embrace of traditional Chinese depictions of lions, bears, and dragons. - <<case "Chattel Religionist">> - It presents the inmates as lessons, here to expiate their sins in a purgatory created by technology. - <<case "Degradationist">> - The screens there feature, among a sea of facts and figures about each slave, their most recent brain scan. - <<case "Repopulation Focus">> - The gallery is placed for a good view of each slave's swelling breasts and growing pregnancy. A screen is prominently displayed before each slave, detailing the number of babies she produced and the current number occupying their womb. - <<case "Eugenics">> - The screens there tell very little about the slaves within. That information is privy only to Society's Elite. - <<case "Asset Expansionist">> - It's designed for VIP visits, since this place is arguably the present apogee of expansionism. Nowhere else can breasts become so large. This is a place for pride. - <<case "Transformation Fetishist">> - It's designed for VIP visits, since this place is arguably the present apogee of transformationism. Nowhere else can slaves be so radically changed, from humans into something less — and something more. - <<case "Gender Radicalist">> - The gallery is placed for a good view of each slave's front, from their head to what's between their spread legs. - <<case "Gender Fundamentalist">> - The gallery is placed for a good view of each slave's breasts, belly, and cunt. Visitors can critically compare each feminine advantage. - <<case "Physical Idealist">> - The gallery is placed for a good view of each slave's body. Though muscles are at a lower premium here, there is intense interest in such radical changes to human biology. - <<case "Supremacist">> - The screens there give information about each cow, but the data they present is also predictive. They imply a vision for a world in which more subhumans serve in this way. Many more. - <<case "Subjugationist">> - The screens there give information about each cow, but the data they present is also predictive. They imply a vision for a world in which more milking machines have $arcologies[0].FSSubjugationistRace components. Many more. - <<case "Paternalist">> - The screens there include feeds that show what media is being pumped into the slaves through their machines. It's designed to provide as much mental stimulation as possible. - <<case "Pastoralist">> - The screens there let the production figures speak for themselves. There may be more personable cows out there, but they don't produce milk like these do. - <<case "Maturity Preferentialist">> - The screens there give each slave's productivity and forecast it into the future. The facility is unmatched at extracting value from mature bodies. - <<case "Youth Preferentialist">> - The screens there give each slave's productivity and forecast it into the future. The best bodies here have many, many years of productivity ahead of them. - <<case "Body Purist">> - The screens there offer reams of data on each slave's product purity. Drugs are necessary here, and each body's balance results in a different grade of product. - <<case "Slimness Enthusiast">> - The screens there alternate live views of the fashionably slim cows in their stalls with brief infomercials on the specialized techniques and equipment $dairyName uses to extract milk from such modest udders. - <<case "Hedonistic">> - The gallery is placed for a good view of each slave's fattened body and the undulations running through them from the force of the milkers<<if $dairyPregSetting || $dairyFeedersSetting || $dairyStimulatorsSetting>> and other assorted tubes and dildos<</if>>. - <<case "Intellectual Dependency">> - The screens there feature an active scan showcasing each slave's diminishing brain activity. - <<case "Slave Professionalism">> - It serves as a dire warning to what happens to unskilled, moronic slaves. - <<case "Petite Admiration">> - The gallery is placed for a good view of each slave's petite body. Those that don't fit in a standard milking unit are kept well out of sight. - <<case "Statuesque Glorification">> - The gallery is placed for a good view of each slave's body. Fascinated visitors may peruse each slave's productivity statistics contrasted against their height on a corresponding touchscreen. - <<default>> - Fascinated visitors may peruse each slave's productivity statistics on a corresponding touchscreen. - <</switch>> - -<<else>> - - $dairyNameCaps - <<switch $dairyDecoration>> - <<case "Roman Revivalist">> - is functional and clean, using traditional methods wherever possible. At one end of the long row of stalls there is an alcove with a shrine to the Roman goddess of bountiful harvests. - <<case "Aztec Revivalist">> - is sterile and organized, using traditional methods wherever possible. At one end of the long row of stalls there is an alcove with a shrine to the Aztec god of the Earth. - <<case "Egyptian Revivalist">> - is functional and clean, using traditional methods wherever possible. At one end of the long row of stalls there is an alcove with a shrine to the Egyptian god of bountiful harvests. - <<case "Edo Revivalist">> - is clean and traditional. The stalls are constructed of bamboo and carefully shaped wood, and muscle power is used wherever possible. Cows exercise and help out by walking on a wooden wheel that raises fresh water to $dairyName. - <<case "Arabian Revivalist">> - is clean and traditional. Its dusky stone walls keep it so warm that the cows go nude, basking in the hot sun between milkings. - <<case "Chinese Revivalist">> - is clean and traditional. The stalls are constructed of bamboo and carefully shaped wood, and muscle power is used wherever possible. Cows exercise and help out by fetching and carrying as best they can. - <<case "Chattel Religionist">> - is functional and clean. There are nice quotations from the holy book on the walls, and there is a little shrine designed to allow a cow who has difficulty standing to make their devotions comfortably. - <<case "Degradationist">> - is harsh and utilitarian. There are stands to restrain cows who aren't being milked for dosing, punishment, or sexual use. There are cattle prods here and there to use on resistant cows, unproductive cows, or cows one wishes to hear scream. - <<case "Repopulation Focus">> - is comfortable and well-kept. The milking machines are specially designed to maximize a pregnant cow's comfort. After a milking, cows have a wide selection of soft furniture to choose from, so comfortable that most fall fast asleep. - <<case "Eugenics">> - is comfortable, well-kept and well-monitored. Cows are kept track of at all times to make sure no-one tries to increase milk production via pregnancy. - <<case "Asset Expansionist">> - looks misleadingly industrial at first glance. Though the cows here are free-range, the facility mounts a system of slings and cranes to allow slaves with massive udders to walk around with their tits suspended from the ceiling. - <<case "Transformation Fetishist">> - looks like a medical facility at first glance. Transformation is just as much a priority as production: there are surgical and drug injection machines right here. - <<case "Gender Radicalist">> - is comfortable and well-kept. The milking machines include perianal vibrators to massage slaves from butthole to cock while they give cum. - <<case "Gender Fundamentalist">> - is comfortable and well-kept. The milking machines include vibrators so that cows can get off while they're milked. - <<case "Physical Idealist">> - could be mistaken for a gym with milking machines. Cows here are expected to keep fit between milkings, since the best milk comes from cattle who are healthy, muscular, and strong. - <<case "Supremacist">> - is spartan, since that's all subhuman cows need. There are cattle prods here and there to use on resistant cows, unproductive cows, or subhuman cows one wishes to hear scream. - <<case "Subjugationist">> - is spartan, since that's all $arcologies[0].FSSubjugationistRace cows need. There are cattle prods here and there to use on resistant cows, unproductive cows, or $arcologies[0].FSSubjugationistRace cows one wishes to hear scream. - <<case "Paternalist">> - is comfortable and well-kept. Rather than stalls, $dairyName has an open arrangement of machines cows can use freely, and a lovely common area they can relax in afterward. - <<case "Pastoralist">> - is state of the art, but is also brilliantly designed to look like a barn. All the advanced machinery retracts when not in use, leaving the cows in a clean, airy pastoral paradise. It smells of summer. - <<case "Maturity Preferentialist">> - is inviting and homelike. After a milking, cows have a wide selection of soft furniture to choose from, so comfortable that most fall fast asleep. - <<case "Youth Preferentialist">> - is functional, but fun. There are all sorts of fun activities to keep the cows amused between milkings, cleverly adapted for girls with massive mammaries. - <<case "Body Purist">> - is state of the art, and spotlessly clean. All attention here is on the cows, to keep them happy, productive, and pure. - <<case "Slimness Enthusiast">> - is quite unusual. Since the cows it milks may not necessarily have gigantic boobs, the milking machines here can adapt to drain cream from any body. - <<case "Hedonistic">> - is comfortable and fun. The stalls are filled with thick, soft pillows to lounge on while hooked to the milking machines and with plenty of toys to make use of while getting milked. Cows here are expected to binge eat between milkings, since the best milk comes from cattle who are immobile, stuffed with food and hugely fat. - <<case "Intellectual Dependency">> - is simple and fun. Getting situated for milking is easy enough for even the dumbest cow to figure out and there are all sorts of activities to keep the cows amused between milkings. - <<case "Slave Professionalism">> - is functional and clean. A wide selection of informative documentaries and books are available for cows to keep their minds sharp while the milker does its business. - <<case "Petite Admiration">> - is comfortable and well-kept. While designed for miniature cows, accommodations for large udders allow even the lankiest of cattle to make use of the machinery. - <<case "Statuesque Glorification">> - is comfortable and well-kept. While designed for towering cows, accommodations for large udders allow even the shortest of cattle to make use of the machinery; even if they need help to reach it. - <<default>> - is comfortable and well-kept. It features nice rest areas for cows to lounge in after a milking, and exercise equipment to keep them healthy. - <</switch>> - -<</if>> +<p class="scene-intro"> + <<if ($dairyRestraintsSetting > 1)>> + $dairyNameCaps is an industrial facility, but there's a viewing gallery for visitors. + <<switch $dairyDecoration>> + <<case "Roman Revivalist">> + The screens there review each slave's liquid contributions to the state in minute detail. + <<case "Aztec Revivalist">> + The strange sight of the milking machines, designed to look like fertility statues gives the space an imposing feeling. + <<case "Egyptian Revivalist">> + The screens there list a tally of each slave's contributions to the harvest this season. They also identify related slaves who occupy multi-slave milking machines so that they may feed each other directly. + <<case "Edo Revivalist">> + It looks out on a strangely contradictory sight: a beautiful and terrible combination of modern slavery and technology, placed amongst tatami mats and rice paper partitions. + <<case "Arabian Revivalist">> + It looks out on a strangely contradictory sight: a beautiful and terrible combination of modern slavery and technology, placed inside brightly tiled walls. + <<case "Chinese Revivalist">> + The milking machines are fascinating: they're encased in decorative carvings, making it look like the slaves are in the embrace of traditional Chinese depictions of lions, bears, and dragons. + <<case "Chattel Religionist">> + It presents the inmates as lessons, here to expiate their sins in a purgatory created by technology. + <<case "Degradationist">> + The screens there feature, among a sea of facts and figures about each slave, their most recent brain scan. + <<case "Repopulation Focus">> + The gallery is placed for a good view of each slave's swelling breasts and growing pregnancy. A screen is prominently displayed before each slave, detailing the number of babies she produced and the current number occupying their womb. + <<case "Eugenics">> + The screens there tell very little about the slaves within. That information is privy only to Society's Elite. + <<case "Asset Expansionist">> + It's designed for VIP visits, since this place is arguably the present apogee of expansionism. Nowhere else can breasts become so large. This is a place for pride. + <<case "Transformation Fetishist">> + It's designed for VIP visits, since this place is arguably the present apogee of transformationism. Nowhere else can slaves be so radically changed, from humans into something less — and something more. + <<case "Gender Radicalist">> + The gallery is placed for a good view of each slave's front, from their head to what's between their spread legs. + <<case "Gender Fundamentalist">> + The gallery is placed for a good view of each slave's breasts, belly, and cunt. Visitors can critically compare each feminine advantage. + <<case "Physical Idealist">> + The gallery is placed for a good view of each slave's body. Though muscles are at a lower premium here, there is intense interest in such radical changes to human biology. + <<case "Supremacist">> + The screens there give information about each cow, but the data they present is also predictive. They imply a vision for a world in which more subhumans serve in this way. Many more. + <<case "Subjugationist">> + The screens there give information about each cow, but the data they present is also predictive. They imply a vision for a world in which more milking machines have $arcologies[0].FSSubjugationistRace components. Many more. + <<case "Paternalist">> + The screens there include feeds that show what media is being pumped into the slaves through their machines. It's designed to provide as much mental stimulation as possible. + <<case "Pastoralist">> + The screens there let the production figures speak for themselves. There may be more personable cows out there, but they don't produce milk like these do. + <<case "Maturity Preferentialist">> + The screens there give each slave's productivity and forecast it into the future. The facility is unmatched at extracting value from mature bodies. + <<case "Youth Preferentialist">> + The screens there give each slave's productivity and forecast it into the future. The best bodies here have many, many years of productivity ahead of them. + <<case "Body Purist">> + The screens there offer reams of data on each slave's product purity. Drugs are necessary here, and each body's balance results in a different grade of product. + <<case "Slimness Enthusiast">> + The screens there alternate live views of the fashionably slim cows in their stalls with brief infomercials on the specialized techniques and equipment $dairyName uses to extract milk from such modest udders. + <<case "Hedonistic">> + The gallery is placed for a good view of each slave's fattened body and the undulations running through them from the force of the milkers<<if $dairyPregSetting || $dairyFeedersSetting || $dairyStimulatorsSetting>> and other assorted tubes and dildos<</if>>. + <<case "Intellectual Dependency">> + The screens there feature an active scan showcasing each slave's diminishing brain activity. + <<case "Slave Professionalism">> + It serves as a dire warning to what happens to unskilled, moronic slaves. + <<case "Petite Admiration">> + The gallery is placed for a good view of each slave's petite body. Those that don't fit in a standard milking unit are kept well out of sight. + <<case "Statuesque Glorification">> + The gallery is placed for a good view of each slave's body. Fascinated visitors may peruse each slave's productivity statistics contrasted against their height on a corresponding touchscreen. + <<default>> + Fascinated visitors may peruse each slave's productivity statistics on a corresponding touchscreen. + <</switch>> + <<else>> + $dairyNameCaps + <<switch $dairyDecoration>> + <<case "Roman Revivalist">> + is functional and clean, using traditional methods wherever possible. At one end of the long row of stalls there is an alcove with a shrine to the Roman goddess of bountiful harvests. + <<case "Aztec Revivalist">> + is sterile and organized, using traditional methods wherever possible. At one end of the long row of stalls there is an alcove with a shrine to the Aztec god of the Earth. + <<case "Egyptian Revivalist">> + is functional and clean, using traditional methods wherever possible. At one end of the long row of stalls there is an alcove with a shrine to the Egyptian god of bountiful harvests. + <<case "Edo Revivalist">> + is clean and traditional. The stalls are constructed of bamboo and carefully shaped wood, and muscle power is used wherever possible. Cows exercise and help out by walking on a wooden wheel that raises fresh water to $dairyName. + <<case "Arabian Revivalist">> + is clean and traditional. Its dusky stone walls keep it so warm that the cows go nude, basking in the hot sun between milkings. + <<case "Chinese Revivalist">> + is clean and traditional. The stalls are constructed of bamboo and carefully shaped wood, and muscle power is used wherever possible. Cows exercise and help out by fetching and carrying as best they can. + <<case "Chattel Religionist">> + is functional and clean. There are nice quotations from the holy book on the walls, and there is a little shrine designed to allow a cow who has difficulty standing to make their devotions comfortably. + <<case "Degradationist">> + is harsh and utilitarian. There are stands to restrain cows who aren't being milked for dosing, punishment, or sexual use. There are cattle prods here and there to use on resistant cows, unproductive cows, or cows one wishes to hear scream. + <<case "Repopulation Focus">> + is comfortable and well-kept. The milking machines are specially designed to maximize a pregnant cow's comfort. After a milking, cows have a wide selection of soft furniture to choose from, so comfortable that most fall fast asleep. + <<case "Eugenics">> + is comfortable, well-kept and well-monitored. Cows are kept track of at all times to make sure no-one tries to increase milk production via pregnancy. + <<case "Asset Expansionist">> + looks misleadingly industrial at first glance. Though the cows here are free-range, the facility mounts a system of slings and cranes to allow slaves with massive udders to walk around with their tits suspended from the ceiling. + <<case "Transformation Fetishist">> + looks like a medical facility at first glance. Transformation is just as much a priority as production: there are surgical and drug injection machines right here. + <<case "Gender Radicalist">> + is comfortable and well-kept. The milking machines include perianal vibrators to massage slaves from butthole to cock while they give cum. + <<case "Gender Fundamentalist">> + is comfortable and well-kept. The milking machines include vibrators so that cows can get off while they're milked. + <<case "Physical Idealist">> + could be mistaken for a gym with milking machines. Cows here are expected to keep fit between milkings, since the best milk comes from cattle who are healthy, muscular, and strong. + <<case "Supremacist">> + is spartan, since that's all subhuman cows need. There are cattle prods here and there to use on resistant cows, unproductive cows, or subhuman cows one wishes to hear scream. + <<case "Subjugationist">> + is spartan, since that's all $arcologies[0].FSSubjugationistRace cows need. There are cattle prods here and there to use on resistant cows, unproductive cows, or $arcologies[0].FSSubjugationistRace cows one wishes to hear scream. + <<case "Paternalist">> + is comfortable and well-kept. Rather than stalls, $dairyName has an open arrangement of machines cows can use freely, and a lovely common area they can relax in afterward. + <<case "Pastoralist">> + is state of the art, but is also brilliantly designed to look like a barn. All the advanced machinery retracts when not in use, leaving the cows in a clean, airy pastoral paradise. It smells of summer. + <<case "Maturity Preferentialist">> + is inviting and homelike. After a milking, cows have a wide selection of soft furniture to choose from, so comfortable that most fall fast asleep. + <<case "Youth Preferentialist">> + is functional, but fun. There are all sorts of fun activities to keep the cows amused between milkings, cleverly adapted for girls with massive mammaries. + <<case "Body Purist">> + is state of the art, and spotlessly clean. All attention here is on the cows, to keep them happy, productive, and pure. + <<case "Slimness Enthusiast">> + is quite unusual. Since the cows it milks may not necessarily have gigantic boobs, the milking machines here can adapt to drain cream from any body. + <<case "Hedonistic">> + is comfortable and fun. The stalls are filled with thick, soft pillows to lounge on while hooked to the milking machines and with plenty of toys to make use of while getting milked. Cows here are expected to binge eat between milkings, since the best milk comes from cattle who are immobile, stuffed with food and hugely fat. + <<case "Intellectual Dependency">> + is simple and fun. Getting situated for milking is easy enough for even the dumbest cow to figure out and there are all sorts of activities to keep the cows amused between milkings. + <<case "Slave Professionalism">> + is functional and clean. A wide selection of informative documentaries and books are available for cows to keep their minds sharp while the milker does its business. + <<case "Petite Admiration">> + is comfortable and well-kept. While designed for miniature cows, accommodations for large udders allow even the lankiest of cattle to make use of the machinery. + <<case "Statuesque Glorification">> + is comfortable and well-kept. While designed for towering cows, accommodations for large udders allow even the shortest of cattle to make use of the machinery; even if they need help to reach it. + <<default>> + is comfortable and well-kept. It features nice rest areas for cows to lounge in after a milking, and exercise equipment to keep them healthy. + <</switch>> + <</if>> -<<if _DL > 2>> - $dairyNameCaps is working steadily. - <<if ($dairyRestraintsUpgrade == 1) && ($dairyRestraintsSetting > 1)>> - Each cow is strapped into their own milking machine. The machines are set up in rows, alternating forward and backward so that the cows are interleaved as closely as possible without touching. - <<if ($dairyFeedersUpgrade == 1) && ($dairyFeedersSetting > 0)>> - <<if $dairyFeedersSetting == 2>> - A phallic feeding tube completely fills each cow's mouth and throat, making it eerily quiet in there. Occasionally one of the cows convulses when a particularly long rush of food and drugs flows down their gullet. - <<else>> - When feeding is required, a phallus extends into cows' mouths. + <<if _DL > 2>> + $dairyNameCaps is working steadily. + <<if ($dairyRestraintsUpgrade == 1) && ($dairyRestraintsSetting > 1)>> + Each cow is strapped into their own milking machine. The machines are set up in rows, alternating forward and backward so that the cows are interleaved as closely as possible without touching. + <<if ($dairyFeedersUpgrade == 1) && ($dairyFeedersSetting > 0)>> + <<if $dairyFeedersSetting == 2>> + A phallic feeding tube completely fills each cow's mouth and throat, making it eerily quiet in there. Occasionally one of the cows convulses when a particularly long rush of food and drugs flows down their gullet. + <<else>> + When feeding is required, a phallus extends into cows' mouths. + <</if>> <</if>> - <</if>> - <<if ($dairyStimulatorsUpgrade == 1) && ($dairyStimulatorsSetting > 0)>> - <<if $dairyStimulatorsSetting == 2>> - Every cow is being sodomized by a massive phallus. Most are pumping away gently, the strokes taking a long time to push the half-<<if $showInches == 2>>yard<<else>>meter<</if>> of shaft into each slave's rectum and pull it out again. When a slave's balls are ready to give cum, however, the pace quickens, and the agonized slave wriggles in involuntary desperation to escape until they finally stiffen, squirt, and slump in exhaustion. - <<else>> - Each cow's anus is periodically fucked by a machine phallus that ejaculates hydration directly up their butt. When a slave's balls are ready to give cum, they are mercilessly sodomized until prostate stimulation forces an orgasm. + <<if ($dairyStimulatorsUpgrade == 1) && ($dairyStimulatorsSetting > 0)>> + <<if $dairyStimulatorsSetting == 2>> + Every cow is being sodomized by a massive phallus. Most are pumping away gently, the strokes taking a long time to push the half-<<if $showInches == 2>>yard<<else>>meter<</if>> of shaft into each slave's rectum and pull it out again. When a slave's balls are ready to give cum, however, the pace quickens, and the agonized slave wriggles in involuntary desperation to escape until they finally stiffen, squirt, and slump in exhaustion. + <<else>> + Each cow's anus is periodically fucked by a machine phallus that ejaculates hydration directly up their butt. When a slave's balls are ready to give cum, they are mercilessly sodomized until prostate stimulation forces an orgasm. + <</if>> + <</if>> + <<if ($dairyPregUpgrade == 1) && ($dairyPregSetting > 0)>> + <<if $dairyPregSetting == 3>> + Fertile cows' vagina's are constantly penetrated by huge dildos that ejaculate extra strong fertility drugs into their progressively distending wombs. The drugs induce intense arousal and excessive female lubrication, so the constant dildo rape fills $dairyName with occasional gushing noises and nonstop moaning. + <<elseif $dairyPregSetting == 2>> + Fertile cows' vagina's are constantly penetrated by huge dildos that ejaculate fertility drugs. The drugs produce excessive female lubrication, so the constant dildo rape fills $dairyName with occasional gushing noises. + <<else>> + The fertile cows are visibly pregnant. + <</if>> <</if>> - <</if>> - <<if ($dairyPregUpgrade == 1) && ($dairyPregSetting > 0)>> - <<if $dairyPregSetting == 3>> - Fertile cows' vagina's are constantly penetrated by huge dildos that ejaculate extra strong fertility drugs into their progressively distending wombs. The drugs induce intense arousal and excessive female lubrication, so the constant dildo rape fills $dairyName with occasional gushing noises and nonstop moaning. - <<elseif $dairyPregSetting == 2>> - Fertile cows' vagina's are constantly penetrated by huge dildos that ejaculate fertility drugs. The drugs produce excessive female lubrication, so the constant dildo rape fills $dairyName with occasional gushing noises. <<else>> - The fertile cows are visibly pregnant. + The row of milking machines is available for cows to use. + <<if ($dairyRestraintsSetting > 0)>> + When they do, the machines gently restrain them until they are completely done. <</if>> - <</if>> + <<if ($dairyFeedersUpgrade == 1) && ($dairyFeedersSetting > 0)>> + The machines mount convenient phallic feeders for slaves to suck for tasty food while they're milked. + <</if>> + <<if ($dairyPregUpgrade == 1) && ($dairyPregSetting > 0)>> + The fertile cows are visibly pregnant. + <</if>> + <<if ($dairyStimulatorsUpgrade == 1) && ($dairyStimulatorsSetting > 0)>> + The machines gently sodomize cows who need the extra nutrition and treatment the dildos can ejaculate into them<<if $seeDicks > 0>>, and fuck them more vigorously when they need help ejaculating.<</if>> + <</if>> + <</if>> + <<elseif $bioreactorsXY+$bioreactorsXX+$bioreactorsHerm+$bioreactorsBarren > 0>> + $dairyNameCaps is quiet and calm. The only sounds are faint sucking and gushing noises. + <<elseif _DL > 0>> + $dairyNameCaps is sparsely populated. + <<elseif $Milkmaid != 0>> + $Milkmaid.slaveName is alone in $dairyName, and has nothing to do but clean and maintain the equipment. <<else>> - The row of milking machines is available for cows to use. - <<if ($dairyRestraintsSetting > 0)>> - When they do, the machines gently restrain them until they are completely done. - <</if>> - <<if ($dairyFeedersUpgrade == 1) && ($dairyFeedersSetting > 0)>> - The machines mount convenient phallic feeders for slaves to suck for tasty food while they're milked. - <</if>> - <<if ($dairyPregUpgrade == 1) && ($dairyPregSetting > 0)>> - The fertile cows are visibly pregnant. - <</if>> - <<if ($dairyStimulatorsUpgrade == 1) && ($dairyStimulatorsSetting > 0)>> - The machines gently sodomize cows who need the extra nutrition and treatment the dildos can ejaculate into them<<if $seeDicks > 0>>, and fuck them more vigorously when they need help ejaculating.<</if>> - <</if>> + $dairyNameCaps is empty and desolate. + <div class="choices" style="font-style:normal"> + <<link "Decommission the dairy" "Main">> + <<set $dairy = 0, $dairyFeedersUpgrade = 0, $dairyPregUpgrade = 0, $dairyStimulatorsUpgrade = 0, $dairyDecoration = "standard", $dairyFeedersSetting = 0, $dairyPregSetting = 0, $dairyStimulatorsSetting = 0, $dairyHyperPregRemodel = 0, $cumPipeline = 0, $milkPipeline = 0>> + <<set _dai = $sectors.findIndex(function(s) { return s.type == "Dairy"; })>> + <<if _dai != -1>> + <<set $sectors[_dai].type = "Manufacturing">> + <</if>> + <</link>> + </div> <</if>> -<<elseif $bioreactorsXY+$bioreactorsXX+$bioreactorsHerm+$bioreactorsBarren > 0>> - $dairyNameCaps is quiet and calm. The only sounds are faint sucking and gushing noises. -<<elseif _DL > 0>> - $dairyNameCaps is sparsely populated. -<<elseif $Milkmaid != 0>> - $Milkmaid.slaveName is alone in $dairyName, and has nothing to do but clean and maintain the equipment. -<<else>> - $dairyNameCaps is empty and desolate. - <<link "Decommission the dairy" "Main">> - <<set $dairy = 0, $dairyFeedersUpgrade = 0, $dairyPregUpgrade = 0, $dairyStimulatorsUpgrade = 0, $dairyDecoration = "standard", $dairyFeedersSetting = 0, $dairyPregSetting = 0, $dairyStimulatorsSetting = 0, $dairyHyperPregRemodel = 0, $cumPipeline = 0, $milkPipeline = 0>> - <<set _dai = $sectors.findIndex(function(s) { return s.type == "Dairy"; })>> - <<if _dai != -1>> - <<set $sectors[_dai].type = "Manufacturing">> +</p> + +<div> + <<set _Tmult0 = Math.trunc($dairy*1000*$upgradeMultiplierArcology)>> + $dairyNameCaps can support $dairy milkers. + There<<if _DL == 1>>is<<else>>are<</if>> currently _DL cow<<if _DL != 1>>s<</if>>. + <div class="choices"> + [[Expand the dairy|Dairy][cashX(forceNeg(_Tmult0), "capEx"), $dairy += 5, $PC.skill.engineering += .1]] + <span class="note"> + Costs <<print cashFormat(_Tmult0)>> and will increase upkeep costs + </span> + </div> + <div class="choices"> + <<if _DL > 0>> + <<removeFacilityWorkers "dairy" "rest" "get milked">> <</if>> - <</link>> -<</if>> - -<<if _DL > 0>> - <<removeFacilityWorkers "dairy" "rest" "get milked">> -<</if>> - -<<set _Tmult0 = Math.trunc($dairy*1000*$upgradeMultiplierArcology)>> -<br>$dairyNameCaps can support $dairy milkers. There <<if _DL == 1>>is<<else>>are<</if>> currently _DL cow<<if _DL != 1>>s<</if>>. [[Expand the dairy|Dairy][cashX(forceNeg(_Tmult0), "capEx"), $dairy += 5, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>> and will increase upkeep costs// - -<<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology)>> -<br><br> -<<if $dairyFeedersUpgrade == 1>> - The milking machines can hold feeders in slaves' mouths and inject drugs into their bodies, ensuring ideal nutrition and production. - <br> The feeders are - <<if $dairyFeedersSetting == 2>> - ''industrial.'' [[Moderate|Dairy][$dairyFeedersSetting = 1, $dairyFeedersSettingChanged = -1]] - <<elseif $dairyFeedersSetting == 1>> - ''active.'' [[Inactive|Dairy][$dairyFeedersSetting = 0]]<<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>> | [[Industrial|Dairy][$dairyFeedersSetting = 2, $dairyFeedersSettingChanged = 1]]<</if>> + </div> +</div> + +<div> + <<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology)>> + <<if $dairyFeedersUpgrade == 1>> + The milking machines can hold feeders in slaves' mouths and inject drugs into their bodies, ensuring ideal nutrition and production. + <div class="choices"> + The feeders are + <<if $dairyFeedersSetting == 2>> + ''industrial.'' + [[Moderate|Dairy][$dairyFeedersSetting = 1, $dairyFeedersSettingChanged = -1]] + <<elseif $dairyFeedersSetting == 1>> + ''active.'' + [[Inactive|Dairy][$dairyFeedersSetting = 0]] + <<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>> + | [[Industrial|Dairy][$dairyFeedersSetting = 2, $dairyFeedersSettingChanged = 1]] + <</if>> + <<else>> + ''inactive.'' + [[Active|Dairy][$dairyFeedersSetting = 1]] + <</if>> + </div> <<else>> - ''inactive.'' [[Active|Dairy][$dairyFeedersSetting = 1]] + $dairyNameCaps is equipped to feed and clean slaves normally. + <div class="choices"> + [[Upgrade the milking machines with intubators|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyFeedersUpgrade = 1, $PC.skill.engineering += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult1)>> and will increase upkeep costs + </span> + </div> <</if>> -<<else>> - $dairyNameCaps is equipped to feed and clean slaves normally. [[Upgrade the milking machines with intubators|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyFeedersUpgrade = 1, $PC.skill.engineering += 0.1]] //Costs <<print cashFormat(_Tmult1)>> and will increase upkeep costs// - -<</if>> - -<<if $seePreg != 0>> - <br> - <<set _Tmult3 = Math.trunc(2500*$upgradeMultiplierArcology)>> - <<if $dairyPregUpgrade == 1>> - $dairyNameCaps can support cow pregnancies. - <br> Fertile cows' wombs are - <<if $dairyPregSetting == 3>> - ''worked to capacity.'' [[Industrial|Dairy][$dairyPregSetting = 2]] - <<elseif $dairyPregSetting == 2>> - ''industrially employed.'' <<if ($seeExtreme != 0) && ($seeHyperPreg == 1) && ($dairyRestraintsSetting == 2) && ($dairyHyperPregRemodel == 1)>> [[Mass Production|Dairy][$dairyPregSetting = 3]] | <</if>>[[Moderate|Dairy][$dairyPregSetting = 1, $dairyPregSettingChanged = -1]] - <<elseif $dairyPregSetting == 1>> - ''for hire.'' [[Not for hire|Dairy][$dairyPregSetting = 0]]<<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>> | [[Industrial|Dairy][$dairyPregSetting = 2, $dairyPregSettingChanged = 1]]<</if>> +</div> + +<div> + <<if $seePreg != 0>> + <<set _Tmult3 = Math.trunc(2500*$upgradeMultiplierArcology)>> + <<if $dairyPregUpgrade == 1>> + $dairyNameCaps can support cow pregnancies. + <div class="choices"> + Fertile cows' wombs are + <<if $dairyPregSetting == 3>> + ''worked to capacity.'' [[Industrial|Dairy][$dairyPregSetting = 2]] + <<elseif $dairyPregSetting == 2>> + ''industrially employed.'' + <<if ($seeExtreme != 0) && ($seeHyperPreg == 1) && ($dairyRestraintsSetting == 2) && ($dairyHyperPregRemodel == 1)>> + [[Mass Production|Dairy][$dairyPregSetting = 3]] | + <</if>> + [[Moderate|Dairy][$dairyPregSetting = 1, $dairyPregSettingChanged = -1]] + <<elseif $dairyPregSetting == 1>> + ''for hire.'' + [[Not for hire|Dairy][$dairyPregSetting = 0]] + <<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>> + | [[Industrial|Dairy][$dairyPregSetting = 2, $dairyPregSettingChanged = 1]] + <</if>> + <<else>> + ''not for hire.'' + [[For hire|Dairy][$dairyPregSetting = 1]] + <</if>> + </div> <<else>> - ''not for hire.'' [[For hire|Dairy][$dairyPregSetting = 1]] + $dairyNameCaps is not prepared to support cow pregnancies, and therefore cannot be used to contract out fertile slaves' wombs. + <div class="choices"> + [[Upgrade the dairy to support pregnancies|Dairy][cashX(forceNeg(_Tmult3), "capEx"), $dairyPregUpgrade = 1]] + <span class="note"> + Costs <<print cashFormat(_Tmult3)>> and will increase upkeep costs + </span> + </div> <</if>> - <<else>> - $dairyNameCaps is not prepared to support cow pregnancies, and therefore cannot be used to contract out fertile slaves' wombs. - <br> [[Upgrade the dairy to support pregnancies|Dairy][cashX(forceNeg(_Tmult3), "capEx"), $dairyPregUpgrade = 1]] //Costs <<print cashFormat(_Tmult3)>> and will increase upkeep costs// <</if>> -<</if>> - -<br> -<<if $dairyStimulatorsUpgrade == 1>> - The milking machines mount reciprocating dildos that can sodomize the slaves, delivering extra nutrition and pharmaceuticals. <<if $seeDicks > 0>>The prostate stimulation also serves to increase semen production, where appropriate.<</if>> - <br> The sodomizers are - <<if $dairyStimulatorsSetting == 2>> - ''industrial,'' employing dildos the size of horse phalli. [[Moderate|Dairy][$dairyStimulatorsSetting = 1, $dairyStimulatorsSettingChanged = -1]] - <<elseif $dairyStimulatorsSetting == 1>> - ''active.'' [[Deactivate|Dairy][$dairyStimulatorsSetting = 0]]<<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>> | [[Industrial|Dairy][$dairyStimulatorsSetting = 2, $dairyStimulatorsSettingChanged = 1]]<</if>> +</div> + +<div> + <<if $dairyStimulatorsUpgrade == 1>> + The milking machines mount reciprocating dildos that can sodomize the slaves, delivering extra nutrition and pharmaceuticals. <<if $seeDicks > 0>>The prostate stimulation also serves to increase semen production, where appropriate.<</if>> + <div class="choices"> + The sodomizers are + <<if $dairyStimulatorsSetting == 2>> + ''industrial,''employing dildos the size of horse phalli. + [[Moderate|Dairy][$dairyStimulatorsSetting = 1, $dairyStimulatorsSettingChanged = -1]] + <<elseif $dairyStimulatorsSetting == 1>> + ''active.'' + [[Deactivate|Dairy][$dairyStimulatorsSetting = 0]] + <<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>> + | [[Industrial|Dairy][$dairyStimulatorsSetting = 2, $dairyStimulatorsSettingChanged = 1]] + <</if>> + <<else>> + ''inactive.'' + [[Activate|Dairy][$dairyStimulatorsSetting = 1]] + <</if>> + </div> <<else>> - ''inactive.'' [[Activate|Dairy][$dairyStimulatorsSetting = 1]] + $dairyNameCaps does not automatically sodomize. + <div class="choices"> + [[Upgrade the cockmilking machines with sodomizers|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyStimulatorsUpgrade = 1, $PC.skill.engineering += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult1)>> and will increase upkeep costs + </span> + </div> <</if>> -<<else>> - $dairyNameCaps does not automatically sodomize. [[Upgrade the cockmilking machines with sodomizers|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyStimulatorsUpgrade = 1, $PC.skill.engineering += 0.1]] //Costs <<print cashFormat(_Tmult1)>> and will increase upkeep costs// -<</if>> - -<<set _Tmult2 = Math.trunc(5000*$upgradeMultiplierArcology)>> -<<if ($dairyPregSetting == 2) || ($dairyStimulatorsSetting == 2)>> -<br> -<<if $dairyPrepUpgrade == 1>> - $dairyNameCaps features a preparatory raper designed to gape slaves for integration. -<<else>> - $dairyNameCaps's industrial machines can only accept slaves with loose holes. [[Install a preparatory raper|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairyPrepUpgrade = 1, $PC.skill.engineering += 0.1]] //Costs <<print cashFormat(_Tmult2)>>// -<</if>> -<</if>> +</div> -<br> -<<if $dairyRestraintsUpgrade == 1>> - $dairyNameCaps is equipped to restrain cows. - <br> The cows are restrained - <<if $dairyRestraintsSetting == 2>> - ''permanently,'' allowing use of industrial techniques even devoted cows would flinch at. [[Only during milking|Dairy][$dairyRestraintsSetting = 1, $dairyFeedersSettingChanged = -1]] - <<elseif $dairyRestraintsSetting == 1>> - ''when being milked,'' giving the machines full play. [[Free range|Dairy][$dairyRestraintsSetting = 0, $dairyFeedersSettingChanged = -1]] | [[Permanent machine milking|Dairy][$dairyRestraintsSetting = 2, $dairyFeedersSettingChanged = 1]] - <<else>> - ''only when necessary,'' allowing obedient cows freedom to range around. [[Restrain the cows|Dairy][$dairyRestraintsSetting = 1, $dairyFeedersSettingChanged = 1]] +<div> + <<set _Tmult2 = Math.trunc(5000*$upgradeMultiplierArcology)>> + <<if ($dairyPregSetting == 2) || ($dairyStimulatorsSetting == 2)>> + <<if $dairyPrepUpgrade == 1>> + $dairyNameCaps features a preparatory raper designed to gape slaves for integration. + <<else>> + $dairyNameCaps's industrial machines can only accept slaves with loose holes. + <div class="choices"> + [[Install a preparatory raper|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairyPrepUpgrade = 1, $PC.skill.engineering += 0.1]] + <span class"note"> + Costs <<print cashFormat(_Tmult2)>> + </span> + </div> + <</if>> <</if>> -<<else>> - $dairyNameCaps is not equipped to restrain recalcitrant cows. [[Equip the dairy with milking racks|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairyRestraintsUpgrade = 1]] //Costs <<print cashFormat(_Tmult2)>>// -<</if>> - -<<if ($seeHyperPreg == 1) && ($dairyRestraintsSetting == 2) && ($dairyStimulatorsSetting == 2) && ($dairyFeedersSetting == 2) && ($dairyPregSetting >= 1)>> - <br> - <<if $dairyHyperPregRemodel == 1>> - $dairyNameCaps's milking racks have been remodeled to allow cows' abnormal pregnancies room to grow. +</div> + +<div> + <<if $dairyRestraintsUpgrade == 1>> + $dairyNameCaps is equipped to restrain cows. + <div class="choices"> + The cows are restrained + <<if $dairyRestraintsSetting == 2>> + ''permanently,'' allowing use of industrial techniques even devoted cows would flinch at. + [[Only during milking|Dairy][$dairyRestraintsSetting = 1, $dairyFeedersSettingChanged = -1]] + <<elseif $dairyRestraintsSetting == 1>> + ''when being milked,'' giving the machines full play. + [[Free range|Dairy][$dairyRestraintsSetting = 0, $dairyFeedersSettingChanged = -1]] | + [[Permanent machine milking|Dairy][$dairyRestraintsSetting = 2, $dairyFeedersSettingChanged = 1]] + <<else>> + ''only when necessary,'' allowing obedient cows freedom to range around. + [[Restrain the cows|Dairy][$dairyRestraintsSetting = 1, $dairyFeedersSettingChanged = 1]] + <</if>> + </div> <<else>> - $dairyNameCaps's milking racks can be remodeled to hold hyper-pregnant cattle. [[Expand the milking racks|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyHyperPregRemodel = 1]] //Costs <<print cashFormat(_Tmult1)>>// + $dairyNameCaps is not equipped to restrain recalcitrant cows. + <div class="choices"> + [[Equip the dairy with milking racks|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairyRestraintsUpgrade = 1]] + <span class="note"> + Costs <<print cashFormat(_Tmult2)>> + </span> + </div> <</if>> -<</if>> +</div> -<<if ($bioreactorsAnnounced != 0) && ($dairyRestraintsSetting == 2) && ($dairyStimulatorsSetting == 2) && ($dairyFeedersSetting == 2)>> - <br>$dairyNameCaps will - <<if $createBioreactors == 1>> - ''convert perfected cows into equipment,'' removing them from slave status, permanently. [[Cancel conversion|Dairy][$createBioreactors = 0]] - <<else>> - ''leave perfected cows as slaves.'' [[Convert them into equipment|Dairy][$createBioreactors = 1]] +<div> + <<if ($seeHyperPreg == 1) && ($dairyRestraintsSetting == 2) && ($dairyStimulatorsSetting == 2) && ($dairyFeedersSetting == 2) && ($dairyPregSetting >= 1)>> + <<if $dairyHyperPregRemodel == 1>> + $dairyNameCaps's milking racks have been remodeled to allow cows' abnormal pregnancies room to grow. + <<else>> + $dairyNameCaps's milking racks can be remodeled to hold hyper-pregnant cattle. + <div class="choices"> + [[Expand the milking racks|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyHyperPregRemodel = 1]] + <span class"note"> + Costs <<print cashFormat(_Tmult1)>> + </span> + </div> + <</if>> <</if>> -<</if>> - -<<if $arcologies[0].FSSlimnessEnthusiast > 80>> - <br> - <<if $dairySlimMaintainUpgrade == 1>> - Thanks to advances precipitated by the arcology's commitment to the fashion of slimmer slaves, $dairyName has been updated with optimized milkers for small breasts, and a customized drug regimen to extract maximum output while maintaining small breast sizes. - <<if $dairySlimMaintain == 1>> - $dairyNameCaps is currently set to limit the breast growth of slimmer slaves while maximizing their milk output. [[Return to Normal Operation|Dairy][$dairySlimMaintain = 0]] //NOTE: This may allow the automatic administration of lactation inducing drugs// +</div> + +<div> + <<if ($bioreactorsAnnounced != 0) && ($dairyRestraintsSetting == 2) && ($dairyStimulatorsSetting == 2) && ($dairyFeedersSetting == 2)>> + $dairyNameCaps will + <div class="choices"> + <<if $createBioreactors == 1>> + ''convert perfected cows into equipment,'' removing them from slave status, permanently. + [[Cancel conversion|Dairy][$createBioreactors = 0]] + <<else>> + ''leave perfected cows as slaves.'' + [[Convert them into equipment|Dairy][$createBioreactors = 1]] + <</if>> + </div> + <</if>> +</div> + +<div> + <<if $arcologies[0].FSSlimnessEnthusiast > 80>> + <<if $dairySlimMaintainUpgrade == 1>> + Thanks to advances precipitated by the arcology's commitment to the fashion of slimmer slaves, $dairyName has been updated with optimized milkers for small breasts, and a customized drug regimen to extract maximum output while maintaining small breast sizes. + <<if $dairySlimMaintain == 1>> + $dairyNameCaps is currently set to limit the breast growth of slimmer slaves while maximizing their milk output. + <div class="choices"> + [[Return to Normal Operation|Dairy][$dairySlimMaintain = 0]] + <span class="note"> + NOTE: This may allow the automatic administration of lactation inducing drugs + </span> + </div> + <<else>> + $dairyNameCaps is currently set to normal operation, and will allow the breasts of slimmer slaves to expand due to milking. + <div class="choices"> + [[Set milkers to preserve small breast sizes|Dairy][$dairySlimMaintain = 1]] + <span class="note"> + NOTE: This will NOT remove existing lactation implants + </span> + </div> + <</if>> <<else>> - $dairyNameCaps is currently set to normal operation, and will allow the breasts of slimmer slaves to expand due to milking. [[Set milkers to preserve small breast sizes|Dairy][$dairySlimMaintain = 1]] //NOTE: This will NOT remove existing lactation implants// + Dairy cows' breasts will expand normally as a result of the milking process. + <div class="choices"> + [[Optimize the milking process to preserve small breast sizes|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairySlimMaintainUpgrade = 1, $dairySlimMaintain = 1, $PC.skill.engineering += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult2)>> + </span> + </div> + <</if>> + <<elseif $arcologies[0].FSSlimnessEnthusiast > 20>> + <<if $dairySlimMaintainUpgrade == 1>> + Thanks to advances precipitated by the arcology's commitment to the fashion of slimmer slaves, $dairyName has been re-engineered so that its milking process can now prevent the unwanted breast expansion of fashionably slim slaves. + <<if $dairySlimMaintain == 1>> + $dairyNameCaps is currently set to limit the breast growth of slimmer slaves. + <div class="choices"> + [[Return to Normal Operation|Dairy][$dairySlimMaintain = 0]] + <span class="note"> + NOTE: This may allow the automatic administration of lactation inducing drugs + </span> + </div> + <<else>> + $dairyNameCaps is currently set to normal operation, and will allow the breasts of slimmer slaves to expand due to milking. + <div class="choices"> + [[Set milkers to preserve small breast sizes|Dairy][$dairySlimMaintain = 1]] + <span class="note"> + NOTE: This will NOT remove existing lactation implants + </span> + </div> + <</if>> + <<else>> + Dairy cows' breasts will expand normally as a result of the milking process. + <div class="choices"> + [[Optimize the milking process to preserve small breast sizes|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairySlimMaintainUpgrade = 1, $dairySlimMaintain = 1, $PC.skill.engineering += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult2)>> + </span> + </div> <</if>> - <<else>> - Dairy cows' breasts will expand normally as a result of the milking process. [[Optimize the milking process to preserve small breast sizes|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairySlimMaintainUpgrade = 1, $dairySlimMaintain = 1, $PC.skill.engineering += 0.1]] //Costs <<print cashFormat(_Tmult2)>>// <</if>> -<<elseif $arcologies[0].FSSlimnessEnthusiast > 20>> - <br> - <<if $dairySlimMaintainUpgrade == 1>> - Thanks to advances precipitated by the arcology's commitment to the fashion of slimmer slaves, $dairyName has been re-engineered so that its milking process can now prevent the unwanted breast expansion of fashionably slim slaves. - <<if $dairySlimMaintain == 1>> - $dairyNameCaps is currently set to limit the breast growth of slimmer slaves. [[Return to Normal Operation|Dairy][$dairySlimMaintain = 0]] //NOTE: This may allow the automatic administration of lactation inducing drugs// +</div> + +<div> + <<if $dairySlimMaintain == 0>> + <<if $dairyImplantsSetting == 1>> + All cows will undergo lactation implant surgery to increase their milk output. + <div class="choices"> + [[Restrict lactation surgery on cum-cows|Dairy][$dairyImplantsSetting = 0]] | + [[Restrict maximization surgery on cattle|Dairy][$dairyImplantsSetting = 2]] | + [[Encourage natural lactation in cattle|Dairy][$dairyImplantsSetting = 3]] + </div> + <<elseif $dairyImplantsSetting == 2>> + Cows will not undergo surgical procedures to maximize production. + <div class="choices"> + [[Maximize production in all cattle|Dairy][$dairyImplantsSetting = 1]] | + [[Maximize production in only milkable cows|Dairy][$dairyImplantsSetting = 0]] | + [[Encourage natural lactation in cattle|Dairy][$dairyImplantsSetting = 3]] + </div> + <<elseif $dairyImplantsSetting == 3>> + Non-lactating cows incapable of producing cum will undergo manual stimulation to promote natural production. + <div class="choices"> + [[Maximize production in all cattle|Dairy][$dairyImplantsSetting = 1]] | + [[Maximize production in only milkable cows|Dairy][$dairyImplantsSetting = 0]] | + [[Restrict maximization surgery on cattle|Dairy][$dairyImplantsSetting = 2]] + </div> <<else>> - $dairyNameCaps is currently set to normal operation, and will allow the breasts of slimmer slaves to expand due to milking. [[Set milkers to preserve small breast sizes|Dairy][$dairySlimMaintain = 1]] //NOTE: This will NOT remove existing lactation implants// + Naturally lactating cows, cows with non-lactating breasts, and cows incapable of producing cum will undergo lactation implant surgery to increase their milk output. + <div class="choices"> + [[Maximize lactation in all cattle|Dairy][$dairyImplantsSetting = 1]] | + [[Restrict maximization surgery on cattle|Dairy][$dairyImplantsSetting = 2]] | + [[Encourage natural lactation in cattle|Dairy][$dairyImplantsSetting = 3]] + </div> <</if>> <<else>> - Dairy cows' breasts will expand normally as a result of the milking process. [[Optimize the milking process to preserve small breast sizes|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairySlimMaintainUpgrade = 1, $dairySlimMaintain = 1, $PC.skill.engineering += 0.1]] //Costs <<print cashFormat(_Tmult2)>>// + Current settings do not implant lactation implants into cows. <</if>> -<</if>> +</div> -<br> -<<if $dairySlimMaintain == 0>> - <<if $dairyImplantsSetting == 1>> - All cows will undergo lactation implant surgery to increase their milk output. - [[Restrict lactation surgery on cum-cows|Dairy][$dairyImplantsSetting = 0]] | [[Restrict maximization surgery on cattle|Dairy][$dairyImplantsSetting = 2]] | [[Encourage natural lactation in cattle|Dairy][$dairyImplantsSetting = 3]] - <<elseif $dairyImplantsSetting == 2>> - Cows will not undergo surgical procedures to maximize production. - [[Maximize production in all cattle|Dairy][$dairyImplantsSetting = 1]] | [[Maximize production in only milkable cows|Dairy][$dairyImplantsSetting = 0]] | [[Encourage natural lactation in cattle|Dairy][$dairyImplantsSetting = 3]] - <<elseif $dairyImplantsSetting == 3>> - Non-lactating cows incapable of producing cum will undergo manual stimulation to promote natural production. - [[Maximize production in all cattle|Dairy][$dairyImplantsSetting = 1]] | [[Maximize production in only milkable cows|Dairy][$dairyImplantsSetting = 0]] | [[Restrict maximization surgery on cattle|Dairy][$dairyImplantsSetting = 2]] +<div> + <<if $dairySlimMaintainUpgrade == 1 || $arcologies[0].FSSlimnessEnthusiast > 20>> + <<set _note = "<span class='note'>NOTE: Slimness controls will override all weight settings</span>">> <<else>> - Naturally lactating cows, cows with non-lactating breasts, and cows incapable of producing cum will undergo lactation implant surgery to increase their milk output. - [[Maximize lactation in all cattle|Dairy][$dairyImplantsSetting = 1]] | [[Restrict maximization surgery on cattle|Dairy][$dairyImplantsSetting = 2]] | [[Encourage natural lactation in cattle|Dairy][$dairyImplantsSetting = 3]] + <<set _note = "">> <</if>> -<<else>> - Current settings do not implant lactation implants into cows. -<</if>> - -<br> -<<if $dairyWeightSetting == 0>> - $dairyNameCaps is keeping cows at least chubby. [[Increase Weight Target|Dairy][$dairyWeightSetting = 1]] | [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] -<<elseif $dairyWeightSetting == 1>> - $dairyNameCaps aims to keep cows overweight. [[Increase Weight Target|Dairy][$dairyWeightSetting = 2]] | [[Decrease Weight Target|Dairy][$dairyWeightSetting = 0]] | [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] -<<elseif $dairyWeightSetting == 2>> - $dairyNameCaps aims to keep cows fat. [[Increase Weight Target|Dairy][$dairyWeightSetting = 3]] | [[Decrease Weight Target|Dairy][$dairyWeightSetting = 1]] | [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] -<<elseif $dairyWeightSetting == 3>> - $dairyNameCaps aims to keep cows very fat. [[Increase Weight Target|Dairy][$dairyWeightSetting = 4]] | [[Decrease Weight Target|Dairy][$dairyWeightSetting = 2]] | [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] -<<elseif $dairyWeightSetting == 4>> - $dairyNameCaps aims to keep cows so fat they can barely move. [[Decrease Weight Target|Dairy][$dairyWeightSetting = 3]] | [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] -<<else>> - $dairyNameCaps is currently not monitoring slave diets and will allow you full control. [[Enable Dietary Control|Dairy][$dairyWeightSetting = 0]] -<</if>> <<if $dairySlimMaintainUpgrade == 1 || $arcologies[0].FSSlimnessEnthusiast > 20>> //NOTE: Slimness controls will override all weight settings//<</if>> - -<<if $arcologies[0].FSPaternalist == "unset">> - <br> - <<if $dairyUpgradeMenials == 1>> - <<if $menialBioreactors > 0>> - Menial Bioreactors are restrained here and there, in every unused space. Hoses run from their nipples<<if $seeDicks != 0>> and penises<</if>> into the machinery, and from the machinery into their mouths<<if $seeDicks != 100>>, anuses, and the pussies beneath their pregnant bellies<<else>> and anuses<</if>>. + <<if $dairyWeightSetting == 0>> + $dairyNameCaps is keeping cows at least chubby. + <div class="choices"> + [[Increase Weight Target|Dairy][$dairyWeightSetting = 1]] | + [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] + <<print _note>> + </div> + <<elseif $dairyWeightSetting == 1>> + $dairyNameCaps aims to keep cows overweight. + <div class="choices"> + [[Increase Weight Target|Dairy][$dairyWeightSetting = 2]] | + [[Decrease Weight Target|Dairy][$dairyWeightSetting = 0]] | + [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] + <<print _note>> + </div> + <<elseif $dairyWeightSetting == 2>> + $dairyNameCaps aims to keep cows fat. + <div class="choices"> + [[Increase Weight Target|Dairy][$dairyWeightSetting = 3]] | + [[Decrease Weight Target|Dairy][$dairyWeightSetting = 1]] | + [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] + <<print _note>> + </div> + <<elseif $dairyWeightSetting == 3>> + $dairyNameCaps aims to keep cows very fat. + <div class="choices"> + [[Increase Weight Target|Dairy][$dairyWeightSetting = 4]] | + [[Decrease Weight Target|Dairy][$dairyWeightSetting = 2]] | + [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] + <<print _note>> + </div> + <<elseif $dairyWeightSetting == 4>> + $dairyNameCaps aims to keep cows so fat they can barely move. + <div class="choices"> + [[Decrease Weight Target|Dairy][$dairyWeightSetting = 3]] | + [[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]] + <<print _note>> + </div> + <<else>> + $dairyNameCaps is currently not monitoring slave diets and will allow you full control. + <div class="choices"> + [[Enable Dietary Control|Dairy][$dairyWeightSetting = 0]] + <<print _note>> + </div> + <</if>> +</div> + +<div> + <<if $arcologies[0].FSPaternalist == "unset">> + <<if $dairyUpgradeMenials == 1>> + <<if $menialBioreactors > 0>> + Menial Bioreactors are restrained here and there, in every unused space. Hoses run from their nipples + <<if $seeDicks != 0>> + and penises + <</if>> + into the machinery, and from the machinery into their mouths<<if $seeDicks != 100>>, anuses, and the pussies beneath their pregnant bellies<<else>> and anuses<</if>>. + <<else>> + In addition to the standard milking machines, $dairyName includes numerous hose hookups for menial Bioreactors. When there's space, any menial milkers you own can be placed in any empty space and connected. + <</if>> <<else>> - In addition to the standard milking machines, $dairyName includes numerous hose hookups for menial Bioreactors. When there's space, any menial milkers you own can be placed in any empty space and connected. + There is no provision for milking menial Bioreactors. + <div class="choices"> + [[Add hose hookups|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyUpgradeMenials = 1]] + <span class="note"> + Costs <<print cashFormat(_Tmult1)>> + </span> + </div> <</if>> - <<else>> - There is no provision for milking menial Bioreactors. [[Add hose hookups|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyUpgradeMenials = 1]] //Costs <<print cashFormat(_Tmult1)>>// <</if>> -<</if>> +</div> <<if ($dairyPregSetting > 1) || ($dairyFeedersSetting > 1) || ($dairyStimulatorsSetting > 1)>> - <br><br>@@.yellow;WARNING:@@ current milking machine settings may have irreversible effects on cows. + <p> + @@.yellow;WARNING:@@ current milking machine settings may have irreversible effects on cows. + </p> <</if>> <!-- Statistics output --> <<DairyStatistics 1>> -<br><br> -<<set _facility = App.Entity.facilities.dairy>> -<<if ($Milkmaid != 0)>> - <<print App.UI.SlaveList.displayManager(_facility)>> - <<if canAchieveErection($Milkmaid) && $Milkmaid.pubertyXY == 1>> - <<setLocalPronouns $Milkmaid>> - <br> - <<if $milkmaidImpregnates == 1>> - Keeping the cows pregnant is part of $his job. <<link "Order $him to stop impregnating" "Dairy">><<set $milkmaidImpregnates = 0>><</link>> - <<elseif $seePreg != 0>> - $He could be directed to keep the cows pregnant $himself. <<link "Order $him to impregnate" "Dairy">><<set $milkmaidImpregnates = 1>><</link>> +<p> + <<set _facility = App.Entity.facilities.dairy>> + <<if ($Milkmaid != 0)>> + <<print App.UI.SlaveList.displayManager(_facility)>> + <<if canAchieveErection($Milkmaid) && $Milkmaid.pubertyXY == 1>> + <<setLocalPronouns $Milkmaid>> + <<if $milkmaidImpregnates == 1>> + Keeping the cows pregnant is part of $his job. + <div class="choices"> + <<link "Order $him to stop impregnating" "Dairy">> + <<set $milkmaidImpregnates = 0>> + <</link>> + </div> + <<elseif $seePreg != 0>> + $He could be directed to keep the cows pregnant $himself. + <div class="choices"> + <<link "Order $him to impregnate" "Dairy">> + <<set $milkmaidImpregnates = 1>> + <</link>> + </div> + <</if>> <</if>> - <</if>> -<<elseif $dairyRestraintsSetting > 1>> - //Current milking machine settings make a Milkmaid superfluous by replacing their duties with automation// -<<else>> - You do not have a slave serving as a Milkmaid. [[Appoint one|Milkmaid Select]] -<</if>> -<br> - -<<set _seed = $bioreactorsXY+$bioreactorsXX+$bioreactorsHerm+$bioreactorsBarren>> -<<if _seed > 0>> - <<if _seed > 1>> - //In addition, _seed milking machines have biological components installed in them.// + <<elseif $dairyRestraintsSetting > 1>> + <span class="note"> + Current milking machine settings make a Milkmaid superfluous by replacing their duties with automation + </span> <<else>> - //In addition, one milking machine has biological components installed in it.// + You do not have a slave serving as a Milkmaid. [[Appoint one|Milkmaid Select]] <</if>> -<br><br> -<</if>> + <<set _seed = $bioreactorsXY+$bioreactorsXX+$bioreactorsHerm+$bioreactorsBarren>> + <<if _seed > 0>> + <<if _seed > 1>> + <span class="note"> + In addition, _seed milking machines have biological components installed in them. + </span> + <<else>> + <span class="note"> + In addition, one milking machine has biological components installed in it. + </span> + <</if>> + <</if>> +</p> + -<<print App.UI.SlaveList.listSJFacilitySlaves(_facility)>> +<p> + <<print App.UI.SlaveList.listSJFacilitySlaves(_facility)>> +</p> -<br><br>Rename $dairyName: <<textbox "$dairyName" $dairyName "Dairy">> //Use a noun or similar short phrase// +<p> + Rename $dairyName: <<textbox "$dairyName" $dairyName "Dairy">> + <span class="note"> + Use a noun or similar short phrase + </span> +</p> diff --git a/src/uncategorized/headGirlSuite.tw b/src/uncategorized/headGirlSuite.tw index c243b1194c7e303ee9d639343dea2a86b1bffd9a..50d70b602fbeba42a89efa39764e4a336a9fef3b 100644 --- a/src/uncategorized/headGirlSuite.tw +++ b/src/uncategorized/headGirlSuite.tw @@ -7,6 +7,9 @@ <</if>> <<set _i = $slaves.findIndex(function(s) { return s.assignment == "live with your Head Girl"; })>> +<p class="scene-intro"> +</p> + <<if $HeadGirl == 0>> You have no Head Girl appointed to live in $HGSuiteName. <<link "Select Head Girl">><<goto "HG Select">><</link>> @@ -21,34 +24,46 @@ <</if>> <<if $HeadGirl != 0>> -<br>//Any slave assigned to live with your Head Girl will become, for most practical purposes, $his slave.// - -<br> -<<if $HGSuiteEquality == 1>> - The two slaves living in $HGSuiteName are ''equals,'' and will alternate weeks as Head Girl and Head Girl's bitch. [[Stop|Head Girl Suite][$HGSuiteEquality = 0]] -<<else>> - The current Head Girl will ''remain Head Girl.'' [[Have them alternate|Head Girl Suite][$HGSuiteEquality = 1,$HGSuiteSurgery = 0,$HGSuiteDrugs = 0,$HGSuiteHormones = 0]] //This will only take effect if the other slave is an appropriate candidate// - <br> - <<if $HGSuiteSurgery == 1>> - $He is ''allowed'' to use surgical modification on $his slave. [[Disallow|Head Girl Suite][$HGSuiteSurgery = 0]] - <<else>> - $He is ''not allowed'' to use surgical modification on $his slave. [[Allow|Head Girl Suite][$HGSuiteSurgery = 1]] - <</if>> - <br> - <<if $HGSuiteDrugs == 1>> - $He is ''allowed'' to use growth hormones on $his slave. [[Disallow|Head Girl Suite][$HGSuiteDrugs = 0]] + <div class="note"> + Any slave assigned to live with your Head Girl will become, for most practical purposes, $his slave. + </div> + <<if $HGSuiteEquality == 1>> + The two slaves living in $HGSuiteName are ''equals,'' and will alternate weeks as Head Girl and Head Girl's bitch. [[Stop|Head Girl Suite][$HGSuiteEquality = 0]] <<else>> - $He is ''not allowed'' to use growth hormones on $his slave. [[Allow|Head Girl Suite][$HGSuiteDrugs = 1]] + The current Head Girl will ''remain Head Girl.'' + [[Have them alternate|Head Girl Suite][$HGSuiteEquality = 1,$HGSuiteSurgery = 0,$HGSuiteDrugs = 0,$HGSuiteHormones = 0]] + <span class="note"> + This will only take effect if the other slave is an appropriate candidate + </span> + <div class="choices"> + <<if $HGSuiteSurgery == 1>> + $He is ''allowed'' to use surgical modification on $his slave. [[Disallow|Head Girl Suite][$HGSuiteSurgery = 0]] + <<else>> + $He is ''not allowed'' to use surgical modification on $his slave. [[Allow|Head Girl Suite][$HGSuiteSurgery = 1]] + <</if>> + </div> + <div class="choices"> + <<if $HGSuiteDrugs == 1>> + $He is ''allowed'' to use growth hormones on $his slave. [[Disallow|Head Girl Suite][$HGSuiteDrugs = 0]] + <<else>> + $He is ''not allowed'' to use growth hormones on $his slave. [[Allow|Head Girl Suite][$HGSuiteDrugs = 1]] + <</if>> + </div> + <div class="choices"> + <<if $HGSuiteHormones == 1>> + $He is ''allowed'' to customize $his slave with hormone treatments. [[Disallow|Head Girl Suite][$HGSuiteHormones = 0]] + <<else>> + $He is ''not allowed'' to customize $his slave with hormone treatments. [[Allow|Head Girl Suite][$HGSuiteHormones = 1]] + <</if>> + </div> <</if>> - <br> - <<if $HGSuiteHormones == 1>> - $He is ''allowed'' to customize $his slave with hormone treatments. [[Disallow|Head Girl Suite][$HGSuiteHormones = 0]] - <<else>> - $He is ''not allowed'' to customize $his slave with hormone treatments. [[Allow|Head Girl Suite][$HGSuiteHormones = 1]] - <</if>> -<</if>> -<br><br> - -<<print App.UI.SlaveList.listSJFacilitySlaves(App.Entity.facilities.headGirlSuite)>> + <p> + <<print App.UI.SlaveList.listSJFacilitySlaves(App.Entity.facilities.headGirlSuite)>> + </p> <</if>> -<br><br>Rename $HGSuiteName: <<textbox "$HGSuiteName" $HGSuiteName "Head Girl Suite">> //Use a noun or similar short phrase// +<p> + Rename $HGSuiteName: <<textbox "$HGSuiteName" $HGSuiteName "Head Girl Suite">> + <span class="note"> + Use a noun or similar short phrase + </span> +</p> diff --git a/src/uncategorized/manufacturing.tw b/src/uncategorized/manufacturing.tw index 4ac4f9d30fc2b638062ff172fb9776783bbbe5ac..9e52a0fe8db41508ec69e1cb814d32404c10134c 100644 --- a/src/uncategorized/manufacturing.tw +++ b/src/uncategorized/manufacturing.tw @@ -2,81 +2,107 @@ <<set $nextButton = "Back", $nextLink = "Main">> -This is a space in the arcology's service areas, -<<switch $sectors[$AS].type>> -<<case "Manufacturing">> - rented to a variety of tenants for manufacturing purposes. You control this part of the arcology and all these producers pay you rent. -<<case "Sweatshops">> - designed for labor intensive manufacturing by menial slaves. -<<default>>ERROR: bad sector type -<</switch>> -<<if $sectors[$AS].type == "Manufacturing">><<SectorSell>><</if>> -<br> +<p class="scene-intro"> + This is a space in the arcology's service areas, + <<switch $sectors[$AS].type>> + <<case "Manufacturing">> + rented to a variety of tenants for manufacturing purposes. You control this part of the arcology and all these producers pay you rent. + <<case "Sweatshops">> + designed for labor intensive manufacturing by menial slaves. + <<default>>ERROR: bad sector type + <</switch>> + <<if $sectors[$AS].type == "Manufacturing">> + <span style="font-style:normal"> + <<SectorSell>> + </span> + <</if>> +</p> -<<if $sectors[$AS].type == "Sweatshops">> - <<set $Sweatshops = 0>> - <<for _i = 25; _i <= 29; _i++>> - <<if $sectors[_i].type == "Sweatshops">> - <<set $Sweatshops++>> - <</if>> - <</for>> - <<if $menials > 0>> - <br><br> - You own <<print num($menials)>> menial slaves. All your sweatshops together can use only <<print $Sweatshops*500>>, - <<if $menials > $Sweatshops*500>> - the remainder is assigned to various odd jobs in the arcology. - <<elseif $menials == $Sweatshops*500>> - and your menials are fully staffing them. - <<else>> - leaving space for <<print $Sweatshops*500-$menials>> more. +<div> + <<if $sectors[$AS].type == "Sweatshops">> + <<set $Sweatshops = 0>> + <<for _i = 25; _i <= 29; _i++>> + <<if $sectors[_i].type == "Sweatshops">> + <<set $Sweatshops++>> + <</if>> + <</for>> + <<if $menials > 0>> + <p> + You own <<print num($menials)>> menial slaves. All your sweatshops together can use only <<print $Sweatshops*500>>, + <<if $menials > $Sweatshops*500>> + the remainder is assigned to various odd jobs in the arcology. + <<elseif $menials == $Sweatshops*500>> + and your menials are fully staffing them. + <<else>> + leaving space for <<print $Sweatshops*500-$menials>> more. + <</if>> + </p> <</if>> <</if>> -<</if>> +</div> -<<if $dairy == 0>> - <br> - [[Construct a dairy to milk slaves on an industrial scale|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $dairy = 5, $sectors[$AS].type = "Dairy"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs// -<</if>> +<div> + <<if $dairy == 0>> + [[Construct a dairy to milk slaves on an industrial scale|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $dairy = 5, $sectors[$AS].type = "Dairy"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs + </span> + <</if>> +</div> <<if $cheatMode == 1>> <<if $farmyard == 0>> - <br> - [[Construct a farming facility to grow food for your arcology and house animals|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $farmyard = 5, $sectors[$AS].type = "Farmyard"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs// @@.red;Alpha Content!@@ + <div> + [[Construct a farming facility to grow food for your arcology and house animals|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $farmyard = 5, $sectors[$AS].type = "Farmyard"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs + </span> @@.red;Alpha Content!@@ + </div> <</if>> <</if>> <<if $mercenaries>> <<if $barracks != 1>> - <br> - [[Build an armory to properly house your mercenaries|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $barracks = 1, $sectors[$AS].type = "Barracks"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> but will reduce mercenary upkeep// + <div> + [[Build an armory to properly house your mercenaries|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $barracks = 1, $sectors[$AS].type = "Barracks"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> but will reduce mercenary upkeep + </span> + </div> <</if>> <</if>> -<br> - <<if $secExpEnabled == 1>> <<if $weapManu != 1>> - <br> - [[Convert this sector to weapons manufacturing|Main][cashX(forceNeg(Math.trunc(30000*$upgradeMultiplierArcology)), "capEx"), $weapManu = 1, $sectors[$AS].type = "weapManu"]] - //Costs <<print cashFormat(Math.trunc(30000*$upgradeMultiplierArcology))>> but will provide a weekly income and will unlock upgrades for our troops// + <div> + [[Convert this sector to weapons manufacturing|Main][cashX(forceNeg(Math.trunc(30000*$upgradeMultiplierArcology)), "capEx"), $weapManu = 1, $sectors[$AS].type = "weapManu"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(30000*$upgradeMultiplierArcology))>> but will provide a weekly income and will unlock upgrades for our troops + </span> + </div> <</if>> <</if>> +<div> + [[Convert to pens to increase the number of menial slaves you can house|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Pens"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> +</div> -<br> -[[Convert to pens to increase the number of menial slaves you can house|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Pens"]] -//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - -<<if $sectors[$AS].type != "Sweatshops">> - <br> - [[Convert these facilities to use the labor of menial slaves|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Sweatshops"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// -<</if>> +<div> + <<if $sectors[$AS].type != "Sweatshops">> + [[Convert these facilities to use the labor of menial slaves|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Sweatshops"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> +</div> -<<if $sectors[$AS].type != "Manufacturing">> - <br> - [[Return this sector to standard manufacturing|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Manufacturing"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// -<</if>> \ No newline at end of file +<div> + <<if $sectors[$AS].type != "Manufacturing">> + [[Return this sector to standard manufacturing|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Manufacturing"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> +</div> \ No newline at end of file diff --git a/src/uncategorized/markets.tw b/src/uncategorized/markets.tw index c50e8f9bea638b9473e92a9cceeabe36460d9f5a..65f03b3f2e0fcf92569670aa08e23b29b9536728 100644 --- a/src/uncategorized/markets.tw +++ b/src/uncategorized/markets.tw @@ -2,30 +2,46 @@ <<set $nextButton = "Back", $nextLink = "Main">> -This is an area of the concourse occupied by large stores and markets, many of which sell slaves. You control this part of the arcology and all these merchants pay you rent. -<<SectorSell>> -<br> +<p class="scene-intro"> + This is an area of the concourse occupied by large stores and markets, many of which sell slaves. You control this part of the arcology and all these merchants pay you rent. + <span style="font-style:normal"> + <<SectorSell>> + </span> +</p> -<<if $arcade == 0>> - <br> - [[Construct a sex arcade to present slaves' holes for public use|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $arcade = 10, $sectors[$AS].type = "Arcade"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs// -<</if>> -<<if $pit == 0>> - <br> - [[Build a pit to host proper slave fights|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $pit = 1, $sectors[$AS].type = "Pit"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// -<</if>> +<div> + <<if $arcade == 0>> + [[Construct a sex arcade to present slaves' holes for public use|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $arcade = 10, $sectors[$AS].type = "Arcade"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs + </span> + <</if>> +<div> -<<if $secExpEnabled == 1 && $transportHub == 0>> - <br> - [[Centralize and modernize the transport hub|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $transportHub = 1, $sectors[$AS].type = "transportHub", $docks = 1, $railway = 1, $airport = 1]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// -<</if>> +</div> + <<if $pit == 0>> + [[Build a pit to host proper slave fights|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $pit = 1, $sectors[$AS].type = "Pit"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> +<div> -<<if $corpMarket == 0 && $corpIncorporated == 1>> - <br> - [[Create a flagship slave market for your corporation here|Main][$corpCash -= Math.trunc(10000*$upgradeMultiplierArcology), $corpMarket = 1, $sectors[$AS].type = "CorporateMarket"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> of the corporation's money// -<</if>> +</div> + <<if $secExpEnabled == 1 && $transportHub == 0>> + [[Centralize and modernize the transport hub|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $transportHub = 1, $sectors[$AS].type = "transportHub", $docks = 1, $railway = 1, $airport = 1]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> +<div> + +</div> + <<if $corpMarket == 0 && $corpIncorporated == 1>> + [[Create a flagship slave market for your corporation here|Main][$corpCash -= Math.trunc(10000*$upgradeMultiplierArcology), $corpMarket = 1, $sectors[$AS].type = "CorporateMarket"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> of the corporation's money + </span> + <</if>> +</div> diff --git a/src/uncategorized/masterSuite.tw b/src/uncategorized/masterSuite.tw index 5dbf1924576617db1017bbf2676e834c868f0ece..804291cb4d25ffb3e9a9a22fe843637c63a61403 100644 --- a/src/uncategorized/masterSuite.tw +++ b/src/uncategorized/masterSuite.tw @@ -58,83 +58,90 @@ <<set _Tmult3 = Math.trunc(15000*$upgradeMultiplierArcology)>> <<if $masterSuiteUpgradeLuxury == 1>> -$masterSuiteNameCaps is furnished -<<switch $masterSuiteDecoration>> -<<case "Roman Revivalist">> - as a Roman emperor's apartment. There is a small shrine to the old gods the <<= properMaster()>> favors in a side room, and the flooring is erotic mosaic. Pride of place is given to a set of low couches placed together, capable of accommodating many nude bodies. -<<case "Aztec Revivalist">> - as an Aztec cultural, spiritual and military leader of the city you're allowed great leniency. The <<= properMaster()>>'s room is created to gratify you as a true god of the people. -<<case "Egyptian Revivalist">> - after the royal room of an ancient Egyptian palace. There is a small shrine to the old gods the <<= properMaster()>> favors in a side room, and linen hangings decorate the walls and ceiling. An imposing bed of sandalwood occupies the center of the room. -<<case "Edo Revivalist">> - in the Spartan style of an Edo period castle's innermost rooms. Rice paper screens partition off many small cubicles around its large central space. There, around a low bed, there are many mats for servants to kneel around their <<= properMaster()>>. -<<case "Arabian Revivalist">> - as a beguiling haze of Arabian decadence. There is a great gilded bed in the center of the space, piled with silk pillows for naked bodies to recline on. Gauzy curtains flutter in the warm, heady breeze. -<<case "Chinese Revivalist">> - as though it were the innermost sanctum of the Forbidden City. A massive bed fills the central space. The walls are gorgeous gilded hand-carved screens, and heavy jade statues of favored gods crouch in the corners. -<<case "Chattel Religionist">> - as a severe place of cold stone and hard wood. A single shaft of sunlight illuminates an enormous stone platform that serves as a bed where penitents give their bodies to their <<= properMaster()>>. -<<case "Degradationist">> - with a gothic grandeur. Blood-red upholstery and hardwood menace crouch in the center of the space in the form of a massive poster bed with curtains of chain mail. -<<case "Repopulation Focus">> - comfortably, with lots of cushions and seats for pregnant slaves to lounge on. Various specialized toys, as well as, lotions and creams are readily available. There's a huge, reinforced, low to the ground bed in the middle of the suite. -<<case "Eugenics">> - comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls lots of fun. There's a huge bed in the middle of the suite, with hidden compartments containing condoms and spermicides. -<<case "Asset Expansionist">> - comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with stacked slaves as fun as possible. There's a huge bed in the middle of the suite, heavily reinforced. -<<case "Transformation Fetishist">> - comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with bimbo slaves as fun as possible. There's a huge bed in the middle of the suite, heavily reinforced. -<<case "Gender Radicalist">> - comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls in the butt lots of fun. There's a huge bed in the middle of the suite, with straps to restrain slave girls who don't want to be fucked in the butt, but they're concealed for now. -<<case "Gender Fundamentalist">> - comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls nice and enjoyable. There's a huge bed in the middle of the suite, with straps to restrain slave girls who don't want to be fucked, but they're concealed for now. -<<case "Physical Idealist">> - as a shrine to the owner's body. Athletic trophies and photographs of past victories line the walls. There's a huge bed in the middle of the space, and there are mirrors almost everywhere, including on the ceiling over the bed. -<<case "Supremacist">> - like the royal bedroom in a palace in the old countries of $arcologies[0].FSSupremacistRace people. A massive four-poster bed dominates the space. -<<case "Subjugationist">> - like the royal bedroom in a palace in the old countries which favored $arcologies[0].FSSubjugationistRace slaves. A massive four-poster bed dominates the space. -<<case "Paternalist">> - comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable. -<<case "Pastoralist">> - comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants. The space is dominated by a massive, reinforced bed, built in sections so that part of it can be cleaned while cream-squirting cows cavort on the rest. -<<case "Maturity Preferentialist">> - comfortably, with elegant sex toys and perfumed lubricants designed to appeal to mature sex slaves. The space is dominated by a broad, soft bed, well supplied with pillows. It's the perfect place to relax with a harem of MILFs. -<<case "Youth Preferentialist">> - comfortably, with pastel-colored sex toys and flavored lubricants designed to appeal to eager young sex slaves. The space is dominated by a broad, reinforced bed, without cushions or sheets, which would just get in the way of energetic sex. -<<case "Body Purist" "Slimness Enthusiast">> - comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable. The space is dominated by a huge bed with soft sheets. -<<case "Hedonistic">> - comfortably, with lots of lounges for a hefty slaves to relax on. <<if $arcologies[0].FSHedonisticDecadenceResearch == 1>>Platters of food and treats are readily available throughout the room and are<<else>>Slave food is readily available for your harem and platters of food for yourself are<</if>> never out of arm's reach. There's a huge, reinforced, low to the ground bed in the middle of the suite. -<<case "Intellectual Dependency">> - comfortably, with lots of easy-to-clean leather and plentiful easy-to-use tools, toys, and lubricants to make sex with bimbo slaves as fun and simple as possible. There's a huge bed in the middle of the suite, heavily reinforced. -<<case "Slave Professionalism">> - comfortably, with complex sex toys and tools designed to maximize pleasure when used by skilled hands. The space is dominated by a broad, soft bed, well supplied with pillows. The rest is dedicated to perfecting oneself and boosting <<= properMaster()>>'s status ever higher. -<<case "Petite Admiration">> - comfortably, with plentiful tools, toys, lubricants and a bevy of stepping stools to accommodate even the shortest slave. There's a huge, reinforced, low to the ground bed in the middle of the suite. -<<case "Statuesque Glorification">> - comfortably, though designed for slaves of the taller variety. Short slaves will find the furniture, and the room's centerpiece, a massive four-poster bed, woefully out of their reach. -<<default>> - in a refined, yet practical style. It's dominated by a huge bed in which many slaves could serve their <<= properTitle()>> and then cuddle afterward. -<</switch>> +<p class="scene-intro"> + $masterSuiteNameCaps is furnished + <<switch $masterSuiteDecoration>> + <<case "Roman Revivalist">> + as a Roman emperor's apartment. There is a small shrine to the old gods the <<= properMaster()>> favors in a side room, and the flooring is erotic mosaic. Pride of place is given to a set of low couches placed together, capable of accommodating many nude bodies. + <<case "Aztec Revivalist">> + as an Aztec cultural, spiritual and military leader of the city you're allowed great leniency. The <<= properMaster()>>'s room is created to gratify you as a true god of the people. + <<case "Egyptian Revivalist">> + after the royal room of an ancient Egyptian palace. There is a small shrine to the old gods the <<= properMaster()>> favors in a side room, and linen hangings decorate the walls and ceiling. An imposing bed of sandalwood occupies the center of the room. + <<case "Edo Revivalist">> + in the Spartan style of an Edo period castle's innermost rooms. Rice paper screens partition off many small cubicles around its large central space. There, around a low bed, there are many mats for servants to kneel around their <<= properMaster()>>. + <<case "Arabian Revivalist">> + as a beguiling haze of Arabian decadence. There is a great gilded bed in the center of the space, piled with silk pillows for naked bodies to recline on. Gauzy curtains flutter in the warm, heady breeze. + <<case "Chinese Revivalist">> + as though it were the innermost sanctum of the Forbidden City. A massive bed fills the central space. The walls are gorgeous gilded hand-carved screens, and heavy jade statues of favored gods crouch in the corners. + <<case "Chattel Religionist">> + as a severe place of cold stone and hard wood. A single shaft of sunlight illuminates an enormous stone platform that serves as a bed where penitents give their bodies to their <<= properMaster()>>. + <<case "Degradationist">> + with a gothic grandeur. Blood-red upholstery and hardwood menace crouch in the center of the space in the form of a massive poster bed with curtains of chain mail. + <<case "Repopulation Focus">> + comfortably, with lots of cushions and seats for pregnant slaves to lounge on. Various specialized toys, as well as, lotions and creams are readily available. There's a huge, reinforced, low to the ground bed in the middle of the suite. + <<case "Eugenics">> + comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls lots of fun. There's a huge bed in the middle of the suite, with hidden compartments containing condoms and spermicides. + <<case "Asset Expansionist">> + comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with stacked slaves as fun as possible. There's a huge bed in the middle of the suite, heavily reinforced. + <<case "Transformation Fetishist">> + comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with bimbo slaves as fun as possible. There's a huge bed in the middle of the suite, heavily reinforced. + <<case "Gender Radicalist">> + comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls in the butt lots of fun. There's a huge bed in the middle of the suite, with straps to restrain slave girls who don't want to be fucked in the butt, but they're concealed for now. + <<case "Gender Fundamentalist">> + comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls nice and enjoyable. There's a huge bed in the middle of the suite, with straps to restrain slave girls who don't want to be fucked, but they're concealed for now. + <<case "Physical Idealist">> + as a shrine to the owner's body. Athletic trophies and photographs of past victories line the walls. There's a huge bed in the middle of the space, and there are mirrors almost everywhere, including on the ceiling over the bed. + <<case "Supremacist">> + like the royal bedroom in a palace in the old countries of $arcologies[0].FSSupremacistRace people. A massive four-poster bed dominates the space. + <<case "Subjugationist">> + like the royal bedroom in a palace in the old countries which favored $arcologies[0].FSSubjugationistRace slaves. A massive four-poster bed dominates the space. + <<case "Paternalist">> + comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable. + <<case "Pastoralist">> + comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants. The space is dominated by a massive, reinforced bed, built in sections so that part of it can be cleaned while cream-squirting cows cavort on the rest. + <<case "Maturity Preferentialist">> + comfortably, with elegant sex toys and perfumed lubricants designed to appeal to mature sex slaves. The space is dominated by a broad, soft bed, well supplied with pillows. It's the perfect place to relax with a harem of MILFs. + <<case "Youth Preferentialist">> + comfortably, with pastel-colored sex toys and flavored lubricants designed to appeal to eager young sex slaves. The space is dominated by a broad, reinforced bed, without cushions or sheets, which would just get in the way of energetic sex. + <<case "Body Purist" "Slimness Enthusiast">> + comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable. The space is dominated by a huge bed with soft sheets. + <<case "Hedonistic">> + comfortably, with lots of lounges for a hefty slaves to relax on. <<if $arcologies[0].FSHedonisticDecadenceResearch == 1>>Platters of food and treats are readily available throughout the room and are<<else>>Slave food is readily available for your harem and platters of food for yourself are<</if>> never out of arm's reach. There's a huge, reinforced, low to the ground bed in the middle of the suite. + <<case "Intellectual Dependency">> + comfortably, with lots of easy-to-clean leather and plentiful easy-to-use tools, toys, and lubricants to make sex with bimbo slaves as fun and simple as possible. There's a huge bed in the middle of the suite, heavily reinforced. + <<case "Slave Professionalism">> + comfortably, with complex sex toys and tools designed to maximize pleasure when used by skilled hands. The space is dominated by a broad, soft bed, well supplied with pillows. The rest is dedicated to perfecting oneself and boosting <<= properMaster()>>'s status ever higher. + <<case "Petite Admiration">> + comfortably, with plentiful tools, toys, lubricants and a bevy of stepping stools to accommodate even the shortest slave. There's a huge, reinforced, low to the ground bed in the middle of the suite. + <<case "Statuesque Glorification">> + comfortably, though designed for slaves of the taller variety. Short slaves will find the furniture, and the room's centerpiece, a massive four-poster bed, woefully out of their reach. + <<default>> + in a refined, yet practical style. It's dominated by a huge bed in which many slaves could serve their <<= properTitle()>> and then cuddle afterward. + <</switch>> -It is full of luxuries of all kinds. The slaves here live free of want or worry, and have everything except their freedom. Their only duties are to please you and look after the suite and one another. -<<if _MsL > 2>> - It's busy with slaves, so many that they are able to rotate through keeping themselves perfect and ready for your pleasure. The slaves not on call at the moment are beautifying themselves, cleaning, or serving others. - <<if (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple < 2)>> - Many of the slaves are pregnant, and they walk around proudly displaying their bellies and the new slaves growing inside them.<br> - <<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2) && $masterSuiteHyperPregnancy == 1>> - Many of the slaves are heavily pregnant with multiple children, and they waddle around proudly displaying their distended bulging bellies and the next generation of slaves growing within them.<br> - <<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2)>> - Many of the slaves are pregnant with multiple children, and they walk around proudly displaying their distended bellies and the next generation of slaves growing within them.<br> + It is full of luxuries of all kinds. The slaves here live free of want or worry, and have everything except their freedom. Their only duties are to please you and look after the suite and one another. + <<if _MsL > 2>> + It's busy with slaves, so many that they are able to rotate through keeping themselves perfect and ready for your pleasure. The slaves not on call at the moment are beautifying themselves, cleaning, or serving others. + <<if (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple < 2)>> + Many of the slaves are pregnant, and they walk around proudly displaying their bellies and the new slaves growing inside them.<br> + <<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2) && $masterSuiteHyperPregnancy == 1>> + Many of the slaves are heavily pregnant with multiple children, and they waddle around proudly displaying their distended bulging bellies and the next generation of slaves growing within them.<br> + <<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2)>> + Many of the slaves are pregnant with multiple children, and they walk around proudly displaying their distended bellies and the next generation of slaves growing within them.<br> + <</if>> + <<elseif _MsL > 0>> + It's sparsely populated, so that the few slaves here have to work hard and quickly to ensure that an assortment of sex slaves is perfect and ready for your pleasure at any given moment. + <<else>> + None of your slaves are serving here. <</if>> -<<elseif _MsL > 0>> - It's sparsely populated, so that the few slaves here have to work hard and quickly to ensure that an assortment of sex slaves is perfect and ready for your pleasure at any given moment. -<<else>> - None of your slaves are serving here. -<</if>> +</p> -<br> [[Remodel the suite around a luxurious pit for group sex|Master Suite][cashX(forceNeg(_Tmult1), "capEx"), $masterSuiteUpgradeLuxury = 2]] //Costs <<print cashFormat(_Tmult1)>>; will encourage fucktoys to fuck each other// +<div class="choices"> + [[Remodel the suite around a luxurious pit for group sex|Master Suite][cashX(forceNeg(_Tmult1), "capEx"), $masterSuiteUpgradeLuxury = 2]] + <span class="note"> + Costs <<print cashFormat(_Tmult1)>>; will encourage fucktoys to fuck each other + </span> +</div> <<elseif $masterSuiteUpgradeLuxury == 2>> @@ -318,10 +325,12 @@ $masterSuiteNameCaps is furnished <br>$masterSuiteNameCaps has room for $masterSuite slaves to live comfortably<<if $masterSuiteUpgradeLuxury == 2>> in the moments when they're not in the fuckpit<<elseif $masterSuiteUpgradeLuxury == 1>> on its huge bed<</if>>. There <<if _MsL == 1>>is<<else>>are<</if>> currently _MsL slave<<if _MsL != 1>>s<</if>> in $masterSuiteName. <<set _Tmult0 = Math.trunc($masterSuite*1000*$upgradeMultiplierArcology)>> -[[Expand the Master Suite|Master Suite][cashX(forceNeg(_Tmult0), "capEx"), $masterSuite += 2, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>>// -<<if $Concubine == 0 && _MsL == 0>> - | [[Decommission the Master Suite|Main][$masterSuite = 0, $masterSuiteUpgradeLuxury = 0, $masterSuitePregnancySlaveLuxuries = 0, $masterSuiteDecoration = "standard", $masterSuitePregnancyFertilityDrugs = 0, $masterSuitePregnancyFertilitySupplements = 0, $masterSuiteUpgradePregnancy = 0, $masterSuiteHyperPregnancy = 0]] -<</if>> +<div class="choices" style="font-style:normal"> + [[Expand the Master Suite|Master Suite][cashX(forceNeg(_Tmult0), "capEx"), $masterSuite += 2, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>>// + <<if $Concubine == 0 && _MsL == 0>> + | [[Decommission the Master Suite|Main][$masterSuite = 0, $masterSuiteUpgradeLuxury = 0, $masterSuitePregnancySlaveLuxuries = 0, $masterSuiteDecoration = "standard", $masterSuitePregnancyFertilityDrugs = 0, $masterSuitePregnancyFertilitySupplements = 0, $masterSuiteUpgradePregnancy = 0, $masterSuiteHyperPregnancy = 0]] + <</if>> +</div> <<if _MsL > 0>> <<removeFacilityWorkers "masterSuite" "rest" "please you">> diff --git a/src/uncategorized/pens.tw b/src/uncategorized/pens.tw index ae5c4eeccfb7571d4938a35aea2e24664c723e62..e635df2cfab07f14ab61c0fbc63025e773f29dc9 100644 --- a/src/uncategorized/pens.tw +++ b/src/uncategorized/pens.tw @@ -2,45 +2,52 @@ <<set $nextButton = "Back", $nextLink = "Main">> -This is a space in the arcology's service areas, designed to house hundreds of slaves for paying owners. You control this part of the arcology. If you own menial slaves, they will be kept here; otherwise, unused space will be rented to other slave brokers. +<p class="scene-intro"> + This is a space in the arcology's service areas, designed to house hundreds of slaves for paying owners. You control this part of the arcology. If you own menial slaves, they will be kept here; otherwise, unused space will be rented to other slave brokers. +</p> <<= MenialPopCap()>> -<br>In total you are able to personally house a total of <<= num($PopCap)>> menial slaves.<br> +<div> + In total you are able to personally house a total of <<= num($PopCap)>> menial slaves. +</div> <<SectorSell>> -<br> -<<if $menials+$menialBioreactors+$fuckdolls > 0>> - <br><br> - You own - <<if $menials > 0>> - <<if $menials > 1>><<print num($menials)>> menial slaves<<if ($menialBioreactors > 0) && ($fuckdolls == 0)>> and<<else>>,<</if>><<else>>one menial slave<<if ($menialBioreactors > 0) && ($fuckdolls == 0)>> and<<else>>,<</if>><</if>> - <</if>> - <<if $menialBioreactors > 0>> - <<if $menialBioreactors > 1>><<print num($menialBioreactors)>> standard bioreactors,<<else>>one standard bioreactor,<</if>> - <<if $fuckdolls > 0>>and<</if>> - <</if>> - <<if $fuckdolls > 0>> - <<if $fuckdolls > 1>><<print num($fuckdolls)>> standard Fuckdolls,<<else>>one Fuckdoll,<</if>> - <</if>> - <<if $menials+$menialBioreactors+$fuckdolls > 0>>partially<</if>> - housed in this sector. - <<if $menials > 0>> - <<if $Sweatshops>> - The simple labor slaves toil in $arcologies[0].name's sweatshops, and only return here to sleep. +<p> + <<if $menials+$menialBioreactors+$fuckdolls > 0>> + You own + <<if $menials > 0>> + <<if $menials > 1>><<print num($menials)>> menial slaves<<if ($menialBioreactors > 0) && ($fuckdolls == 0)>> and<<else>>,<</if>><<else>>one menial slave<<if ($menialBioreactors > 0) && ($fuckdolls == 0)>> and<<else>>,<</if>><</if>> <</if>> - <</if>> - <<if $fuckdolls > 0>> - <<if $arcade>> - The menial Fuckdolls are endlessly cycled through $arcadeName. They're restrained there and used by the public until their holes are no longer appealing, and then cycled back down here to rest until they've tightened up again. + <<if $menialBioreactors > 0>> + <<if $menialBioreactors > 1>><<print num($menialBioreactors)>> standard bioreactors,<<else>>one standard bioreactor,<</if>> + <<if $fuckdolls > 0>>and<</if>> <</if>> - <</if>> - <<if $menialBioreactors > 0>> - <<if $dairyUpgradeMenials>> - Whenever there's space in $dairyName, menial Bioreactors are taken out of storage here and restrained there, with $dairyName's powerful hookups draining them of their useful fluids and feeding them generously so they can produce more. + <<if $fuckdolls > 0>> + <<if $fuckdolls > 1>><<print num($fuckdolls)>> standard Fuckdolls,<<else>>one Fuckdoll,<</if>> + <</if>> + <<if $menials+$menialBioreactors+$fuckdolls > 0>>partially<</if>> + housed in this sector. + <<if $menials > 0>> + <<if $Sweatshops>> + The simple labor slaves toil in $arcologies[0].name's sweatshops, and only return here to sleep. + <</if>> + <</if>> + <<if $fuckdolls > 0>> + <<if $arcade>> + The menial Fuckdolls are endlessly cycled through $arcadeName. They're restrained there and used by the public until their holes are no longer appealing, and then cycled back down here to rest until they've tightened up again. + <</if>> + <</if>> + <<if $menialBioreactors > 0>> + <<if $dairyUpgradeMenials>> + Whenever there's space in $dairyName, menial Bioreactors are taken out of storage here and restrained there, with $dairyName's powerful hookups draining them of their useful fluids and feeding them generously so they can produce more. + <</if>> <</if>> <</if>> -<</if>> +</p> -<br> -[[Convert this sector into a manufacturing district|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Manufacturing"]] -//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// \ No newline at end of file +<div> + [[Convert this sector into a manufacturing district|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $sectors[$AS].type = "Manufacturing"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> +</div> diff --git a/src/uncategorized/pit.tw b/src/uncategorized/pit.tw index ca708feebf5de7873308896a9ac0f1bb739d617b..176d704400ac45bbb3d053d9ac636cfc3b789455 100644 --- a/src/uncategorized/pit.tw +++ b/src/uncategorized/pit.tw @@ -17,13 +17,15 @@ $pitNameCaps is clean and ready, with slaves assigned to the week's bout. <<else>> but no slaves are assigned to fight. - <<link "Decommission the pit" "Main">> - <<set $pit = 0, $pitAnimal = 0, $pitAnimalType = 0>> - <<set _pit = $sectors.findIndex(function(s) { return s.type == "Pit"; })>> - <<if _pit != -1>> - <<set $sectors[_pit].type = "Markets">> - <</if>> - <</link>> + <div class="choices" style="font-style:normal"> + <<link "Decommission the pit" "Main">> + <<set $pit = 0, $pitAnimal = 0, $pitAnimalType = 0>> + <<set _pit = $sectors.findIndex(function(s) { return s.type == "Pit"; })>> + <<if _pit != -1>> + <<set $sectors[_pit].type = "Markets">> + <</if>> + <</link>> + </div> <</if>> //<<= properTitle()>>, slaves assigned here can continue their usual duties.// diff --git a/src/uncategorized/private.tw b/src/uncategorized/private.tw index 61a30f36d7855c3b27dd2c23f3ef1deaa1fd0cb3..4f9adc12d8fd756db9399a2518da1fd8884c8d93 100644 --- a/src/uncategorized/private.tw +++ b/src/uncategorized/private.tw @@ -3,38 +3,42 @@ <<set $nextButton = "Back", $nextLink = "Main">> <<UpdateOwnership>> +<p class="scene-intro"> + This is a privately-owned + <<switch $sectors[$AS].type>> + <<case "Shops">> + section of the promenade filled with a variety of small, higher-end shops, salons, brothels, and clubs. + <<case "Apartments">> + sector of the arcology's living areas, occupied by citizens of varying wealth and social standing. + <<case "DenseApartments">> + sector of the arcology's living areas, upgraded for dense occupancy by as many citizens as possible. + <<case "LuxuryApartments">> + sector of the arcology's living areas, improved for occupancy by the Free Cities' wealthiest citizens. + <<case "Markets">> + area of the concourse occupied by large stores and markets, many of which sell slaves. + <<case "Manufacturing">> + space in the arcology's service areas, rented to a variety of tenants for manufacturing purposes. + <<case "Sweatshops">> + space in the arcology's service areas, rented to a variety of tenants for sweatshop labor. + <<case "Pens">> + space in the arcology's service areas, designed to house hundreds of slaves for paying owners. + <<default>> + ERROR: bad sector type + <</switch>> -This is a privately-owned -<<switch $sectors[$AS].type>> -<<case "Shops">> - section of the promenade filled with a variety of small, higher-end shops, salons, brothels, and clubs. -<<case "Apartments">> - sector of the arcology's living areas, occupied by citizens of varying wealth and social standing. -<<case "DenseApartments">> - sector of the arcology's living areas, upgraded for dense occupancy by as many citizens as possible. -<<case "LuxuryApartments">> - sector of the arcology's living areas, improved for occupancy by the Free Cities' wealthiest citizens. -<<case "Markets">> - area of the concourse occupied by large stores and markets, many of which sell slaves. -<<case "Manufacturing">> - space in the arcology's service areas, rented to a variety of tenants for manufacturing purposes. -<<case "Sweatshops">> - space in the arcology's service areas, rented to a variety of tenants for sweatshop labor. -<<case "Pens">> - space in the arcology's service areas, designed to house hundreds of slaves for paying owners. -<<default>> - ERROR: bad sector type -<</switch>> - -<<set $price = 1000*Math.trunc($arcologies[0].prosperity*(1+($arcologies[0].demandFactor/100)))>> -You will have to acquire an additional 4% interest in $arcologies[0].name to take control of this sector. Such an interest is worth <<print cashFormat($price)>> and will require a transaction cost of <<print cashFormat(10000)>> to acquire for a total cost of <<print cashFormat($price+10000)>>. -<<if $arcologies[0].ownership+$arcologies[0].minority <= 96>> - [[Buy|Main][cashX(forceNeg($price+10000), "capEx"), $arcologies[0].demandFactor += 20, $sectors[$AS].ownership = 1]] - <<if $rep >= 18000>> - <br> - <<set $repPrice = Math.clamp($price/2, 0, 18000)>> - You have so much political capital that you can spend reputation to acquire ownership by spending reputation. [[Use reputation|Main][repX(forceNeg($repPrice), "capEx"), $arcologies[0].ownership += 4, $arcologies[0].demandFactor += 20, $sectors[$AS].ownership = 1]] + <<set $price = 1000*Math.trunc($arcologies[0].prosperity*(1+($arcologies[0].demandFactor/100)))>> + You will have to acquire an additional 4% interest in $arcologies[0].name to take control of this sector. Such an interest is worth <<print cashFormat($price)>> and will require a transaction cost of <<print cashFormat(10000)>> to acquire for a total cost of <<print cashFormat($price+10000)>>. + <<if $arcologies[0].ownership+$arcologies[0].minority <= 96>> + <span style="font-style:normal"> + [[Buy|Main][cashX(forceNeg($price+10000), "capEx"), $arcologies[0].demandFactor += 20, $sectors[$AS].ownership = 1]] + </span> + <<if $rep >= 18000>> + <div class="choices" style="font-style:normal"> + <<set $repPrice = Math.clamp($price/2, 0, 18000)>> + You have so much political capital that you can spend reputation to acquire ownership by spending reputation. [[Use reputation|Main][repX(forceNeg($repPrice), "capEx"), $arcologies[0].ownership += 4, $arcologies[0].demandFactor += 20, $sectors[$AS].ownership = 1]] + </div> + <</if>> + <<else>> + Too much of the arcology is owned by a single minority holder for you to force a purchase of this sector right now. Your control of the arcology should naturally resolve this situation in a few weeks. <</if>> -<<else>> - Too much of the arcology is owned by a single minority holder for you to force a purchase of this sector right now. Your control of the arcology should naturally resolve this situation in a few weeks. -<</if>> +</p> \ No newline at end of file diff --git a/src/uncategorized/schoolroom.tw b/src/uncategorized/schoolroom.tw index 2a501be2d51a134ca5cb4cf7294d50cd8201c8cc..5988860999385042d9a2e7c34d5ecb15ee823b28 100644 --- a/src/uncategorized/schoolroom.tw +++ b/src/uncategorized/schoolroom.tw @@ -5,130 +5,188 @@ <<if $schoolroomName != "the Schoolroom">> <<set $schoolroomNameCaps = $schoolroomName.replace("the ", "The ")>> <</if>> -$schoolroomNameCaps is well-equipped, with wallscreens to display lessons. These are currently -<<switch $schoolroomDecoration>> -<<case "Roman Revivalist">> - showing the story of a famous Roman slave who sacrificed her life for the life of her <<= properMaster()>>. -<<case "Aztec Revivalist">> - showing the reenactment of a legendary story of a slave who ascended by offering her blood to the gods, and was granted eternal life. -<<case "Egyptian Revivalist">> - showing an interpretation of Egyptian history that attributes many great monuments to the enlightened use slave labor. -<<case "Edo Revivalist">> - showing an interpretation of Japanese cultural history that emphasizes a serf's duty to her social superiors. -<<case "Arabian Revivalist">> - showing an interpretation of Arabian cultural history that focuses on thriving slave markets and vibrant harems. -<<case "Chinese Revivalist">> - showing an interpretation of Chinese cultural history that focuses on concubinage, palace etiquette, and social order. -<<case "Chattel Religionist">> - displaying a passage from the holy book that supports slavery. -<<case "Degradationist">> - displaying a rote recitation of a slave's proper acceptance of her subhuman status. -<<case "Repopulation Focus">> - reviewing a number of sexual positions to accommodate a heavily pregnant girl. -<<case "Eugenics">> - reviewing ways to better your owner's standing intermixed with exaggerated pregnancy horror stories focused on slave pregnancy. -<<case "Asset Expansionist">> - reviewing techniques that allow two slaves with huge breasts to inspect and moisturize each others' hard to reach areas. -<<case "Transformation Fetishist">> - offering a brief primer on surgical recovery, with practical techniques to make it quicker. -<<case "Gender Radicalist">> - going over how to keep one's asspussy ready for intercourse at any time, including how to schedule regular enemata and pre-lubrication. -<<case "Gender Fundamentalist">> - going over the trifecta that is the standard approach of sex slaves: a blowjob, followed by vaginal, finished with anal. -<<case "Physical Idealist">> - offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own protein intake. -<<case "Supremacist">> - reviewing the scientific evidence for $arcologies[0].FSSupremacistRace superiority. -<<case "Subjugationist">> - reviewing the scientific evidence for $arcologies[0].FSSubjugationistRace inferiority. -<<case "Paternalist">> - reviewing a lesson on time-management skills, and the students are taking notes on their own tablets. -<<case "Pastoralist">> - reviewing how to help fellow slaves with huge, lactating breasts. -<<case "Maturity Preferentialist">> - going over daily sets of exercises designed to keep mature slaves' holes as tight as possible. -<<case "Youth Preferentialist">> - reviewing social cues that young slaves who have been enslaved through their entire adulthood might not understand. -<<case "Body Purist">> - offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own caloric intake. -<<case "Slimness Enthusiast">> - offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own caloric intake. -<<case "Hedonistic">> - exposing slaves to new, fascinating forms of pleasure; both for others and for themselves. -<<case "Intellectual Dependency">> - reviewing various sexual positions, and the students are practicing with each other. -<<case "Slave Professionalism">> - reviewing a complex lesson on social cues and when to act on them to better shift things in <<= properTitle()>>'s favor. -<<case "Petite Admiration">> - exploring methods to pleasure a partner far taller than oneself. -<<case "Statuesque Glorification">> - reviewing the reasons why tall individuals are widely considered more attractive. -<<default>> - reviewing the often complex subject of how to address citizens other that one's owner. -<</switch>> +<p class="scene-intro"> + $schoolroomNameCaps is well-equipped, with wallscreens to display lessons. These are currently + <<switch $schoolroomDecoration>> + <<case "Roman Revivalist">> + showing the story of a famous Roman slave who sacrificed her life for the life of her <<= properMaster()>>. + <<case "Aztec Revivalist">> + showing the reenactment of a legendary story of a slave who ascended by offering her blood to the gods, and was granted eternal life. + <<case "Egyptian Revivalist">> + showing an interpretation of Egyptian history that attributes many great monuments to the enlightened use slave labor. + <<case "Edo Revivalist">> + showing an interpretation of Japanese cultural history that emphasizes a serf's duty to her social superiors. + <<case "Arabian Revivalist">> + showing an interpretation of Arabian cultural history that focuses on thriving slave markets and vibrant harems. + <<case "Chinese Revivalist">> + showing an interpretation of Chinese cultural history that focuses on concubinage, palace etiquette, and social order. + <<case "Chattel Religionist">> + displaying a passage from the holy book that supports slavery. + <<case "Degradationist">> + displaying a rote recitation of a slave's proper acceptance of her subhuman status. + <<case "Repopulation Focus">> + reviewing a number of sexual positions to accommodate a heavily pregnant girl. + <<case "Eugenics">> + reviewing ways to better your owner's standing intermixed with exaggerated pregnancy horror stories focused on slave pregnancy. + <<case "Asset Expansionist">> + reviewing techniques that allow two slaves with huge breasts to inspect and moisturize each others' hard to reach areas. + <<case "Transformation Fetishist">> + offering a brief primer on surgical recovery, with practical techniques to make it quicker. + <<case "Gender Radicalist">> + going over how to keep one's asspussy ready for intercourse at any time, including how to schedule regular enemata and pre-lubrication. + <<case "Gender Fundamentalist">> + going over the trifecta that is the standard approach of sex slaves: a blowjob, followed by vaginal, finished with anal. + <<case "Physical Idealist">> + offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own protein intake. + <<case "Supremacist">> + reviewing the scientific evidence for $arcologies[0].FSSupremacistRace superiority. + <<case "Subjugationist">> + reviewing the scientific evidence for $arcologies[0].FSSubjugationistRace inferiority. + <<case "Paternalist">> + reviewing a lesson on time-management skills, and the students are taking notes on their own tablets. + <<case "Pastoralist">> + reviewing how to help fellow slaves with huge, lactating breasts. + <<case "Maturity Preferentialist">> + going over daily sets of exercises designed to keep mature slaves' holes as tight as possible. + <<case "Youth Preferentialist">> + reviewing social cues that young slaves who have been enslaved through their entire adulthood might not understand. + <<case "Body Purist">> + offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own caloric intake. + <<case "Slimness Enthusiast">> + offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own caloric intake. + <<case "Hedonistic">> + exposing slaves to new, fascinating forms of pleasure; both for others and for themselves. + <<case "Intellectual Dependency">> + reviewing various sexual positions, and the students are practicing with each other. + <<case "Slave Professionalism">> + reviewing a complex lesson on social cues and when to act on them to better shift things in <<= properTitle()>>'s favor. + <<case "Petite Admiration">> + exploring methods to pleasure a partner far taller than oneself. + <<case "Statuesque Glorification">> + reviewing the reasons why tall individuals are widely considered more attractive. + <<default>> + reviewing the often complex subject of how to address citizens other that one's owner. + <</switch>> -<<if $SchlRiIDs.length > 2>> - $schoolroomNameCaps is busy with slaves, repeating their lessons out loud to drill the instruction home. A few students are maintaining uncomfortable positions in the corner as punishment for poor work. -<<elseif $SchlRiIDs.length > 0>> - $schoolroomNameCaps is sparsely populated, the few students repeating their lessons out loud to drill the instruction home. One slave is maintaining an uncomfortable position in the corner as punishment for poor work. -<<elseif $Schoolteacher != 0>> - <<setLocalPronouns $Schoolteacher>> - $Schoolteacher.slaveName is alone in $schoolroomName, and has nothing to do but work on $his lesson plans. -<<else>> - None of your slaves are learning in $schoolroomName. - [[Decommission the schoolroom|Main][$schoolroom = 0, $schoolroomUpgradeSkills = 0, $schoolroomUpgradeLanguage = 0, $schoolroomUpgradeRemedial = 0, $schoolroomRemodelBimbo = 0, $schoolroomDecoration = "standard"]] -<</if>> - -<<if $SchlRiIDs.length > 0>> - <<removeFacilityWorkers "schoolroom" "rest" "take classes">> -<</if>> + <<if $SchlRiIDs.length > 2>> + $schoolroomNameCaps is busy with slaves, repeating their lessons out loud to drill the instruction home. A few students are maintaining uncomfortable positions in the corner as punishment for poor work. + <<elseif $SchlRiIDs.length > 0>> + $schoolroomNameCaps is sparsely populated, the few students repeating their lessons out loud to drill the instruction home. One slave is maintaining an uncomfortable position in the corner as punishment for poor work. + <<elseif $Schoolteacher != 0>> + <<setLocalPronouns $Schoolteacher>> + $Schoolteacher.slaveName is alone in $schoolroomName, and has nothing to do but work on $his lesson plans. + <<else>> + None of your slaves are learning in $schoolroomName. + <div class="choices" style="font-style:normal"> + [[Decommission the schoolroom|Main][$schoolroom = 0, $schoolroomUpgradeSkills = 0, $schoolroomUpgradeLanguage = 0, $schoolroomUpgradeRemedial = 0, $schoolroomRemodelBimbo = 0, $schoolroomDecoration = "standard"]] + </div> + <</if>> +</p> -<<set _Tmult0 = Math.trunc($schoolroom*1000*$upgradeMultiplierArcology)>> -<br>$schoolroomNameCaps has room to house $schoolroom slaves while they learn. There <<if $SchlRiIDs.length == 1>>is<<else>>are<</if>> currently $SchlRiIDs.length slave<<if $SchlRiIDs.length != 1>>s<</if>> learning in $schoolroomName. -[[Expand the schoolroom|Schoolroom][cashX(forceNeg(_Tmult0), "capEx"), $schoolroom += 5, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>>// +<div> + <<set _Tmult0 = Math.trunc($schoolroom*1000*$upgradeMultiplierArcology)>> + $schoolroomNameCaps has room to house $schoolroom slaves while they learn. There <<if $SchlRiIDs.length == 1>>is<<else>>are<</if>> currently $SchlRiIDs.length slave<<if $SchlRiIDs.length != 1>>s<</if>> learning in $schoolroomName. + <div class="choices"> + [[Expand the schoolroom|Schoolroom][cashX(forceNeg(_Tmult0), "capEx"), $schoolroom += 5, $PC.skill.engineering += .1]] + <span class="note"> + Costs <<print cashFormat(_Tmult0)>> + </span> + </div> + <div class="choices"> + <<if $SchlRiIDs.length > 0>> + <<removeFacilityWorkers "schoolroom" "rest" "take classes">> + <</if>> + </div> -<br> -<<if $schoolroomUpgradeSkills == 1>> - $schoolroomNameCaps provides slaves with some intermediate skills, including a solid foundation in sex, efficient and safe prostitution, and the rudiments of courtesanship. -<<else>> - <<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology)>> - $schoolroomNameCaps inculcates the basic skills necessary to a sex slave. [[Upgrade the curriculum to cover some intermediate skills|Schoolroom][cashX(forceNeg(_Tmult1), "capEx"), $schoolroomUpgradeSkills = 1]] //Costs <<print cashFormat(_Tmult1)>>// -<</if>> +</div> -<br> -<<set _Tmult2 = Math.trunc(5000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>> -<<if $schoolroomUpgradeLanguage == 1>> - $schoolroomNameCaps boasts state of the art linguistic interfaces that allow it to teach the basics of the arcology's lingua franca with increased success. -<<else>> - $schoolroomNameCaps includes only basic language classes in its curriculum. [[Install advanced linguistic interfaces to efficiently teach the arcology's lingua franca|Schoolroom][cashX(forceNeg(_Tmult2), "capEx"), $schoolroomUpgradeLanguage = 1, $PC.skill.hacking += 0.1]] //Costs <<print cashFormat(_Tmult2)>>// -<</if>> +<div> + <<if $schoolroomUpgradeSkills == 1>> + $schoolroomNameCaps provides slaves with some intermediate skills, including a solid foundation in sex, efficient and safe prostitution, and the rudiments of courtesanship. + <<else>> + <<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology)>> + $schoolroomNameCaps inculcates the basic skills necessary to a sex slave. + <div class="choices"> + [[Upgrade the curriculum to cover some intermediate skills|Schoolroom][cashX(forceNeg(_Tmult1), "capEx"), $schoolroomUpgradeSkills = 1]] + <span class="note"> + Costs <<print cashFormat(_Tmult1)>> + </span> + </div> + <</if>> +</div> -<br> -<<if $schoolroomRemodelBimbo == 1>> - <<set _Tmult3 = Math.trunc(7500*$upgradeMultiplierArcology*$HackingSkillMultiplier)>> - $schoolroomNameCaps is designed with moronic slaves in mind and seeks to dumb down slaves by providing them a confusing, contradictory education that retards decision making skills and undoes existing schooling. [[Restore the curriculum to the standard|Schoolroom][cashX(forceNeg(_Tmult3), "capEx"), $schoolroomRemodelBimbo = 0]] //Costs <<print cashFormat(_Tmult3)>>// - <br> - <<if $schoolroomUpgradeRemedial == 1>> - $schoolroomNameCaps has been upgraded with advanced teaching tools to help even the smartest slave learn at an acceptable pace. Dumb slaves won't learn much faster as a result, but smarties will benefit a great deal. +<div> + <<set _Tmult2 = Math.trunc(5000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>> + <<if $schoolroomUpgradeLanguage == 1>> + $schoolroomNameCaps boasts state of the art linguistic interfaces that allow it to teach the basics of the arcology's lingua franca with increased success. <<else>> - $schoolroomNameCaps teaches woefully smart slaves using its modified methods. [[Purchase specialized materials to help smart slaves get on the right track|Schoolroom][cashX(forceNeg(_Tmult2), "capEx"), $schoolroomUpgradeRemedial = 1]] //Costs <<print cashFormat(_Tmult2)>>// + $schoolroomNameCaps includes only basic language classes in its curriculum. + <div class="choices"> + [[Install advanced linguistic interfaces to efficiently teach the arcology's lingua franca|Schoolroom][cashX(forceNeg(_Tmult2), "capEx"), $schoolroomUpgradeLanguage = 1, $PC.skill.hacking += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult2)>> + </span> + </div> <</if>> -<<else>> - <<if $arcologies[0].FSIntellectualDependency > 80>> +</div> + +<div> + <<if $schoolroomRemodelBimbo == 1>> <<set _Tmult3 = Math.trunc(7500*$upgradeMultiplierArcology*$HackingSkillMultiplier)>> - $schoolroomNameCaps is designed with intelligent slaves in mind and seeks to smarten slaves by providing them with an education. [[Redesign the curriculum to undo pesky educations and retard slaves while benefiting the most simple of minds|Schoolroom][cashX(forceNeg(_Tmult3), "capEx"), $schoolroomRemodelBimbo = 1]] //Costs <<print cashFormat(_Tmult3)>>// - <br> - <</if>> - <<if $schoolroomUpgradeRemedial == 1>> - $schoolroomNameCaps has been upgraded with advanced teaching tools to help even the stupidest slave learn at an acceptable pace. Intelligent slaves won't learn much faster as a result, but idiots will benefit a great deal. + <div> + $schoolroomNameCaps is designed with moronic slaves in mind and seeks to dumb down slaves by providing them a confusing, contradictory education that retards decision making skills and undoes existing schooling. [[Restore the curriculum to the standard|Schoolroom][cashX(forceNeg(_Tmult3), "capEx"), $schoolroomRemodelBimbo = 0]] + <span class="note"> + Costs <<print cashFormat(_Tmult3)>> + </span> + </div> + <div> + <<if $schoolroomUpgradeRemedial == 1>> + $schoolroomNameCaps has been upgraded with advanced teaching tools to help even the smartest slave learn at an acceptable pace. Dumb slaves won't learn much faster as a result, but smarties will benefit a great deal. + <<else>> + $schoolroomNameCaps teaches woefully smart slaves using its modified methods. [[Purchase specialized materials to help smart slaves get on the right track|Schoolroom][cashX(forceNeg(_Tmult2), "capEx"), $schoolroomUpgradeRemedial = 1]] + <span class="note"> + Costs <<print cashFormat(_Tmult2)>> + </span> + <</if>> + </div> <<else>> - $schoolroomNameCaps teaches idiots using standard methods. [[Purchase specialized materials to help stupid slaves learn good|Schoolroom][cashX(forceNeg(_Tmult2), "capEx"), $schoolroomUpgradeRemedial = 1]] //Costs <<print cashFormat(_Tmult2)>>// + <div> + <<if $arcologies[0].FSIntellectualDependency > 80>> + <<set _Tmult3 = Math.trunc(7500*$upgradeMultiplierArcology*$HackingSkillMultiplier)>> + $schoolroomNameCaps is designed with intelligent slaves in mind and seeks to smarten slaves by providing them with an education. + <div class="choices"> + [[Redesign the curriculum to undo pesky educations and retard slaves while benefiting the most simple of minds|Schoolroom][cashX(forceNeg(_Tmult3), "capEx"), $schoolroomRemodelBimbo = 1]] + <span class="note"> + Costs <<print cashFormat(_Tmult3)>> + </span> + </div> + <</if>> + </div> + <div> + <<if $schoolroomUpgradeRemedial == 1>> + $schoolroomNameCaps has been upgraded with advanced teaching tools to help even the stupidest slave learn at an acceptable pace. Intelligent slaves won't learn much faster as a result, but idiots will benefit a great deal. + <<else>> + $schoolroomNameCaps teaches idiots using standard methods. + <div class="choices"> + [[Purchase specialized materials to help stupid slaves learn good|Schoolroom][cashX(forceNeg(_Tmult2), "capEx"), $schoolroomUpgradeRemedial = 1]] + <span class="note"> + Costs <<print cashFormat(_Tmult2)>> + </span> + </div> + <</if>> + </div> <</if>> -<</if>> +</div> -<br><br> -<<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.schoolroom, true)>> +<p> + <<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.schoolroom, true)>> +</p> -<br><br>Rename $schoolroomName: <<textbox "$schoolroomName" $schoolroomName "Schoolroom">> //Use a noun or similar short phrase// +<p> + Rename $schoolroomName: <<textbox "$schoolroomName" $schoolroomName "Schoolroom">> + <span class="note"> + Use a noun or similar short phrase + </span> +</p> <<run App.UI.SlaveList.ScrollPosition.restore()>> diff --git a/src/uncategorized/servantsQuarters.tw b/src/uncategorized/servantsQuarters.tw index add0f4b50075679f9891ec2e4ecf4d14b3c14ceb..225a08f86b512d1da381fb782417d6937e65928d 100644 --- a/src/uncategorized/servantsQuarters.tw +++ b/src/uncategorized/servantsQuarters.tw @@ -5,119 +5,156 @@ <<if $servantsQuartersName != "the Servants' Quarters">> <<set $servantsQuartersNameCaps = $servantsQuartersName.replace("the ", "The ")>> <</if>> -$servantsQuartersNameCaps -<<switch $servantsQuartersDecoration>> -<<case "Roman Revivalist">> - are spartan, yet functional. At one end of the long dormitory there is an alcove with a shrine to the Roman goddess of domesticity. -<<case "Aztec Revivalist">> - are simple, yet grandiose. In every corner stands a monument to a god, and as the sun peeks through, all the obsidian ornaments glisten with light. -<<case "Egyptian Revivalist">> - are utilitarian, yet warm and well-kept. At one end of the long dormitory there is an alcove with a shrine to the Egyptian goddess of servility. -<<case "Edo Revivalist">> - are spartan and functional. Fresh mats are laid across the floor every day, and the simple beds of blankets and wooden blocks are neatly stowed against the walls before sunrise. -<<case "Arabian Revivalist">> - are utilitarian, yet warm and well-kept. They are floored with beautifully patterned tile; there are channels for clean running water that make it easy to keep clean and fresh, so long as one is willing to bathe in the open. -<<case "Chinese Revivalist">> - are spartan, yet functional. At one end of the long dormitory there is an alcove with a shrine hosting a bronze statue of a watchful dragon. -<<case "Chattel Religionist">> - are spartan, yet functional. Servants here are expected to be clean and hardworking, and there is a penitents cell ready for them if they are not. -<<case "Degradationist">> - are severe and utilitarian. Servants sleep uncomfortably here, knowing that even on their meager bedrolls, they are fair game for abuse. -<<case "Repopulation Focus">> - are comfortable and well-kept. Though there is little privacy here, the servants are provided for. There's even a small rest area for them to rest their pregnant bodies between shifts. A closet contains specialized cleaning tools to accommodate their distended bodies. -<<case "Eugenics">> - are comfortable and well-kept. Though there is little privacy here, the servants are provided for. They are required to always be carrying prophylactics for other slaves and any low class citizens who require them. -<<case "Asset Expansionist">> - are comfortable and well-kept. There are pornographic pictures on the walls, depicting slaves with gigantic breasts earnestly enjoying huge cocks. -<<case "Transformation Fetishist">> - are comfortable and well-kept. There are pornographic pictures on the walls, depicting slaves with huge implants earnestly enjoying sex. -<<case "Gender Radicalist">> - are comfortable and well-kept. There are pornographic pictures on the walls, depicting all sorts of slaves earnestly enjoying taking cocks up their anuses. -<<case "Gender Fundamentalist">> - are comfortable and well-kept. There are pornographic pictures on the walls, depicting pretty female slaves being fucked by muscular men. -<<case "Physical Idealist">> - are comfortable and well-kept. There are softcore pictures on the walls, depicting gorgeously muscled, oiled-up men and women, flexing and posing for the camera. -<<case "Supremacist">> - are spartan, since that's all domestics from the inferior races need or deserve. There's a whipping post in the corner of the room so that whenever a slave is beaten, the rest must watch. -<<case "Subjugationist">> - are spartan, since that's all $arcologies[0].FSSubjugationistRace domestics need or deserve. There's a whipping post in the corner of the room so that whenever a slave is beaten, the rest must watch. -<<case "Paternalist">> - are comfortable and well-kept. Though there is little privacy here, the servants are provided for. There's even a small rest area for them to take their regular breaks in. -<<case "Pastoralist">> - are comfortable and well-kept. There are pornographic pictures on the walls, depicting lactating slaves earnestly enjoying sex. The servants are provided with milk to drink. -<<case "Maturity Preferentialist">> - are comfortable, but functional. There are motivational posters on the walls featuring cheerful MILF servants, exhorting mature slaves to smile, serve, and get fucked like good girls. -<<case "Youth Preferentialist">> - are comfortable, but well equipped to corral wayward slaves. There are instructional screens in the common areas reviewing basic slave tasks like scrubbing a floor and giving head. -<<case "Body Purist">> - are comfortable and well-kept. There are pornographic pictures on the walls, depicting gorgeous slaves earnestly enjoying sex. -<<case "Slimness Enthusiast">> - are comfortable and well-kept. There are pornographic pictures on the walls, depicting slender slaves earnestly enjoying sex. -<<case "Hedonistic">> - are comfortable and well-kept. There are plenty of soft couches to recline on between shifts and a number of feeders to keep servants full and happy. There are pornographic pictures on the walls, depicting fat slaves earnestly enjoying sex while stuffing their and their partners faces. -<<case "Intellectual Dependency">> - are comfortable, but well equipped to corral wayward slaves. There are instructional screens in the common areas reviewing basic slave tasks like scrubbing a floor and not wandering off. Plenty of toys are available in an effort to keep minds focused on work and not solely on sex. -<<case "Slave Professionalism">> - are comfortable and well-kept, assuming a slave is able to understand how to make use of the amenities. There are abundant menial tasks available to keep a mind busy and sharp. -<<case "Petite Admiration">> - are comfortable and well-kept, assuming a slave is short enough, of course. Those that stand too tall find the accommodations cramped and the tools annoyingly short. -<<case "Statuesque Glorification">> - are comfortable and well-kept, assuming a slave is tall enough, of course. Those that are too short find the accommodations out of reach and the tools painfully long. -<<default>> - are comfortable. Servants sleep together in a dormitory, eat together in a little kitchen, bathe together in a communal shower, and then head out into the penthouse to serve. -<</switch>> +<p class="scene-intro"> + $servantsQuartersNameCaps + <<switch $servantsQuartersDecoration>> + <<case "Roman Revivalist">> + are spartan, yet functional. At one end of the long dormitory there is an alcove with a shrine to the Roman goddess of domesticity. + <<case "Aztec Revivalist">> + are simple, yet grandiose. In every corner stands a monument to a god, and as the sun peeks through, all the obsidian ornaments glisten with light. + <<case "Egyptian Revivalist">> + are utilitarian, yet warm and well-kept. At one end of the long dormitory there is an alcove with a shrine to the Egyptian goddess of servility. + <<case "Edo Revivalist">> + are spartan and functional. Fresh mats are laid across the floor every day, and the simple beds of blankets and wooden blocks are neatly stowed against the walls before sunrise. + <<case "Arabian Revivalist">> + are utilitarian, yet warm and well-kept. They are floored with beautifully patterned tile; there are channels for clean running water that make it easy to keep clean and fresh, so long as one is willing to bathe in the open. + <<case "Chinese Revivalist">> + are spartan, yet functional. At one end of the long dormitory there is an alcove with a shrine hosting a bronze statue of a watchful dragon. + <<case "Chattel Religionist">> + are spartan, yet functional. Servants here are expected to be clean and hardworking, and there is a penitents cell ready for them if they are not. + <<case "Degradationist">> + are severe and utilitarian. Servants sleep uncomfortably here, knowing that even on their meager bedrolls, they are fair game for abuse. + <<case "Repopulation Focus">> + are comfortable and well-kept. Though there is little privacy here, the servants are provided for. There's even a small rest area for them to rest their pregnant bodies between shifts. A closet contains specialized cleaning tools to accommodate their distended bodies. + <<case "Eugenics">> + are comfortable and well-kept. Though there is little privacy here, the servants are provided for. They are required to always be carrying prophylactics for other slaves and any low class citizens who require them. + <<case "Asset Expansionist">> + are comfortable and well-kept. There are pornographic pictures on the walls, depicting slaves with gigantic breasts earnestly enjoying huge cocks. + <<case "Transformation Fetishist">> + are comfortable and well-kept. There are pornographic pictures on the walls, depicting slaves with huge implants earnestly enjoying sex. + <<case "Gender Radicalist">> + are comfortable and well-kept. There are pornographic pictures on the walls, depicting all sorts of slaves earnestly enjoying taking cocks up their anuses. + <<case "Gender Fundamentalist">> + are comfortable and well-kept. There are pornographic pictures on the walls, depicting pretty female slaves being fucked by muscular men. + <<case "Physical Idealist">> + are comfortable and well-kept. There are softcore pictures on the walls, depicting gorgeously muscled, oiled-up men and women, flexing and posing for the camera. + <<case "Supremacist">> + are spartan, since that's all domestics from the inferior races need or deserve. There's a whipping post in the corner of the room so that whenever a slave is beaten, the rest must watch. + <<case "Subjugationist">> + are spartan, since that's all $arcologies[0].FSSubjugationistRace domestics need or deserve. There's a whipping post in the corner of the room so that whenever a slave is beaten, the rest must watch. + <<case "Paternalist">> + are comfortable and well-kept. Though there is little privacy here, the servants are provided for. There's even a small rest area for them to take their regular breaks in. + <<case "Pastoralist">> + are comfortable and well-kept. There are pornographic pictures on the walls, depicting lactating slaves earnestly enjoying sex. The servants are provided with milk to drink. + <<case "Maturity Preferentialist">> + are comfortable, but functional. There are motivational posters on the walls featuring cheerful MILF servants, exhorting mature slaves to smile, serve, and get fucked like good girls. + <<case "Youth Preferentialist">> + are comfortable, but well equipped to corral wayward slaves. There are instructional screens in the common areas reviewing basic slave tasks like scrubbing a floor and giving head. + <<case "Body Purist">> + are comfortable and well-kept. There are pornographic pictures on the walls, depicting gorgeous slaves earnestly enjoying sex. + <<case "Slimness Enthusiast">> + are comfortable and well-kept. There are pornographic pictures on the walls, depicting slender slaves earnestly enjoying sex. + <<case "Hedonistic">> + are comfortable and well-kept. There are plenty of soft couches to recline on between shifts and a number of feeders to keep servants full and happy. There are pornographic pictures on the walls, depicting fat slaves earnestly enjoying sex while stuffing their and their partners faces. + <<case "Intellectual Dependency">> + are comfortable, but well equipped to corral wayward slaves. There are instructional screens in the common areas reviewing basic slave tasks like scrubbing a floor and not wandering off. Plenty of toys are available in an effort to keep minds focused on work and not solely on sex. + <<case "Slave Professionalism">> + are comfortable and well-kept, assuming a slave is able to understand how to make use of the amenities. There are abundant menial tasks available to keep a mind busy and sharp. + <<case "Petite Admiration">> + are comfortable and well-kept, assuming a slave is short enough, of course. Those that stand too tall find the accommodations cramped and the tools annoyingly short. + <<case "Statuesque Glorification">> + are comfortable and well-kept, assuming a slave is tall enough, of course. Those that are too short find the accommodations out of reach and the tools painfully long. + <<default>> + are comfortable. Servants sleep together in a dormitory, eat together in a little kitchen, bathe together in a communal shower, and then head out into the penthouse to serve. + <</switch>> -<<if $ServQiIDs.length > 2>> - $servantsQuartersNameCaps are busy with hurrying slaves. One shift of servants is eating, cleaning the quarters, and bathing. The second is sleeping, and the third is out in the penthouse cleaning and serving. -<<elseif $ServQiIDs.length > 0>> - A few slaves are working out of the servants' quarters. They must split their scant time between looking after their own needs and the superior needs of everyone else. -<<elseif $Stewardess != 0>> - $Stewardess.slaveName is alone, and seems rather bereft without anyone to order around. -<<else>> - None of your slaves are working out of the servants' quarters. [[Decommission the quarters|Main][$servantsQuarters = 0, $servantsQuartersUpgradeMonitoring = 0, $servantsQuartersDecoration = "standard"]] -<</if>> + <<if $ServQiIDs.length > 2>> + $servantsQuartersNameCaps are busy with hurrying slaves. One shift of servants is eating, cleaning the quarters, and bathing. The second is sleeping, and the third is out in the penthouse cleaning and serving. + <<elseif $ServQiIDs.length > 0>> + A few slaves are working out of the servants' quarters. They must split their scant time between looking after their own needs and the superior needs of everyone else. + <<elseif $Stewardess != 0>> + $Stewardess.slaveName is alone, and seems rather bereft without anyone to order around. + <<else>> + None of your slaves are working out of the servants' quarters. + <div class="choices" style="font-style:normal"> + [[Decommission the quarters|Main][$servantsQuarters = 0, $servantsQuartersUpgradeMonitoring = 0, $servantsQuartersDecoration = "standard"]] + </div> + <</if>> -<<if $ServQiIDs.length > 0>> - <<removeFacilityWorkers "servantsQuarters" "rest" "be a servant">> -<</if>> + +</p> -<<set _Tmult0 = Math.trunc($servantsQuarters*1000*$upgradeMultiplierArcology)>> -<br>$servantsQuartersNameCaps has room to keep $servantsQuarters slaves while they serve. There <<if $ServQiIDs.length == 1>>is<<else>>are<</if>> currently $ServQiIDs.length slave<<if $ServQiIDs.length != 1>>s<</if>> serving in $servantsQuartersName. -[[Expand the Servants' Quarters|Servants' Quarters][cashX(forceNeg(_Tmult0), "capEx"), $servantsQuarters += 5, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>>// +<div> + <<set _Tmult0 = Math.trunc($servantsQuarters*1000*$upgradeMultiplierArcology)>> + $servantsQuartersNameCaps has room to keep $servantsQuarters slaves while they serve. + There <<if $ServQiIDs.length == 1>>is<<else>>are<</if>> currently $ServQiIDs.length slave<<if $ServQiIDs.length != 1>>s<</if>> serving in $servantsQuartersName. + <div class="choices"> + [[Expand the Servants' Quarters|Servants' Quarters][cashX(forceNeg(_Tmult0), "capEx"), $servantsQuarters += 5, $PC.skill.engineering += .1]] + <span class="note"> + Costs <<print cashFormat(_Tmult0)>> + </span> + </div> -<br> -<<if $servantsQuartersUpgradeMonitoring == 1>> - The quarters have been upgraded with enhanced monitoring systems to make the servants work harder, improving their obedience and efficiency. -<<else>> - <<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>> - The quarters are standard. [[Upgrade the monitoring systems to force harder work|Servants' Quarters][cashX(forceNeg(_Tmult1), "capEx"), $servantsQuartersUpgradeMonitoring = 1, $PC.skill.hacking += 0.1]] //Costs <<print cashFormat(_Tmult1)>> and will increase upkeep costs// -<</if>> + <div class="choices"> + <<if $ServQiIDs.length > 0>> + <<removeFacilityWorkers "servantsQuarters" "rest" "be a servant">> + <</if>> + </div> +</div> -<<if $servantMilkers == 1>> - <br>Since servants spend most of their time in the penthouse, any who are lactating will use the ubiquitous milkers. -<</if>> +<div> + <<if $servantsQuartersUpgradeMonitoring == 1>> + The quarters have been upgraded with enhanced monitoring systems to make the servants work harder, improving their obedience and efficiency. + <<else>> + <<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>> + The quarters are standard. + <div class="choices"> + [[Upgrade the monitoring systems to force harder work|Servants' Quarters][cashX(forceNeg(_Tmult1), "capEx"), $servantsQuartersUpgradeMonitoring = 1, $PC.skill.hacking += 0.1]] + <span class="note"> + Costs <<print cashFormat(_Tmult1)>> and will increase upkeep costs + </span> + </div> + <</if>> +</div> -<br><br> -<<set _facility = App.Entity.facilities.servantsQuarters>> -<<if $Stewardess != 0>> - <<setLocalPronouns $Stewardess>> - <<print App.UI.SlaveList.displayManager(_facility)>> - <<if canAchieveErection($Stewardess) && $Stewardess.pubertyXY == 1>> - <br> - <<if $stewardessImpregnates == 1>> - Keeping the maids pregnant is part of $his job. [["Order " + $him + " to stop impregnating"|Servants' Quarters][$stewardessImpregnates = 0]] - <<elseif $seePreg != 0>> - $He could be directed to keep the maids pregnant $himself. [["Order " + $him + " to impregnate"|Servants' Quarters][$stewardessImpregnates = 1]] - <</if>> +<div> + <<if $servantMilkers == 1>> + Since servants spend most of their time in the penthouse, any who are lactating will use the ubiquitous milkers. <</if>> -<<else>> - You do not have a slave serving as a Stewardess. [[Appoint one|Stewardess Select]] -<</if>> +</div> -<br><br> +<p> + <<set _facility = App.Entity.facilities.servantsQuarters>> + <<if $Stewardess != 0>> + <<setLocalPronouns $Stewardess>> + <<print App.UI.SlaveList.displayManager(_facility)>> + <<if canAchieveErection($Stewardess) && $Stewardess.pubertyXY == 1>> + <<if $stewardessImpregnates == 1>> + Keeping the maids pregnant is part of $his job. + <div class="choices"> + [["Order " + $him + " to stop impregnating"|Servants' Quarters][$stewardessImpregnates = 0]] + </div> + <<elseif $seePreg != 0>> + $He could be directed to keep the maids pregnant $himself. + <div class="choices"> + [["Order " + $him + " to impregnate"|Servants' Quarters][$stewardessImpregnates = 1]] + </div> + <</if>> + <</if>> + <<else>> + You do not have a slave serving as a Stewardess. [[Appoint one|Stewardess Select]] + <</if>> +</p> -<<print App.UI.SlaveList.listSJFacilitySlaves(_facility)>> +<p> + <<print App.UI.SlaveList.listSJFacilitySlaves(_facility)>> +</p> -<br><br>Rename $servantsQuartersName: <<textbox "$servantsQuartersName" $servantsQuartersName "Servants' Quarters">> //Use a noun or similar short phrase// +<p> + Rename $servantsQuartersName: <<textbox "$servantsQuartersName" $servantsQuartersName "Servants' Quarters">> + <span class="note"> + Use a noun or similar short phrase + </span> +</p> <<run App.UI.SlaveList.ScrollPosition.restore()>> diff --git a/src/uncategorized/shops.tw b/src/uncategorized/shops.tw index 8b5e83f6905091ff93ecdf32238fae0f4c229760..e72f00d0ba96a7cb7304a2e00b612c0deee4138a 100644 --- a/src/uncategorized/shops.tw +++ b/src/uncategorized/shops.tw @@ -2,329 +2,416 @@ <<set $nextButton = "Back", $nextLink = "Main">> <<setNonlocalPronouns $seeDicks>> - -This is a section of the promenade -<<switch $sectors[$AS].type>> -<<case "Shops">> - filled with a variety of small, higher-end shops, salons, brothels, and clubs. You control this part of the arcology and all these businesses pay you rent. -<<case "Subjugationist">> - dedicated to $arcologies[0].FSSubjugationistRace subjugationism. There are genteel dining establishments with $arcologies[0].FSSubjugationistRace wait staff. Shops offer traditional slaving implements, including fine bespoke leather whips. To go by the shrieking, one of these is being tried on a shop's complimentary whipping targets. - <span id="result"><<link "Shop there">><<replace "#result">>Interested, you head in to see how the latest styles feel in hand. The fearful slave sales<<= _girlU>>s offer you complimentary tries at the targets, of course. They barely manage to avoid bursting into tears, knowing that if they make the slightest mistake representing the shop to the arcology owner, they'll be chained up for whip trials, too. The rich handmade leather is supple and handy, and readily extracts throat rending screams from the slaves you're encouraged to try it on.<</replace>><</link>></span> -<<case "Supremacist">> - dedicated to $arcologies[0].FSSupremacistRace supremacism. There are some select social establishments here which don't actually use any slaves at all, offering a surprisingly egalitarian atmosphere in which citizens of the master race can relax in each others' company without any subhuman filth present. - <span id="result"><<link "Put in an appearance">><<replace "#result">>You decide to stop in at one of these establishments, and of course your money's no good. You're welcomed with considerable bonhomie, and much less formality than you usually receive at social events in your arcology. Everyone's $arcologies[0].FSSupremacistRace here, and in that you're all equal, and all good friends. Everyone wants to have at least a quick word, and you stay longer than you originally meant to.<</replace>><</link>></span> -<<case "Gender Radicalist">> - dedicated to Gender Radicalism. The shops here offer a bewildering cornucopia of sex toys. Citizens can kit themselves and their slaves out for anything, regardless of bodily layout. A female citizen is looking over the latest strap-ons, while a male peer is considering versions designed to enable double penetration by one person. - <span id="result"><<link "Try one">><<replace "#result">>You decide to try one of the latest models. Naturally, the store is eager to have you seen considering their products. The harness is very comfortable, and it <<if $PC.dick != 0>>equips you with a second phallus. The slave sales<<= _girlU>> lacks a vagina, but encourages you to try the setup on _himU anyway, promising that _hisU backpussy can accept double penetration. It can.<<else>>provides you with an extremely large phallus, which cums from an internal reservoir. The slave sales<<= _girlU>> encourages you to try the setup on _himU, promising that _hisU holes can accommodate it. They can.<</if>><</replace>><</link>></span> -<<case "Gender Fundamentalist">> - dedicated to Gender Fundamentalism. The establishments here are mostly focused on <<if $arcologies[0].FSRestart != "unset">>keeping slaves attractively feminine. There are shops offering all kinds of treatments, drugs, clothes, and furniture to satisfy even the most discerning lady<<else>>citizen reproduction with slaves. There are shops offering all kinds of treatments, drugs, clothes, and furniture to facilitate the successful impregnation of one's chattel, along with a variety of beauty products to keep them soft and feminine<</if>>. - <span id="result"><<link "Get a massage">><<replace "#result">>You decide to put in an appearance at a tenant business, and the massage parlors are of course very eager to offer you complimentary services. The masseuse is very well-trained, and not at all a sex toy with poor massage skills as a veneer for handjob services. _HeU releases the muscle soreness from your latest workout, and uses _hisU delicate touch to bring you to an enjoyable orgasm; _heU <<if $PC.dick != 0>>catches your cum in _hisU mouth and swallows it<<else>>swallows your femcum<</if>> with every appearance of appetite.<</replace>><</link>></span> -<<case "Paternalist">> - dedicated to Paternalism. Many of the establishments here cater to slaves, some even to slaves exclusively. They offer luxurious and relaxing treatment for good <<= _girlU>>s whose owners send them here as rewards. Trusted slaves enter and exit these without any visible restraint or accompaniment, looking for all the world like pretty <<= _girlU>>s on a day out. - <span id="result"><<link "Tour the area">><<replace "#result">>You decide to put in an appearance at these establishments, and tour their front lobbies, listening politely to the educated slave receptionists' polished descriptions of the services offered. You stay out of the back areas, of course; those are for relaxing slaves, and owners typically leave them be while they're there. Most of the slaves moving through the area know who you are, and many of them are confident enough to give you respectful smiles.<</replace>><</link>></span> -<<case "Degradationist">> - dedicated to Degradationism. The stores for slaveowners sell all sorts of inventive restraints and punishments. There are also a few of a uniquely Degradationist establishment: torture parlors, where any citizen can send a slave for punishment by paying customers, within bounds defined by the owner. - <span id="result"><<link "Try a round">><<replace "#result">>You decide to put in an appearance at a tenant business and show off your skills, and the torture parlors are very eager to have you accept a complimentary round. You select a pretty _girlU sent to a torture parlor for some unknown failing by _hisU owner, and use a switch to flog _hisU calves, inner thighs, and breasts until _heU <<if $seePee == 1>>loses control of _hisU bladder<<else>>passes out<</if>>. <<if $PC.skill.slaving >= 100>>You're skilled at this. The trick is to stop just short of blows that will break the skin, applying all possible pain without any inconvenient blood.<<else>>There's a bit of blood, but _hisU owner will expect that.<</if>><</replace>><</link>></span> -<<case "Body Purist">> - dedicated to Body Purism. There are high end clinics for citizens, with medical specialists skilled in the latest longevity treatments. Shops offer beauty treatments, anti-aging products, and personal massage services. The slave masseuses are naturally beautiful, and their bodies are obviously part of the services offered. - <span id="result"><<link "Get a massage">><<replace "#result">>You decide to put in an appearance at a tenant business, and the massage parlors are of course very eager to offer you complimentary services. The masseuse is very well-trained, and not at all a sex toy with poor massage skills as a veneer for handjob services. _HeU releases the muscle soreness from your latest workout, and uses _hisU delicate touch to bring you to an enjoyable orgasm; _heU <<if $PC.dick != 0>>catches your cum in _hisU mouth and swallows it<<else>>swallows your femcum<</if>> with every appearance of appetite.<</replace>><</link>></span> -<<case "Transformation Fetishist">> - dedicated to Transformation Fetishism. Autosurgeries are expensive, and require a lot of infrastructure, so almost all of your citizens have to send their slaves to clinics for surgical transformation. These establishments attempt to differentiate themselves by specializing in different surgeries, and advertising what they're best at. - <span id="result"><<link "Shop around">><<replace "#result">>You decide to shop around the best surgery clinics, to put in an appearance and check out the latest developments available to citizens less exalted than yourself. The slave sales<<= _girlU>>s are all heavily modified silicone bimbos, with an emphasis on whatever their owner's surgical specialty is. The lip specialists' sales<<= _girlU>>s have facepussies so huge they can't talk at all, so they wear touchscreens around their necks that do the talking for them.<</replace>><</link>></span> -<<case "Youth Preferentialist">> - dedicated to Youth Preferentialism. The shops here are quite varied. Some, like the tailors, only betray their focus on young slaves by their selections of school<<= _girlU>> outfits, girlish leotards, and the like. There are several high-end slave trainers who specialize in maximizing slaves' <<if $seeDicks < 100>>vaginal and <</if>>anal skills while they're still virgins, with instruction only. - <span id="result"><<link "Look in on the classes">><<replace "#result">>You decide to put in an appearance and look into the training sessions. Of course, the trainers are very eager to share all the details with the arcology owner, and have you seen displaying an interest in their work. You're shown a classroom of obedient young slaves, right at sale age, paying rapt attention to a male trainer and a slave at the head of the classroom. He's reviewing how to relax during one's first time before 'deflowering' the teacher's assistant, whose <<if $seeDicks > 25>>asshole is allowed to rest and return to virgin tightness<<else>>hymen is surgically restored<</if>> between sessions.<</replace>><</link>></span> -<<case "Maturity Preferentialist">> - dedicated to Maturity Preferentialism. It's not immediately apparent, though the stores here offer fashions that are obviously designed to flatter mature women, and anti-aging products of all kinds are prominently displayed. What there are, though, are quite a number of pretty, scantily clad female citizens here, obviously retired from sexual slavery and looking to slake their still trained libidos with any handsome fellow citizen interested. - <span id="result"><<link "Hook up with a MILF">><<replace "#result">>Many of them recognize you, and it's immediately apparent that you have your choice of pretty much every retired slave present. You select the prettiest and make out with _himU for a while, among many admirers, until you feel like bringing _himU over to a nearby bench and doing _himU. <<if $PC.dick == 0>>_HeU's as eager as a teenager to have a lesbian experience in public, and can't stop giggling as you fuck.<<elseif $arcologies[0].FSGenderFundamentalist != "unset">>Like many recently retired slaves in your arcology, _heU's gotten pregnant as a free _womanU, and it's supercharged _hisU sex drive. No matter what you do to _himU, _heU just wants more.<<elseif $arcologies[0].FSGenderRadicalist != "unset">>_HeU's got a big dick, and clearly has close friends among the other recently retired <<= _girlU>>s, but is very willing to be your bottom, especially in public.<<else>>_HeU was horny to begin with, but the foreplay and the naughtiness of doing it out in public has _himU as eager as a teenager, and _heU goes wild.<</if>><</replace>><</link>></span> -<<case "Slimness Enthusiast">> - dedicated to Slimness Enthusiasm. The shops here are quite varied. Some, like the tailors, only betray their focus on slim slaves by their selections of lingerie for petite breasts and trim hips. There are a large number of contract slave exercisers and slave dietitians, since many citizens who can afford a slave need assistance there. - <span id="result"><<link "Tour the trainers">><<replace "#result">>You decide to put in an appearance and look around the trainers. They're very eager to show you around, of course, and have you seen looking around; your expertise in keeping slaves slender is well known. The most inspiring sight you're shown is a long row of slaves on treadmills, running as fast as their individual fitness can support. They do this nude, since none of them have boobs big enough to require support, offering the sight of a long row of cute butts covered in a sheen of feminine sweat.<</replace>><</link>></span> -<<case "Asset Expansionist">> - dedicated to Asset Expansionism. The sector's focus is unmissable, even in the clothes stores. Many of the bras on offer look like a cross between an engineering marvel and a bad joke, and there are dresses that look like parachutes when they aren't on a mannequin or worn by a slave sales<<= _girlU>>. Then there's the crane store. - <span id="result"><<link "Shop there">><<replace "#result">>You decide to look in on the crane showroom, to see how citizens who don't own enough slaves to do the lifting and carrying are served. The huge-boobed slave sales<<= _girlU>>s show you a variety of wheeled cranes that can help support a slave's breasts if they get too big for _himU to walk, and _heU needs to go somewhere. You have other slaves to help with that, and mechanical assistance built into your penthouse, but not everyone does. The sales<<= _girlU>>s work in pairs, so one of them can unbutton _hisU tent-like blouse and demonstrate the merchandise with _hisU monstrous udders.<</replace>><</link>></span> -<<case "Pastoralist">> - dedicated to Pastoralism. Milking is mostly done elsewhere, so the establishments here are a curious mix of farm supply stores and eateries. You can sample all kinds of ice cream, shakes, smoothies, cheeses, butter, and other dairy products here, all made from creamy human milk drawn from a busty slave<<= _girlU>>'s breasts. <<if $seeDicks > 0>>There are also all kinds of slave beauty products and foods made from 'the other slave<<= _girlU>> milk,' cum.<</if>> - <span id="result"><<link "Tour the kitchens">><<replace "#result">>The eateries are very eager to have you seen inspecting their equipment and methods, and roll out the red carpet for you as they show you around. All kinds of old world culinary skill is on display here: artisan cheesemaking, butter hand-churned by muscular slaves, sweet custards and delicate flans that could compete in any dessert contest in the world. It's all so very refined and normal that it's quite easy to forget completely that the milk that is the basis of all this food comes from slaves.<</replace>><</link>></span> -<<case "Physical Idealist">> - dedicated to Physical Idealism. There are supplement shops and workout equipment stores here, but they're small and packed into the spaces between all the gyms. These are some of the best patronized gyms in the world, because not only do physical idealists work out, there's a strong inclination to work out in public. - <span id="result"><<link "Leg day">><<replace "#result">>It's all very positive, and the one unspoken rule is not to disparage others, but there's definitely competition. So when you step forward and get a complimentary day pass from one of the bubbly, permed slave<<= _girlU>> receptionists, you have an audience. What kind of definition you've got in your quads is going to be a subject of conversation today, but you've got confidence. You lift, and receive respectful complements and bro-fists. Then you take your turn spotting others, an honor your citizens greatly appreciate.<</replace>><</link>></span> -<<case "Chattel Religionist">> - dedicated to Chattel Religionism. The stores offer all the items useful to a slaveowner who holds the new faith: proper slave restraints and penitent slave garments, of course, but also fine oils and incense, candles, tapers, and other devotional necessities. There are also correctional convents for the assistance of citizens with wayward slaves. - <span id="result"><<link "Visit the convents">><<replace "#result">>As a leader of the new faith, your visitation rights on these convents are unquestioned, and their owners are indeed eager to have you look around and offer your revered advice. The average citizen with only a slave or two often needs help keeping <<= _girlU>>s within the faith. The convents are severe houses of correction, and the sounds of prayer and penitence are omnipresent. In one nave, a slave prostrates _himselfU before a religious icon, praying in a loud, desperate tone while <<if $seeDicks == 0>>a woman in nun's attire holding a ribbed vibrating dildo<<elseif $seeDicks < 100>>futanari in nun's attire<<else>>a man in monk's attire<</if>> fucks _himU mercilessly from behind.<</replace>><</link>></span> -<<case "Roman Revivalist">> - dedicated to Roman Revivalism. Since the forums are out on the arcology's plazas, there are fewer stores here. There are eateries, from which the sharp smell of //garum// is distinctly identifiable, but most of the space is occupied by hypocaust baths, which are free to enter but include various concession stands run by slaves. - <span id="result"><<link "Clean yourself">><<replace "#result">>A good Roman trip to the baths serves to cleanse, but it's a social experience, too. After being oiled down by a skilled slave, you work out in the proper nude, and then have the oil and any dirt scraped off your skin with by another slave. Then you make your way across the heated floor through a set of baths of varying temperatures, ending in a large and egalitarian space where many naked citizens of the new Rome are sharing the news of the day. You're welcomed with surprise, but also with comradeship, and made to feel welcome.<</replace>><</link>></span> -<<case "Aztec Revivalist">> - dedicated to Aztec Revivalism. There are a variety of stores selling tools of worship ranging from bloodletting daggers to sacrificial altars, some even open for public use. Any blood spilt here flows to a shallow reflecting pool in the middle of the plaza. - <span id="result"><<link "Pay tribute">><<replace "#result">>You decide to pay tribute to the gods and draw your preferred tool for bloodletting. You run it across your hand and watch as your blood begins to flow. You let several drops fall into the pool before stemming the flow as a good feeling washes over you.<</replace>><</link>></span> -<<case "Egyptian Revivalist">> - dedicated to Egyptian Revivalism. There are a bewildering multiplicity of shops here; ancient Egypt is wonderfully fertile of linen fashion, fine jewelry, perfumes, incense, and other luxury goods. Beautiful warm-skinned slave<<= _girlU>>s of all races have wares in hand to offer citizens who pass by, and they seem well-treated. - <span id="result"><<link "Shop around">><<replace "#result">>You decide to tour the shops; with so much fine merchandise on offer, it's possible that someone's selling something that even you haven't heard of, and it's always good to see and be seen. The slave sales<<= _girlU>>s are welcoming, and most are so well-trained that despite knowing who you are, they treat you with the same friendly courtesy that they offer everyone. They all offer you the peculiar straight-down curtsey that allows them to keep their necks straight, since they're all wearing gradually melting perfume cakes atop their hair, making them glisten with beguiling scent.<</replace>><</link>></span> -<<case "Edo Revivalist">> - dedicated to Edo Revivalism. There are strict restrictions on the establishments' décor here, so //tatami// mats and paper partitions are ubiquitous. There are handsome //sake// shops and tea rooms offering the traditional ceremony, and //kabuki// theaters offering the traditional performance, with modern plots and themes. - <span id="result"><<link "See a show">><<replace "#result">>As soon as you enter a theater, the play stops, and refined slave attendants usher you forward to the place of honor. None of the citizens present resent the interruption; having you here is a great addition to the performance. The actors bow deeply to you and resume. The classical dance drama is almost impenetrable to outsiders, and the modernity of the characters and events would not be at all decipherable. Once you catch the thread, though, the richness of the allegory towards Free Cities personages and events is quite enjoyable.<</replace>><</link>></span> -<<case "Arabian Revivalist">> - dedicated to Arabian Revivalism. The thriving mercantilism isn't limited to the slave markets, so many floors below; there are a bewildering variety of shops and stalls here, in no discernible order. Particolored cloth awnings, stacked goods, and bustling menial slaves constantly obscure your view, as pretty slave<<= _girlU>>s hawking luxurious goods do their best to catch your eye. - <span id="result"><<link "Visit a coffee house">><<replace "#result">>But you disappoint them, even though some of them artfully manage to fall out of their slinky silk garments as you pass. You look into a little coffeehouse, densely packed with citizens drinking the strong, hot beverage out of tiny china and discussing the news of the day. Coffeehouses are democratic sorts of places and you're welcomed with comradely warmth; prosperous citizens shuffle and pack a little closer to make you a space, and a steaming cup full of almost midnight black coffee appears before you, as if from nowhere.<</replace>><</link>></span> -<<case "Chinese Revivalist">> - dedicated to Chinese Revivalism. The longest continuous cultural history humanity has provides so much material that no two establishments here fill quite the same niche. There are calligraphy schools and Confucian academies to teach ignorant citizens how to fit in. There are shops selling traditional cures and the latest pharmacological wonders side by side. There are even martial arts schools. - <span id="result"><<link "Exercise yourself">><<replace "#result">>You look into one of these. The students are exercising, moving through a series of forms in unison. The teacher recognizes you, <<if $PC.skill.warfare >= 100>>and eagerly beckons you to join. Your martial skill is well known, and he's not disappointed. You're familiar with the forms, and join them seamlessly. Much later, when the exercise is done, the students are extremely pleased to discover exactly who their skillful temporary classmate was.<<else>>and gives you a doubtful, questioning glance, politely asking whether you can join with credit to yourself, all without words. You nod and pick up the forms, having a basic familiarity with them. They're difficult, but you're able to get through the enjoyable exercise with credit.<</if>><</replace>><</link>></span> -<<case "Repopulationist">> - <<setPlayerPronouns>> - dedicated to Repopulationism. The shops here offer a lovely mix of sex toys, fertility agents, maternity wear and furniture to fit even the biggest pregnancy. An attractive slave salesgirl with a huge belly is demonstrating the proper use of a swing designed to accommodate _hisU added heft to a female citizen just beginning to show and her curious husband. - <span id="result"><<link "Give the swing a try">><<replace "#result">>You wait for the couple to leave before approaching the hapless _girlU and placing a hand on _hisU vulnerable middle. _HeU squeaks in surprise before _heU realizes just who is browsing _hisU toys and the goods between _hisU legs. <<if $PC.belly >= 5000>>Spreading _hisU legs, you find that _heU is suspended at the perfect height for you to comfortably penetrate _himU; or _heU would be, if your own rounded middle wasn't pushing into _hisU own. _HeU asks for a little help getting down, and afterwards, shows you to a series of harnesses designed to hold a _girlU with _hisU belly dangling beneath _himU. The perfect toy for the very pregnant slaveowner hoping to plow _hisP equally gravid chattel.<<elseif $PC.dick != 0>>Spreading _hisU legs, you find that _heU is suspended at the perfect height for you to comfortably penetrate _himU.<<else>> Picking out an attractive strap-on, donning it, and spreading _hisU legs, you find that _heU is suspended at the perfect height for you to comfortably penetrate _himU.<</if>> Even better, the swing handles _hisU weight, so no sprained back!<</replace>><</link>></span> -<<case "Eugenics">> - dedicated to Eugenics. You knew the individuals drawn into your society had connections, but you had no idea they were this extensive! If you can think of it, a shop here is selling it; though they are not cheap, only the finest available merchandise is for sale here. Numerous recognizable faces browse the storefronts, accompanied by their favorite chattel, and upon noticing you, vie for your valuable attention. - <<if $PC.preg > 20 && ($PC.pregSource == -1 || $PC.pregSource == -6)>> - <span id="result"><<link "Shop around">><<replace "#result">>You decide to waddle between the shops; with so much fine merchandise on offer, it's possible that someone's selling something to fulfill your growing cravings, and it's always good to see and be seen, especially with a middle rounded with a superior child. The slave sales<<= _girlU>>s are accommodating and welcoming; most are so well-trained that they treat you with the respect a member of the Societal Elite deserves. They all offer you a curtsey that allows them lift their skirts, revealing the appropriate chastity. You end up leaving the stores with bags and bags of exotic foods and treats as well as a cute dress that shows off your pregnancy.<</replace>><</link>></span> - <<elseif $PC.title == 1>> - <span id="result"><<link "Shop around">><<replace "#result">>You decide to wander between the shops; with so much fine merchandise on offer, it's possible that someone's selling something to catch your discerning eye, and it's always good to see and be seen. The slave sales<<= _girlU>>s are welcoming and most are so well-trained that they treat you with the respect a member of the Societal Elite deserves. They all offer you a curtsey that allows them lift their skirts, revealing the appropriate chastity. You end up leaving the stores with several fancy chastity belts and an amazing suit you can't wait to debut at your next social meeting.<</replace>><</link>></span> - <<else>> - <span id="result"><<link "Shop around">><<replace "#result">>You decide to wander between the shops; with so much fine merchandise on offer, it's possible that someone's selling something to catch your discerning eye, and it's always good to see and be seen. The slave sales<<= _girlU>>s are welcoming and most are so well-trained that they treat you with the respect a member of the Societal Elite deserves. They all offer you a curtsey that allows them lift their skirts, revealing the appropriate chastity. You end up leaving the stores with several fancy chastity belts, a bag of tasty treats and an alluring dress you can't wait to debut at your next social meeting.<</replace>><</link>></span> - <</if>> -<<case "Hedonism">> - dedicated to Hedonism. The establishments here are nearly all eateries, with a few sex shops and plus size clothing stores thrown in for good measure. Lovely smells fill the air, drawing your attention to the food vendors. Plump, cheerful slave<<= _girlU>>s are present outside most of them offering free samples of the food sold within. You can't help but sample as you browse the menus. - <span id="result"><<link "Conduct a more thorough culinary inspection">><<replace "#result">>The eateries are very eager to have you seen enjoying their food, and go all out in their presentations. Plate after plate, vendor after vendor, you are treated to the best they can make and as much as you want, free of charge. You make sure to not go too crazy, but by the final restaurant, your clothing is definitely getting a little tight around your bloated belly. After a number of glowing reviews, you're left with making your way back home. Fortunately, your arcology features plenty of moving walkways and escalators, so you can relax as your infrastructure delivers you right back to your penthouse.<</replace>><</link>></span> -<<case "Intellectual Dependency">> - dedicated to Intellectual Dependency. The shops all have one thing in common, they are incredibly eye-catching in the hopes that a wanting bimbo will whine _hisU master into buy something to shut _himU up. From skimpy outfits to simple to use sex toys, everything an airheaded slave may want on a whim is on display; unsurprisingly, the shop selling complex gags is also doing quite well. Most of the shops have slave sales<<= _girlU>>s out front attempting to demonstrate the merchandise. - <span id="result"><<link "Take in a sales pitch">><<replace "#result">>You decide to stop and watch one try _hisU best to sell vibrating dildos. The toys are designed to automatically start vibrating when gripped so even the densest of slave<<print _girlU>> can figure out how to work it. You know you picked a winner when _heU grabs one and immediately flings it into the crowd in surprise when it activates. Completely undeterred by the laughter, _heU makes for another, this time focusing entirely on not being shocked by it this time. _HeU stands there, completely fixated on the wiggling phallus in _hisU hands, until another onlooker prods _himU to continue with _hisU advertising. Needless to say, yet another sex toy goes flying; this time, however, _heU goes after it, giving the crowd a clear view up _hisU skirt at _hisU clear arousal. Enjoying the now masturbating slave's show, you pick out a few to humor your own slaves with.<</replace>><</link>></span> -<<case "Slave Professionalism">> - dedicated to Intellectual Dependency. There are surprisingly wide selection of shops here, each designed to stimulate the minds of curious looky-loos. Well-trained slaves can often be spotted seeking out new ways to improve their Masters' reputations and lives. The pride of the strip is a slave run massage parlor featuring some of the most skilled hands the arcology has to offer. - <span id="result"><<link "Get a massage">><<replace "#result">>You decide to put in an appearance at the facility and the slaves in charge are of course very eager to offer you complimentary services. The masseuse is nothing short of a master of the art and knows how to balance relaxation and physical pleasure. _HeU releases the muscle soreness from your latest workout and throughout _hisU service uses _hisU delicate touch to keep you on the edge of orgasm until _hisU job is complete. The finale of _hisU work pushes you to an exquisite climax where _heU <<if $PC.dick != 0>>catches your cum in _hisU mouth and swallows it<<else>>swallows your femcum<</if>> with a grace only found among your slave population.<</replace>><</link>></span> -<<case "Petite Admiration">> - dedicated to Petite Admiration. The shops here are mostly focused on providing the tools and equipment a short slave will need to properly care for their Master and his abode. Several fashion lines have cropped up to provide matching clothing tailored to the shorter clientele and their often taller owners. There's even a sex shop that specializes in extreme differences in height. - <<if $PC.height >= 170>> - <span id="result"><<link "Take a harness out for a spin">><<replace "#result">> - The shop has a selection of harnesses available for testing and a number of minuscule slave<<print _girlU>>s to try out. You fasten one on and carry on browsing the rest of the stores. - <<if $PC.dick > 0>> - The squirming _girlU currently housing your cock makes it very difficult to focus on anything else, so you mostly just walk the hall, busting load after load into the overstimulated slave and effectively giving the store free advertisement. +<p class="scene-intro"> + This is a section of the promenade + <<switch $sectors[$AS].type>> + <<case "Shops">> + filled with a variety of small, higher-end shops, salons, brothels, and clubs. You control this part of the arcology and all these businesses pay you rent. + <<case "Subjugationist">> + dedicated to $arcologies[0].FSSubjugationistRace subjugationism. There are genteel dining establishments with $arcologies[0].FSSubjugationistRace wait staff. Shops offer traditional slaving implements, including fine bespoke leather whips. To go by the shrieking, one of these is being tried on a shop's complimentary whipping targets. + <span id="result"><<link "Shop there">><<replace "#result">>Interested, you head in to see how the latest styles feel in hand. The fearful slave sales<<= _girlU>>s offer you complimentary tries at the targets, of course. They barely manage to avoid bursting into tears, knowing that if they make the slightest mistake representing the shop to the arcology owner, they'll be chained up for whip trials, too. The rich handmade leather is supple and handy, and readily extracts throat rending screams from the slaves you're encouraged to try it on.<</replace>><</link>></span> + <<case "Supremacist">> + dedicated to $arcologies[0].FSSupremacistRace supremacism. There are some select social establishments here which don't actually use any slaves at all, offering a surprisingly egalitarian atmosphere in which citizens of the master race can relax in each others' company without any subhuman filth present. + <span id="result"><<link "Put in an appearance">><<replace "#result">>You decide to stop in at one of these establishments, and of course your money's no good. You're welcomed with considerable bonhomie, and much less formality than you usually receive at social events in your arcology. Everyone's $arcologies[0].FSSupremacistRace here, and in that you're all equal, and all good friends. Everyone wants to have at least a quick word, and you stay longer than you originally meant to.<</replace>><</link>></span> + <<case "Gender Radicalist">> + dedicated to Gender Radicalism. The shops here offer a bewildering cornucopia of sex toys. Citizens can kit themselves and their slaves out for anything, regardless of bodily layout. A female citizen is looking over the latest strap-ons, while a male peer is considering versions designed to enable double penetration by one person. + <span id="result"><<link "Try one">><<replace "#result">>You decide to try one of the latest models. Naturally, the store is eager to have you seen considering their products. The harness is very comfortable, and it <<if $PC.dick != 0>>equips you with a second phallus. The slave sales<<= _girlU>> lacks a vagina, but encourages you to try the setup on _himU anyway, promising that _hisU backpussy can accept double penetration. It can.<<else>>provides you with an extremely large phallus, which cums from an internal reservoir. The slave sales<<= _girlU>> encourages you to try the setup on _himU, promising that _hisU holes can accommodate it. They can.<</if>><</replace>><</link>></span> + <<case "Gender Fundamentalist">> + dedicated to Gender Fundamentalism. The establishments here are mostly focused on <<if $arcologies[0].FSRestart != "unset">>keeping slaves attractively feminine. There are shops offering all kinds of treatments, drugs, clothes, and furniture to satisfy even the most discerning lady<<else>>citizen reproduction with slaves. There are shops offering all kinds of treatments, drugs, clothes, and furniture to facilitate the successful impregnation of one's chattel, along with a variety of beauty products to keep them soft and feminine<</if>>. + <span id="result"><<link "Get a massage">><<replace "#result">>You decide to put in an appearance at a tenant business, and the massage parlors are of course very eager to offer you complimentary services. The masseuse is very well-trained, and not at all a sex toy with poor massage skills as a veneer for handjob services. _HeU releases the muscle soreness from your latest workout, and uses _hisU delicate touch to bring you to an enjoyable orgasm; _heU <<if $PC.dick != 0>>catches your cum in _hisU mouth and swallows it<<else>>swallows your femcum<</if>> with every appearance of appetite.<</replace>><</link>></span> + <<case "Paternalist">> + dedicated to Paternalism. Many of the establishments here cater to slaves, some even to slaves exclusively. They offer luxurious and relaxing treatment for good <<= _girlU>>s whose owners send them here as rewards. Trusted slaves enter and exit these without any visible restraint or accompaniment, looking for all the world like pretty <<= _girlU>>s on a day out. + <span id="result"><<link "Tour the area">><<replace "#result">>You decide to put in an appearance at these establishments, and tour their front lobbies, listening politely to the educated slave receptionists' polished descriptions of the services offered. You stay out of the back areas, of course; those are for relaxing slaves, and owners typically leave them be while they're there. Most of the slaves moving through the area know who you are, and many of them are confident enough to give you respectful smiles.<</replace>><</link>></span> + <<case "Degradationist">> + dedicated to Degradationism. The stores for slaveowners sell all sorts of inventive restraints and punishments. There are also a few of a uniquely Degradationist establishment: torture parlors, where any citizen can send a slave for punishment by paying customers, within bounds defined by the owner. + <span id="result"><<link "Try a round">><<replace "#result">>You decide to put in an appearance at a tenant business and show off your skills, and the torture parlors are very eager to have you accept a complimentary round. You select a pretty _girlU sent to a torture parlor for some unknown failing by _hisU owner, and use a switch to flog _hisU calves, inner thighs, and breasts until _heU <<if $seePee == 1>>loses control of _hisU bladder<<else>>passes out<</if>>. <<if $PC.skill.slaving >= 100>>You're skilled at this. The trick is to stop just short of blows that will break the skin, applying all possible pain without any inconvenient blood.<<else>>There's a bit of blood, but _hisU owner will expect that.<</if>><</replace>><</link>></span> + <<case "Body Purist">> + dedicated to Body Purism. There are high end clinics for citizens, with medical specialists skilled in the latest longevity treatments. Shops offer beauty treatments, anti-aging products, and personal massage services. The slave masseuses are naturally beautiful, and their bodies are obviously part of the services offered. + <span id="result"><<link "Get a massage">><<replace "#result">>You decide to put in an appearance at a tenant business, and the massage parlors are of course very eager to offer you complimentary services. The masseuse is very well-trained, and not at all a sex toy with poor massage skills as a veneer for handjob services. _HeU releases the muscle soreness from your latest workout, and uses _hisU delicate touch to bring you to an enjoyable orgasm; _heU <<if $PC.dick != 0>>catches your cum in _hisU mouth and swallows it<<else>>swallows your femcum<</if>> with every appearance of appetite.<</replace>><</link>></span> + <<case "Transformation Fetishist">> + dedicated to Transformation Fetishism. Autosurgeries are expensive, and require a lot of infrastructure, so almost all of your citizens have to send their slaves to clinics for surgical transformation. These establishments attempt to differentiate themselves by specializing in different surgeries, and advertising what they're best at. + <span id="result"><<link "Shop around">><<replace "#result">>You decide to shop around the best surgery clinics, to put in an appearance and check out the latest developments available to citizens less exalted than yourself. The slave sales<<= _girlU>>s are all heavily modified silicone bimbos, with an emphasis on whatever their owner's surgical specialty is. The lip specialists' sales<<= _girlU>>s have facepussies so huge they can't talk at all, so they wear touchscreens around their necks that do the talking for them.<</replace>><</link>></span> + <<case "Youth Preferentialist">> + dedicated to Youth Preferentialism. The shops here are quite varied. Some, like the tailors, only betray their focus on young slaves by their selections of school<<= _girlU>> outfits, girlish leotards, and the like. There are several high-end slave trainers who specialize in maximizing slaves' <<if $seeDicks < 100>>vaginal and <</if>>anal skills while they're still virgins, with instruction only. + <span id="result"><<link "Look in on the classes">><<replace "#result">>You decide to put in an appearance and look into the training sessions. Of course, the trainers are very eager to share all the details with the arcology owner, and have you seen displaying an interest in their work. You're shown a classroom of obedient young slaves, right at sale age, paying rapt attention to a male trainer and a slave at the head of the classroom. He's reviewing how to relax during one's first time before 'deflowering' the teacher's assistant, whose <<if $seeDicks > 25>>asshole is allowed to rest and return to virgin tightness<<else>>hymen is surgically restored<</if>> between sessions.<</replace>><</link>></span> + <<case "Maturity Preferentialist">> + dedicated to Maturity Preferentialism. It's not immediately apparent, though the stores here offer fashions that are obviously designed to flatter mature women, and anti-aging products of all kinds are prominently displayed. What there are, though, are quite a number of pretty, scantily clad female citizens here, obviously retired from sexual slavery and looking to slake their still trained libidos with any handsome fellow citizen interested. + <span id="result"><<link "Hook up with a MILF">><<replace "#result">>Many of them recognize you, and it's immediately apparent that you have your choice of pretty much every retired slave present. You select the prettiest and make out with _himU for a while, among many admirers, until you feel like bringing _himU over to a nearby bench and doing _himU. <<if $PC.dick == 0>>_HeU's as eager as a teenager to have a lesbian experience in public, and can't stop giggling as you fuck.<<elseif $arcologies[0].FSGenderFundamentalist != "unset">>Like many recently retired slaves in your arcology, _heU's gotten pregnant as a free _womanU, and it's supercharged _hisU sex drive. No matter what you do to _himU, _heU just wants more.<<elseif $arcologies[0].FSGenderRadicalist != "unset">>_HeU's got a big dick, and clearly has close friends among the other recently retired <<= _girlU>>s, but is very willing to be your bottom, especially in public.<<else>>_HeU was horny to begin with, but the foreplay and the naughtiness of doing it out in public has _himU as eager as a teenager, and _heU goes wild.<</if>><</replace>><</link>></span> + <<case "Slimness Enthusiast">> + dedicated to Slimness Enthusiasm. The shops here are quite varied. Some, like the tailors, only betray their focus on slim slaves by their selections of lingerie for petite breasts and trim hips. There are a large number of contract slave exercisers and slave dietitians, since many citizens who can afford a slave need assistance there. + <span id="result"><<link "Tour the trainers">><<replace "#result">>You decide to put in an appearance and look around the trainers. They're very eager to show you around, of course, and have you seen looking around; your expertise in keeping slaves slender is well known. The most inspiring sight you're shown is a long row of slaves on treadmills, running as fast as their individual fitness can support. They do this nude, since none of them have boobs big enough to require support, offering the sight of a long row of cute butts covered in a sheen of feminine sweat.<</replace>><</link>></span> + <<case "Asset Expansionist">> + dedicated to Asset Expansionism. The sector's focus is unmissable, even in the clothes stores. Many of the bras on offer look like a cross between an engineering marvel and a bad joke, and there are dresses that look like parachutes when they aren't on a mannequin or worn by a slave sales<<= _girlU>>. Then there's the crane store. + <span id="result"><<link "Shop there">><<replace "#result">>You decide to look in on the crane showroom, to see how citizens who don't own enough slaves to do the lifting and carrying are served. The huge-boobed slave sales<<= _girlU>>s show you a variety of wheeled cranes that can help support a slave's breasts if they get too big for _himU to walk, and _heU needs to go somewhere. You have other slaves to help with that, and mechanical assistance built into your penthouse, but not everyone does. The sales<<= _girlU>>s work in pairs, so one of them can unbutton _hisU tent-like blouse and demonstrate the merchandise with _hisU monstrous udders.<</replace>><</link>></span> + <<case "Pastoralist">> + dedicated to Pastoralism. Milking is mostly done elsewhere, so the establishments here are a curious mix of farm supply stores and eateries. You can sample all kinds of ice cream, shakes, smoothies, cheeses, butter, and other dairy products here, all made from creamy human milk drawn from a busty slave<<= _girlU>>'s breasts. <<if $seeDicks > 0>>There are also all kinds of slave beauty products and foods made from 'the other slave<<= _girlU>> milk,' cum.<</if>> + <span id="result"><<link "Tour the kitchens">><<replace "#result">>The eateries are very eager to have you seen inspecting their equipment and methods, and roll out the red carpet for you as they show you around. All kinds of old world culinary skill is on display here: artisan cheesemaking, butter hand-churned by muscular slaves, sweet custards and delicate flans that could compete in any dessert contest in the world. It's all so very refined and normal that it's quite easy to forget completely that the milk that is the basis of all this food comes from slaves.<</replace>><</link>></span> + <<case "Physical Idealist">> + dedicated to Physical Idealism. There are supplement shops and workout equipment stores here, but they're small and packed into the spaces between all the gyms. These are some of the best patronized gyms in the world, because not only do physical idealists work out, there's a strong inclination to work out in public. + <span id="result"><<link "Leg day">><<replace "#result">>It's all very positive, and the one unspoken rule is not to disparage others, but there's definitely competition. So when you step forward and get a complimentary day pass from one of the bubbly, permed slave<<= _girlU>> receptionists, you have an audience. What kind of definition you've got in your quads is going to be a subject of conversation today, but you've got confidence. You lift, and receive respectful complements and bro-fists. Then you take your turn spotting others, an honor your citizens greatly appreciate.<</replace>><</link>></span> + <<case "Chattel Religionist">> + dedicated to Chattel Religionism. The stores offer all the items useful to a slaveowner who holds the new faith: proper slave restraints and penitent slave garments, of course, but also fine oils and incense, candles, tapers, and other devotional necessities. There are also correctional convents for the assistance of citizens with wayward slaves. + <span id="result"><<link "Visit the convents">><<replace "#result">>As a leader of the new faith, your visitation rights on these convents are unquestioned, and their owners are indeed eager to have you look around and offer your revered advice. The average citizen with only a slave or two often needs help keeping <<= _girlU>>s within the faith. The convents are severe houses of correction, and the sounds of prayer and penitence are omnipresent. In one nave, a slave prostrates _himselfU before a religious icon, praying in a loud, desperate tone while <<if $seeDicks == 0>>a woman in nun's attire holding a ribbed vibrating dildo<<elseif $seeDicks < 100>>futanari in nun's attire<<else>>a man in monk's attire<</if>> fucks _himU mercilessly from behind.<</replace>><</link>></span> + <<case "Roman Revivalist">> + dedicated to Roman Revivalism. Since the forums are out on the arcology's plazas, there are fewer stores here. There are eateries, from which the sharp smell of <span class="note">garum</span> is distinctly identifiable, but most of the space is occupied by hypocaust baths, which are free to enter but include various concession stands run by slaves. + <span id="result"><<link "Clean yourself">><<replace "#result">>A good Roman trip to the baths serves to cleanse, but it's a social experience, too. After being oiled down by a skilled slave, you work out in the proper nude, and then have the oil and any dirt scraped off your skin with by another slave. Then you make your way across the heated floor through a set of baths of varying temperatures, ending in a large and egalitarian space where many naked citizens of the new Rome are sharing the news of the day. You're welcomed with surprise, but also with comradeship, and made to feel welcome.<</replace>><</link>></span> + <<case "Aztec Revivalist">> + dedicated to Aztec Revivalism. There are a variety of stores selling tools of worship ranging from bloodletting daggers to sacrificial altars, some even open for public use. Any blood spilt here flows to a shallow reflecting pool in the middle of the plaza. + <span id="result"><<link "Pay tribute">><<replace "#result">>You decide to pay tribute to the gods and draw your preferred tool for bloodletting. You run it across your hand and watch as your blood begins to flow. You let several drops fall into the pool before stemming the flow as a good feeling washes over you.<</replace>><</link>></span> + <<case "Egyptian Revivalist">> + dedicated to Egyptian Revivalism. There are a bewildering multiplicity of shops here; ancient Egypt is wonderfully fertile of linen fashion, fine jewelry, perfumes, incense, and other luxury goods. Beautiful warm-skinned slave<<= _girlU>>s of all races have wares in hand to offer citizens who pass by, and they seem well-treated. + <span id="result"><<link "Shop around">><<replace "#result">>You decide to tour the shops; with so much fine merchandise on offer, it's possible that someone's selling something that even you haven't heard of, and it's always good to see and be seen. The slave sales<<= _girlU>>s are welcoming, and most are so well-trained that despite knowing who you are, they treat you with the same friendly courtesy that they offer everyone. They all offer you the peculiar straight-down curtsey that allows them to keep their necks straight, since they're all wearing gradually melting perfume cakes atop their hair, making them glisten with beguiling scent.<</replace>><</link>></span> + <<case "Edo Revivalist">> + dedicated to Edo Revivalism. There are strict restrictions on the establishments' décor here, so + <span class="note">tatami</span> mats and paper partitions are ubiquitous. There are handsome <span class="note">sake</span> shops and tea rooms offering the traditional ceremony, and <span class="note">kabuki</span> theaters offering the traditional performance, with modern plots and themes. + <span id="result"><<link "See a show">><<replace "#result">>As soon as you enter a theater, the play stops, and refined slave attendants usher you forward to the place of honor. None of the citizens present resent the interruption; having you here is a great addition to the performance. The actors bow deeply to you and resume. The classical dance drama is almost impenetrable to outsiders, and the modernity of the characters and events would not be at all decipherable. Once you catch the thread, though, the richness of the allegory towards Free Cities personages and events is quite enjoyable.<</replace>><</link>></span> + <<case "Arabian Revivalist">> + dedicated to Arabian Revivalism. The thriving mercantilism isn't limited to the slave markets, so many floors below; there are a bewildering variety of shops and stalls here, in no discernible order. Particolored cloth awnings, stacked goods, and bustling menial slaves constantly obscure your view, as pretty slave<<= _girlU>>s hawking luxurious goods do their best to catch your eye. + <span id="result"><<link "Visit a coffee house">><<replace "#result">>But you disappoint them, even though some of them artfully manage to fall out of their slinky silk garments as you pass. You look into a little coffeehouse, densely packed with citizens drinking the strong, hot beverage out of tiny china and discussing the news of the day. Coffeehouses are democratic sorts of places and you're welcomed with comradely warmth; prosperous citizens shuffle and pack a little closer to make you a space, and a steaming cup full of almost midnight black coffee appears before you, as if from nowhere.<</replace>><</link>></span> + <<case "Chinese Revivalist">> + dedicated to Chinese Revivalism. The longest continuous cultural history humanity has provides so much material that no two establishments here fill quite the same niche. There are calligraphy schools and Confucian academies to teach ignorant citizens how to fit in. There are shops selling traditional cures and the latest pharmacological wonders side by side. There are even martial arts schools. + <span id="result"><<link "Exercise yourself">><<replace "#result">>You look into one of these. The students are exercising, moving through a series of forms in unison. The teacher recognizes you, <<if $PC.skill.warfare >= 100>>and eagerly beckons you to join. Your martial skill is well known, and he's not disappointed. You're familiar with the forms, and join them seamlessly. Much later, when the exercise is done, the students are extremely pleased to discover exactly who their skillful temporary classmate was.<<else>>and gives you a doubtful, questioning glance, politely asking whether you can join with credit to yourself, all without words. You nod and pick up the forms, having a basic familiarity with them. They're difficult, but you're able to get through the enjoyable exercise with credit.<</if>><</replace>><</link>></span> + <<case "Repopulationist">> + <<setPlayerPronouns>> + dedicated to Repopulationism. The shops here offer a lovely mix of sex toys, fertility agents, maternity wear and furniture to fit even the biggest pregnancy. An attractive slave salesgirl with a huge belly is demonstrating the proper use of a swing designed to accommodate _hisU added heft to a female citizen just beginning to show and her curious husband. + <span id="result"><<link "Give the swing a try">><<replace "#result">>You wait for the couple to leave before approaching the hapless _girlU and placing a hand on _hisU vulnerable middle. _HeU squeaks in surprise before _heU realizes just who is browsing _hisU toys and the goods between _hisU legs. <<if $PC.belly >= 5000>>Spreading _hisU legs, you find that _heU is suspended at the perfect height for you to comfortably penetrate _himU; or _heU would be, if your own rounded middle wasn't pushing into _hisU own. _HeU asks for a little help getting down, and afterwards, shows you to a series of harnesses designed to hold a _girlU with _hisU belly dangling beneath _himU. The perfect toy for the very pregnant slaveowner hoping to plow _hisP equally gravid chattel.<<elseif $PC.dick != 0>>Spreading _hisU legs, you find that _heU is suspended at the perfect height for you to comfortably penetrate _himU.<<else>> Picking out an attractive strap-on, donning it, and spreading _hisU legs, you find that _heU is suspended at the perfect height for you to comfortably penetrate _himU.<</if>> Even better, the swing handles _hisU weight, so no sprained back!<</replace>><</link>></span> + <<case "Eugenics">> + dedicated to Eugenics. You knew the individuals drawn into your society had connections, but you had no idea they were this extensive! If you can think of it, a shop here is selling it; though they are not cheap, only the finest available merchandise is for sale here. Numerous recognizable faces browse the storefronts, accompanied by their favorite chattel, and upon noticing you, vie for your valuable attention. + <<if $PC.preg > 20 && ($PC.pregSource == -1 || $PC.pregSource == -6)>> + <span id="result"><<link "Shop around">><<replace "#result">>You decide to waddle between the shops; with so much fine merchandise on offer, it's possible that someone's selling something to fulfill your growing cravings, and it's always good to see and be seen, especially with a middle rounded with a superior child. The slave sales<<= _girlU>>s are accommodating and welcoming; most are so well-trained that they treat you with the respect a member of the Societal Elite deserves. They all offer you a curtsey that allows them lift their skirts, revealing the appropriate chastity. You end up leaving the stores with bags and bags of exotic foods and treats as well as a cute dress that shows off your pregnancy.<</replace>><</link>></span> + <<elseif $PC.title == 1>> + <span id="result"><<link "Shop around">><<replace "#result">>You decide to wander between the shops; with so much fine merchandise on offer, it's possible that someone's selling something to catch your discerning eye, and it's always good to see and be seen. The slave sales<<= _girlU>>s are welcoming and most are so well-trained that they treat you with the respect a member of the Societal Elite deserves. They all offer you a curtsey that allows them lift their skirts, revealing the appropriate chastity. You end up leaving the stores with several fancy chastity belts and an amazing suit you can't wait to debut at your next social meeting.<</replace>><</link>></span> <<else>> - The squirming _girlU currently wrapped around a strap-on makes it very difficult to focus on anything else, so you mostly just walk the hall, further over stimulating the panting slave and effectively giving the store free advertisement. + <span id="result"><<link "Shop around">><<replace "#result">>You decide to wander between the shops; with so much fine merchandise on offer, it's possible that someone's selling something to catch your discerning eye, and it's always good to see and be seen. The slave sales<<= _girlU>>s are welcoming and most are so well-trained that they treat you with the respect a member of the Societal Elite deserves. They all offer you a curtsey that allows them lift their skirts, revealing the appropriate chastity. You end up leaving the stores with several fancy chastity belts, a bag of tasty treats and an alluring dress you can't wait to debut at your next social meeting.<</replace>><</link>></span> <</if>> - By the time you return, you aren't the only one interested in purchasing a harness for home use. - <</replace>><</link>></span> - <<else>> - <span id="result"><<link "Pay it a visit">><<replace "#result">> - As you browse their goods, it becomes more and more apparent that you yourself are too short to really make use of any of them. - <</replace>><</link>></span> - <</if>> -<<case "Statuesque Glorification">> - dedicated to Statuesque Glorification. The shops here are overwhelmingly dedicated to the tall; not a single shop caters the slightest to anyone below the height threshold. Most of the shops sell clothing specially tailored to their towering patrons, though a handful also sell furniture and appliances made to comfortably accommodate a more lengthy population. The crown attraction, however, is a modest indoor amusement park designed both to make the most of a riders height and invoke a sense of envy in those unable to ride. - <<if $PC.height >= 170>> - <span id="result"><<link "Give the roller coaster a spin">>While it isn't the most thrilling ride, given the constraints it has to work with, but it does wind through the various footpaths of the promenade to maximize visibility and to remind those to short to ride of their place.<<replace "#result">><</replace>><</link>></span> - <<else>> - You can only watch as your citizens have fun and savor the bitter feeling of them looking down on their hilariously short leader. + <<case "Hedonism">> + dedicated to Hedonism. The establishments here are nearly all eateries, with a few sex shops and plus size clothing stores thrown in for good measure. Lovely smells fill the air, drawing your attention to the food vendors. Plump, cheerful slave<<= _girlU>>s are present outside most of them offering free samples of the food sold within. You can't help but sample as you browse the menus. + <span id="result"><<link "Conduct a more thorough culinary inspection">><<replace "#result">>The eateries are very eager to have you seen enjoying their food, and go all out in their presentations. Plate after plate, vendor after vendor, you are treated to the best they can make and as much as you want, free of charge. You make sure to not go too crazy, but by the final restaurant, your clothing is definitely getting a little tight around your bloated belly. After a number of glowing reviews, you're left with making your way back home. Fortunately, your arcology features plenty of moving walkways and escalators, so you can relax as your infrastructure delivers you right back to your penthouse.<</replace>><</link>></span> + <<case "Intellectual Dependency">> + dedicated to Intellectual Dependency. The shops all have one thing in common, they are incredibly eye-catching in the hopes that a wanting bimbo will whine _hisU master into buy something to shut _himU up. From skimpy outfits to simple to use sex toys, everything an airheaded slave may want on a whim is on display; unsurprisingly, the shop selling complex gags is also doing quite well. Most of the shops have slave sales<<= _girlU>>s out front attempting to demonstrate the merchandise. + <span id="result"><<link "Take in a sales pitch">><<replace "#result">>You decide to stop and watch one try _hisU best to sell vibrating dildos. The toys are designed to automatically start vibrating when gripped so even the densest of slave<<print _girlU>> can figure out how to work it. You know you picked a winner when _heU grabs one and immediately flings it into the crowd in surprise when it activates. Completely undeterred by the laughter, _heU makes for another, this time focusing entirely on not being shocked by it this time. _HeU stands there, completely fixated on the wiggling phallus in _hisU hands, until another onlooker prods _himU to continue with _hisU advertising. Needless to say, yet another sex toy goes flying; this time, however, _heU goes after it, giving the crowd a clear view up _hisU skirt at _hisU clear arousal. Enjoying the now masturbating slave's show, you pick out a few to humor your own slaves with.<</replace>><</link>></span> + <<case "Slave Professionalism">> + dedicated to Intellectual Dependency. There are surprisingly wide selection of shops here, each designed to stimulate the minds of curious looky-loos. Well-trained slaves can often be spotted seeking out new ways to improve their Masters' reputations and lives. The pride of the strip is a slave run massage parlor featuring some of the most skilled hands the arcology has to offer. + <span id="result"><<link "Get a massage">><<replace "#result">>You decide to put in an appearance at the facility and the slaves in charge are of course very eager to offer you complimentary services. The masseuse is nothing short of a master of the art and knows how to balance relaxation and physical pleasure. _HeU releases the muscle soreness from your latest workout and throughout _hisU service uses _hisU delicate touch to keep you on the edge of orgasm until _hisU job is complete. The finale of _hisU work pushes you to an exquisite climax where _heU <<if $PC.dick != 0>>catches your cum in _hisU mouth and swallows it<<else>>swallows your femcum<</if>> with a grace only found among your slave population.<</replace>><</link>></span> + <<case "Petite Admiration">> + dedicated to Petite Admiration. The shops here are mostly focused on providing the tools and equipment a short slave will need to properly care for their Master and his abode. Several fashion lines have cropped up to provide matching clothing tailored to the shorter clientele and their often taller owners. There's even a sex shop that specializes in extreme differences in height. + <<if $PC.height >= 170>> + <span id="result"><<link "Take a harness out for a spin">><<replace "#result">> + The shop has a selection of harnesses available for testing and a number of minuscule slave<<print _girlU>>s to try out. You fasten one on and carry on browsing the rest of the stores. + <<if $PC.dick > 0>> + The squirming _girlU currently housing your cock makes it very difficult to focus on anything else, so you mostly just walk the hall, busting load after load into the overstimulated slave and effectively giving the store free advertisement. + <<else>> + The squirming _girlU currently wrapped around a strap-on makes it very difficult to focus on anything else, so you mostly just walk the hall, further over stimulating the panting slave and effectively giving the store free advertisement. + <</if>> + By the time you return, you aren't the only one interested in purchasing a harness for home use. + <</replace>><</link>></span> + <<else>> + <span id="result"><<link "Pay it a visit">><<replace "#result">> + As you browse their goods, it becomes more and more apparent that you yourself are too short to really make use of any of them. + <</replace>><</link>></span> + <</if>> + <<case "Statuesque Glorification">> + dedicated to Statuesque Glorification. The shops here are overwhelmingly dedicated to the tall; not a single shop caters the slightest to anyone below the height threshold. Most of the shops sell clothing specially tailored to their towering patrons, though a handful also sell furniture and appliances made to comfortably accommodate a more lengthy population. The crown attraction, however, is a modest indoor amusement park designed both to make the most of a riders height and invoke a sense of envy in those unable to ride. + <<if $PC.height >= 170>> + <span id="result"><<link "Give the roller coaster a spin">>While it isn't the most thrilling ride, given the constraints it has to work with, but it does wind through the various footpaths of the promenade to maximize visibility and to remind those to short to ride of their place.<<replace "#result">><</replace>><</link>></span> + <<else>> + You can only watch as your citizens have fun and savor the bitter feeling of them looking down on their hilariously short leader. + <</if>> + <<default>>ERROR: bad sector type + <</switch>> + <<if $sectors[$AS].type == "Shops">> + <span style="font-style:normal"> + <<SectorSell>> + </span> <</if>> -<<default>>ERROR: bad sector type -<</switch>> -<<if $sectors[$AS].type == "Shops">><<SectorSell>><</if>> -<br> +</p> -<<if $brothel == 0>> - <br> - [[Convert this sector of the promenade into a brothel|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $brothel = 5, $sectors[$AS].type = "Brothel"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs// -<</if>> +<div> + <<if $brothel == 0>> + [[Convert this sector of the promenade into a brothel|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $brothel = 5, $sectors[$AS].type = "Brothel"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs + </span> + <</if>> +</div> -<<if $club == 0>> - <br> - [[Build a club to serve as a focal point for public sluts|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $club = 5, $sectors[$AS].type = "Club"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs// -<</if>> +<div> + <<if $club == 0>> + [[Build a club to serve as a focal point for public sluts|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $club = 5, $sectors[$AS].type = "Club"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs + </span> + <</if>> +</div> <<if $sectors[$AS].type != "Brothel" && $sectors[$AS].type != "Club">> <<if $FSAnnounced>> - <<if $sectors[$AS].type != "Shops">> - <<set _currentFSStyle = $sectors[$AS].type>> - <<set _currentFSStyle = _currentFSStyle.replace(/\s+/g, '')>> - <</if>> - <<if $arcologies[0].FSSubjugationist != "unset">> - <<if $FSPromenade.Subjugationist == 0>> - <br> - [[Upgrade this sector to appeal to Subjugationist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Subjugationist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Subjugationist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <</if>> - <<if $arcologies[0].FSSupremacist != "unset">> - <<if $FSPromenade.Supremacist == 0>> - <br> - [[Upgrade this sector to appeal to Supremacist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Supremacist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Supremacist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <</if>> - <<if $arcologies[0].FSGenderRadicalist != "unset">> - <<if $FSPromenade.GenderRadicalist == 0>> - <br> - [[Upgrade this sector to appeal to Gender Radicalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.GenderRadicalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Gender Radicalist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <<elseif $arcologies[0].FSGenderFundamentalist != "unset">> - <<if $FSPromenade.GenderFundamentalist == 0>> - <br> - [[Upgrade this sector to appeal to Gender Fundamentalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.GenderFundamentalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Gender Fundamentalist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <</if>> - <<if $arcologies[0].FSPaternalist != "unset">> - <<if $FSPromenade.Paternalist == 0>> - <br> - [[Upgrade this sector to appeal to Paternalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Paternalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Paternalist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <<elseif $arcologies[0].FSDegradationist != "unset">> - <<if $FSPromenade.Degradationist == 0>> - <br> - [[Upgrade this sector to appeal to Degradationist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Degradationist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Degradationist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <</if>> - <<if $arcologies[0].FSIntellectualDependency != "unset">> - <<if $FSPromenade.IntellectualDependency == 0>> - <br> - [[Upgrade this sector to appeal to Intellectual Dependency establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.IntellectualDependency = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Intellectual Dependency"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <<elseif $arcologies[0].FSSlaveProfessionalism != "unset">> - <<if $FSPromenade.SlaveProfessionalism == 0>> - <br> - [[Upgrade this sector to appeal to Slave Professionalism establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.SlaveProfessionalism = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Slave Professionalism"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <</if>> - <<if $arcologies[0].FSBodyPurist != "unset">> - <<if $FSPromenade.BodyPurist == 0>> - <br> - [[Upgrade this sector to appeal to Body Purist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.BodyPurist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Body Purist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + <div> + <<if $sectors[$AS].type != "Shops">> + <<set _currentFSStyle = $sectors[$AS].type>> + <<set _currentFSStyle = _currentFSStyle.replace(/\s+/g, '')>> <</if>> - <<elseif $arcologies[0].FSTransformationFetishist != "unset">> - <<if $FSPromenade.TransformationFetishist == 0>> - <br> - [[Upgrade this sector to appeal to Transformation Fetishist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.TransformationFetishist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Transformation Fetishist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <</if>> - <<if $arcologies[0].FSYouthPreferentialist != "unset">> - <<if $FSPromenade.YouthPreferentialist == 0>> - <br> - [[Upgrade this sector to appeal to Youth Preferentialist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.YouthPreferentialist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Youth Preferentialist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <<elseif $arcologies[0].FSMaturityPreferentialist != "unset">> - <<if $FSPromenade.MaturityPreferentialist == 0>> - <br> - [[Upgrade this sector to appeal to Maturity Preferentialist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.MaturityPreferentialist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Maturity Preferentialist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <</if>> - <<if $arcologies[0].FSPetiteAdmiration != "unset">> - <<if $FSPromenade.PetiteAdmiration == 0>> - <br> - [[Upgrade this sector to appeal to Petite Admiration establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.PetiteAdmiration = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Petite Admiration"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// - <</if>> - <<elseif $arcologies[0].FSStatuesqueGlorification != "unset">> - <<if $FSPromenade.StatuesqueGlorification == 0>> - <br> - [[Upgrade this sector to appeal to Statuesque Glorification establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.StatuesqueGlorification = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Statuesque Glorification"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSSubjugationist != "unset">> + <<if $FSPromenade.Subjugationist == 0>> + [[Upgrade this sector to appeal to Subjugationist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Subjugationist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Subjugationist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <</if>> - <<if $arcologies[0].FSSlimnessEnthusiast != "unset">> - <<if $FSPromenade.SlimnessEnthusiast == 0>> - <br> - [[Upgrade this sector to appeal to Slimness Enthusiast establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.SlimnessEnthusiast = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Slimness Enthusiast"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSSupremacist != "unset">> + <<if $FSPromenade.Supremacist == 0>> + [[Upgrade this sector to appeal to Supremacist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Supremacist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Supremacist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <<elseif $arcologies[0].FSAssetExpansionist != "unset">> - <<if $FSPromenade.AssetExpansionist == 0>> - <br> - [[Upgrade this sector to appeal to Asset Expansionist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.AssetExpansionist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Asset Expansionist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSGenderRadicalist != "unset">> + <<if $FSPromenade.GenderRadicalist == 0>> + [[Upgrade this sector to appeal to Gender Radicalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.GenderRadicalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Gender Radicalist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSGenderFundamentalist != "unset">> + <<if $FSPromenade.GenderFundamentalist == 0>> + [[Upgrade this sector to appeal to Gender Fundamentalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.GenderFundamentalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Gender Fundamentalist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <</if>> - <<if $arcologies[0].FSPastoralist != "unset">> - <<if $FSPromenade.Pastoralist == 0>> - <br> - [[Upgrade this sector to appeal to Pastoralist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Pastoralist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Pastoralist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSPaternalist != "unset">> + <<if $FSPromenade.Paternalist == 0>> + [[Upgrade this sector to appeal to Paternalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Paternalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Paternalist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSDegradationist != "unset">> + <<if $FSPromenade.Degradationist == 0>> + [[Upgrade this sector to appeal to Degradationist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Degradationist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Degradationist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <</if>> - <<if $arcologies[0].FSPhysicalIdealist != "unset">> - <<if $FSPromenade.PhysicalIdealist == 0>> - <br> - [[Upgrade this sector to appeal to Physical Idealist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.PhysicalIdealist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Physical Idealist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSIntellectualDependency != "unset">> + <<if $FSPromenade.IntellectualDependency == 0>> + [[Upgrade this sector to appeal to Intellectual Dependency establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.IntellectualDependency = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Intellectual Dependency"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSSlaveProfessionalism != "unset">> + <<if $FSPromenade.SlaveProfessionalism == 0>> + [[Upgrade this sector to appeal to Slave Professionalism establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.SlaveProfessionalism = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Slave Professionalism"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <<elseif $arcologies[0].FSHedonisticDecadence != "unset">> - <<if $FSPromenade.Hedonism == 0>> - <br> - [[Upgrade this sector to appeal to Hedonistic establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Hedonism = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Hedonism"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSBodyPurist != "unset">> + <<if $FSPromenade.BodyPurist == 0>> + [[Upgrade this sector to appeal to Body Purist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.BodyPurist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Body Purist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSTransformationFetishist != "unset">> + <<if $FSPromenade.TransformationFetishist == 0>> + [[Upgrade this sector to appeal to Transformation Fetishist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.TransformationFetishist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Transformation Fetishist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <</if>> - <<if $arcologies[0].FSRepopulationFocus != "unset">> - <<if $FSPromenade.Repopulationist == 0>> - <br> - [[Upgrade this sector to appeal to Repopulationist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Repopulationist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Repopulationist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSYouthPreferentialist != "unset">> + <<if $FSPromenade.YouthPreferentialist == 0>> + [[Upgrade this sector to appeal to Youth Preferentialist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.YouthPreferentialist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Youth Preferentialist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSMaturityPreferentialist != "unset">> + <<if $FSPromenade.MaturityPreferentialist == 0>> + [[Upgrade this sector to appeal to Maturity Preferentialist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.MaturityPreferentialist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Maturity Preferentialist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <<elseif $arcologies[0].FSRestart != "unset">> - <<if $FSPromenade.Eugenics == 0>> - <br> - [[Upgrade this sector to appeal to Eugenics establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Eugenics = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Eugenics"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSPetiteAdmiration != "unset">> + <<if $FSPromenade.PetiteAdmiration == 0>> + [[Upgrade this sector to appeal to Petite Admiration establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.PetiteAdmiration = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Petite Admiration"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSStatuesqueGlorification != "unset">> + <<if $FSPromenade.StatuesqueGlorification == 0>> + [[Upgrade this sector to appeal to Statuesque Glorification establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.StatuesqueGlorification = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Statuesque Glorification"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <</if>> - <<if $arcologies[0].FSChattelReligionist != "unset">> - <<if $FSPromenade.ChattelReligionist == 0>> - <br> - [[Upgrade this sector to appeal to Chattel Religionist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.ChattelReligionist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Chattel Religionist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSSlimnessEnthusiast != "unset">> + <<if $FSPromenade.SlimnessEnthusiast == 0>> + [[Upgrade this sector to appeal to Slimness Enthusiast establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.SlimnessEnthusiast = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Slimness Enthusiast"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSAssetExpansionist != "unset">> + <<if $FSPromenade.AssetExpansionist == 0>> + [[Upgrade this sector to appeal to Asset Expansionist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.AssetExpansionist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Asset Expansionist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <</if>> - <<if $arcologies[0].FSRomanRevivalist != "unset">> - <<if $FSPromenade.RomanRevivalist == 0>> - <br> - [[Upgrade this sector to appeal to Roman Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.RomanRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Roman Revivalist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSPastoralist != "unset">> + <<if $FSPromenade.Pastoralist == 0>> + [[Upgrade this sector to appeal to Pastoralist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Pastoralist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Pastoralist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <<elseif $arcologies[0].FSAztecRevivalist != "unset">> - <<if $FSPromenade.AztecRevivalist == 0>> - <br> - [[Upgrade this sector to appeal to Aztec Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.AztecRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Aztec Revivalist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSPhysicalIdealist != "unset">> + <<if $FSPromenade.PhysicalIdealist == 0>> + [[Upgrade this sector to appeal to Physical Idealist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.PhysicalIdealist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Physical Idealist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSHedonisticDecadence != "unset">> + <<if $FSPromenade.Hedonism == 0>> + [[Upgrade this sector to appeal to Hedonistic establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Hedonism = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Hedonism"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <<elseif $arcologies[0].FSEgyptianRevivalist != "unset">> - <<if $FSPromenade.EgyptianRevivalist == 0>> - <br> - [[Upgrade this sector to appeal to Egyptian Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.EgyptianRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Egyptian Revivalist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSRepopulationFocus != "unset">> + <<if $FSPromenade.Repopulationist == 0>> + [[Upgrade this sector to appeal to Repopulationist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Repopulationist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Repopulationist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSRestart != "unset">> + <<if $FSPromenade.Eugenics == 0>> + [[Upgrade this sector to appeal to Eugenics establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Eugenics = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Eugenics"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <<elseif $arcologies[0].FSEdoRevivalist != "unset">> - <<if $FSPromenade.EdoRevivalist == 0>> - <br> - [[Upgrade this sector to appeal to Edo Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.EdoRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Edo Revivalist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSChattelReligionist != "unset">> + <<if $FSPromenade.ChattelReligionist == 0>> + [[Upgrade this sector to appeal to Chattel Religionist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.ChattelReligionist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Chattel Religionist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <<elseif $arcologies[0].FSArabianRevivalist != "unset">> - <<if $FSPromenade.ArabianRevivalist == 0>> - <br> - [[Upgrade this sector to appeal to Arabian Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.ArabianRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Arabian Revivalist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $arcologies[0].FSRomanRevivalist != "unset">> + <<if $FSPromenade.RomanRevivalist == 0>> + [[Upgrade this sector to appeal to Roman Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.RomanRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Roman Revivalist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSAztecRevivalist != "unset">> + <<if $FSPromenade.AztecRevivalist == 0>> + [[Upgrade this sector to appeal to Aztec Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.AztecRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Aztec Revivalist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSEgyptianRevivalist != "unset">> + <<if $FSPromenade.EgyptianRevivalist == 0>> + [[Upgrade this sector to appeal to Egyptian Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.EgyptianRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Egyptian Revivalist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSEdoRevivalist != "unset">> + <<if $FSPromenade.EdoRevivalist == 0>> + [[Upgrade this sector to appeal to Edo Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.EdoRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Edo Revivalist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSArabianRevivalist != "unset">> + <<if $FSPromenade.ArabianRevivalist == 0>> + [[Upgrade this sector to appeal to Arabian Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.ArabianRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Arabian Revivalist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> + <<elseif $arcologies[0].FSChineseRevivalist != "unset">> + <<if $FSPromenade.ChineseRevivalist == 0>> + [[Upgrade this sector to appeal to Chinese Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.ChineseRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Chinese Revivalist"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> + </span> + <</if>> <</if>> - <<elseif $arcologies[0].FSChineseRevivalist != "unset">> - <<if $FSPromenade.ChineseRevivalist == 0>> - <br> - [[Upgrade this sector to appeal to Chinese Revivalist establishments|Main][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.ChineseRevivalist = 1, $FSPromenade[_currentFSStyle] = 0, $sectors[$AS].type = "Chinese Revivalist"]] - //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>// + </div> + + <div> + <<if $sectors[$AS].type != "Shops">> + [[Return this sector to standard outlets|Main][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Subjugationist = 0, $FSPromenade.Supremacist = 0, $FSPromenade.GenderRadicalist = 0, $FSPromenade.GenderFundamentalist = 0, $FSPromenade.Paternalist = 0, $FSPromenade.Degradationist = 0, $FSPromenade.BodyPurist = 0, $FSPromenade.TransformationFetishist = 0, $FSPromenade.YouthPreferentialist = 0, $FSPromenade.MaturityPreferentialist = 0, $FSPromenade.SlimnessEnthusiast = 0, $FSPromenade.AssetExpansionist = 0, $FSPromenade.Pastoralist = 0, $FSPromenade.PhysicalIdealist = 0, $FSPromenade.ChattelReligionist = 0, $FSPromenade.RomanRevivalist = 0, $FSPromenade.AztecRevivalist = 0, $FSPromenade.EgyptianRevivalist = 0, $FSPromenade.EdoRevivalist = 0, $FSPromenade.ArabianRevivalist = 0, $FSPromenade.ChineseRevivalist = 0, $FSPromenade.Repopulationist = 0, $FSPromenade.Eugenics = 0, $FSPromenade.Hedonism = 0, $FSPromenade.IntellectualDependency = 0, $FSPromenade.SlaveProfessionalism = 0, $FSPromenade.PetiteAdmiration = 0, $FSPromenade.StatuesqueGlorification = 0, $sectors[$AS].type = "Shops"]] + <span class="note"> + Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> + </span> <</if>> - <</if>> - <<if $sectors[$AS].type != "Shops">> - <br> - [[Return this sector to standard outlets|Main][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $FSPromenade.Subjugationist = 0, $FSPromenade.Supremacist = 0, $FSPromenade.GenderRadicalist = 0, $FSPromenade.GenderFundamentalist = 0, $FSPromenade.Paternalist = 0, $FSPromenade.Degradationist = 0, $FSPromenade.BodyPurist = 0, $FSPromenade.TransformationFetishist = 0, $FSPromenade.YouthPreferentialist = 0, $FSPromenade.MaturityPreferentialist = 0, $FSPromenade.SlimnessEnthusiast = 0, $FSPromenade.AssetExpansionist = 0, $FSPromenade.Pastoralist = 0, $FSPromenade.PhysicalIdealist = 0, $FSPromenade.ChattelReligionist = 0, $FSPromenade.RomanRevivalist = 0, $FSPromenade.AztecRevivalist = 0, $FSPromenade.EgyptianRevivalist = 0, $FSPromenade.EdoRevivalist = 0, $FSPromenade.ArabianRevivalist = 0, $FSPromenade.ChineseRevivalist = 0, $FSPromenade.Repopulationist = 0, $FSPromenade.Eugenics = 0, $FSPromenade.Hedonism = 0, $FSPromenade.IntellectualDependency = 0, $FSPromenade.SlaveProfessionalism = 0, $FSPromenade.PetiteAdmiration = 0, $FSPromenade.StatuesqueGlorification = 0, $sectors[$AS].type = "Shops"]] - //Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>// - <</if>> + </div> <</if>> <</if>> diff --git a/src/uncategorized/spa.tw b/src/uncategorized/spa.tw index 5be7a0a077c2464809cbb45e22012041ea14c12a..331b703c812938e145627d647ab1de2c4827e3fe 100644 --- a/src/uncategorized/spa.tw +++ b/src/uncategorized/spa.tw @@ -5,126 +5,157 @@ <<if $spaName != "the Spa">> <<set $spaNameCaps = $spaName.replace("the ", "The ")>> <</if>> -$spaNameCaps -<<switch $spaDecoration>> -<<case "Roman Revivalist">> - is built as a Roman bath. The flooring is pleasantly warm due to a modernized version of hypocaust heating, and is covered in mosaic depicting slaves enjoying sex. -<<case "Aztec Revivalist">> - is built as an Aztec bathhouse. Water steams from the middle of the room and the air is heavy with the scent of herbs and essences. The idols by the door glisten with moisture. -<<case "Egyptian Revivalist">> - is decorated like an Egyptian water garden. All but the hottest pools include aquatic plants around their edges, and the atmosphere is heavy with perfume. -<<case "Edo Revivalist">> - is decorated like a traditional onsen. The stone-lined pools are surrounded by meticulously kept gardens, and there are proper provisions for bathing in the old Japanese style. -<<case "Arabian Revivalist">> - looks like a dream of an Arabian palace garden. Every surface is richly tiled in vibrant colors, and the beguiling scents of perfumes from the Levant hang in the air. -<<case "Chinese Revivalist">> - is gloomy and hot, filled with an oppressive steam that immediately dulls the senses. Though relaxation is possible and indeed easy here, it is a stultifying relaxation whose humid warmth seems to suppress independence. -<<case "Chattel Religionist">> - is dedicated to the purification of the body and the spirit. The pools are arranged for the completion of self-purification procedures which include ritual masturbation. -<<case "Degradationist">> - is utilitarian. There are waterproof cameras positioned throughout the spa so that anyone who wants to can watch the nude slaves. One wall has a screen showing the current viewer count to keep the slaves aware of this. -<<case "Asset Expansionist">> - is utilitarian. It is equipped with all sorts of devices to help slaves care for huge assets, including lifts to help them in and out of the water, and all around showers to help clean and moisturize difficult to reach spots. -<<case "Transformation Fetishist">> - is utilitarian. It is equipped with special devices to help speed surgical recovery, including a series of baths designed to prevent scarring. -<<case "Repopulation Focus">> - is comfortable, with waterproof cushions lining the pools. It is equipped with all sorts of devices to aid pregnant slaves, including lifts to help them in and out of the water, baths just for their feet, and all around showers to help clean and moisturize difficult to reach spots. -<<case "Eugenics">> - is comfortable, albeit split in half. One side for the lower classes' slaves, and the other for the Elite and their pets. -<<case "Gender Radicalist">> - is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing slave girls with all different varieties of genitalia orgasming from penetration, to keep the idea at the forefront of the slaves' minds. -<<case "Gender Fundamentalist">> - is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing light entertainment featuring a lot of beautiful women and handsome men for the slaves' edification. -<<case "Physical Idealist">> - is not the gym, but it does have some workout equipment, mostly low-impact machines designed to speed recovery. There are special hot baths to ease sore muscles. -<<case "Supremacist">> - is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing light entertainment featuring $arcologies[0].FSSupremacistRace main characters. -<<case "Subjugationist">> - is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing light entertainment featuring $arcologies[0].FSSubjugationistRace characters in comic relief roles. -<<case "Paternalist">> - is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing light entertainment written by and intended for smart, loyal slaves. -<<case "Pastoralist">> - is utilitarian. It is equipped with all sorts of devices to help slaves care for huge assets, including lifts to help them in and out of the water, and all around showers to help clean and moisturize difficult to reach spots. -<<case "Maturity Preferentialist">> - is comfortable, but surprisingly businesslike. It's all about beautification here; there's a bewildering array of mud baths, resting pools, and massage setups, all designed to keep mature slaves looking their very best. -<<case "Youth Preferentialist">> - is comfortable and fun. There are hot tubs and massage tables for slaves who feel like relaxing, but there's also a colder pool with pool toys for slaves who want to play. It even has a small waterslide. -<<case "Body Purist">> - is comfortable, with waterproof cushions lining the pools. Everything is designed for the slaves' comfort; there are even special mud baths to perfect skin clarity. -<<case "Slimness Enthusiast">> - is comfortable, with waterproof cushions lining the pools. Everything is designed for the slaves' comfort; there are even special mud baths to perfect skin clarity. -<<case "Hedonistic">> - is comfortable, with waterproof cushions lining the pools. It is equipped with all sorts of devices to aid hefty slaves, including lifts to help them in and out of the water, specialized moisturizers to keep their skin healthy and smooth, and all around showers to help clean difficult to reach spots and between folds. <<if $arcologies[0].FSHedonisticDecadenceResearch == 1>>Platters of food and treats are readily available around the tubs so that relaxing slaves never have to strain to grab a bite to eat<<else>>Feeders connected to the slave food reserves line the pools so that so that relaxing slaves never have to strain to suck down their fill of food<</if>>. -<<case "Intellectual Dependency">> - is comfortable, fun and, most importantly, safe; even the dumbest slave can enjoy the pools without worrying their <<= properTitle()>>. There are screens on the walls showing simple entertainment designed to arouse more than titillate. -<<case "Slave Professionalism">> - is comfortable, with waterproof cushions lining the pools. It is a place where a weary slave can rest their mind after a hards day's work. There are screens on the walls showing documentaries intended for smart, skilled slaves. -<<case "Petite Admiration">> - is comfortable, but designed with short slaves in mind. The pools are shallow and easy to slip in and out of; taller slaves are likely to find them more frustrating than enjoyable. -<<case "Statuesque Glorification">> - is comfortable, but designed with tall slaves in mind. The pools are deep; too deep for a short slave to find relaxing. -<<default>> - is well-appointed, with massage tables, hot tubs, and a cold pool. -<</switch>> +<p class="scene-intro"> + $spaNameCaps + <<switch $spaDecoration>> + <<case "Roman Revivalist">> + is built as a Roman bath. The flooring is pleasantly warm due to a modernized version of hypocaust heating, and is covered in mosaic depicting slaves enjoying sex. + <<case "Aztec Revivalist">> + is built as an Aztec bathhouse. Water steams from the middle of the room and the air is heavy with the scent of herbs and essences. The idols by the door glisten with moisture. + <<case "Egyptian Revivalist">> + is decorated like an Egyptian water garden. All but the hottest pools include aquatic plants around their edges, and the atmosphere is heavy with perfume. + <<case "Edo Revivalist">> + is decorated like a traditional onsen. The stone-lined pools are surrounded by meticulously kept gardens, and there are proper provisions for bathing in the old Japanese style. + <<case "Arabian Revivalist">> + looks like a dream of an Arabian palace garden. Every surface is richly tiled in vibrant colors, and the beguiling scents of perfumes from the Levant hang in the air. + <<case "Chinese Revivalist">> + is gloomy and hot, filled with an oppressive steam that immediately dulls the senses. Though relaxation is possible and indeed easy here, it is a stultifying relaxation whose humid warmth seems to suppress independence. + <<case "Chattel Religionist">> + is dedicated to the purification of the body and the spirit. The pools are arranged for the completion of self-purification procedures which include ritual masturbation. + <<case "Degradationist">> + is utilitarian. There are waterproof cameras positioned throughout the spa so that anyone who wants to can watch the nude slaves. One wall has a screen showing the current viewer count to keep the slaves aware of this. + <<case "Asset Expansionist">> + is utilitarian. It is equipped with all sorts of devices to help slaves care for huge assets, including lifts to help them in and out of the water, and all around showers to help clean and moisturize difficult to reach spots. + <<case "Transformation Fetishist">> + is utilitarian. It is equipped with special devices to help speed surgical recovery, including a series of baths designed to prevent scarring. + <<case "Repopulation Focus">> + is comfortable, with waterproof cushions lining the pools. It is equipped with all sorts of devices to aid pregnant slaves, including lifts to help them in and out of the water, baths just for their feet, and all around showers to help clean and moisturize difficult to reach spots. + <<case "Eugenics">> + is comfortable, albeit split in half. One side for the lower classes' slaves, and the other for the Elite and their pets. + <<case "Gender Radicalist">> + is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing slave girls with all different varieties of genitalia orgasming from penetration, to keep the idea at the forefront of the slaves' minds. + <<case "Gender Fundamentalist">> + is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing light entertainment featuring a lot of beautiful women and handsome men for the slaves' edification. + <<case "Physical Idealist">> + is not the gym, but it does have some workout equipment, mostly low-impact machines designed to speed recovery. There are special hot baths to ease sore muscles. + <<case "Supremacist">> + is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing light entertainment featuring $arcologies[0].FSSupremacistRace main characters. + <<case "Subjugationist">> + is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing light entertainment featuring $arcologies[0].FSSubjugationistRace characters in comic relief roles. + <<case "Paternalist">> + is comfortable, with waterproof cushions lining the pools. There are screens on the walls showing light entertainment written by and intended for smart, loyal slaves. + <<case "Pastoralist">> + is utilitarian. It is equipped with all sorts of devices to help slaves care for huge assets, including lifts to help them in and out of the water, and all around showers to help clean and moisturize difficult to reach spots. + <<case "Maturity Preferentialist">> + is comfortable, but surprisingly businesslike. It's all about beautification here; there's a bewildering array of mud baths, resting pools, and massage setups, all designed to keep mature slaves looking their very best. + <<case "Youth Preferentialist">> + is comfortable and fun. There are hot tubs and massage tables for slaves who feel like relaxing, but there's also a colder pool with pool toys for slaves who want to play. It even has a small waterslide. + <<case "Body Purist">> + is comfortable, with waterproof cushions lining the pools. Everything is designed for the slaves' comfort; there are even special mud baths to perfect skin clarity. + <<case "Slimness Enthusiast">> + is comfortable, with waterproof cushions lining the pools. Everything is designed for the slaves' comfort; there are even special mud baths to perfect skin clarity. + <<case "Hedonistic">> + is comfortable, with waterproof cushions lining the pools. It is equipped with all sorts of devices to aid hefty slaves, including lifts to help them in and out of the water, specialized moisturizers to keep their skin healthy and smooth, and all around showers to help clean difficult to reach spots and between folds. <<if $arcologies[0].FSHedonisticDecadenceResearch == 1>>Platters of food and treats are readily available around the tubs so that relaxing slaves never have to strain to grab a bite to eat<<else>>Feeders connected to the slave food reserves line the pools so that so that relaxing slaves never have to strain to suck down their fill of food<</if>>. + <<case "Intellectual Dependency">> + is comfortable, fun and, most importantly, safe; even the dumbest slave can enjoy the pools without worrying their <<= properTitle()>>. There are screens on the walls showing simple entertainment designed to arouse more than titillate. + <<case "Slave Professionalism">> + is comfortable, with waterproof cushions lining the pools. It is a place where a weary slave can rest their mind after a hards day's work. There are screens on the walls showing documentaries intended for smart, skilled slaves. + <<case "Petite Admiration">> + is comfortable, but designed with short slaves in mind. The pools are shallow and easy to slip in and out of; taller slaves are likely to find them more frustrating than enjoyable. + <<case "Statuesque Glorification">> + is comfortable, but designed with tall slaves in mind. The pools are deep; too deep for a short slave to find relaxing. + <<default>> + is well-appointed, with massage tables, hot tubs, and a cold pool. + <</switch>> -<<set _spaUtilization = 1 - ($spaSpots / ($spa * 20))>> -<<if _spaUtilization >= 1>> - It's crowded in here. Slaves are relaxing in the warm water, splashing around or just floating. Here and there some of the more sex-starved are in the early stages of intercourse, but most prefer to take time off from it all. Unfortunately there is not enough space for all of your slaves to enjoy the spa. -<<elseif _spaUtilization >= 0.5>> - It's busy in here. Slaves are relaxing in the warm water, splashing around or just floating. Here and there some of the more sex-starved are in the early stages of intercourse, but most prefer to take time off from it all. -<<elseif _spaUtilization > 0>> - It's sparsely populated; though the few slaves here have little company they like having the water to themselves. -<<elseif $SpaiIDs.length / $spa > 0.5>> - It's busy in here. Slaves are relaxing in the warm water, splashing around or just floating. Here and there some of the more sex-starved are in the early stages of intercourse, but most prefer to take time off from it all. -<<elseif $SpaiIDs.length > 0>> - It's sparsely populated; though the few slaves here have little company they like having the water to themselves. -<<elseif $Attendant != 0>> - <<setLocalPronouns $Attendant>> - $Attendant.slaveName is alone here, and has nothing to do but keep the place (and $his own soft, wet body) spotlessly clean. -<<else>> - It's empty and quiet. -<</if>> -<<if $SpaiIDs.length == 0 && $Attendant == 0>> - [[Decommission the Spa|Main][$spa = 0, $spaDecoration = "standard", $spaUpgrade = 0, $spaFix = 0]] -<</if>> - -<<if $SpaiIDs.length > 0>> - <<removeFacilityWorkers "spa" "rest" "rest">> -<</if>> + <<set _spaUtilization = 1 - ($spaSpots / ($spa * 20))>> + <<if _spaUtilization >= 1>> + It's crowded in here. Slaves are relaxing in the warm water, splashing around or just floating. Here and there some of the more sex-starved are in the early stages of intercourse, but most prefer to take time off from it all. Unfortunately there is not enough space for all of your slaves to enjoy the spa. + <<elseif _spaUtilization >= 0.5>> + It's busy in here. Slaves are relaxing in the warm water, splashing around or just floating. Here and there some of the more sex-starved are in the early stages of intercourse, but most prefer to take time off from it all. + <<elseif _spaUtilization > 0>> + It's sparsely populated; though the few slaves here have little company they like having the water to themselves. + <<elseif $SpaiIDs.length / $spa > 0.5>> + It's busy in here. Slaves are relaxing in the warm water, splashing around or just floating. Here and there some of the more sex-starved are in the early stages of intercourse, but most prefer to take time off from it all. + <<elseif $SpaiIDs.length > 0>> + It's sparsely populated; though the few slaves here have little company they like having the water to themselves. + <<elseif $Attendant != 0>> + <<setLocalPronouns $Attendant>> + $Attendant.slaveName is alone here, and has nothing to do but keep the place (and $his own soft, wet body) spotlessly clean. + <<else>> + It's empty and quiet. + <</if>> + <<if $SpaiIDs.length == 0 && $Attendant == 0>> + <div class="choices" style="font-style:normal"> + [[Decommission the Spa|Main][$spa = 0, $spaDecoration = "standard", $spaUpgrade = 0, $spaFix = 0]] + </div> + <</if>> +</p> -<<set _Tmult0 = Math.trunc($spa*1000*$upgradeMultiplierArcology)>> -<br>$spaNameCaps can house $spa slaves while they recuperate here. There <<if $SpaiIDs.length == 1>>is<<else>>are<</if>> currently $SpaiIDs.length slave<<if $SpaiIDs.length != 1>>s<</if>> recuperating in $spaName. -[[Expand the spa|Spa][cashX(forceNeg(_Tmult0), "capEx"), $spa += 5]] //Costs <<print cashFormat(_Tmult0)>>// +<div> + <<set _Tmult0 = Math.trunc($spa*1000*$upgradeMultiplierArcology)>> + $spaNameCaps can house $spa slaves while they recuperate here. There <<if $SpaiIDs.length == 1>>is<<else>>are<</if>> currently $SpaiIDs.length slave<<if $SpaiIDs.length != 1>>s<</if>> recuperating in $spaName. + <div class="choices"> + [[Expand the spa|Spa][cashX(forceNeg(_Tmult0), "capEx"), $spa += 5]] + <span class="note"> + Costs <<print cashFormat(_Tmult0)>> + </span> + </div> + <div class="choices"> + <<if $SpaiIDs.length > 0>> + <<removeFacilityWorkers "spa" "rest" "rest">> + <</if>> + </div> +</div> -<br> -<<if $spaUpgrade == 1>> - $spaNameCaps has been upgraded with state of the art temperature treatment options, from hot and cold mineral water pools to baking saunas and dense steam rooms. -<<else>> - <<set _Tmult1 = Math.trunc($spa*1000*$upgradeMultiplierArcology)>> - $spaNameCaps is a standard spa. [[Upgrade the spa with saunas, steam rooms, and mineral water baths|Spa][cashX(forceNeg(_Tmult1), "capEx"), $spaUpgrade = 1]] //Costs <<print cashFormat(_Tmult1)>>// -<</if>> - -<<if $Attendant != 0>> -<<setLocalPronouns $Attendant>> -<br> -<<if $spaFix == 2>> - $Attendant.slaveName is focusing only on the health and wellness of the slaves under $his care, obeying your orders to avoid attempting to right mental flaws. - [["Order " + $him + " to only fix mindbroken slaves"|Spa][$spaFix = 1]] | - [["Let " + $him + " tend as " + $he + " sees fit"|Spa][$spaFix = 0]] -<<elseif $spaFix == 1>> - $Attendant.slaveName is focusing on the health and wellness of the slaves under $his care, as well as trying to bring mindbroken slaves back, while ignoring any mental hang-ups a slave may have. - [["Order " + $him + " to not fix flaws"|Spa][$spaFix = 2]] | - [["Let " + $him + " tend as " + $he + " sees fit"|Spa][$spaFix = 0]] -<<else>> - $Attendant.slaveName is not following any special orders and is tending to your slaves as $he sees fit. - [["Order " + $him + " to not fix any flaws"|Spa][$spaFix = 2]] | - [["Order " + $him + " to only fix mindbroken slaves"|Spa][$spaFix = 1]] -<</if>> -<</if>> +<div> + <<if $spaUpgrade == 1>> + $spaNameCaps has been upgraded with state of the art temperature treatment options, from hot and cold mineral water pools to baking saunas and dense steam rooms. + <<else>> + <<set _Tmult1 = Math.trunc($spa*1000*$upgradeMultiplierArcology)>> + $spaNameCaps is a standard spa. + <div class="choices"> + [[Upgrade the spa with saunas, steam rooms, and mineral water baths|Spa][cashX(forceNeg(_Tmult1), "capEx"), $spaUpgrade = 1]] + <span class="note"> + Costs <<print cashFormat(_Tmult1)>> + </span> + </div> + <</if>> +</div> +<div> + <<if $Attendant != 0>> + <<setLocalPronouns $Attendant>> + <<if $spaFix == 2>> + $Attendant.slaveName is focusing only on the health and wellness of the slaves under $his care, obeying your orders to avoid attempting to right mental flaws. + <div class="choices"> + [["Order " + $him + " to only fix mindbroken slaves"|Spa][$spaFix = 1]] | + [["Let " + $him + " tend as " + $he + " sees fit"|Spa][$spaFix = 0]] + </div> + <<elseif $spaFix == 1>> + $Attendant.slaveName is focusing on the health and wellness of the slaves under $his care, as well as trying to bring mindbroken slaves back, while ignoring any mental hang-ups a slave may have. + <div class="choices"> + [["Order " + $him + " to not fix flaws"|Spa][$spaFix = 2]] | + [["Let " + $him + " tend as " + $he + " sees fit"|Spa][$spaFix = 0]] + </div> + <<else>> + $Attendant.slaveName is not following any special orders and is tending to your slaves as $he sees fit. + <div class="choices"> + [["Order " + $him + " to not fix any flaws"|Spa][$spaFix = 2]] | + [["Order " + $him + " to only fix mindbroken slaves"|Spa][$spaFix = 1]] + </div> + <</if>> + <</if>> +</div> -<br><br> -<<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.spa, true)>> +<p> + <<print App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.spa, true)>> +</p> -<br><br>Rename $spaName: <<textbox "$spaName" $spaName "Spa">> //Use a noun or similar short phrase// +<p> + Rename $spaName: <<textbox "$spaName" $spaName "Spa">> + <span class="note"> + Use a noun or similar short phrase + </span> +</p> <<run App.UI.SlaveList.ScrollPosition.restore()>>