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/uncategorized/brothel.tw b/src/uncategorized/brothel.tw
index cff0c1e9e25f523686ababb61037229164f0203e..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>>
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>&nbsp;&nbsp;&nbsp;&nbsp;
-		<<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()>>