diff --git a/sanityCheck b/sanityCheck index 9b0d1f0100861586f7bc97675706edcd60260ca3..a7536dc91cc5ab722746de6187f7581a56c98274 100755 --- a/sanityCheck +++ b/sanityCheck @@ -94,7 +94,7 @@ $GREP '<<\s*\$' -- 'src/*' | myprint "VarSignAtMacroStart" ( cd src/ cat $(find . -name "*.tw" ) | tr -c '$a-zA-Z' '\n' | sed -n '/^[$]/p' | grep -v "Nationalities" | sort | uniq -u | sed 's/^[$]/-e[$]/' | sed 's/$/\\\\W/' | xargs -r git grep -n --color | myprint "OnlyUsedOnce" -#cat $(find . -name "*.tw" ) | tr -c '.$a-zA-Z[]_' '\n' | sed -n -e 's/^[$]\(PC\|activeSlave\|\(slaves\|tanks\)\[[^]]*\]*\)[.]\([a-zA-Z]*\).*$/[.]\3/p' | sort | uniq -u |sed 's/^\(.*\)$/-e\1\\\\\b/' | xargs -r git grep -n --color | myprint "SlaveAttributeUsedOnce" +cat $(find . -name "*.tw" ! -name "*JS.tw" ) | tr -c '.$a-zA-Z[]_' '\n' | sed -n -e 's/^[$]\(PC\|activeSlave\|\(slaves\|tanks\)\[[^]]*\]*\)[.]\([a-zA-Z]*\).*$/[.]\3/p' | sort | uniq -u |sed 's/^\(.*\)$/-e\1\\\\\b/' | xargs -r git grep -n --color | myprint "SlaveAttributeUsedOnce" ) diff --git a/src/init/dummy.tw b/src/init/dummy.tw index df7a2f03e990bbabccaecb7236ab7fb5aa85fab9..60aa2bf8ff212b5f5d905230fe9ab1cbca147709 100644 --- a/src/init/dummy.tw +++ b/src/init/dummy.tw @@ -21,7 +21,7 @@ $belarusianSlaveNames, $dominicanSlaveNames, $scottishSlaveNames $ArcologyNamesEugenics, $ArcologyNamesRepopulationist, $ArcologyNamesHedonisticDecadence $hare1, $hare2, $hare3, $hareSpeed, $hareSpeed1, $hareSpeed2, $hareSpeed3, $origin1, $origin2, $origin3, $LurcherSpeed $$i -$SSSlavesIDs +$SSSlavesIDs, $MishceviousColonel, $PsychopathicColonel, $JadedColonel, $ShellShockedColonel, $BrazenColonel $activeSlave.bodySwap, $activeSlave.customImageFormat, $activeSlave.customHairVector, $activeSlave.shoeColor $drugs $PC.origRace, $PC.origSkin diff --git a/src/init/storyInit.tw b/src/init/storyInit.tw index c3a60998f43513776425c2afed6195494e4e682e..bb9af175f1342ea85e4cda834269fd424ba22335 100644 --- a/src/init/storyInit.tw +++ b/src/init/storyInit.tw @@ -1068,7 +1068,6 @@ FertilityAge($fertilityAge) <<set $AgePenalty = 1>> <<set $precociousPuberty = 0>> <<set $targetAge = $minimumSlaveAge>> - <<set $pubertyLength = 5>> <<set $maxGrowthAge = 24>> @@ -1138,40 +1137,53 @@ FertilityAge($fertilityAge) /* Variables for the initial events and presentation logic */ <<set $securityForceCreate = 0>> /* Has the player chosen to create the SF? Used for initial events */ -<<set $securityForceEventSeen = 0>> /* Has the player seen the SF event? Used to avoid re-event */ +<<set $securityForceEventSeen = 0>> /* Has the player seen the SF event? Used to avoid re-event */ <<set $securityForceName = "Security Force">> /* What is the SF's name? */ <<set $securityForceActive = 0>> /* SF is active - activates end of turn screen logic */ /* Variables for the SF control panel and logic */ -<<set $securityForceSubsidyActive = 0>> /* Is the player having to subsidize the SF? */ +<<set $securityForceSubsidyActive = 0>> /* Is the player having to subsidize the SF? */ <<set $securityForceRecruit = 0>> /* How many recruits has the SF attracted this week? Used in recruitment calcs */ -<<set $securityForceTrade = 0>> /* How much trade has the SF encouraged this week? Used for rep calcs */ -<<set $securityForceBooty = 0>> /* How much money has the SF made this week? Used in money calcs */ +<<set $securityForceTrade = 0>> /* How much trade has the SF encouraged this week? Used for rep calcs */ +<<set $securityForceBooty = 0>> /* How much money has the SF made this week? Used in money calcs */ <<set $securityForceIncome = 0>> /* What was the final, adjusted take for the SF this week? Used for EOW text */ <<set $securityForceProfitable = 0>> /* Is the SF profitable? Used for EOW text */ -<<set $securityForceFocus = "recruit">> /* What is the SF's assigned job? */ +<<set $securityForceFocus = "recruit">> /* What is the SF's assigned job? */ <<set $securityForceRulesOfEngagement = "hold">> /* What are the SF's ROE outside the arcology? */ -<<set $securityForceAccountability = "strict">> /* Is the SF being held accountable for its actions outside the arcology? */ -<<set $securityForceDepravity = 0>> /* How depraved has the SF become? Used for flavor text injections. */ +<<set $securityForceAccountability = "strict">> /* Is the SF being held accountable for its actions outside the arcology? */ +<<set $securityForceDepravity = 0>> /* How depraved has the SF become? Used for flavor text injections. */ <<set $securityForceUpgradeToken = 0>> /* Flag to keep track of single upgrade/week. */ -<<set $securityForceGiftToken = 0>> /* Flag to keep track of single gift/week. */ -<<set $securityForceColonelToken = 0>> /* Flag to keep track of fucking the colonel? */ +<<set $securityForceGiftToken = 0>> /* Flag to keep track of single gift/week. */ +<<set $securityForceColonelToken = 0>> /* Flag to keep track of talking to the colonel. */ +<<set $securityForceSexedColonelToken = 0>> /* Has the player sexed The colonel this week? */ +<<set $ColonelCore = 0>> /* What is the core of the Colonel? */ /* Variables for the SF Personnel/Gear */ -<<set $securityForcePersonnel = 40>> /* How big is the SF? Maxes out at battalion/regimental (~1000) strength */ -<<set $securityForceInfantryPower = 0>> /* How many infantry upgrades has the player bought? */ -<<set $securityForceVehiclePower = 0>> /* How many vehicle upgrades has the player bought? */ -<<set $securityForceAircraftPower = 0>> /* How many aircraft upgrades has the player bought? */ -<<set $securityForceDronePower = 0>> /* How many drone upgrades has the player bought? */ -<<set $securityForceStimulantPower = 0>> /* How many stimulant upgrades has the player bought? */ -<<set $securityForceArcologyUpgrades = 0>> /* How many militarized arcology upgrades has the player bought? */ -<<set $securityForceDronePower = 0>> /* How many frone upgrades has the player bought? */ -<<set $securityForceSpacePlanePower = 0>> /* Has the SF found a busted down spaceplane begging for work? */ -<<set $securityForceSatalitePower = 0>> /* Has the SF commendeered a satelite relay? */ -<<set $securityForceGiantRobot = 0>> /* Has the player assembled a makeshift giant robot */ -<<set $SSLevel = 0>> /* Has the player sent any slaves to 'help out' */ -<<set $securityForceMissionEfficiency = 1>> /* How efficient is the SF at completing its assigned task? (Upgrades*Drug Multiplier) */ - +<<set $SSLevelBarracks = 0>> /* Has the player sent any slaves to 'help out in barracks' */ + <<set $securityForceArcologyUpgrades = 0>> /* How many militarized arcology upgrades has the player bought? */ +<<set $securityForcePersonnel = 40>> /* How big is the SF? Maxes out at battalion/regimental (~1500) strength */ +<<set $SSLevelArmoury = 0>> /* Has the player sent any slaves to 'help out' in the Armoury */ + <<set $securityForceInfantryPower = 0>> /* How many infantry upgrades has the player bought? */ +<<set $SSLevelStimulantLab = 0>> /* Has the player sent any slaves to 'help out' in the Stimulant Lab */ + <<set $securityForceStimulantPower = 0>> /* How many stimulant upgrades has the player bought? */ +<<set $SSLevelGarage = 0>> /* Has the player sent any slaves to 'help out' in the Garage */ + <<set $securityForceVehiclePower = 0>> /* How many vehicle upgrades has the player bought? */ +<<set $SSLevelHangar = 0>> /* Has the player sent any slaves to 'help out' in the hangar */ + <<set $securityForceAircraftPower = 0>> /* How many aircraft upgrades has the player bought? */ + <<set $securityForceSpacePlanePower = 0>> /* Has the SF found a busted down spaceplane begging for work? */ + <<set $securityForceFortressZeppelin = 0>> /* Has the SF found a busted down fortress zeppelin begging for work? */ + <<set $securityForceAC130 = 0>> /* Has the SF found a busted down AC-130 begging for work? */ +<<set $SSLevelDroneBay = 0>> /* Has the player sent any slaves to 'help out' in the Drone Bay */ + <<set $securityForceDronePower = 0>> /* How many drone upgrades has the player bought? */ +<<set $SSLevelLaunchBay = 0>> /* Has the player sent any slaves to 'help out' in the Launch Bay */ + <<set $securityForceSatalitePower = 0>> /* Has the SF commendeered a satelite relay? */ + <<set $securityForceGiantRobot = 0>> /* Has the player assembled a makeshift giant robot */ +<<set $SSLevelNavalYard = 0>> /* Has the player sent any slaves to 'help out' in the Naval Yard */ + <<set $securityForceAircraftCarrier = 0>> /* Has the SF found a busted down aircraft carrier begging for work? */ + <<set $securityForceSubmarine = 0>> /* Has the SF found a busted down submarine begging for work? */ +<<set $securityForceColonelSexed = 0>> /* Has the player sexed The colonel this week? */ +<<set $securityForceMissionEfficiency = 1>> /* How efficient is the SF at completing its assigned task? (Upgrades*Drug Multiplier) */ + /* Misc mod variables */ <<set $recruiterEugenics = 0>> <<set $cyberMod = 0>> diff --git a/src/uncategorized/BackwardsCompatibility.tw b/src/uncategorized/BackwardsCompatibility.tw index 12b427bf34304dbe71a4fa6b7be1d4aaaf4a47d7..fd045d94085c8253ab38dc9c1ffc6c685f1d3fec 100644 --- a/src/uncategorized/BackwardsCompatibility.tw +++ b/src/uncategorized/BackwardsCompatibility.tw @@ -558,17 +558,57 @@ <<if ndef $securityForceColonelToken>> <<set $securityForceColonelToken = 0>> <</if>> +<<if ndef $SSLevelBarracks>> + <<set $SSLevelBarracks = 0>> +<</if>> +<<if ndef $SSLevelArmoury>> + <<set $SSLevelArmoury = 0>> +<</if>> +<<if ndef $SSLevelStimulantLab>> + <<set $SSLevelStimulantLab = 0>> +<</if>> +<<if ndef $SSLevelGarage>> + <<set $SSLevelGarage = 0>> +<</if>> +<<if ndef $SSLevelHangar>> + <<set $SSLevelHangar = 0>> +<</if>> <<if ndef $securityForceSpacePlanePower>> <<set $securityForceSpacePlanePower = 0>> <</if>> +<<if ndef $securityForceFortressZeppelin>> + <<set $securityForceFortressZeppelin = 0>> +<</if>> +<<if ndef securityForceAC130>> + <<set securityForceAC130 = 0>> +<</if>> +<<if ndef $SSLevelDroneBay>> + <<set $SSLevelDroneBay = 0>> +<</if>> +<<if ndef $SSLevelLaunchBay>> + <<set $SSLevelLaunchBay = 0>> +<</if>> <<if ndef $securityForceSatalitePower>> <<set $securityForceSatalitePower = 0>> <</if>> <<if ndef $securityForceGiantRobot>> <<set $securityForceGiantRobot = 0>> <</if>> -<<if ndef $SSLevel>> - <<set $SSLevel = 0>> +<<if ndef $SSLevelNavalYard && $terrain == "oceanic">> + <<set $SSLevelNavalYard = 0>> +<</if>> +<<if ndef $securityForceAircraftCarrier && $terrain == "oceanic">> + <<set $securityForceAircraftCarrier = 0>> +<</if>> +<<if ndef $securityForceSubmarine && $terrain == "oceanic">> + <<set $securityForceSubmarine = 0>> +<</if>> +<<if ndef $securityForceSexedColonelToken>> + <<set $securityForceSexedColonelToken = 0>> +<</if>> +<</if>> +<<if ndef $securityForceColonelSexed>> + <<set $securityForceColonelSexed = 0>> <</if>> <<if ndef $arcologies[0].FSAztecRevivalist>> diff --git a/src/uncategorized/SFMBarracks.tw b/src/uncategorized/SFMBarracks.tw index 55eba9ea0300dca84b787c02ccab865bfb42a81d..c37d00be20cae3347710138cd4f1a35b2390fa5e 100644 --- a/src/uncategorized/SFMBarracks.tw +++ b/src/uncategorized/SFMBarracks.tw @@ -4,15 +4,13 @@ <<set $nextButton = "Back to Main">> <<set $nextLink = "Main">> <<set $returnTo = "Barracks">> -//The $securityForceName barracks is located in the arcology's lower levels, occupying unneeded warehouse space. It is not accessible to the general citizenry, but your personal elevator has express service to it. As you step off, two soldiers in combat armour manning the entry checkpoint tense and raise their weapons, before nodding respectfully and stepping aside, allowing their patron entry. The barracks is cavernous, containing areas for the soldiers to sleep and keep their belongings, areas for the storage and maintenance of their weapons and equipment, and common areas for them to amuse themselves, since they rarely mix with your citizens on the upper levels. You survey the facilities.//<</nobr>> - -<<nobr>> - ''Barracks:'' - /* 8 upgrades */ <<if $securityForceArcologyUpgrades == 0>>The barracks is currently quite basic, consisting of little more than a dormitory, armoury, a processing facility for human spoils, and a common area, sectioned off by stacks of empty supply crates. The cavernous space, however, is ripe for expansion.<<elseif $securityForceArcologyUpgrades == 1>>The barracks has become more permanent, expanding into free space, erecting permanent dividers, and sectioning off an area for use as a garage and vehicle maintenance bay.<<elseif $securityForceArcologyUpgrades == 2>>The barracks has added a facility for the storage, maintenance, and deployment of armed combat drones, and added storage facilities for the soldiers to store their personal spoils in.<<elseif $securityForceArcologyUpgrades == 3>>The barracks has added additional support personnel and equipment, allowing the potential procurement of heavier infantry armour, fighting vehicles, and combat drones.<<elseif $securityForceArcologyUpgrades == 4>>The barracks has expanded tremendously, adding an aerial control facility and express elevator connecting to a ring of launch pads and hangars built around the arcology's upper levels. Additional facilities have been added for soldier recreation, and spartan quarters for live-in slaves, both menial and service, have been installed.<<elseif $securityForceArcologyUpgrades == 5>>The barracks has (mostly) taken on the appearance of a professional military installation, with clearly delineated soldier and logistical areas, dedicated support and recreation facilities, in addition to advanced command and control apparatus. As a final measure, heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower.<<elseif $securityForceArcologyUpgrades == 6>> The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower.<<elseif $securityForceArcologyUpgrades == 7>>The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower.<<elseif $securityForceArcologyUpgrades == 8>>The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower.<</if>> +//The $securityForceName barracks is located in the arcology's lower levels, occupying unneeded warehouse space. It is not accessible to the general citizenry, but your personal elevator has express service to it. As you step off, two soldiers in combat armour manning the entry checkpoint tense and raise their weapons, before nodding respectfully and stepping aside, allowing their patron entry. The barracks is cavernous, containing areas for the soldiers to sleep and keep their belongings, areas for the storage and maintenance of their weapons and equipment, and common areas for them to amuse themselves, since they rarely mix with your citizens on the upper levels. You survey the facilities.// <</nobr>> + + ''Barracks:'' + /* 8 upgrades */ <<nobr>><<if $securityForceArcologyUpgrades == 0>>The barracks is currently quite basic, consisting of little more than a dormitory, armoury, a processing facility for human spoils, and a common area, sectioned off by stacks of empty supply crates. The cavernous space, however, is ripe for expansion.<<elseif $securityForceArcologyUpgrades == 1>>The barracks has become more permanent, expanding into free space, erecting permanent dividers, and sectioning off an area for use as a garage and vehicle maintenance bay.<<elseif $securityForceArcologyUpgrades == 2>>The barracks has added a facility for the storage, maintenance, and deployment of armed combat drones, and added storage facilities for the soldiers to store their personal spoils in.<<elseif $securityForceArcologyUpgrades == 3>>The barracks has added additional support personnel and equipment, allowing the potential procurement of heavier infantry armour, fighting vehicles, and combat drones.<<elseif $securityForceArcologyUpgrades == 4>>The barracks has expanded tremendously, adding an aerial control facility and express elevator connecting to a ring of launch pads and hangars built around the arcology's upper levels. Additional facilities have been added for soldier recreation, and spartan quarters for live-in slaves, both menial and service, have been installed.<<elseif $securityForceArcologyUpgrades == 5>>The barracks has (mostly) taken on the appearance of a professional military installation, with clearly delineated soldier and logistical areas, dedicated support and recreation facilities, in addition to advanced command and control apparatus. As a final measure, heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower.<<elseif $securityForceArcologyUpgrades == 6>> The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower.<<elseif $securityForceArcologyUpgrades == 7>>The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower.<<elseif $securityForceArcologyUpgrades == 8>>The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower.<</if>><</nobr>> -<<nobr>> -<div style="margin-left:1em"><<if $securityForcePersonnel < 100>> +<<nobr>><div style="margin-left:1em"><<if $securityForcePersonnel < 100>> The barracks' large dormitories are sparsely occupied, the few members of the $securityForceName residing within them concentrating together in a corner. The hundreds of empty beds and lockers visible herald the future. <<elseif $securityForcePersonnel < 300>> The barracks' large dormitories are lightly occupied, with the $securityForcePersonnel members of the $securityForceName starting to spread out across them. @@ -21,65 +19,65 @@ <<elseif $securityForcePersonnel < 700>> The barracks' large dormitories are well-occupied, and the $securityForcePersonnel members of the $securityForceName within have started to form small cliques based on section and row. <<elseif $securityForcePersonnel < 1500>> - The barracks' large dormitories are near capacity, and the $securityForcePersonnel members of the $securityForceName often barter their personal loot, whether it be monetary or human, for the choicest bunks.<</if>></div> -<</nobr>> + The barracks' large dormitories are near capacity, and the $securityForcePersonnel members of the $securityForceName often barter their personal loot, whether it be monetary or human, for the choicest bunks.<</if>></div><</nobr>> -<<nobr>> ''Armoury:'' - /* 11 upgrades */ <<if $securityForceInfantryPower == 0>>The armoury is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament.<<elseif $securityForceInfantryPower == 1>>The armoury has large stocks of the absolute latest personal weapons and light armour, and has added first-generation exo-suits to improve soldier lethality.<<elseif $securityForceInfantryPower == 2>>The armoury has acquired advanced tactical helmets and second-generation exo-suits to further improve soldier lethality.<<elseif $securityForceInfantryPower == 3>>The armoury has replaced deployed exo-suits with basic enclosed combat armour suits, and has further begun to deploy early electromagnetic (coilgun) weaponry.<<elseif $securityForceInfantryPower == 4>>The armoury has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry.<<elseif $securityForceInfantryPower == 5>>The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced small advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 6>>The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced both small and medium advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 7>>The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 8>>The armoury has acquired heavy weapon attachments for its combat armour suits with basic thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 9>>The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 10>>The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters,basic optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 11>>The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters,advanced optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<</if>><</nobr>> + ''Armoury:'' + <<nobr>>/* 11 upgrades */ + <<if $securityForceInfantryPower == 0>>The armoury is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament.<<elseif $securityForceInfantryPower == 1>>The armoury has large stocks of the absolute latest personal weapons and light armour, and has added first-generation exo-suits to improve soldier lethality.<<elseif $securityForceInfantryPower == 2>>The armoury has acquired advanced tactical helmets and second-generation exo-suits to further improve soldier lethality.<<elseif $securityForceInfantryPower == 3>>The armoury has replaced deployed exo-suits with basic enclosed combat armour suits, and has further begun to deploy early electromagnetic (coilgun) weaponry.<<elseif $securityForceInfantryPower == 4>>The armoury has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry.<<elseif $securityForceInfantryPower == 5>>The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced small advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 6>>The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced both small and medium advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 7>>The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 8>>The armoury has acquired heavy weapon attachments for its combat armour suits with basic thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 9>>The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 10>>The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters,basic optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<<elseif $securityForceInfantryPower == 11>>The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters,advanced optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world.<</if>> + <</nobr>> - ''Stimulant Lab:'' - /* 7 upgrades */ <<if $securityForceStimulantPower == 0>>The stimulant lab is providing the soldiers with standard ephedrine-based stimulants.<<elseif $securityForceStimulantPower == 1>>The stimulant lab has improved the formula of the ephedrine-based stimulants, concentrating them and increasing both their potency, and the effectiveness of the soldiers under their influence.<<elseif $securityForceStimulantPower == 2>>The stimulant lab has replaced the soldiers' stimulants with methamphetamine-based variants, greatly increasing their alertness and aggressiveness when under their influence.<<elseif $securityForceStimulantPower == 3>>The stimulant lab has improved and concentrated the methamphetamine-based stimulants, and has also begun providing soldiers with phenylcyclidine-based dissociatives, allowing the soldiers to excuse their actions in the field and reducing any reluctance to follow severe orders.<<elseif $securityForceStimulantPower == 4>>The stimulant lab has further refined the formulas of the methamphetamine-based stimulants and phenylcyclidine-based dissociatives, and has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field.<<elseif $securityForceStimulantPower == 5>>The stimulant lab has maximally refined the formulas of the methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed).<<elseif $securityForceStimulantPower == 6>>The stimulant lab has sligtly refined the formulas of higher purity methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed).<<elseif $securityForceStimulantPower == 7>>The stimulant lab has maximally refined the formulas of higher purity methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed).<</if>> + ''Stimulant Lab:'' + <<nobr>>/* 7 upgrades */ <<if $securityForceStimulantPower == 0>>The stimulant lab is providing the soldiers with standard ephedrine-based stimulants.<<elseif $securityForceStimulantPower == 1>>The stimulant lab has improved the formula of the ephedrine-based stimulants, concentrating them and increasing both their potency, and the effectiveness of the soldiers under their influence.<<elseif $securityForceStimulantPower == 2>>The stimulant lab has replaced the soldiers' stimulants with methamphetamine-based variants, greatly increasing their alertness and aggressiveness when under their influence.<<elseif $securityForceStimulantPower == 3>>The stimulant lab has improved and concentrated the methamphetamine-based stimulants, and has also begun providing soldiers with phenylcyclidine-based dissociatives, allowing the soldiers to excuse their actions in the field and reducing any reluctance to follow severe orders.<<elseif $securityForceStimulantPower == 4>>The stimulant lab has further refined the formulas of the methamphetamine-based stimulants and phenylcyclidine-based dissociatives, and has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field.<<elseif $securityForceStimulantPower == 5>>The stimulant lab has maximally refined the formulas of the methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed).<<elseif $securityForceStimulantPower == 6>>The stimulant lab has sligtly refined the formulas of higher purity methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed).<<elseif $securityForceStimulantPower == 7>>The stimulant lab has maximally refined the formulas of higher purity methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed).<</if>><</nobr>> -<<if $securityForceArcologyUpgrades >= 1>> ''Garage:''<</if>> - /* 7 upgrades */ <<if $securityForceVehiclePower == 0 && $securityForceArcologyUpgrades >= 1>>The garage contains basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons.<<elseif $securityForceVehiclePower == 1>>The garage has replaced its technical fleet with armed military utility vehicles. It has also sourced customized, high-volume slave transports for better securing human spoils.<<elseif $securityForceVehiclePower == 2>>The garage has added a number of light infantry fighting vehicles to its fleet, and acquired more slave transports to keep up with demand.<<elseif $securityForceVehiclePower == 3>>The garage has acquired improved infantry fighting vehicles, and has also added some mobile artillery and other support vehicles.<<elseif $securityForceVehiclePower == 4>>The garage has acquired some heavier armoured vehicles to augment the infantry fighting vehicles and expanded their inventory of artillery and support vehicles.<<elseif $securityForceVehiclePower == 5>>The garage has replaced both its armoured and support vehicles with the most advanced variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area.<<elseif $securityForceVehiclePower == 6>>The garage has replaced both its armoured and support vehicles with the most advanced light variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area.<<elseif $securityForceVehiclePower == 7>>The garage has replaced both its armoured and support vehicles with the most advanced heavy variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area.<</if>> +<<if $securityForceArcologyUpgrades >= 1>> ''Garage:''<</if>> + <<nobr>>/* 7 upgrades */ <<if $securityForceVehiclePower == 0 && $securityForceArcologyUpgrades >= 1>>The garage contains basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons.<<elseif $securityForceVehiclePower == 1>>The garage has replaced its technical fleet with armed military utility vehicles. It has also sourced customized, high-volume slave transports for better securing human spoils.<<elseif $securityForceVehiclePower == 2>>The garage has added a number of light infantry fighting vehicles to its fleet, and acquired more slave transports to keep up with demand.<<elseif $securityForceVehiclePower == 3>>The garage has acquired improved infantry fighting vehicles, and has also added some mobile artillery and other support vehicles.<<elseif $securityForceVehiclePower == 4>>The garage has acquired some heavier armoured vehicles to augment the infantry fighting vehicles and expanded their inventory of artillery and support vehicles.<<elseif $securityForceVehiclePower == 5>>The garage has replaced both its armoured and support vehicles with the most advanced variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area.<<elseif $securityForceVehiclePower == 6>>The garage has replaced both its armoured and support vehicles with the most advanced light variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area.<<elseif $securityForceVehiclePower == 7>>The garage has replaced both its armoured and support vehicles with the most advanced heavy variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area.<</if>><</nobr>> -<<nobr>><<if $securityForceArcologyUpgrades >=4>> ''Hangar:''<</if>> - /* 7 upgrades */ <<if $securityForceAircraftPower == 0 && $securityForceArcologyUpgrades >=4>>The aerial fleet primarily consists of light transport VTOLs equipped with non-lethal weaponry.<<elseif $securityForceAircraftPower == 1>>The aerial fleet's light transport VTOLs have been upgraded with additional fire-power and lethal weaponry.<<elseif $securityForceAircraftPower == 2>>The aerial fleet's VTOLs have been upgraded to higher-capacity variants with heavier weaponry.<<elseif $securityForceAircraftPower == 3>>The aerial fleet's medium transport VTOLs have been upgraded with enhanced armour and customized cargo compartments to better transport captured stock.<<elseif $securityForceAircraftPower == 4>>The aerial fleet has acquired specialized attack VTOLs to complement and escort its advanced transport fleet, as well as to provide close air support.<<elseif $securityForceAircraftPower == 5>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<<elseif $securityForceAircraftPower == 6>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<<elseif $securityForceAircraftPower == 7>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<</if>> +<<if $securityForceArcologyUpgrades >=4>> ''Hangar:''<</if>> + /* 7 upgrades */ <<nobr>><<if $securityForceAircraftPower == 0 && $securityForceArcologyUpgrades >=4>>The aerial fleet primarily consists of light transport VTOLs equipped with non-lethal weaponry.<<elseif $securityForceAircraftPower == 1>>The aerial fleet's light transport VTOLs have been upgraded with additional fire-power and lethal weaponry.<<elseif $securityForceAircraftPower == 2>>The aerial fleet's VTOLs have been upgraded to higher-capacity variants with heavier weaponry.<<elseif $securityForceAircraftPower == 3>>The aerial fleet's medium transport VTOLs have been upgraded with enhanced armour and customized cargo compartments to better transport captured stock.<<elseif $securityForceAircraftPower == 4>>The aerial fleet has acquired specialized attack VTOLs to complement and escort its advanced transport fleet, as well as to provide close air support.<<elseif $securityForceAircraftPower == 5>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<<elseif $securityForceAircraftPower == 6>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<<elseif $securityForceAircraftPower == 7>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<</if>> /* 8 upgrades */ <<if $securityForceSpacePlanePower == 1>>A basic two engine SpacePlane has been 'borrowed' from the old world.<<elseif $securityForceSpacePlanePower == 2>>Upgraded the Space Plane's shielding, reducing both potential heat damage and radar signature.<<elseif $securityForceSpacePlanePower == 3>>Mounted another engine on top of the Space Plane's tail.<<elseif $securityForceSpacePlanePower == 4>>Modernised the elecontrics.<<elseif $securityForceSpacePlanePower == 5>>Modernised the fuel lines to increase efficency.<<elseif $securityForceSpacePlanePower == 6>>Modernised the Space Plane's engines to allow for more efficent fuel.<<elseif $securityForceSpacePlanePower == 7>>Reduced Space Plane's weight and reworked the body to reduce drag.<<elseif $securityForceSpacePlanePower == 8>>Increased the SpacePlane's crew comfort and life support systems to increase operational time.<</if>> - /* 3 upgrades */ <<if $securityForceFortressZeppelin == 1>>A basic Fortress Zeppelin has been 'borrowed' from the old world.<<elsif $securityForceFortressZeppelin == 2>>Modernised the armor.<<elseif $securityForceFortressZeppelin == 3>>Modernised the weaponry.<</if>><</nobr>> - -<<if $securityForceArcologyUpgrades >= 2>> ''Drone Bay:''<</if>> - /* 6 upgrades */ <<if $securityForceDronePower == 0>>The drone bay contains a small number of 're-purposed' non-military drones from the arcology's original contingent.<<elseif $securityForceDronePower == 1>>The drone bay has replaced the security drones with basic, lightly-armoured military combat models possessing integrated small arms.<<elseif $securityForceDronePower == 2>>The drone bay has replaced its basic military drones with more advanced models and added a number of support drones carrying heavy weaponry to its fleet.<<elseif $securityForceDronePower == 3>>The drone bay has acquired even more advanced models of both the standard combat drones and the heavy support drones, and expanded its numbers of both.<<elseif $securityForceDronePower == 4>>The drone bay has acted to upgrade both the standard and support models of drones to carry basic electromagnetic weaponry, improving their overall combat effectiveness.<<elseif $securityForceDronePower == 5>>The drone bay has improved the electromagnetic armament of it's drones by mounting both miniaturized and heavy railguns on them. In addition further sourcing numerous models of drones for roles as diverse as reconnaissance, independent slave capture and swarming tactics.<<elseif $securityForceDronePower == 6>>The drone bay has acquired even lighter advanced armoured combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry, and specialized Drones for reconnaissance, capture, and swarm tactics.<</if>> - -<<nobr>> + /* 3 upgrades */ <<if $securityForceFortressZeppelin == 1>>A basic Fortress Zeppelin has been 'borrowed' from the old world.<<elsif $securityForceFortressZeppelin == 2>>Modernised the armor.<<elseif $securityForceFortressZeppelin == 3>>Modernised the weaponry.<</if>> + /* 5 upgrades */ <<if $securityForceAC130 == 1>>A basic AC-130 has been 'borrowed' from the old world.<<elsif $securityForceAC130 == 2>>Modernised the AC-130's armor.<<elseif $securityForceAC130 == 3>>Modernised the AC-130's weaponry.<<elseif $securityForceAC130 == 4>>Modernised the AC-130's eletronics.<<elseif $securityForceAC130 == 5>>Modernised the AC-130's crew seating.<</if>><</nobr>> + +<<nobr>><<if $securityForceArcologyUpgrades >= 2>> ''Drone Bay:''<</if>> + /* 6 upgrades */ <br><<if $securityForceDronePower == 0>>The drone bay contains a small number of 're-purposed' non-military drones from the arcology's original contingent.<<elseif $securityForceDronePower == 1>>The drone bay has replaced the security drones with basic, lightly-armoured military combat models possessing integrated small arms.<<elseif $securityForceDronePower == 2>>The drone bay has replaced its basic military drones with more advanced models and added a number of support drones carrying heavy weaponry to its fleet.<<elseif $securityForceDronePower == 3>>The drone bay has acquired even more advanced models of both the standard combat drones and the heavy support drones, and expanded its numbers of both.<<elseif $securityForceDronePower == 4>>The drone bay has acted to upgrade both the standard and support models of drones to carry basic electromagnetic weaponry, improving their overall combat effectiveness.<<elseif $securityForceDronePower == 5>>The drone bay has improved the electromagnetic armament of it's drones by mounting both miniaturized and heavy railguns on them. In addition further sourcing numerous models of drones for roles as diverse as reconnaissance, independent slave capture and swarming tactics.<<elseif $securityForceDronePower == 6>>The drone bay has acquired even lighter advanced armoured combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry, and specialized Drones for reconnaissance, capture, and swarm tactics.<</if>><</nobr>> + <<if $securityForceArcologyUpgrades >= 4>> ''Launch Bay:''<</if>> - /* 11 upgrades */ <<if $securityForceSatalitePower == 1>> A basic satalite 'borrowed' from the old world.<<elseif $securityForceSatalitePower == 2>>Modernised the satalite's elecontrics.<<elseif $securityForceSatalitePower == 3>>Installed a basic localised communications jammer to the satalite (excludes your own frequencies with little to no leway) that will "slightly" anger locals untill it is deactivated.<<elseif $securityForceSatalitePower == 5>>An advanced communications jammer is installed in the satalite, increasing the AO localisation, reducing the number of effected equipement.<<elseif $securityForceSatalitePower == 6>>Boosted the satalite's coms jammer power by 25% (now can damage effected equipment).<<elseif $securityForceSatalitePower == 7>>Boosted the satalite's coms jammer's power by 50% (now can destroy effected equipment).<<elseif $securityForceSatalitePower == 8>>The satalite is now equipped with a basic EMP generator (advanced EMP hardering was applied before the instulation and activation) will "slightly" anger locals untill it is deactivated.<<elseif $securityForceSatalitePower == 9>>The satalite is now equipped with an advanced EMP generator, increasing the AO localisation which reduces the qunatiy of effected equipement.<<elseif $securityForceSatalitePower == 10>>Bosted the output of the satalite's advanced EMP generator by 25% (now can damage effected equipment).<<elseif $securityForceSatalitePower == 11>>Bosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).<</if>> + <<nobr>>/* 11 upgrades */ <<if $securityForceSatalitePower == 1>> A basic satalite 'borrowed' from the old world.<<elseif $securityForceSatalitePower == 2>>Modernised the satalite's elecontrics.<<elseif $securityForceSatalitePower == 3>>Installed a basic localised communications jammer to the satalite (excludes your own frequencies with little to no leway) that will "slightly" anger locals untill it is deactivated.<<elseif $securityForceSatalitePower == 5>>An advanced communications jammer is installed in the satalite, increasing the AO localisation, reducing the number of effected equipement.<<elseif $securityForceSatalitePower == 6>>Boosted the satalite's coms jammer power by 25% (now can damage effected equipment).<<elseif $securityForceSatalitePower == 7>>Boosted the satalite's coms jammer's power by 50% (now can destroy effected equipment).<<elseif $securityForceSatalitePower == 8>>The satalite is now equipped with a basic EMP generator (advanced EMP hardering was applied before the instulation and activation) will "slightly" anger locals untill it is deactivated.<<elseif $securityForceSatalitePower == 9>>The satalite is now equipped with an advanced EMP generator, increasing the AO localisation which reduces the qunatiy of effected equipement.<<elseif $securityForceSatalitePower == 10>>Bosted the output of the satalite's advanced EMP generator by 25% (now can damage effected equipment).<<elseif $securityForceSatalitePower == 11>>Bosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).<</if>> /* 8 upgrades */ <<if $securityForceGiantRobot == 1>> A old world Giant Robot 'Borrowed' from the old world.<<elseif $securityForceGiantRobot == 2>>Upgraded the Giant Robot's wiring and circuitry.<<elseif $securityForceGiantRobot == 3>>Upgraded the Giant Robot's power efficency.<<elseif $securityForceGiantRobot == 4>>Reduced the Giant Robot's weight.<<elseif $securityForceGiantRobot == 5>>Upgraded the Giant Robot's battery capacity.<<elseif $securityForceGiantRobot == 6>>Upgraded the Giant Robot's armour.<<elseif $securityForceGiantRobot == 7>>Upgraded the Giant Robot's weapons to add heat seeking missiles and a massive long sword in addition to quad 140 inch electromagnetic cannons.<<elseif $securityForceGiantRobot == 8>>Upgraded the Giant Robot to support two pilot's via a synced neural link.<</if>> - -<<if $terrain == "oceanic">> ''Naval Yard:"<</if>> - /* 3 upgrades */ <<if $securityForceAircraftCarrier == 1>>A basic Aircraft Carrier has been 'borrowed' from the old world.<<elseif $securityForceAircraftCarrier == 2>>Modernised the Aircraft Carrier's eletronics.<<elseif $securityForceAircraftCarrier == 3>>Modernised the Aircraft Carrier's weaponry.<</if>> - /* 4 upgrades */ <<if $securityForceSubmarine == 1>>A basic Submarine has been 'borrowed' from the old world.<<elseif $securityForceSubmarine == 2>>Modernised the Submarine's engines for silence.<<elseif $securityForceSubmarine == 3>>Upgraded the Submarine's hull for silence.<<elseif $securityForceSubmarine == 4>>Upgraded the Submarine's weaponry.<</if>> -<</nobr>> - +<<if $terrain == "oceanic">> ''Naval Yard:''<</if>> + /* 3 upgrades */ <<if $securityForceAircraftCarrier == 1>>A basic Aircraft Carrier has been 'borrowed' from the old world.<<elseif $securityForceAircraftCarrier == 2>>Modernised the Aircraft Carrier's eletronics.<<elseif $securityForceAircraftCarrier == 3>>Modernised the Aircraft Carrier's weaponry.<</if>> + /* 4 upgrades */ <<if $securityForceSubmarine == 1>>A basic Submarine has been 'borrowed' from the old world.<<elseif $securityForceSubmarine == 2>>Modernised the Submarine's engines for silence.<<elseif $securityForceSubmarine == 3>>Upgraded the Submarine's hull for silence.<<elseif $securityForceSubmarine == 4>>Upgraded the Submarine's weaponry.<</if>><</nobr>> + //You continue towards the common area, the soldiers you pass nodding respectfully, saluting, or giving slight bows, as they please, to you. You pass the briefing areas, and can see the officers and sergeants of the force conferring over planning tables and display screens regarding their upcoming deployments.// -<<nobr>> -<div style="margin-left:2em"><<if $securityForceFocus == "recruit">> +<<nobr>><div style="margin-left:2em"> +<<if $securityForceFocus == "recruit">> The commanders are viewing lists of potential recruits for the $securityForceName, mercenaries and Old World soldiers who might be receptive to an offer of employment and residence within the arcology. In additon to some citizen's of $securityForceName who wish to have some exictement in their lives. <<elseif $securityForceFocus is "secure">> The commanders are reviewing maps of trade routes to the arcology as well as those nearby merchant hubs, arranging their future deployments to best protect them and encourage business and trade. <<elseif $securityForceFocus is "raiding">> The commanders are reviewing maps of settlements and locations reported to have choice concentrations of material loot and potential slave stock, in preparation for their coming raids.<</if>></div> -<div style="margin-left:2em"><<if $securityForceRulesOfEngagement == "hold">> +<div style="margin-left:2em"> +<<if $securityForceRulesOfEngagement == "hold">> There are posted (and very strict) guidelines for the use of force against non-citizens residents, forbidding the use of heavy weapons or indiscriminate fire. <<elseif $securityForceRulesOfEngagement == "limited">> There are some guidelines posted regarding the use of force against non-citizens, forbidding general indiscriminate fire. <<elseif $securityForceRulesOfEngagement == "free">> Guidelines regarding the use of force are completely absent from the deployment information screens. A note affixed to the screen, probably from a soldier, says: "Pop 'em if you see 'em - better than target practice!". Another one on top of that, from The Colonel, says: "Don't shoot the pretty ones, you fucking morons, or I'll kill you myself. They're worth good money or good for fun - do you idiots really want to have to fuck month-old stock?" <</if>></div> -<div style="margin-left:2em"><<if $securityForceAccountability == "strict">> +<div style="margin-left:2em"> +<<if $securityForceAccountability == "strict">> On several screens, there are prominent warnings regarding the severe disciplinary procedures that will be taken against soldiers who commit crimes while on deployment. <<elseif $securityForceAccountability == "some">> On several screens, there are some minor warnings regarding the mild disciplinary procedures that may be taken against soldiers who commit especially severe crimes while on deployment. <<elseif $securityForceAccountability == "none">> - There are no warnings or information regarding disciplinary procedures on any of the screens. Near one of them, a waste basket has been dragged over and a soldier has posted a note above it that says: "For Old World Complaints and Warrants." <</if>></div> -<</nobr>> + There are no warnings or information regarding disciplinary procedures on any of the screens. Near one of them, a waste basket has been dragged over and a soldier has posted a note above it that says: "For Old World Complaints and Warrants." <</if>> +</div><</nobr>> //You arrive at the barracks' common area, a nest of bars, pleasure dens, public spaces, and other facilities catering to the soldiers' needs and giving them somewhere to spend their free time, since they do not mingle with your citizens on the higher levels or exit the arcology except on deployment. It is well-occupied by the soldiers not currently tasked with duties, and they respectfully move out of your way as you approach, clearing a path for you to move forward.// -<<nobr>><div style="margin-left:2em"> -<<if $securityForceDepravity <= 0.3>> +<<nobr>><div style="margin-left:2em"><<if $securityForceDepravity <= 0.3>> The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are wearing plain jumpsuits and slim identification collars to set them apart from the soldiers, and look resigned but not fearful. The soldiers themselves socialize at the bars, in small groups around tables, and in the gambling parlours. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired. Laughter from the carousing soldiers can be heard at all times. Small groups of slaves move freely between the plaza and their basic accommodations attached to the barracks. <<elseif $securityForceDepravity <= 0.6>> The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are topless, wearing only utilitarian pants and leather collars to set them apart from the soldiers, and occasionally shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge only partially dressed, sometimes pulling half-naked slaves out with them. @@ -98,23 +96,21 @@ <<else>> Screams and cries of pain can be heard echoing around the area as the soldiers have their fun with their property. <</if>> - <<else>> - The amenities are staffed by menial slaves, captured by the soldiers on their excursions.<</if>> -</div><</nobr>> + The amenities are staffed by menial slaves, captured by the soldiers on their excursions. +<</if>></div><</nobr>> //In the middle of the common area is a pile of supply crates with a pavilion on top - The Colonel's personal throne and open quarters, the result of her preferring to live an extreme lifestyle amongst her soldiers rather than in her empty quarters on the upper levels. It's draped with the 'flag' of the $securityForceName, one of her inventions. Sprawled all around it is an immense quantity of; alcohol, hard drugs,clothes, electronic devices,huge amounts of cash, jewels and precious metals looted from the outside world.// -<div style="margin-left:2em"><<nobr>><<if random(1,100) > 50>> +<<nobr>><div style="margin-left:2em"><<if random(1,100) > 50>> The Colonel raises a hand in greeting and nods as you approach. She is sprawled on a couch, wearing only her combat suit tank top and fingerless gloves. She's holding a near-empty bottle of strong liquor in her hand and you can see a naked slave girl kneeling on the floor between her legs. The Colonel has her legs wrapped tightly around the girl's head, forcing the girl to service her if she wants to breathe. The Colonel is close to her climax then suddenly tenses her lower body thus gripping the girl even tighter and throws her head back in ecstasy as she orgasms. She lets out a long breath finally releasing the girl, giving her a hard smack and shouting at her to fuck off.<br><br> The Colonel finishes off her bottle, tossing it over her shoulder then leaning back on the couch and spreading her legs wide. You look down briefly, falling into your habits of inspection. Her pussy is completely devoid of hair with heavy labia in with a very large and hard clit peaking out. Beads of moisture are visible, the result of her excitation and you can tell from long experience that she would be tight as a vise. You return your gaze to her face to find her smirking at you. "Like what you see, boss?" She waves her hand at the plaza around her, "So do they. But you're not here for pussy. You're here to talk business. So, what's up?" <<elseif random(1,100) > 50>> The Colonel is in no condition initially, to greet you. She's naked except for one sock that gives you a very good view of her muscled, taut body while lunging with her feet on the table and the rest on her couch. She is face down in a drugged-out stupor in the middle of a wide variety of powders and pills. Perhaps sensing your approach, her head suddenly shoots up and looks at you with unfocused, bloodshot eyes. "Sorry, boss," she slurs, wiping her face and weakly holding up a hand. "Hold on a second, I need something to help me out here. Long fucking night." She struggles to sit on the couch and bending over the table, loudly snorts up some of the white powder on it. "Ahhh, fuck," she says, breathing heavily.<br><br> She shakes her head powerfully now looking at you, her eyes once again alert and piercing. "That's better," she says, leaning back on the couch and giving you another good view of her assets. "So, boss," she begins, "what brings you down here to our little clubhouse? I trust you're happy with how we've been handling things out there?" You nod. "excellent" she laughs. "I have to say, it's nice to have a place like this while having some top-end gear and to be able to have fun out there without worrying about anyone coming back on us. Good fucking times." She laughs again. "So - I'm assuming you want something?" <<elseif random(1,100) > 70 && $securityForceDepravity >= 1.5>> The Colonel is relaxing on her couch stark naked, greeting you with a raised hand. Between her tightly clenched legs is a slave girl being forced to eat her out. "Hey, boss, what's -" she breaks off as a flash of pain crosses her features. "Fucking bitch!" she exclaims, pulling her legs away and punching the slave girl in the face. She pushes the girl to the ground, straddling her then begins hitting. You hear one crunch after another as The Colonel's powerful blows shatter the girl's face. She hisses from between clenched teeth, each word accompanied by a brutal punch. "How. Many. Fucking. Times. Have. I. Told. You. To. Watch. Your. Fucking. Teeth. On. My. Fucking. Clit!" She leans back, exhaling heavily. Before leaning back down to grip apply pressure onto the girl's neck with her powerful hands. Wordlessly, she increases the pressure and soon the girl begins to turn blue as she struggles to draw breath. Eventually her struggles weaken and then finally, end.<br><br> The Colonel relaxes her grip then wipes her brow, clearing away the sweat from her exertion. Finally rising from the girl's body, relaxing back on the couch and putting her feet back up on the table. "Sorry about that boss," she says, shrugging. "So many of these bitches we pick up from the outside don't understand that they have to behave." Shaking her head in frustration, "Now I need to find another one. But that's not your problem, you're here to talk business. So, what's up?" <<else>> - The Colonel is topless while reviewing the particulars of her unit on a tablet as you approach. She raises a hand in greeting. "Hey boss," she says, noticing you looking at her chest. She laughs. "Nice, aren't they? But they're not for you or them." She throws a thumb at the plaza around her. "You're down here for a reason, though. What can I do for you?"<</if>><</nobr>></div> -<<nobr>> - <<if $securityForceGiftToken == 0>> + The Colonel is topless while reviewing the particulars of her unit on a tablet as you approach. She raises a hand in greeting. "Hey boss," she says, noticing you looking at her chest. She laughs. "Nice, aren't they? But they're not for you or them." She throws a thumb at the plaza around her. "You're down here for a reason, though. What can I do for you?"<</if>></div><</nobr>> +<<nobr>><<if $securityForceGiftToken == 0>> <span id="result"> <<link "Ask The Colonel for some extra cash">><br> <<replace "#result">> @@ -217,7 +213,7 @@ <<set $cash -= 40000>> <</replace>> <</link>> // Costs ¤40000 //<br> - <<elseif $securityForceInfantryPower < 12 && $securityForceUpgradeToken == 0 && $securityForceVehiclePower >= 5 && $securityForceDronePower >= 5 && $securityForceAircraftPower >= 5 && $securityForceStimulantPower >= 5 && $securityForceArcologyUpgrades >= 5>> + <<elseif $securityForceInfantryPower < 11 && $securityForceUpgradeToken == 0 && $securityForceVehiclePower >= 5 && $securityForceDronePower >= 5 && $securityForceAircraftPower >= 5 && $securityForceStimulantPower >= 5 && $securityForceArcologyUpgrades >= 5>> <<link "Ask The Colonel to improve the infantry equipment">> <<replace "#result2">> "Sure, boss." she says, nodding. "The boys'll like having some new guns and armour to help them out there." She laughs. "Don't think the poor bastards they'll be shooting will thank you though." She picks up a tablet and taps a few commands on it. "I'll get right on it." @@ -315,7 +311,7 @@ <<set $cash -= 4750000>> <</replace>> <</link>> // Costs ¤4750000 //<br> - <<elseif $securityForceSpacePlanePower >= 1 && $securityForceSpacePlanePower < 9>> + <<elseif $securityForceSpacePlanePower >= 1 && $securityForceSpacePlanePower < 9 && $securityForceUpgradeToken == 0>> <<link "Ask The Colonel to upgrade the SpacePlane">> <<replace "#result2">> "Sure, boss." she says, nodding. "Upgrading the orbital plane should help a lot." She laughs. "The scum out there don't seem to like it when we have eyes they can't hit." She picks up a tablet and taps a few commands on it. "I'll get right on it." @@ -336,7 +332,9 @@ <<set $cash -= 30000000>> <</replace>> <</link>> // Costs ¤30000000 //<br> - <<elseif $securityForceFortressZeppelin < 3 && $securityForceUpgradeToken == 0>> + <<elseif $securityForceFortressZeppelin == 3>> + //The $securityForceName has fully upgraded the Fortress Zeppelin to support its activities.//<br> + <<elseif $securityForceFortressZeppelin > 0 && $securityForceUpgradeToken == 0>> <<link "Ask The Colonel to upgrade the Fortress Zeppelin">> <<replace "#result2">> "Sure, boss." she says, nodding. "Upgrading the Fortress Zeppelin, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it." @@ -345,8 +343,28 @@ <<set $cash -= ¤20000000>> <</replace>> <</link>> // Costs ¤20000000 //<br> - <<elseif $securityForceFortressZeppelin == 3>> - //The $securityForceName has fully upgraded the Fortress Zeppelin to support its activities.//<br> + <</if>> + + <<if $securityForceUpgradeToken == 0 && $securityForceAircraftPower >= 5 && $securityForceStimulantPower >= 5 && $securityForceArcologyUpgrades >= 5 && $securityForceVehiclePower >= 5 && $securityForceDronePower >= 5 && $securityForceInfantryPower >= 5 && $securityForceAC130 < 1>> + <<link "Ask The Colonel to 'borrow' a AC-130">> + <<replace "#result2">> + "Sure, boss." she says, nodding. "A AC-130 would help a lot." She laughs. "The scum out there don't seem to like it when we have things that their shit equipment can't damage." She picks up a tablet and taps a few commands on it. "I'll get right on it." + <<set $securityForceUpgradeToken = 1>> + <<set $securityForceAC130 += 1>> + <<set $cash -= 35000000>> + <</replace>> + <</link>> // Costs ¤35000000 //<br> + <<elseif $securityForceAC130 == 5>> + //The $securityForceName has fully upgraded the AC-130 to support its activities.//<br> + <<elseif $securityForceAC130 > 0 && $securityForceUpgradeToken == 0>> + <<link "Ask The Colonel to upgrade the AC-130">> + <<replace "#result2">> + "Sure, boss." she says, nodding. "Upgrading the AC-130, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it." + <<set $securityForceUpgradeToken = 1>> + <<set $securityForceAC130 += 1>> + <<set $cash -= ¤25000000>> + <</replace>> + <</link>> // Costs ¤25000000 //<br> <</if>> <<if $securityForceDronePower < 5 && $securityForceArcologyUpgrades >= 2 && $securityForceUpgradeToken == 0>> @@ -538,28 +556,29 @@ <<link "Spend some one on one time down in $securityForceName 's HQ">> <<replace "#result3">> <<set $securityForceColonelToken = 1>> - "Sure, boss." she says, nodding. "I can use a break from all of this." She laughs. + "Sure, boss." she says, nodding. "I can use a break from all of this." She laughs. + She can try teaching you a bit about; <span id="result4"> - <<link "Either learn about; field medicine,">> + <<link " field medicine,">> <<replace "#result4">> <<set $PC.medicine + 3>> - //<<if $PC.engineering < 10>>Hopefully now, you are less likely to cut yourself on the sharp things.<</if>>// + <br>//<<if $PC.engineering < 10>>Hopefully now, you are less likely to cut yourself on the sharp things.<</if>>// <</replace>> <</link>><<link "trading">> <<replace "#result4">> <<set $PC.trading + 2>> - //<<if $PC.trading < 10>>Congragulations you have just passed economics 101, "black and red should balance".<</if>>// + <br>//<<if $PC.trading < 10>>Congragulations you have just passed economics 101, "black and red should balance".<</if>>// <</replace>> <</link>><<link ",slaving">> <<replace "#result4">> <<set $PC.slaving + 2>> - //<<if $PC.slaving < 10>>Yes, the rope normally goes around the wrist first and no where near the mouth.<</if>>// + <br>//<<if $PC.slaving < 10>>Yes, the rope normally goes around the wrist first and no where near the mouth.<</if>>// <</replace>> - <</link>><<link ",about the exciting life of a combat engineer,">> + <</link>><<link ",combat engineering,">> <<replace "#result4">> <<set $PC.engineering + 2>> - //<<if $PC.engineering < 10>>Good job you know what a hammer now looks like.<</if>>// + <br>//<<if $PC.engineering < 10>>Good job you know what a hammer now looks like.<</if>>// <</replace>> <</link>> <<link "generally ">> <<replace "#result4">> @@ -568,12 +587,12 @@ <<set $PC.trading + 1>> <<set $PC.warfare + 1>> <<set $PC.medicine + 1>> - //Hopefully this general education I could provide may be of use. + <br>//Hopefully this general education I could provide may be of use. <</replace>> - <</link>><<link "or listen to some war stories.">> + <</link>><<link "or tell some war stories.">> <<replace "#result4">> <<set $PC.warfare + 5>> - //<<if $PC.warfare < 10>>There, now you hopefully can hit the broad side of a barn. What am I kidding you still suck. + <br>//<<if $PC.warfare < 10>>There, now you hopefully can hit the broad side of a barn. What am I kidding you still suck. <<elseif $PC.warfare >= 10>>Slightly better but you still have a long way to go.<</if>>// <</replace>> <</link>> @@ -587,8 +606,181 @@ </span> <</nobr>> -/* -<<link "Send slaves to serve in $securityForceName's HQ.In additon to help keeping it clean and tidy, they will gain some combat skills while gaining a small window into military life.">><br> -<<set $nextButton = "SS">> -<</link>> -*/ \ No newline at end of file +/* <<nobr>> +<<if $securityForceSexedColonelToken == 0 && $securityForceColonelToken == 0>><</if>> +<span id=="result4"> + <<link "FadeToBlack">> + <<link>>"Private" + <<set $securityForceColonelToken = 1 && $securityForceSexedColonelToken = 1>> + <<replace "#result4">><</replace>> + <span id=="result5"> + <<link>>"Pussy"<</link>> + <<replace "#result5">> + <<set $securityForceSexedColonel = 1 && $securityForceColonelToken = 1>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <span id=="result6"> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <<replace "#result6">><</replace>> + + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <<replace "#result6">><</replace>> + </span> + + <<link>>"Ass"<</link>> + <<replace "#result5">> + <<set $securityForceSexedColonel = 1 && && $securityForceSexedColonelToken = 1>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <</replace>> + <span id=="result6"> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <<replace "#result6">><</replace>> + + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <<replace "#result6">><</replace>> + </span> + + <<link>>"Both pussy and ass"<</link>> + <<replace "#result5">> + <<set $securityForceSexedColonel = 2>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <</replace>> + <span id=="result6"> + <<replace "#result6">> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <</replace>> + + <<replace "#result6">> + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <</replace>> + </span> + + <<link>>"Mouth"<</link>> + <<replace "#result5">> + <<set $securityForceSexedColonel = 1>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <</replace>> + <span id=="result6"> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <<replace "#result6">><</replace>> + + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <<replace "#result6">> + <</replace>> + </span> + <</replace>> + + <<link>>"All three holes"<</link>> + <<replace "#result5">> + <<set $securityForceSexedColonel = 3>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <span id=="result6"> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <<replace "#result6">><</replace>> + + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <<replace "#result6">><</replace>> + </span> + <</replace>> + </span> + </span> + <</replace>> + <</link>> + + <<replace "#result4">> + <<set $securityForceColonelToken = 1 && $securityForceColonelToken = 1>><</if>> + <<link>>"On The Colonel's "throne." + <</replace>> + <span id=="result5"> + <<replace "#result5">> + <<link>>"Pussy"<</link>> + <<set $securityForceSexedColonel = 1>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <span id=="result6"> + <<replace "#result6">> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <</replace>> + + <<replace "#result6">> + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <</replace>> + </span> + <</replace>> + + <<replace "#result5">> + <<link>>"Ass"<</link>> + <<set $securityForceSexedColonel = 1>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <span id=="result6"> + <<replace "#result6">> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <</replace>> + + <<replace "#result6">> + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <</replace>> + </span> + <</replace>> + + <<replace "#result5">> + <<link>>"Both pussy and ass"<</link>> + <<set $securityForceSexedColonel = 2>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <span id=="result6"> + <<replace "#result6">> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <</replace>> + + <<replace "#result6">> + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <</replace>> + </span> + <</replace>> + + <<replace "#result5">> + <<link>>"Mouth"<</link>> + <<set $securityForceSexedColonel = 1>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <span id=="result6"> + <<replace "#result6">> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <</replace>> + + <<replace "#result6">> + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <</replace>> + </span> + <</replace>> + + <<replace "#result5">> + <<link>>"All three holes"<</link>> + <<set $securityForceSexedColonel = 3>> + <<if $ColonelCore == "shell shocked">> + //The entire time it is obvious that The Colonel is reliving a horriable event. + <span id=="result6"> + <<replace "#result6">> + <<link>>"Do you make an attempt to bring her back to the present?"<</link>> + <</replace>> + + <<replace "#result6">> + <<link>>"It's probably best to let The Colonel with her own demons"<</link>> + <</replace>> + </span> + <</replace>> + </span> + <</link>> + <</replace>> + <</link>> +</span> +<</nobr>> */ + +/* [[Send a slave to serve in $securityForceName's HQ and facilities|SlaveSupport]] +In additon to help keeping them clean and tidy,some combat skills will be gained while seeing a small part of military life. */ \ No newline at end of file diff --git a/src/uncategorized/randomIndividualEvent.tw b/src/uncategorized/randomIndividualEvent.tw index 7dc5bf9b6eddd7cb789fe1ed338d591c6776dfde..457d05d59a20f6f7d92a3acedf2dda73ca497f11 100644 --- a/src/uncategorized/randomIndividualEvent.tw +++ b/src/uncategorized/randomIndividualEvent.tw @@ -1617,7 +1617,7 @@ <</if>> <<if ($eventSlave.devotion <= 50)>> -<<if ($eventSlave.assignment == "be a servant")>> +<<if ($eventSlave.assignment == "work as a servant") || ($eventSlave.assignment == "be a servant")>> <<set $RESSevent.push("scrubbing")>> <</if>> <</if>> diff --git a/src/uncategorized/seRaiding.tw b/src/uncategorized/seRaiding.tw index a92dba7672255a0d488ba366b7e8955ee312ab17..3d2e5edf903cb579c333eba69bbecfa2bf6edb8a 100644 --- a/src/uncategorized/seRaiding.tw +++ b/src/uncategorized/seRaiding.tw @@ -8,8 +8,16 @@ <<set $raided = $week>> <<set _raidseed = 0>> <<set _raidescape = random(1,3)>> +<<if $securityForceSatalitePower >= 1>> + <<set _raidescape = random(1,2)>> +<</if>> + +<<if $securityForceActive == 0>> + The leader of your $mercenariesTitle has contacted you from the world outside your arcology. It seems that your $mercenariesTitle have enjoyed a profitable series of raids in their time outside the arcology and have decided to push their luck by plundering one last location on their way back to the arcology. As their nominal leader, they ask your opinion of a small number of potential targets. Given the distance from the arcology and the time sensitivity of conducting such a mission, you have little to base your decision on besides a brief description. +<<elseif $securityForceSatalitePower >= 1>>>> + The leader of your $mercenariesTitle has contacted you from the world outside your arcology. It seems that your $mercenariesTitle have enjoyed a profitable series of raids in their time outside the arcology and have decided to push their luck by plundering one last location on their way back to the arcology. As their nominal leader, they ask your opinion of a small number of potential targets. Given the distance from the arcology and the time sensitivity of conducting such a mission, you have little to base your decision on besides a brief description. By having access to the use of $securityForceName's satalite it is less likely that the target will escape. +<</if>> -The leader of your $mercenariesTitle has contacted you from the world outside your arcology. It seems that your $mercenariesTitle have enjoyed a profitable series of raids in their time outside the arcology and have decided to push their luck by plundering one last location on their way back to the arcology. As their nominal leader, they ask your opinion of a small number of potential targets. Given the distance from the arcology and the time sensitivity of conducting such a mission, you have little to base your decision on besides a brief description. <br><br> Worthy of consideration is that although the $mercenariesTitle will enslave the lion's share of enslaved prisoners for the corporation, they will present you the finest slave captured as a gesture of respect for your high position. @@ -663,6 +671,8 @@ You make your selection and direct your $mercenariesTitle to attack the target. <<set $MercCapture = random(-4,4)>> +<<if $securityForceSatalitePower >= 1>><<set $MercCapture = random(-3,5)>><</if>> + <<if $origin == "housewife">> <<if $targetEscape >= $MercCapture>> Somehow the housewife manages to evade your mercenaries. diff --git a/src/uncategorized/securityForceEOWReport.tw b/src/uncategorized/securityForceEOWReport.tw index f5e089e8d5a3f9dec7fa1292926dcdb62a9e478d..d8779919f288d723528e2bb4b32841eee8fcdaca 100644 --- a/src/uncategorized/securityForceEOWReport.tw +++ b/src/uncategorized/securityForceEOWReport.tw @@ -1,5 +1,6 @@ :: Security Force EOW Report -/* The upgrades are currently ordered as: securityForceArcologyUpgrades(8),securityForceInfantryPower(11),securityForceStimulantPower(7),securityForceVehiclePower(7),securityForceAircraftPower(7),ssecurityForceSpacePlanePower(8),securityForceFortressZeppelin(3),ecurityForceDronePower(6),securityForceSatalitePower(11),securityForceGiantRobot(8)($terrain = "oceanic" securityForceAircraftCarrier(3)+securityForceSubmarine(4) -securityForceGiantRobot),securityForceX */ +/* If the next used token is applied */ +/* The upgrades are currently ordered as: securityForceArcologyUpgrades(8),securityForceInfantryPower(11),securityForceStimulantPower(7),securityForceVehiclePower(7),securityForceAircraftPower(7),ssecurityForceSpacePlanePower(8),securityForceFortressZeppelin(3),securityForceAC130(5),ecurityForceDronePower(6),securityForceSatalitePower(11),securityForceGiantRobot(8)($terrain = "oceanic" securityForceAircraftCarrier(3)+securityForceSubmarine(4) -securityForceGiantRobot),securityForceX */ <<silently>> /* Manpower Fluctuation Calculations - loss from attrition, random casualties, etc. Baseline is ~3%/week. Heavier for raiding/slaving, reduced for securing trade. Maxes out between 1000-1500, though never exactly that. If over 1500 for some reason, set to 1455-1495. If under 100, cannot fluctuate further negatively. */ @@ -11,35 +12,50 @@ /* Force attrition, scales with size of force, increases when raiding and decreases when training. Securing trade is the 'neutral state', though attrition still of course happens */ <<if $securityForcePersonnel < 100>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(2,5)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(2,5)>> <<else>> <<set $securityForcePersonnel += random(2,5)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(2,5)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(2,5)>> <<else>> <<set $securityForcePersonnel += random(2,5)>> + <</if>> <<elseif $securityForcePersonnel < 200>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-4,0)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-8,-4)>> <<else>> <<set $securityForcePersonnel += random(-6,-2)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-4,0)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-8,-4)>> <<else>> <<set $securityForcePersonnel += random(-6,-2)>> + <</if>> <<elseif $securityForcePersonnel < 300>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-6,-2)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-10,-6)>> <<else>> <<set $securityForcePersonnel += random(-8,-4)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-6,-2)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-10,-6)>> <<else>> <<set $securityForcePersonnel += random(-8,-4)>> + <</if>> <<elseif $securityForcePersonnel < 400>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-8,-4)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-12,-8)>> <<else>> <<set $securityForcePersonnel += random(-10,-6)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-8,-4)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-12,-8)>> <<else>> <<set $securityForcePersonnel += random(-10,-6)>> + <</if>> <<elseif $securityForcePersonnel < 500>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-12,-8)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-16,-12)>> <<else>> <<set $securityForcePersonnel += random(-14,-10)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-12,-8)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-16,-12)>> <<else>> <<set $securityForcePersonnel += random(-14,-10)>> + <</if>> <<elseif $securityForcePersonnel < 600>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-14,-12)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-18,-16)>> <<else>> <<set $securityForcePersonnel += random(-16,-14)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-14,-12)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-18,-16)>> <<else>> <<set $securityForcePersonnel += random(-16,-14)>> + <</if>> <<elseif $securityForcePersonnel < 700>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-16,-14)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-20,-18)>> <<else>> <<set $securityForcePersonnel += random(-18,-16)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-16,-14)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-20,-18)>> <<else>> <<set $securityForcePersonnel += random(-18,-16)>> + <</if>> <<elseif $securityForcePersonnel < 800>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-20,-16)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-24,-20)>> <<else>> <<set $securityForcePersonnel += random(-22,-18)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-20,-16)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-24,-20)>> <<else>> <<set $securityForcePersonnel += random(-22,-18)>> + <</if>> <<elseif $securityForcePersonnel < 900>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-24,-20)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-28,-24)>> <<else>> <<set $securityForcePersonnel += random(-26,-22)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-24,-20)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-28,-24)>> <<else>> <<set $securityForcePersonnel += random(-26,-22)>> + <</if>> <<elseif $securityForcePersonnel < 1000>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-28,-24)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-30,-28)>> <<else>> <<set $securityForcePersonnel += random(-30,-26)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-28,-24)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-30,-28)>> <<else>> <<set $securityForcePersonnel += random(-30,-26)>> + <</if>> <<elseif $securityForcePersonnel < 1100>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-30,-26)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-32,-32)>> <<else>> <<set $securityForcePersonnel += random(-34,-28)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-30,-26)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-32,-32)>> <<else>> <<set $securityForcePersonnel += random(-34,-28)>> + <</if>> <<elseif $securityForcePersonnel < 1200>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-32,-28)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-34,-36)>> <<else>> <<set $securityForcePersonnel += random(-38,-30)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-32,-28)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-34,-36)>> <<else>> <<set $securityForcePersonnel += random(-38,-30)>> + <</if>> <<elseif $securityForcePersonnel < 1300>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-36,-30)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-36,-40)>> <<else>> <<set $securityForcePersonnel += random(-42,-32)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-36,-30)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-36,-40)>> <<else>> <<set $securityForcePersonnel += random(-42,-32)>> + <</if>> <<elseif $securityForcePersonnel < 1400>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-38,-32)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-38,-44)>> <<else>> <<set $securityForcePersonnel += random(-46,-34)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-38,-32)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-38,-44)>> <<else>> <<set $securityForcePersonnel += random(-46,-34)>> + <</if>> <<elseif $securityForcePersonnel < 1500>> - <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-40,-34)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-40,-48)>> <<else>> <<set $securityForcePersonnel += random(-50,-36)>> <</if>> + <<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-40,-34)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-40,-48)>> <<else>> <<set $securityForcePersonnel += random(-50,-36)>> + <</if>> <<else>> <<set $securityForcePersonnel += random(-1,1)>> <</if>> @@ -49,7 +65,7 @@ /* Universal recruitment base */ <<set $securityForceRecruit = 10>> - /* Extra recruitment from upgrades, up to an extra 5 per upgrade track (10 for infantry), to a sum of an extra 30/week at full upgrades. */ + /* Extra recruitment from upgrades, up to an extra 5 per upgrade track (10 for infantry), to a sum of an extra 35/week at full upgrades. */ <<if $securityForceArcologyUpgrades > 0>> <<set $securityForceRecruit += ($securityForceArcologyUpgrades)>> <</if>> <<if $securityForceInfantryPower > 0>> @@ -74,6 +90,8 @@ <<set $securityForceRecruit += ($securityForceSubmarine)>> <</if>> <<if $securityForceFortressZeppelin > 0>> <<set $securityForceRecruit += ($securityForceFortressZeppelin)>> <</if>> + <<if $securityForceAC130 > 0>> + <<set $securityForceRecruit += ($securityForceAC130)>> <</if>> /* If focus is recruit/train, 90% of the above is added to the personnel total of the SF. Else, 25% (which will, at medium/high personnel levels, not wholly counteract attrition, needing some recruitment every so often to keep the total high). */ <<if $securityForceFocus == "recruit">> @@ -81,14 +99,16 @@ <<elseif $securityForceFocus == "secure">> <<set $securityForceRecruit += (Math.trunc($securityForceRecruit*0.25))>> <<elseif $securityForceFocus == "raiding">> - <<set $securityForceRecruit += (Math.trunc($securityForceRecruit*0.25))>><</if>> + <<set $securityForceRecruit += (Math.trunc($securityForceRecruit*0.25))>> + <</if>> /* Final addition of recruits to force personnel pool */ <<set $securityForcePersonnel += ($securityForceRecruit)>> /* Final Check to ensure not over 1500 members. If so, set it to the mid/high 1400s. Recruitment will be wasteful at this point. */ <<if $securityForcePersonnel > 1500>> - <<set $securityForcePersonnel = random(1455,1495)>><</if>> + <<set $securityForcePersonnel = random(1455,1495)>> + <</if>> /* Trade Protection Calculations. Protecting trade is a reputation/prosperity builder and provides a few event triggers. Base rep build of 2.5%/week. Each upgrade adds 0.25%, drones and barracks are twice as powerful (swarms to patrol smaller routes while the troops secure the major ones and improved cordination, etc.), to reach a theoretical max of 5% rep boost per week from that (before subsequent modifiers and calculations at EOW). Personnel gates apply a further 0.5% modifier per gate. Prosperity builds at the same rate (adds an extra 5% prosperity per week along the same guidelines as rep using the same logic), and is then applied to the prosperity if the result would be less than/equal to the current prosperity cap. Positive reputation applies a significant positive multiplier (lets go trade with the nice people!), negative reputation applies a significant negative multiplier (trade routes are safe, yeah, but you know, they, uh, murder people for their jewelry and then enslave their children). */ @@ -97,29 +117,31 @@ /* Extra rep/prosperity from upgrades, an extra 0.25% per upgrade. ArcologyUpgrades and drones are worth doubble. */ <<if $securityForceArcologyUpgrades > 0>> /* (8) = 4 */ - <<set $securityForceTrade += (0.5*($securityForceArcologyUpgrades))>> <</if>> + <<set $securityForceTrade += (0.5*($securityForceArcologyUpgrades))>> <</if>> <<if $securityForceInfantryPower > 0>> /* (11) = 2.75 */ - <<set $securityForceTrade += (0.25*($securityForceInfantryPower))>> <</if>> + <<set $securityForceTrade += (0.25*($securityForceInfantryPower))>> <</if>> <<if $securityForceStimulantPower > 0>> /* (7) = 1.75 */ - <<set $securityForceTrade += (0.25*($securityForceStimulantPower))>> <</if>> + <<set $securityForceTrade += (0.25*($securityForceStimulantPower))>> <</if>> <<if $securityForceVehiclePower > 0>> /* (7) = 1.75 */ - <<set $securityForceTrade += (0.25*($securityForceVehiclePower))>> <</if>> + <<set $securityForceTrade += (0.25*($securityForceVehiclePower))>> <</if>> <<if $securityForceAircraftPower > 0>> /* (7) = 1.75 */ - <<set $securityForceTrade += (0.25*($securityForceAircraftPower))>> <</if>> + <<set $securityForceTrade += (0.25*($securityForceAircraftPower))>> <</if>> <<if $securityForceDronePower > 0>> /* (6) = 3.0 */ - <<set $securityForceTrade += (0.5*($securityForceDronePower))>> <</if>> + <<set $securityForceTrade += (0.5*($securityForceDronePower))>> <</if>> <<if $securityForceSpacePlanePower > 0>> /* (8) = 2.25 */ - <<set $securityForceTrade += (0.0025*($securityForceSpacePlanePower))>> <</if>> + <<set $securityForceTrade += (0.0025*($securityForceSpacePlanePower))>> <</if>> <<if $securityForceSatalitePower > 0>> /* (11) = 2.75 */ - <<set $securityForceTrade += (0.25*($securityForceSatalitePower))>> <</if>> + <<set $securityForceTrade += (0.25*($securityForceSatalitePower))>> <</if>> <<if $securityForceGiantRobot > 0>> /* (8) = 2 */ - <<set $securityForceTrade += (0.25*($securityForceGiantRobot))>> <</if>> + <<set $securityForceTrade += (0.25*($securityForceGiantRobot))>> <</if>> <<if $securityForceAircraftCarrier > 0>> /* (3) = 0.75 */ - <<set $securityForceTrade += (0.25*($securityForceAircraftCarrier))>> <</if>> + <<set $securityForceTrade += (0.25*($securityForceAircraftCarrier))>> <</if>> <<if $securityForceSubmarine > 0>> /* (3) = 0.75 */ - <<set $securityForceTrade += (0.25*($securityForceSubmarine))>> <</if>> + <<set $securityForceTrade += (0.25*($securityForceSubmarine))>> <</if>> <<if $securityForceFortressZeppelin > 0>> /* (3) = 0.75 */ - <<set $securityForceTrade += (0.25*($securityForceFortressZeppelin))>> <</if>> + <<set $securityForceTrade += (0.25*($securityForceFortressZeppelin))>> <</if>> + <<if $securityForceAC130 > 0>> /* (5) = 1.25 */ + <<set $securityForceTrade += (0.25*($securityForceAC130))>> <</if>> /* Manpower effects - extra 0.5% per 100-gate in terms of manpower. Kicks in at over 200, since some of the SF is on overhead, logistics, repairs, rest, etc. */ <<if $securityForcePersonnel > 200>> @@ -129,7 +151,7 @@ /* If focus is secure trade, 90% of the above is added to the players rep/prosperity. Else, 25%. */ <<if $securityForceFocus == "secure">> <<set $rep += (Math.trunc($rep*($securityForceTrade*0.90)))>> - <<set $arcologies[0].prosperity = (Math.trunc($arcologies[0].prosperity*(($securityForceTrade*0.85)+1)))>> + <<set $arcologies[0].prosperity = (Math.trunc($arcologies[0].prosperity*(($securityForceTrade*0.90)+1)))>> <<elseif $securityForceFocus == "recruit">> <<set $rep += (Math.trunc($rep*($securityForceTrade*0.25)))>> <<set $arcologies[0].prosperity = (Math.trunc($arcologies[0].prosperity*(($securityForceTrade*0.25)+1)))>> @@ -146,7 +168,6 @@ <<set $arcologies[0].prosperity = $AProsperityCap>> <</if>> - /* Raiding/Slaving Calculations. This brings in cash and activates event triggers. Base raiding brings in 75000/week, but this scales significantly with personnel and upgrades. */ /* Base raiding take, zero the summative variables */ @@ -159,29 +180,56 @@ <<set $securityForceBooty = ($securityForceBooty+(2500*Math.trunc($securityForcePersonnel/100)))>> <</if>> - /* Raiding Efficiency Modifier Calculations - 10% per force upgrade (300-550% per tree), up to 35% final multiplier (after upgrade considerations) for stims. With all upgrades, total of 3700% increase after all other raiding calculations (drugs make them better at everything, but especially much better at raiding - much easier to murder and pillage when you're fucked out of your mind on a mix of meth, pcp, and lsd). Having an effective CIC (Combat Infomation Centre) at the barracks in addition to a satalite massively improves raiding efficency. */ - <<if $securityForceArcologyUpgrades != 0>> /* (8) 400% */ + /* Raiding Efficiency Modifier Calculations - 10% per force upgrade (300-550% per tree), up to 35% final multiplier (after upgrade considerations) for stims. With all upgrades, total of 3700% increase after all other raiding calculations (drugs make them better at everything, but especially much better at raiding - much easier to murder and pillage when you're fucked out of your mind on a mix of meth, pcp, and lsd). Having an effective CIC (Combat Infomation Centre) at the barracks,airforce, a satalite massively and slave support at facilities massivey improves raiding efficency. If we are dealing with an oceanic aracolgy the sub and carrier massively improve efficency. */ +/* Facilities and assoicated upgrades/equipement */ +<<if $SSLevelBarracks != 0>> +<<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($SSLevelBarracks*0.10)))>> <</if>> + <<if $securityForceArcologyUpgrades != 0>> /* (8) 80% */ <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceArcologyUpgrades*0.10)))>> <</if>> - <<if $securityForceInfantryPower != 0>> /* (11) 550% */ +<<if $SSLevelArmoury != 0>> +<<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($SSLevelArmoury*0.10)))>> <</if>> + <<if $securityForceInfantryPower != 0>> /* (11) 110% */ <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceInfantryPower*0.10))>> <</if>> - <<if $securityForceStimulantPower != 0>> /* (7) 350% */ +<<if $SSLevelStimulantLab != 0>> +<<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($SSLevelStimulantLab*0.10)))>> <</if>> + <<if $securityForceStimulantPower != 0>> /* (7) 70% */ <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+(1+($securityForceStimulantPower*0.10)))>> <</if>> - <<if $securityForceVehiclePower != 0>> /* (7) 350% */ +<<if $SSLevelGarage != 0>> +<<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($SSLevelGarage*0.10)))>> <</if>> + <<if $securityForceVehiclePower != 0>> /* (7) 70% */ <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceVehiclePower*0.10))>> <</if>> - <<if $securityForceAircraftPower != 0>> /* (7) 350% */ - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceAircraftPower*0.10))>> <</if>> - <<if $securityForceDronePower != 0>> /* (7) 300% */ - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceDronePower*0.10))>> <</if>> - <<if $securityForceSpacePlanePower != 0>> /* (8) 400% */ +<<if $SSLevelHangar != 0>> +<<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($SSLevelHangar*0.10)))>> <</if>> + <<if $securityForceAircraftPower != 0>> /* (7) 70% */ + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+(1+($securityForceAircraftPower*0.10)))>> <</if>> + <<if $securityForceSpacePlanePower != 0>> /* (8) 80% */ <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceSpacePlanePower*0.10))>> <</if>> - <<if $securityForceSatalitePower != 0>> /* (11) 550% */ - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceSatalitePower*0.10)))>> <</if>> - <<if $securityForceGiantRobot != 0>> /* (8) 400% */ - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceGiantRobot*0.10))>> <</if>> + <<if $securityForceFortressZeppelin != 0>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceFortressZeppelin*0.10))>> <</if>> + <<if $securityForceAC130 != 0>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceAC130*0.10))>> <</if>> +<<if $SSLevelDroneBay != 0>> +<<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($SSLevelDroneBay*0.10)))>> <</if>> + <<if $securityForceDronePower != 0>> /* (7) 70% */ + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceDronePower*0.10))>> <</if>> +<<if $SSLevelLaunchBay != 0>> +<<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+(1+($SSLevelLaunchBay*0.10)))>> <</if>> + <<if $securityForceSatalitePower != 0>> /* (11) 110% */ + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceSatalitePower*0.10)))>><</if>> + <<if $securityForceGiantRobot != 0>> /* (8) 80% */ + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceGiantRobot*0.10))>><</if>> + +<<if $SSLevelNavalYard !=0 && $terrain == "oceanic">> +<<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+(1+($SSLevelNavalYard*0.10)))>> <</if>> + <<if $securityForceAircraftCarrier !=0 && $terrain == "oceanic">> /* (3) 30% */ + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceAircraftCarrier*0.10)))>><</if>> + <<if $securityForceSubmarine !=0 && $terrain == "oceanic">> /* (4) 40% */ + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceSubmarine*0.10)))>><</if>> +/* Colonel stuff */ <<if $WarmongerColonel == 1>> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($WarmongerColonel*0.10))>> <</if>> - <<if $SSLevel != 0>> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($SSLevel*0.10)))>> <</if>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($WarmongerColonel*0.10))>><</if>> + <<if $securityForceSexedColonel != 0>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceSexedColonel*0.10))>><</if>> /* Apply the efficiency boost to the booty. Lets hope that meth made them better at ripping out some poor bastard's gold teeth */ <<set $securityForceBooty = ($securityForceBooty*$securityForceMissionEfficiency)>> @@ -204,8 +252,8 @@ <<else>> <<set $securityForceProfitable = 0>> <</if>> - -/* Depravity calculations - hidden stat representing how violent/hedonistic/etc the SF is. Rises with raiding/free,fire/low accountability, The Conoel personality choice and lowers with reduced settings (though much slower since its easier to go criminal then it is to go straight afterward, etc. Middle options have no effect. Each setting is independent of the others. */ + +/* Depravity calculations - hidden stat representing how violent/hedonistic/etc the SF is. Rises with raiding/free,fire/low accountability, The Colonel personality choice and lowers with reduced settings (though much slower since its easier to go criminal then it is to go straight afterward, etc. Middle options have no effect. Each setting is independent of the others. */ <<if $securityForceFocus == "raiding">> <<set $securityForceDepravity += 0.05>> @@ -225,28 +273,31 @@ <<set $securityForceDepravity -= 0.02>> <</if>> - <<if $KindColonel ==1>> - <<set $securityForceDepravity -= 0.02>> - <<elseif $CollectedColonel == 1>> + <<switch $ColonelCore>> + <<case "kind" "collected">> <<set $securityForceDepravity -= 0.02>> - <<elseif $CruelColonel == 1>> + <<case "cruel" "sociopathic">> <<set $securityForceDepravity += 0.05>> - <<elseif $SociopathicColonel == 1>> - <<set $securityForceDepravity += 0.05>> - <<elseif $WarmongerColonel == 1>> + <<case "warmonger">> <<set $securityForceDepravity += 0.10>> - <</if>> + <</switch>> /* Reset the token counters for speaking to The Colonel in the barracks */ <<set $securityForceUpgradeToken = 0>> <<set $securityForceGiftToken = 0>> <<set $securityForceColonelToken = 0>> + <<set $securityForceSexedColonelToken = 0 >> /* Take all the above and display the EOW text and control panel. */ <</silently>> __Status and Activities of the $securityForceName __: This week, the $securityForceName, $securityForcePersonnel strong, focused on <<if $securityForceFocus == "recruit">>recruiting and training more personnel. Smaller parties ventured out to protect the arcology's trade routes and strike targets of opportunity.<<elseif $securityForceFocus == "secure">>securing the trade routes between the arcology and the surrounding area. Smaller parties ventured out to strike targets of opportunity and process new recruits. <<elseif $securityForceFocus == "raiding">>locating and striking targets of opportunity, capturing both material loot and new slaves. Smaller parties secured the most important of the arcology's trade routes and processed new recruits. <</if>> These activities have, overall, @@.green;improved@@ your arcology's prosperity. <<if $securityForceProfitable == 1>>The goods procured by the $securityForceName this week, after accounting for the spoils retained by individual soldiers, were @@.green;more than sufficient@@ to cover expenses. Excess material and human assets totalling @@.yellowgreen;¤$securityForceIncome@@ (after liquidation) were transferred to your accounts. <<else>>The goods procured by the security force were, after accounting for the spoils retained by individual soldiers, @@.red;barely enough@@ to cover expenses. More growth will be needed to ensure profitability.<</if>> $securityForceName managed to recruit $securityForceRecruit new soldiers this week, and your reputation has @@.green;improved@@ through the improvement of trade security. + /* SlaveSupportSummary */ + /* <<if $SSLevelBarracks > 0>>In the Barracks there are $SSLBSCA senior Colonel assistants, $SSLBCA Colonel assistants, $SSLBHC head cleaners and $SSLBC cleaners.<</if>> + <<if SSLevelArmory > 0>>The Armory has $SSLASAST senior assistant supply technicians, $SSLAAST assistant supply technicians $SSLASM senor matainers and $SSLAM matainers.<</if>> + if $SSLevelStimulantLab > 0 >>The stimulant Lab has $SSLSLPH project heads, $SSLSLSC senior chemists, $SSLSLAC assistant chemists and $SSLC cleaners.<</if>> */ + <br> //Your instructions to The Colonel:// Deployment focus: <span id="focus"><<if $securityForceFocus == "recruit">>''Recruiting and Training''<<elseif $securityForceFocus == "secure">>''Securing Trade Routes''<<else>>''Raiding and Slaving''<</if>></span>. <<link "Recruit and Train">><<set $securityForceFocus = "recruit">><<replace "#focus">>''Recruiting and Training''<</replace>><</link>> | <<link "Secure Trade Routes">><<set $securityForceFocus = "secure">><<replace "#focus">>''Securing Trade Routes''<</replace>><</link>> | <<link "Raiding and Slaving">><<set $securityForceFocus = "raiding">><<replace "#focus">>''Raiding and Slaving''<</replace>><</link>> Rules of Engagement: <span id="roe"><<if $securityForceRulesOfEngagement == "hold">>''Hold Fire''<<elseif $securityForceRulesOfEngagement == "limited">>''Limited Fire''<<else>>''Free Fire''<</if>></span>. <<link "Hold Fire">><<set $securityForceRulesOfEngagement = "hold">><<replace "#roe">>''Hold Fire''<</replace>><</link>> | <<link "Limited Fire">><<set $securityForceRulesOfEngagement = "limited">><<replace "#roe">>''Limited Fire''<</replace>><</link>> | <<link "Free Fire">><<set $securityForceRulesOfEngagement = "free">><<replace "#roe">>''Free Fire''<</replace>><</link>> @@ -261,9 +312,10 @@ <<if $securityForceArcologyUpgrades >= 1>> ''Garage:''<</if>> /* 7 upgrades */ <<if $securityForceVehiclePower == 0 && $securityForceArcologyUpgrades >= 1>>The garage contains basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons.<<elseif $securityForceVehiclePower == 1>>The garage has replaced its technical fleet with armed military utility vehicles. It has also sourced customized, high-volume slave transports for better securing human spoils.<<elseif $securityForceVehiclePower == 2>>The garage has added a number of light infantry fighting vehicles to its fleet, and acquired more slave transports to keep up with demand.<<elseif $securityForceVehiclePower == 3>>The garage has acquired improved infantry fighting vehicles, and has also added some mobile artillery and other support vehicles.<<elseif $securityForceVehiclePower == 4>>The garage has acquired some heavier armoured vehicles to augment the infantry fighting vehicles and expanded their inventory of artillery and support vehicles.<<elseif $securityForceVehiclePower == 5>>The garage has replaced both its armoured and support vehicles with the most advanced variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area.<<elseif $securityForceVehiclePower == 6>>The garage has replaced both its armoured and support vehicles with the most advanced light variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area.<<elseif $securityForceVehiclePower == 7>>The garage has replaced both its armoured and support vehicles with the most advanced heavy variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area.<</if>> <<if $securityForceArcologyUpgrades >=4>> ''Hangar:''<</if>> - <<nobr>>/* 7 upgrades */ <<if $securityForceAircraftPower == 0 && $securityForceArcologyUpgrades >=4>>The aerial fleet primarily consists of light transport VTOLs equipped with non-lethal weaponry.<<elseif $securityForceAircraftPower == 1>>The aerial fleet's light transport VTOLs have been upgraded with additional fire-power and lethal weaponry.<<elseif $securityForceAircraftPower == 2>>The aerial fleet's VTOLs have been upgraded to higher-capacity variants with heavier weaponry.<<elseif $securityForceAircraftPower == 3>>The aerial fleet's medium transport VTOLs have been upgraded with enhanced armour and customized cargo compartments to better transport captured stock.<<elseif $securityForceAircraftPower == 4>>The aerial fleet has acquired specialized attack VTOLs to complement and escort its advanced transport fleet, as well as to provide close air support.<<elseif $securityForceAircraftPower == 5>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<<elseif $securityForceAircraftPower == 6>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<<elseif $securityForceAircraftPower == 7>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<</if>> + /* 7 upgrades */ <<if $securityForceAircraftPower == 0 && $securityForceArcologyUpgrades >=4>>The aerial fleet primarily consists of light transport VTOLs equipped with non-lethal weaponry.<<elseif $securityForceAircraftPower == 1>>The aerial fleet's light transport VTOLs have been upgraded with additional fire-power and lethal weaponry.<<elseif $securityForceAircraftPower == 2>>The aerial fleet's VTOLs have been upgraded to higher-capacity variants with heavier weaponry.<<elseif $securityForceAircraftPower == 3>>The aerial fleet's medium transport VTOLs have been upgraded with enhanced armour and customized cargo compartments to better transport captured stock.<<elseif $securityForceAircraftPower == 4>>The aerial fleet has acquired specialized attack VTOLs to complement and escort its advanced transport fleet, as well as to provide close air support.<<elseif $securityForceAircraftPower == 5>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<<elseif $securityForceAircraftPower == 6>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<<elseif $securityForceAircraftPower == 7>>The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area.<</if>> /* 8 upgrades */ <<if $securityForceSpacePlanePower == 1>>A basic two engine SpacePlane has been 'borrowed' from the old world.<<elseif $securityForceSpacePlanePower == 2>>Upgraded the Space Plane's shielding, reducing both potential heat damage and radar signature.<<elseif $securityForceSpacePlanePower == 3>>Mounted another engine on top of the Space Plane's tail.<<elseif $securityForceSpacePlanePower == 4>>Modernised the elecontrics.<<elseif $securityForceSpacePlanePower == 5>>Modernised the fuel lines to increase efficency.<<elseif $securityForceSpacePlanePower == 6>>Modernised the Space Plane's engines to allow for more efficent fuel.<<elseif $securityForceSpacePlanePower == 7>>Reduced Space Plane's weight and reworked the body to reduce drag.<<elseif $securityForceSpacePlanePower == 8>>Increased the SpacePlane's crew comfort and life support systems to increase operational time.<</if>> - /* 3 upgrades */ <<if $securityForceFortressZeppelin == 1>>A basic Fortress Zeppelin has been 'borrowed' from the old world.<<elsif $securityForceFortressZeppelin == 2>>Modernised the armor.<<elseif $securityForceFortressZeppelin == 3>>Modernised the weaponry.<</if>><</nobr>> + /* 3 upgrades */ <<if $securityForceFortressZeppelin == 1>>A basic Fortress Zeppelin has been 'borrowed' from the old world.<<elsif $securityForceFortressZeppelin == 2>>Modernised the Fortress Zeppelin's armor.<<elseif $securityForceFortressZeppelin == 3>>Modernised the Fortress Zeppelin's weaponry.<</if>> + /* 5 upgrades */ <<if $securityForceAC130 == 1>>A basic AC-130 has been 'borrowed' from the old world.<<elsif $securityForceAC130 == 2>>Modernised the AC-130's armor.<<elseif $securityForceAC130 == 3>>Modernised the AC-130's weaponry.<<elseif $securityForceAC130 == 4>>Modernised the AC-130's eletronics.<<elseif $securityForceAC130 == 5>>Modernised the AC-130's crew seating.<</if>> <<if $securityForceArcologyUpgrades >= 2>> ''Drone Bay:''<</if>> /* 6 upgrades */ <<if $securityForceDronePower == 0>>The drone bay contains a small number of 're-purposed' non-military drones from the arcology's original contingent.<<elseif $securityForceDronePower == 1>>The drone bay has replaced the security drones with basic, lightly-armoured military combat models possessing integrated small arms.<<elseif $securityForceDronePower == 2>>The drone bay has replaced its basic military drones with more advanced models and added a number of support drones carrying heavy weaponry to its fleet.<<elseif $securityForceDronePower == 3>>The drone bay has acquired even more advanced models of both the standard combat drones and the heavy support drones, and expanded its numbers of both.<<elseif $securityForceDronePower == 4>>The drone bay has acted to upgrade both the standard and support models of drones to carry basic electromagnetic weaponry, improving their overall combat effectiveness.<<elseif $securityForceDronePower == 5>>The drone bay has improved the electromagnetic armament of it's drones by mounting both miniaturized and heavy railguns on them. In addition further sourcing numerous models of drones for roles as diverse as reconnaissance, independent slave capture and swarming tactics.<<elseif $securityForceDronePower == 6>>The drone bay has acquired even lighter advanced armoured combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry, and specialized Drones for reconnaissance, capture, and swarm tactics.<</if>> <<if $securityForceArcologyUpgrades >= 4>> ''Launch Bay:''<</if>> diff --git a/src/uncategorized/securityForceNamingColonel.tw b/src/uncategorized/securityForceNamingColonel.tw index 68722bf570abea1d4d6091138c1a8b835096a6bd..eb0c3d5eb7a03f183437813d5ba2494b4e396e1e 100644 --- a/src/uncategorized/securityForceNamingColonel.tw +++ b/src/uncategorized/securityForceNamingColonel.tw @@ -1,113 +1,144 @@ -:: Security Force Naming-Colonel +:: Security Force Naming-Colonel [nobr] + + +<<set $nextLink = "Random Nonindividual Event", $nextButton = " ">> -<<nobr>> -<<set $nextLink = "Random Nonindividual Event">> -<<set $nextButton = "Continue">> -<</nobr>>\ -\ <span id="address"> It's been a short while since you told your citizens that you were going to talk to them about their security, and by all accounts, they've turned out in force to watch your address over the arcology's internal communications system. You wake up early, relieve your frustrations on a few slaves woken out of deep sleep, and take position behind your desk. You also call over a slave and push her under your desk. The unspoken instruction is clear, and she begins <<if $PC.dick == 1>> enthusiastically (but silently) sucking your cock, taking it as deep as she can without gagging. <<else>> enthusiastically eating you out, pressing her face into your pussy and forcing her tongue deep inside you. <</if>> +<br><br> + A blinking light tells you that the channel is open. You take a deep breath, and begin. You greet your citizens and explain that while you believe deeply in the underlying principles of the Free Cities, that of contract law, minimal to no governmental oversight, and slaveholding, recent events have forced you to modify some of your views. The Old World attack, and especially the assault by the Daughters of Liberty who, as you remind them, were aided by a distressingly large number of now-dead traitors, has proven that some form of permanent, organized standing force is needed to ensure the personal safety of the citizen body. +<br><br> + You tell them that the Old World continues to deteriorate (it does). You tell them that it is only a matter of time before the poor, diseased, starving, and unwashed masses try their hand at invading the arcology again (it is). You tell them that such a force would be good for business, securing trade routes and conducting slaving raids far greater in scale than those performed by private slaving corporations (it would). And finally, to quell their greatest fear, you tell them that you would personally support the force financially. +<br><br> + As you speak, you carefully monitor the citizens' opinions as indicated on their communication devices. It is uniformly positive - they know whom they have to thank for their continued survival and dominance. You also monitor your arousal given the ministrations of your slave. A few small movements on your part communicates to your citizens what is happening without being too obvious. Free Cities business etiquette respects business conducted while being subtly serviced (and your doing so during such a public and important broadcast signals how seriously you are taking it), but a climax would be seen as a serious lack of discipline. +<br><br> + You finally wrap up your speech, announcing to your citizens the immediate formation, with yourself as Marshal, of the: <<textbox "$securityForceName" $securityForceName>> +<br><br> + You close the link to the communication system and read a message from your assistant that appeared during the last moments of your address. In consultation with major figures in the mercenary community, a suitable candidate for day-to-day command of the new unit has been found. Your instructions were to keep you in the dark about them so avoid pre-judgement. They are waiting outside your office. --------------------- -<<link "Invite them inside">> +<br>-------------------- +<br><<link "Invite them inside">> <<replace "#address">> - The figure that enters is not what you were expecting, given your previous experiences with the mercenary groups that work with the arcology owners of the Free Cities. Most mercenaries you've worked with have been grizzled stout men, veterans of the Old World militaries that finally had too much and went private. This one's different. You can guess from her face that at her core she is likely; - <<nobr>> + The figure that enters is not what you were expecting, given your previous experiences with the mercenary groups that work with the arcology owners of the Free Cities. Most mercenaries you've worked with have been grizzled stout men, veterans of the Old World militaries that finally had too much and went private. This one's different, <span id="result0"> + <<if $ColonelCore == 0>> you can guess from her face that at her core she is likely to be:<</if>> <<link "Kind,">> <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $KindColonel = 1>> + she strikes you as a kind person. + <<set $ColonelCore = "kind">> <</replace>> - <</link>><<link "Mishcevious,">> + <</link>><<link "mischievous,">> <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $MishceviousColonel = 1>> + she strikes you as someone who enjoys playfully causing trouble. + <<set $ColonelCore = "mischievous">> <</replace>> - <</link>><<link "Cruel,">> + <</link>><<link "cruel,">> <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $CruelColonel = 1>> + she strikes you as terribly cruel. + <<set $ColonelCore = "cruel">> <</replace>> - <</link>><<link "a psychopath,">> + <</link>><<link "psychopathic,">> <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $PsychopathicColonel = 1>> + she strikes you as a complete psychopath. + <<set $ColonelCore = "psychopathic">> <</replace>> - <</link>><<link "a sociopath,">> + <</link>><<link "sociopathic,">> <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $SociopathicColonel = 1>> + she strikes you as a complete sociopath. + <<set $ColonelCore = "sociopathic">> <</replace>> <</link>><<link "a warmonger,">> <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $WarmongerColonel = 1>> + she strikes you as someone who just loves war. + <<set $ColonelCore = "warmonger">> <</replace>> <</link>><<link "jaded,">> + she strikes you as someone who's seen too much to really care anymore. <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $JadedColonel = 1>> + <<set $ColonelCore = "jaded">> <</replace>> - <</link>><<link "shell shocked.">> + <</link>><<link "shell shocked,">> <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $ShellShockedColonel = 1>> + she strikes you sa someone who's been through hell. + <<set $ColonelCore = "shell shocked">> <</replace>> - <</link>><<link "Brazen ,">> + <</link>><<link "brazen,">> <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $BrazenColonel = 1>> + she strikes you as someone who doesn't know shame. + <<set $ColonelCore = "brazen">> <</replace>> - <</link>><<link "Collected.">> + <</link>><<link "collected.">> <<replace "#result0">> - <<set $ColonelCore = 1>> - <<set $CollectedColonel = 1>> + she seems calm and collected. + <<set $ColonelCore = "collected">> <</replace>> <</link>> </span> - <<if $ColonelCore == 1>>You have already guessed her core<<elseif $ColonelCore == 0>>you have yet to try and guess her core.<</if>> - <</nobr>> + <br><br> + She strides in, stopping in front of your desk, not bothering to put on even the semi-military air (complete with salute) that most mercenaries tend to adopt when meeting new clients. She's very tall and wearing the pants, boots, gloves, and tank top of a female combat armour under-suit. Her bare arms and upper body are corded with muscle, and through the tank top's thin fabric you can see both the shape of her muscled abdomen and the curves of her small but perky breasts, complete with what your experience tells you are barbell nipple piercings. Her eyes are alive with intelligence, and you can see her scanning your office, clearly impressed by its opulence. Her hair is shaved close to the scalp, and her ears and nose are heavily pierced. You can make out three long, ugly scars running over top of the mottled tissue of a previous, severe burn along one side of her face, as well as numerous smaller scars and burns on her bare arms. She's been disarmed prior to meeting you, and you see, in addition to an empty pistol holster on her hip, at least three empty knife holsters. + <br><br> + Returning your gaze to her face, she crosses her arms underneath her chest, pressing her breasts up and forward. You have her measure. Given the generally patriarchal nature of both the mercenary community, and the same nature combined with the heavily sexualized lifestyle of the Free Cities, she's decided to embrace her position rather than fight it. + <br><br> + "So," she begins, "you're the boss." You invite her to sit down. "No thanks, boss. Besides," she indicates the slave under your desk, "you look a little occupied." She nods at the desk. "Saw the speech. Very nice. I'd heard you crazy bastards do business while getting <<if $PC.dick == 1>>sucked off, <<else>>eaten out, <</if>>but I've never seen anyone actually do it. Hell, most of you people don't want to have to have too much to do with me. I usually get my instructions remotely." A short, harsh laugh escapes her. "But I guess it keeps you focused. Can't have the entire arcology seeing you cum." + <br><br> + She moves a step closer. "Your computer told me you wanted me to be a surprise, so I guess I'll tell you why you want me to run the $securityForceName for you. I'm a killer, pure and simple, and you need that. I looked into those attacks you've suffered. Nasty business. I'll make sure that an attack like that never happens again. I was a soldier out there, in charge of about a thousand men, when the Free Cities first started going up, and I knew they were the future. Eventually I deserted, found the first refugee convoy I could, killed the moron protecting it, sold the girls off to the slavers, and bought enough gear to start killing for people like you. Ran my own merc crew, did well till we tried to take on a bigger one and everyone died. Joined with another big outfit, became the number two, then shit went bad and I had to run. Been a solo fighter and slaver ever since. I know my work, and I know I can make this work." + <br><br> + You feel your climax approaching and hold up a finger. The merc pauses while you <<if $PC.dick == 1>>grab the slave's head, forcing your cock roughly down her throat while you cum. She swallows as much as she can before pulling away, coughing. <<else>>grip the slave's head tightly with your thighs, pressing her face tightly against your pussy as you cum. When you release her, she pulls away, coughing.<</if>> + <br><br> + The merc laughs again. "I could get used to a place like this." She waves her hand around the office. "I bet you want to know why I'd be trustworthy for something like this." You don't correct her. "Thought so." Her demeanour softens, and you can detect a hit of nervousness. " I would say that I've never turned on a client and leave it at that, but this is different. It's getting worse out there. I'm sure you know that." You give her a slight nod. "Four times now I've woken up in the middle of the night and had to kill someone. Two of them were the people I'd taken to bed. You can't even trust your drunken fucks any more." - "I like fighting, but I want to live somewhere where I can relax from life out there. You give me the job and a place to live, let me hang up the uncertainty of being a merc, and I'll die for you if it comes to that. I promise the people I recruit will feel the same. Besides," she indicates the slave again, "I could get used to having my own stable. Spending my R&R time with a cold beer in one hand, a few lines of coke or a stack of pills in front of me, and a terrified little slavegirl locked between my legs, struggling to breathe, sounds pretty fucking good to me." + <br><br> + + "I like fighting, but I want to live somewhere where I can relax from life out there. You give me the job and a place to live, let me hang up the uncertainty of being a merc, and I'll die for you if it comes to that. I promise the people I recruit will feel the same. Besides,<<if $ColonelCore == "warmonger">>I could get used to fighting vastly out matched foes."<<elseif $ColonelCore == "cruel">>" she indicates the slave again, "I could get used to having my own stable. Spending my R&R time with a cold beer in one hand, a few lines of coke or a stack of pills in front of me, and a terrified little slavegirl locked between my legs, struggling to breathe, sounds pretty fucking good to me."<</if>> + + <br><br> You decide quickly. She'll do. You tap a few commands on your desk's console, assigning her personal quarters on the arcology's higher levels and transferring her first stipend to her new account. You also ask her what title she wants. + <br><br> + "Title?" Another short laugh. "I guess I do need one, given that I'm all official and shit now." She thinks for a moment. "I was a major before I went freelance, and I think I'd like a promotion. Colonel sounds good." You make a note of this in her file. "You people don't seal contracts with a fuck do you?" You shake your head, and she laughs again. "Good. I make it a point never to fuck the boss. It's bad for business." She turns around. "Well, I guess I'd better get to it. Your computer thing assigned me space on the lower levels for the barracks. I brought a few squads of guys I know from the old days to start, but we'll grow fast once I put the word out, I guarantee it." - \ - <<set $nextButton = "Continue">> + + <br><br> + <<link "Let her leave">> <<replace "#address">> She turns and leaves, and you chase the slave out after her. A few minutes later, a soft chime announces the arrival of a message. Its from the colonel. + <br><br> + //Hey boss, just wanted to mention something else. In your speech you said that you were going to be paying for the $securityForceName. In my mind that means its yours, no matter what anyone else here might think. I do what you tell me to do. I make sure the troops behave as you want them to behave. I've worked for some 'nice guys' in the past, and I can do that job if you want. Its boring, but sustainable, and I'll have the $securityForceName turning a profit and supporting the arcology in good order. But if you let me off the leash, and throw any Old World complaints in the trash where they belong, I promise you'll have money pouring in your office, even accounting for the good amounts me and my boys will pocket along the way. You'll have an empire in short order. <<if $mercenaries > 1>>Either way, I'll keep my hands off those mercs you've already installed. I figure that you've reasons for having two different death squads under contract.<</if>> + <br><br> + Oh, one last thing. I know you've got some kind of grand social experiment going on up there like all the other owners, and that's your own deal, but I'd appreciate it if you could keep that stuff out of the new barracks. I'll have a hard time approaching potential recruits and telling them they should come live in a Roman apartment, an Egyptian temple, a goddamn Japanese teahouse, or some of the other crazy shit I've seen in the past. They're hard, nasty people, and trust me, I can tell you from experience that changing that is just not going to happen. Like I said, though, I can hold them back a bit if you like. + <br><br> + Talk to you later, boss.// - <<set $securityForceActive = 1>> - <<set $securityForceSubsidyActive = 1>> + <<set $nextButton = "Continue">><<UpdateNextButton>> /* unlock Continue button */ + <<set $securityForceActive = 1, $securityForceSubsidyActive = 1>> <</replace>> <</link>> <</replace>>