diff --git a/src/Mods/Reminder/reminder.js b/src/Mods/Reminder/reminder.js index df0e409248b90870564b590502afb2cddd56e038..7de0700054e437f65e3fb994bc0bc3df444a0dd1 100644 --- a/src/Mods/Reminder/reminder.js +++ b/src/Mods/Reminder/reminder.js @@ -112,8 +112,8 @@ App.Reminders.fullDisplay = function() { let list = App.Reminders.list(); if (list !== "") { - r += `<div class="indent">${list}</div>`; + r += `<p class="indent">${list}</p>`; } - return `${r}<h3>Add new</h3><div>${App.Reminders.addField()}</div>`; + return `${r}<h3>Add new</h3><p>${App.Reminders.addField()}</p>`; }; diff --git a/src/gui/css/mainStyleSheet.css b/src/gui/css/mainStyleSheet.css index be609c42af57668f2700c15c94a4e430ca07e05c..61abe69b42b15e9d8a04d36f2bea231a27eb09f5 100644 --- a/src/gui/css/mainStyleSheet.css +++ b/src/gui/css/mainStyleSheet.css @@ -307,7 +307,7 @@ table.corporate td { div.tab { margin-left: 2em; } -div.indent { +div.indent, p.indent { text-indent: 2em; } div.double-indent { @@ -346,3 +346,13 @@ div.cheat-menu { position: absolute; right: 50px; } + +h1 + p { + margin-top: 0; +} +h2 + p { + margin-top: 0; +} +h3 + p { + margin-top: 0; +} \ No newline at end of file diff --git a/src/pregmod/implantManufactory.tw b/src/pregmod/implantManufactory.tw index 833a6121ad01aa7cb2df64aa517ee4df3dff98ba..049d36c086fd12cc3cf7ed857800e066276289cb 100644 --- a/src/pregmod/implantManufactory.tw +++ b/src/pregmod/implantManufactory.tw @@ -4,10 +4,13 @@ <h1>The Implant Manufactory</h1> -<div class="scene-intro">The implant manufactory is running smoothly. It can cheaply produce advanced implants and has freed you from relying on outside sources for specialty implants. It can easily produce more complex implants should you obtain the schematics necessary to build them.</div> +<p class="scene-intro"> + The implant manufactory is running smoothly. It can cheaply produce advanced implants and has freed you from relying on outside sources for specialty implants. It can easily produce more complex implants should you obtain the schematics necessary to build them. +</p> <h2>Implant Production</h2> +<p> <div>The manufactory is capable of producing customized fillable implants.</div> <<if ($meshImplants != 1) && ($rep <= 10000*_PCSkillCheck)>> @@ -78,10 +81,12 @@ <div>The manufactory is capable of crafting cervix and rectal filter micropumps for fillable abdominal implants.</div> <</if>> <</if>> +</p> <<if $seePreg != 0>> <h2>Fertility Implants</h2> + <p> <<if $fertilityImplant == 1>> <div>The manufactory is capable of crafting fertility enhancing implants for ovaries.</div> <<elseif $fertilityImplant == 0 && ($rep <= 3000*_PCSkillCheck)>> @@ -126,10 +131,12 @@ </div> <</if>> <</if>> + </p> <</if>> <h2>Fluid Production Implants</h2> +<p> <<if ($prostateImplants != 1) && ($rep <= 3000*_PCSkillCheck)>> <div class="note">You lack the reputation to access plans for prostate implants.</div> <<elseif ($prostateImplants != 1) && ($rep > 3000*_PCSkillCheck)>> @@ -145,3 +152,4 @@ <<elseif ($prostateImplants > 0)>> <div>The manufactory is capable of producing ejaculation enhancing prostate implants.</div> <</if>> +</p> diff --git a/src/pregmod/managePersonalAffairs.tw b/src/pregmod/managePersonalAffairs.tw index 0641ede4e75c2e308effa90b89420e8991eac696..a3a4720359c8e850e1911075605eba77a58493e1 100644 --- a/src/pregmod/managePersonalAffairs.tw +++ b/src/pregmod/managePersonalAffairs.tw @@ -13,482 +13,498 @@ <h2>Appearance</h2> -<div> - You pause for a moment from your busy day to day life to return to <<if $masterSuite != 0>>$masterSuiteName<<else>>your room<</if>> to consider some things about yourself. -</div> -<div> - You take yourself in a full length mirror. You are <<if $PC.race == "amerindian" || $PC.race == "asian" || $PC.race == "indo-aryan">>an<<else>>a<</if>> $PC.race <<if $PC.dick != 0 && $PC.vagina != -1>>futanari<<elseif $PC.dick != 0>>man<<else>>woman<</if>> with<<if $PC.markings == "freckles">> freckled<<elseif $PC.markings == "heavily freckled">> heavily freckled<</if>> <<print $PC.skin>> skin, $PC.hColor hair, <<print App.Desc.eyesColor($PC)>> and a perfect $PC.faceShape face. - <<if $PC.actualAge >= 65>> - You're @@.orange;$PC.actualAge@@ and definitely feeling it.<<if $PC.visualAge > $PC.actualAge>> You've taken measures to @@.lime;look an older $PC.visualAge,@@ though perhaps it might be time to undo it.<<elseif $PC.visualAge < $PC.actualAge>> You've taken measures to @@.lime;look a younger $PC.visualAge,@@ now if only your body agreed with your looks.<</if>> - <<elseif $PC.actualAge >= 50>> - You're @@.orange;$PC.actualAge@@ and starting to feel it.<<if $PC.visualAge > $PC.actualAge>> You've taken measures to @@.lime;look an older $PC.visualAge.@@<<elseif $PC.visualAge < $PC.actualAge>> You've taken measures to @@.lime;look a younger $PC.visualAge.@@<</if>> - <<elseif $PC.actualAge >= 35>> - You're @@.orange;$PC.actualAge@@ and strong.<<if $PC.visualAge > $PC.actualAge>> You've taken measures to @@.lime;look an older $PC.visualAge@@ and reap the respect that comes with it.<<elseif $PC.visualAge < $PC.actualAge>> You've taken measures to @@.lime;look a younger $PC.visualAge@@ recapturing your youth.<</if>> - <<else>> - You're @@.orange;$PC.actualAge@@ and full of vigor.<<if $PC.visualAge > $PC.actualAge>> You've taken measures to @@.lime;look an older $PC.visualAge@@ and reap the respect that comes with it.<<elseif $PC.visualAge < $PC.actualAge>> You've taken measures to @@.lime;look a younger $PC.visualAge,@@ even though society may find your looks uncomfortable.<</if>> - <</if>> - <<if ($playerAging != 0)>>Your birthday is <<if $PC.birthWeek == 51>>next week<<else>>in <<print 52-$PC.birthWeek>> weeks<</if>>.<</if>> - Looking down, - <<PlayerBoobs>> - <<PlayerBelly>> - <<if $PC.prostate > 2 && $PC.belly < 10000>> Your pubic mound bulges outward noticeably thanks to your massive prostate.<<elseif $PC.prostate == 2 && $PC.belly < 5000>> Your pubic mound swells outward slightly due to your oversized prostate.<</if>> - Beneath all that, - <<PlayerCrotch>> - Around back, - <<PlayerButt>> -</div> +<p> + <div> + You pause for a moment from your busy day to day life to return to <<if $masterSuite != 0>>$masterSuiteName<<else>>your room<</if>> to consider some things about yourself. + </div> + <div> + You take yourself in a full length mirror. You are <<if $PC.race == "amerindian" || $PC.race == "asian" || $PC.race == "indo-aryan">>an<<else>>a<</if>> $PC.race <<if $PC.dick != 0 && $PC.vagina != -1>>futanari<<elseif $PC.dick != 0>>man<<else>>woman<</if>> with<<if $PC.markings == "freckles">> freckled<<elseif $PC.markings == "heavily freckled">> heavily freckled<</if>> <<print $PC.skin>> skin, $PC.hColor hair, <<print App.Desc.eyesColor($PC)>> and a perfect $PC.faceShape face. + <<if $PC.actualAge >= 65>> + You're @@.orange;$PC.actualAge@@ and definitely feeling it.<<if $PC.visualAge > $PC.actualAge>> You've taken measures to @@.lime;look an older $PC.visualAge,@@ though perhaps it might be time to undo it.<<elseif $PC.visualAge < $PC.actualAge>> You've taken measures to @@.lime;look a younger $PC.visualAge,@@ now if only your body agreed with your looks.<</if>> + <<elseif $PC.actualAge >= 50>> + You're @@.orange;$PC.actualAge@@ and starting to feel it.<<if $PC.visualAge > $PC.actualAge>> You've taken measures to @@.lime;look an older $PC.visualAge.@@<<elseif $PC.visualAge < $PC.actualAge>> You've taken measures to @@.lime;look a younger $PC.visualAge.@@<</if>> + <<elseif $PC.actualAge >= 35>> + You're @@.orange;$PC.actualAge@@ and strong.<<if $PC.visualAge > $PC.actualAge>> You've taken measures to @@.lime;look an older $PC.visualAge@@ and reap the respect that comes with it.<<elseif $PC.visualAge < $PC.actualAge>> You've taken measures to @@.lime;look a younger $PC.visualAge@@ recapturing your youth.<</if>> + <<else>> + You're @@.orange;$PC.actualAge@@ and full of vigor.<<if $PC.visualAge > $PC.actualAge>> You've taken measures to @@.lime;look an older $PC.visualAge@@ and reap the respect that comes with it.<<elseif $PC.visualAge < $PC.actualAge>> You've taken measures to @@.lime;look a younger $PC.visualAge,@@ even though society may find your looks uncomfortable.<</if>> + <</if>> + <<if ($playerAging != 0)>>Your birthday is <<if $PC.birthWeek == 51>>next week<<else>>in <<print 52-$PC.birthWeek>> weeks<</if>>.<</if>> + Looking down, + <<PlayerBoobs>> + <<PlayerBelly>> + <<if $PC.prostate > 2 && $PC.belly < 10000>> Your pubic mound bulges outward noticeably thanks to your massive prostate.<<elseif $PC.prostate == 2 && $PC.belly < 5000>> Your pubic mound swells outward slightly due to your oversized prostate.<</if>> + Beneath all that, + <<PlayerCrotch>> + Around back, + <<PlayerButt>> + </div> -<div> - <<if $playerSurgery == 0>>[[Visit your plastic surgeon.|Elective Surgery][$playerSurgery = 4]]<<elseif $playerSurgery == 1>>Your favorite plastic surgeon is booked solid for the next week.<<else>>Your favorite plastic surgeon is booked solid for the next $playerSurgery weeks.<</if>> -</div> -<div> - You have a number of contact lenses in various colors available. - You current eye color is <<print App.Desc.eyeColor($PC)>>. - - /* This a simplified version of the slave code in salon.tw, when adding missing/glass eyes, copy the code from there */ - /* remove lenses */ - <<set _n = 0>> - <<if getLeftEyeColor($PC) !== getGeneticEyeColor($PC, "left")>> - <<set _n++>> - [[Remove left lens|Manage Personal Affairs][resetEyeColor($PC, "left")]] - <</if>> - <<if getRightEyeColor($PC) !== getGeneticEyeColor($PC, "right")>> - <<set _n++>> - <<if _n > 0>>|<</if>> - [[Remove right lens|Manage Personal Affairs][resetEyeColor($PC, "right")]] - <</if>> - <<if _n === 2>> - | [[Remove both lenses|Manage Personal Affairs][resetEyeColor($PC, "both")]] - <</if>> + <div> + <<if $playerSurgery == 0>>[[Visit your plastic surgeon.|Elective Surgery][$playerSurgery = 4]]<<elseif $playerSurgery == 1>>Your favorite plastic surgeon is booked solid for the next week.<<else>>Your favorite plastic surgeon is booked solid for the next $playerSurgery weeks.<</if>> + </div> + <div> + You have a number of contact lenses in various colors available. + You current eye color is <<print App.Desc.eyeColor($PC)>>. + + /* This a simplified version of the slave code in salon.tw, when adding missing/glass eyes, copy the code from there */ + /* remove lenses */ + <<set _n = 0>> + <<if getLeftEyeColor($PC) !== getGeneticEyeColor($PC, "left")>> + <<set _n++>> + [[Remove left lens|Manage Personal Affairs][resetEyeColor($PC, "left")]] + <</if>> + <<if getRightEyeColor($PC) !== getGeneticEyeColor($PC, "right")>> + <<set _n++>> + <<if _n > 0>>|<</if>> + [[Remove right lens|Manage Personal Affairs][resetEyeColor($PC, "right")]] + <</if>> + <<if _n === 2>> + | [[Remove both lenses|Manage Personal Affairs][resetEyeColor($PC, "both")]] + <</if>> - <span class="note">Change what your eyes look like:</span> -</div> + <span class="note">Change what your eyes look like:</span> + </div> -<div class="double-indent"> - Side: - [[Left|Manage Personal Affairs][$artificialEyeSide = "left"]] - | [[Right|Manage Personal Affairs][$artificialEyeSide = "right"]] - | [[Both|Manage Personal Affairs][$artificialEyeSide = "both"]] -</div> + <div class="double-indent"> + Side: + [[Left|Manage Personal Affairs][$artificialEyeSide = "left"]] + | [[Right|Manage Personal Affairs][$artificialEyeSide = "right"]] + | [[Both|Manage Personal Affairs][$artificialEyeSide = "both"]] + </div> -<div class="double-indent"> - Iris: - [[Amber|Manage Personal Affairs][$artificialEyeColor = "amber"]] - | [[Black|Manage Personal Affairs][$artificialEyeColor = "black"]] - | [[Blue|Manage Personal Affairs][$artificialEyeColor = "blue"]] - | [[Brown|Manage Personal Affairs][$artificialEyeColor = "brown"]] - | [[Green|Manage Personal Affairs][$artificialEyeColor = "green"]] - | [[Hazel|Manage Personal Affairs][$artificialEyeColor = "hazel"]] - | [[Orange|Manage Personal Affairs][$artificialEyeColor = "orange"]] - | [[Pale-Grey|Manage Personal Affairs][$artificialEyeColor = "pale-grey"]] - | [[Pink|Manage Personal Affairs][$artificialEyeColor = "pink"]] - | [[Red|Manage Personal Affairs][$artificialEyeColor = "red"]] - | [[Sky-Blue|Manage Personal Affairs][$artificialEyeColor = "sky-blue"]] - | [[Turquoise|Manage Personal Affairs][$artificialEyeColor = "turquoise"]] - | [[White|Manage Personal Affairs][$artificialEyeColor = "white"]] - | [[Yellow|Manage Personal Affairs][$artificialEyeColor = "yellow"]] -</div> + <div class="double-indent"> + Iris: + [[Amber|Manage Personal Affairs][$artificialEyeColor = "amber"]] + | [[Black|Manage Personal Affairs][$artificialEyeColor = "black"]] + | [[Blue|Manage Personal Affairs][$artificialEyeColor = "blue"]] + | [[Brown|Manage Personal Affairs][$artificialEyeColor = "brown"]] + | [[Green|Manage Personal Affairs][$artificialEyeColor = "green"]] + | [[Hazel|Manage Personal Affairs][$artificialEyeColor = "hazel"]] + | [[Orange|Manage Personal Affairs][$artificialEyeColor = "orange"]] + | [[Pale-Grey|Manage Personal Affairs][$artificialEyeColor = "pale-grey"]] + | [[Pink|Manage Personal Affairs][$artificialEyeColor = "pink"]] + | [[Red|Manage Personal Affairs][$artificialEyeColor = "red"]] + | [[Sky-Blue|Manage Personal Affairs][$artificialEyeColor = "sky-blue"]] + | [[Turquoise|Manage Personal Affairs][$artificialEyeColor = "turquoise"]] + | [[White|Manage Personal Affairs][$artificialEyeColor = "white"]] + | [[Yellow|Manage Personal Affairs][$artificialEyeColor = "yellow"]] + </div> -<div class="double-indent"> - Pupil: - [[Circular|Manage Personal Affairs][$artificialEyeShape = "circular"]] - | [[Almond-Shaped|Manage Personal Affairs][$artificialEyeShape = "almond-shaped"]] - | [[Bright|Manage Personal Affairs][$artificialEyeShape = "bright"]] - | [[Catlike|Manage Personal Affairs][$artificialEyeShape = "catlike"]] - | [[Demonic|Manage Personal Affairs][$artificialEyeShape = "demonic"]] - | [[Devilish|Manage Personal Affairs][$artificialEyeShape = "devilish"]] - | [[Goat-Like|Manage Personal Affairs][$artificialEyeShape = "goat-like"]] - | [[Heart-Shaped|Manage Personal Affairs][$artificialEyeShape = "heart-shaped"]] - | [[Hypnotic|Manage Personal Affairs][$artificialEyeShape = "hypnotic"]] - | [[Serpent-Like|Manage Personal Affairs][$artificialEyeShape = "serpent-like"]] - | [[Star-Shaped|Manage Personal Affairs][$artificialEyeShape = "star-shaped"]] - | [[Teary|Manage Personal Affairs][$artificialEyeShape = "teary"]] - | [[Vacant|Manage Personal Affairs][$artificialEyeShape = "vacant"]] - | [[Wide-Eyed|Manage Personal Affairs][$artificialEyeShape = "wide-eyed"]] -</div> + <div class="double-indent"> + Pupil: + [[Circular|Manage Personal Affairs][$artificialEyeShape = "circular"]] + | [[Almond-Shaped|Manage Personal Affairs][$artificialEyeShape = "almond-shaped"]] + | [[Bright|Manage Personal Affairs][$artificialEyeShape = "bright"]] + | [[Catlike|Manage Personal Affairs][$artificialEyeShape = "catlike"]] + | [[Demonic|Manage Personal Affairs][$artificialEyeShape = "demonic"]] + | [[Devilish|Manage Personal Affairs][$artificialEyeShape = "devilish"]] + | [[Goat-Like|Manage Personal Affairs][$artificialEyeShape = "goat-like"]] + | [[Heart-Shaped|Manage Personal Affairs][$artificialEyeShape = "heart-shaped"]] + | [[Hypnotic|Manage Personal Affairs][$artificialEyeShape = "hypnotic"]] + | [[Serpent-Like|Manage Personal Affairs][$artificialEyeShape = "serpent-like"]] + | [[Star-Shaped|Manage Personal Affairs][$artificialEyeShape = "star-shaped"]] + | [[Teary|Manage Personal Affairs][$artificialEyeShape = "teary"]] + | [[Vacant|Manage Personal Affairs][$artificialEyeShape = "vacant"]] + | [[Wide-Eyed|Manage Personal Affairs][$artificialEyeShape = "wide-eyed"]] + </div> -<div class="double-indent"> - Sclera: - [[White|Manage Personal Affairs][$artificialEyeFill = "white"]] - | [[Amber|Manage Personal Affairs][$artificialEyeFill = "amber"]] - | [[Black|Manage Personal Affairs][$artificialEyeFill = "black"]] - | [[Blue|Manage Personal Affairs][$artificialEyeFill = "blue"]] - | [[Brown|Manage Personal Affairs][$artificialEyeFill = "brown"]] - | [[Green|Manage Personal Affairs][$artificialEyeFill = "green"]] - | [[Hazel|Manage Personal Affairs][$artificialEyeFill = "hazel"]] - | [[Orange|Manage Personal Affairs][$artificialEyeFill = "orange"]] - | [[Pale-Grey|Manage Personal Affairs][$artificialEyeFill = "pale-grey"]] - | [[Pink|Manage Personal Affairs][$artificialEyeFill = "pink"]] - | [[Red|Manage Personal Affairs][$artificialEyeFill = "red"]] - | [[Sky-Blue|Manage Personal Affairs][$artificialEyeFill = "sky-blue"]] - | [[Turquoise|Manage Personal Affairs][$artificialEyeFill = "turquoise"]] - | [[Yellow|Manage Personal Affairs][$artificialEyeFill = "yellow"]] -</div> + <div class="double-indent"> + Sclera: + [[White|Manage Personal Affairs][$artificialEyeFill = "white"]] + | [[Amber|Manage Personal Affairs][$artificialEyeFill = "amber"]] + | [[Black|Manage Personal Affairs][$artificialEyeFill = "black"]] + | [[Blue|Manage Personal Affairs][$artificialEyeFill = "blue"]] + | [[Brown|Manage Personal Affairs][$artificialEyeFill = "brown"]] + | [[Green|Manage Personal Affairs][$artificialEyeFill = "green"]] + | [[Hazel|Manage Personal Affairs][$artificialEyeFill = "hazel"]] + | [[Orange|Manage Personal Affairs][$artificialEyeFill = "orange"]] + | [[Pale-Grey|Manage Personal Affairs][$artificialEyeFill = "pale-grey"]] + | [[Pink|Manage Personal Affairs][$artificialEyeFill = "pink"]] + | [[Red|Manage Personal Affairs][$artificialEyeFill = "red"]] + | [[Sky-Blue|Manage Personal Affairs][$artificialEyeFill = "sky-blue"]] + | [[Turquoise|Manage Personal Affairs][$artificialEyeFill = "turquoise"]] + | [[Yellow|Manage Personal Affairs][$artificialEyeFill = "yellow"]] + </div> -<<if ndef $artificialEyeColor>> - <<set $artificialEyeColor = "", $artificialEyeShape = "", $artificialEyeFill = "">> -<</if>> + <<if ndef $artificialEyeColor>> + <<set $artificialEyeColor = "", $artificialEyeShape = "", $artificialEyeFill = "">> + <</if>> -<<if $artificialEyeSide != "" && $artificialEyeColor != "">> - <div class="indent"> - <<link "Take" "Manage Personal Affairs">> - /* apply modifications */ - <<run setEyeColorFull($PC, $artificialEyeColor, $artificialEyeShape, $artificialEyeFill, $artificialEyeSide)>> - <<run cashX(forceNeg($modCost), "PCmedical")>> + <<if $artificialEyeSide != "" && $artificialEyeColor != "">> + <div class="indent"> + <<link "Take" "Manage Personal Affairs">> + /* apply modifications */ + <<run setEyeColorFull($PC, $artificialEyeColor, $artificialEyeShape, $artificialEyeFill, $artificialEyeSide)>> + <<run cashX(forceNeg($modCost), "PCmedical")>> - /* reset variables */ - <<set $artificialEyeSide = "", $artificialEyeColor = "", $artificialEyeShape = "", $artificialEyeFill = "">> - <</link>> + /* reset variables */ + <<set $artificialEyeSide = "", $artificialEyeColor = "", $artificialEyeShape = "", $artificialEyeFill = "">> + <</link>> - /* make the following easier to read */ - <<set _both = $artificialEyeSide === "both">> + /* make the following easier to read */ + <<set _both = $artificialEyeSide === "both">> - <<if _both>> - $artificialEyeColor lenses - <<else>> - a $artificialEyeColor lens - <</if>> - <<if $artificialEyeShape != "" || $artificialEyeFill != "">> - with - <<if $artificialEyeShape != "" >> - $artificialEyeShape <<if _both>> pupils <<else>> pupil <</if>> - <</if>> - <<if $artificialEyeShape != "" && $artificialEyeFill != "">> - and - <</if>> - <<if $artificialEyeFill != "" >> - $artificialEyeFill <<if _both>> sclerae <<else>> sclera <</if>> + <<if _both>> + $artificialEyeColor lenses + <<else>> + a $artificialEyeColor lens <</if>> - <</if>>? - </div> -<</if>> + <<if $artificialEyeShape != "" || $artificialEyeFill != "">> + with + <<if $artificialEyeShape != "" >> + $artificialEyeShape <<if _both>> pupils <<else>> pupil <</if>> + <</if>> + <<if $artificialEyeShape != "" && $artificialEyeFill != "">> + and + <</if>> + <<if $artificialEyeFill != "" >> + $artificialEyeFill <<if _both>> sclerae <<else>> sclera <</if>> + <</if>> + <</if>>? + </div> + <</if>> -<div> - You have a selection of hair dyes available: -</div> -<div class="indent"> - <<if $PC.origHColor == $PC.hColor>>Your hair is its natural color.<<else>>[[Remove dye|Manage Personal Affairs][$PC.hColor = $PC.origHColor]]<</if>> - <<if $PC.origHColor != "auburn">>| [[Auburn|Manage Personal Affairs][$PC.hColor = "auburn"]]<</if>> - <<if $PC.origHColor != "black">>| [[Hazel|Manage Personal Affairs][$PC.hColor = "black"]]<</if>> - <<if $PC.origHColor != "blonde">>| [[Blonde|Manage Personal Affairs][$PC.hColor = "blonde"]]<</if>> - <<if $PC.origHColor != "blue">>| [[Blue|Manage Personal Affairs][$PC.hColor = "blue"]]<</if>> - <<if $PC.origHColor != "blue-violet">>| [[Blue-Violet|Manage Personal Affairs][$PC.hColor = "blue-violet"]]<</if>> - <<if $PC.origHColor != "brown">>| [[Brown|Manage Personal Affairs][$PC.hColor = "brown"]]<</if>> - <<if $PC.origHColor != "burgundy">>| [[Burgundy|Manage Personal Affairs][$PC.hColor = "burgundy"]]<</if>> - <<if $PC.origHColor != "chestnut">>| [[Chestnut|Manage Personal Affairs][$PC.hColor = "chestnut"]]<</if>> - <<if $PC.origHColor != "chocolate brown">>| [[Chocolate|Manage Personal Affairs][$PC.hColor = "chocolate brown"]]<</if>> - <<if $PC.origHColor != "copper">>| [[Copper|Manage Personal Affairs][$PC.hColor = "copper"]]<</if>> - <<if $PC.origHColor != "crimson">>| [[Crimson|Manage Personal Affairs][$PC.hColor = "crimson"]]<</if>> - <<if $PC.origHColor != "dark blue">>| [[Dark Blue|Manage Personal Affairs][$PC.hColor = "dark blue"]]<</if>> - <<if $PC.origHColor != "dark brown">>| [[Dark Brown|Manage Personal Affairs][$PC.hColor = "dark brown"]]<</if>> - <<if $PC.origHColor != "dark orchid">>| [[Blue-Violet|Manage Personal Affairs][$PC.hColor = "dark orchid"]]<</if>> - <<if $PC.origHColor != "ginger">>| [[Ginger|Manage Personal Affairs][$PC.hColor = "ginger"]]<</if>> - <<if $PC.origHColor != "golden">>| [[Golden|Manage Personal Affairs][$PC.hColor = "golden"]]<</if>> - <<if $PC.origHColor != "green">>| [[Green|Manage Personal Affairs][$PC.hColor = "green"]]<</if>> - <<if $PC.origHColor != "green-yellow">>| [[Green-Yellow|Manage Personal Affairs][$PC.hColor = "green-yellow"]]<</if>> - <<if $PC.origHColor != "grey">>| [[Grey|Manage Personal Affairs][$PC.hColor = "grey"]]<</if>> - <<if $PC.origHColor != "hazel">>| [[Hazel|Manage Personal Affairs][$PC.hColor = "hazel"]]<</if>> - <<if $PC.origHColor != "jet black">>| [[Jet Black|Manage Personal Affairs][$PC.hColor = "jet black"]]<</if>> - <<if $PC.origHColor != "pink">>| [[Pink|Manage Personal Affairs][$PC.hColor = "pink"]]<</if>> - <<if $PC.origHColor != "platinum blonde">>| [[Platinum Blonde|Manage Personal Affairs][$PC.hColor = "platinum blonde"]]<</if>> - <<if $PC.origHColor != "purple">>| [[Purple|Manage Personal Affairs][$PC.hColor = "purple"]]<</if>> - <<if $PC.origHColor != "red">>| [[Red|Manage Personal Affairs][$PC.hColor = "red"]]<</if>> - <<if $PC.origHColor != "sea green">>| [[Sea Green|Manage Personal Affairs][$PC.hColor = "sea green"]]<</if>> - <<if $PC.origHColor != "silver">>| [[Silver|Manage Personal Affairs][$PC.hColor = "silver"]]<</if>> - <<if $PC.origHColor != "strawberry-blonde">>| [[Strawberry-Blonde|Manage Personal Affairs][$PC.hColor = "strawberry-blonde"]]<</if>> - <<if $PC.origHColor != "white">>| [[White|Manage Personal Affairs][$PC.hColor = "white"]]<</if>> -</div> + <div> + You have a selection of hair dyes available: + </div> + <div class="indent"> + <<if $PC.origHColor == $PC.hColor>>Your hair is its natural color.<<else>>[[Remove dye|Manage Personal Affairs][$PC.hColor = $PC.origHColor]]<</if>> + <<if $PC.origHColor != "auburn">>| [[Auburn|Manage Personal Affairs][$PC.hColor = "auburn"]]<</if>> + <<if $PC.origHColor != "black">>| [[Hazel|Manage Personal Affairs][$PC.hColor = "black"]]<</if>> + <<if $PC.origHColor != "blonde">>| [[Blonde|Manage Personal Affairs][$PC.hColor = "blonde"]]<</if>> + <<if $PC.origHColor != "blue">>| [[Blue|Manage Personal Affairs][$PC.hColor = "blue"]]<</if>> + <<if $PC.origHColor != "blue-violet">>| [[Blue-Violet|Manage Personal Affairs][$PC.hColor = "blue-violet"]]<</if>> + <<if $PC.origHColor != "brown">>| [[Brown|Manage Personal Affairs][$PC.hColor = "brown"]]<</if>> + <<if $PC.origHColor != "burgundy">>| [[Burgundy|Manage Personal Affairs][$PC.hColor = "burgundy"]]<</if>> + <<if $PC.origHColor != "chestnut">>| [[Chestnut|Manage Personal Affairs][$PC.hColor = "chestnut"]]<</if>> + <<if $PC.origHColor != "chocolate brown">>| [[Chocolate|Manage Personal Affairs][$PC.hColor = "chocolate brown"]]<</if>> + <<if $PC.origHColor != "copper">>| [[Copper|Manage Personal Affairs][$PC.hColor = "copper"]]<</if>> + <<if $PC.origHColor != "crimson">>| [[Crimson|Manage Personal Affairs][$PC.hColor = "crimson"]]<</if>> + <<if $PC.origHColor != "dark blue">>| [[Dark Blue|Manage Personal Affairs][$PC.hColor = "dark blue"]]<</if>> + <<if $PC.origHColor != "dark brown">>| [[Dark Brown|Manage Personal Affairs][$PC.hColor = "dark brown"]]<</if>> + <<if $PC.origHColor != "dark orchid">>| [[Blue-Violet|Manage Personal Affairs][$PC.hColor = "dark orchid"]]<</if>> + <<if $PC.origHColor != "ginger">>| [[Ginger|Manage Personal Affairs][$PC.hColor = "ginger"]]<</if>> + <<if $PC.origHColor != "golden">>| [[Golden|Manage Personal Affairs][$PC.hColor = "golden"]]<</if>> + <<if $PC.origHColor != "green">>| [[Green|Manage Personal Affairs][$PC.hColor = "green"]]<</if>> + <<if $PC.origHColor != "green-yellow">>| [[Green-Yellow|Manage Personal Affairs][$PC.hColor = "green-yellow"]]<</if>> + <<if $PC.origHColor != "grey">>| [[Grey|Manage Personal Affairs][$PC.hColor = "grey"]]<</if>> + <<if $PC.origHColor != "hazel">>| [[Hazel|Manage Personal Affairs][$PC.hColor = "hazel"]]<</if>> + <<if $PC.origHColor != "jet black">>| [[Jet Black|Manage Personal Affairs][$PC.hColor = "jet black"]]<</if>> + <<if $PC.origHColor != "pink">>| [[Pink|Manage Personal Affairs][$PC.hColor = "pink"]]<</if>> + <<if $PC.origHColor != "platinum blonde">>| [[Platinum Blonde|Manage Personal Affairs][$PC.hColor = "platinum blonde"]]<</if>> + <<if $PC.origHColor != "purple">>| [[Purple|Manage Personal Affairs][$PC.hColor = "purple"]]<</if>> + <<if $PC.origHColor != "red">>| [[Red|Manage Personal Affairs][$PC.hColor = "red"]]<</if>> + <<if $PC.origHColor != "sea green">>| [[Sea Green|Manage Personal Affairs][$PC.hColor = "sea green"]]<</if>> + <<if $PC.origHColor != "silver">>| [[Silver|Manage Personal Affairs][$PC.hColor = "silver"]]<</if>> + <<if $PC.origHColor != "strawberry-blonde">>| [[Strawberry-Blonde|Manage Personal Affairs][$PC.hColor = "strawberry-blonde"]]<</if>> + <<if $PC.origHColor != "white">>| [[White|Manage Personal Affairs][$PC.hColor = "white"]]<</if>> + </div> +</p> <<if $weddingPlanned > 0>> <h2>Wedding</h2> - <<set _slave1 = getSlave($marrying[0])>> - <<if _ML > 1>> - <<if _ML >= 2>> - <<set _slave2 = getSlave($marrying[1])>> - <</if>> - <<if _ML >= 3>> - <<set _slave3 = getSlave($marrying[2])>> - <</if>> - <<if _ML == 4>> - <<set _slave4 = getSlave($marrying[3])>> + <p> + <<set _slave1 = getSlave($marrying[0])>> + <<if _ML > 1>> + <<if _ML >= 2>> + <<set _slave2 = getSlave($marrying[1])>> + <</if>> + <<if _ML >= 3>> + <<set _slave3 = getSlave($marrying[2])>> + <</if>> + <<if _ML == 4>> + <<set _slave4 = getSlave($marrying[3])>> + <</if>> <</if>> - <</if>> -/* yes, I am aware this looks horrendous - if you can find a way to clean this up, by all means */ - You have a wedding planned for this weekend; you are <<if $weddingPlanned == 1>>marrying<<elseif $weddingPlanned == 2>>sharing<<elseif $weddingPlanned == 3>>knocking up<</if>> <<print "[[SlaveFullName(_slave1)|Slave Interact][$activeSlave = _slave1]]">><<if _ML > 2>>, <<elseif _ML == 2>> and <<print "[[SlaveFullName(_slave2)|Slave Interact][$activeSlave = _slave2]]">><</if>><<if _ML > 2>><<print "[[SlaveFullName(_slave2)|Slave Interact][$activeSlave = _slave2]]">><<if _ML == 3>> and <<else>>, <</if>><<print "[[SlaveFullName(_slave3)|Slave Interact][$activeSlave = _slave3]]">><<if _ML == 4>> and <<print "[[SlaveFullName(_slave4)|Slave Interact][$activeSlave = _slave4]]">><</if>> <<if $weddingPlanned == 2>>with your honored guests<</if>><</if>>. - [[Cancel it|Manage Personal Affairs][$weddingPlanned = -1, $marrying = []]] + /* yes, I am aware this looks horrendous - if you can find a way to clean this up, by all means */ + You have a wedding planned for this weekend; you are <<if $weddingPlanned == 1>>marrying<<elseif $weddingPlanned == 2>>sharing<<elseif $weddingPlanned == 3>>knocking up<</if>> <<print "[[SlaveFullName(_slave1)|Slave Interact][$activeSlave = _slave1]]">><<if _ML > 2>>, <<elseif _ML == 2>> and <<print "[[SlaveFullName(_slave2)|Slave Interact][$activeSlave = _slave2]]">><</if>><<if _ML > 2>><<print "[[SlaveFullName(_slave2)|Slave Interact][$activeSlave = _slave2]]">><<if _ML == 3>> and <<else>>, <</if>><<print "[[SlaveFullName(_slave3)|Slave Interact][$activeSlave = _slave3]]">><<if _ML == 4>> and <<print "[[SlaveFullName(_slave4)|Slave Interact][$activeSlave = _slave4]]">><</if>> <<if $weddingPlanned == 2>>with your honored guests<</if>><</if>>. + [[Cancel it|Manage Personal Affairs][$weddingPlanned = -1, $marrying = []]] + </p> <</if>> <<if $FCTVreceiver > 0>> <h2>FCTV</h2> - <<if $FCTVrate == 1>> - You make sure to tune in to FCTV at least once a week. [[Watch every other week|Manage Personal Affairs][$FCTVrate = 2]] | [[Watch once a month|Manage Personal Affairs][$FCTVrate = 4]] | [[Ignore it|Manage Personal Affairs][$FCTVrate = -1]] - <<elseif $FCTVrate == 2>> - You make sure to tune in to FCTV at least every two weeks. [[Watch every week|Manage Personal Affairs][$FCTVrate = 1]] | [[Watch once a month|Manage Personal Affairs][$FCTVrate = 4]] | [[Ignore it|Manage Personal Affairs][$FCTVrate = -1]] - <<elseif $FCTVrate == 4>> - You make sure to check in on FCTV at least once a month. [[Watch every week|Manage Personal Affairs][$FCTVrate = 1]] | [[Watch every other week|Manage Personal Affairs][$FCTVrate = 2]] | [[Ignore it|Manage Personal Affairs][$FCTVrate = -1]] - <<else>> - You don't watch FCTV. [[Watch every week|Manage Personal Affairs][$FCTVrate = 1]] | [[Watch every other week|Manage Personal Affairs][$FCTVrate = 2]] | [[Watch once a month|Manage Personal Affairs][$FCTVrate = 4]] - <</if>> - <<if $saveImported > 0 && $FCTVremote == 0>> - <div> - You know TVs should have a remote. [[Buy one yourself|Manage Personal Affairs][$FCTVremote = 1, cashX(forceNeg(100*$upgradeMultiplierTrade), "capEx")]] - </div> - <</if>> + + <p> + <<if $FCTVrate == 1>> + You make sure to tune in to FCTV at least once a week. [[Watch every other week|Manage Personal Affairs][$FCTVrate = 2]] | [[Watch once a month|Manage Personal Affairs][$FCTVrate = 4]] | [[Ignore it|Manage Personal Affairs][$FCTVrate = -1]] + <<elseif $FCTVrate == 2>> + You make sure to tune in to FCTV at least every two weeks. [[Watch every week|Manage Personal Affairs][$FCTVrate = 1]] | [[Watch once a month|Manage Personal Affairs][$FCTVrate = 4]] | [[Ignore it|Manage Personal Affairs][$FCTVrate = -1]] + <<elseif $FCTVrate == 4>> + You make sure to check in on FCTV at least once a month. [[Watch every week|Manage Personal Affairs][$FCTVrate = 1]] | [[Watch every other week|Manage Personal Affairs][$FCTVrate = 2]] | [[Ignore it|Manage Personal Affairs][$FCTVrate = -1]] + <<else>> + You don't watch FCTV. [[Watch every week|Manage Personal Affairs][$FCTVrate = 1]] | [[Watch every other week|Manage Personal Affairs][$FCTVrate = 2]] | [[Watch once a month|Manage Personal Affairs][$FCTVrate = 4]] + <</if>> + <<if $saveImported > 0 && $FCTVremote == 0>> + <div> + You know TVs should have a remote. [[Buy one yourself|Manage Personal Affairs][$FCTVremote = 1, cashX(forceNeg(100*$upgradeMultiplierTrade), "capEx")]] + </div> + <</if>> + </p> <</if>> <<= App.Reminders.fullDisplay()>> <h2>Personal Skills</h2> -You ponder what skills may be useful in running your arcology. -<div> - Trading: - <<if $PC.skill.trading >= 100>> - You are a master at economics and trading. - <<elseif $PC.skill.trading >= 80>> - You are an expert at economics and trading. - <<elseif $PC.skill.trading >= 60>> - You are skilled in economics and trading. - <<elseif $PC.skill.trading >= 40>> - You know some things about economics and trading. - <<elseif $PC.skill.trading >= 20>> - You are a beginner in economics. - <<elseif $PC.skill.trading >= 0>> - You know only the basics of trading. - <<elseif $PC.skill.trading >= -20>> - You know how to haggle a little. - <<elseif $PC.skill.trading >= -40>> - You know how to shop around. - <<elseif $PC.skill.trading >= -60>> - You know not to pay sticker price. - <<elseif $PC.skill.trading >= -80>> - People always give you discounts, but you never save any money. - <<else>> - They said it was a bear market, so where are the bears? - <</if>> -</div> -<div> - Warfare: - <<if $PC.skill.warfare >= 100>> - You are a master of warfare. - <<elseif $PC.skill.warfare >= 80>> - You are an expert at tactics and strategy. - <<elseif $PC.skill.warfare >= 60>> - You are skilled in combat. - <<elseif $PC.skill.warfare >= 40>> - You know some things about combat. - <<elseif $PC.skill.warfare >= 20>> - You are a beginner in tactics and strategy. - <<elseif $PC.skill.warfare >= 0>> - You know only the basics of fighting. - <<elseif $PC.skill.warfare >= -20>> - You know how to hold a gun. - <<elseif $PC.skill.warfare >= -40>> - You know how to stab with a knife. - <<elseif $PC.skill.warfare >= -60>> - Go for the throat? - <<elseif $PC.skill.warfare >= -80>> - Just kick them in the balls, right? - <<else>> - People like you are usually the first raped in a war. - <</if>> -</div> -<div> - Slaving: - <<if $PC.skill.slaving >= 100>> - You are a master slaver. - <<elseif $PC.skill.slaving >= 80>> - You are an expert at enslaving. - <<elseif $PC.skill.slaving >= 60>> - You are skilled in slaving. - <<elseif $PC.skill.slaving >= 40>> - You know some things about getting slaves. - <<elseif $PC.skill.slaving >= 20>> - You are a beginner in slaving. - <<elseif $PC.skill.slaving >= 0>> - You know only the basics of slaving. - <<elseif $PC.skill.slaving >= -20>> - You know how to avoid becoming a slave. - <<elseif $PC.skill.slaving >= -40>> - You know to read contracts before you sign them. - <<elseif $PC.skill.slaving >= -60>> - You know to be careful. - <<elseif $PC.skill.slaving >= -80>> - You know better than to trust anyone. - <<else>> - It would be easy to enslave you. - <</if>> -</div> -<div> - Engineering: - <<if $PC.skill.engineering >= 100>> - You are a master engineer. - <<elseif $PC.skill.engineering >= 80>> - You are an expert at engineering. - <<elseif $PC.skill.engineering >= 60>> - You are skilled in engineering. - <<elseif $PC.skill.engineering >= 40>> - You know some things about engineering. - <<elseif $PC.skill.engineering >= 20>> - You are a beginner in engineering. - <<elseif $PC.skill.engineering >= 0>> - You know only the basics of engineering. - <<elseif $PC.skill.engineering >= -20>> - You can build a gingerbread house that doesn't collapse. - <<elseif $PC.skill.engineering >= -40>> - You can tie a tight knot, does that count? - <<elseif $PC.skill.engineering >= -60>> - Glue is your friend; lots of it. - <<elseif $PC.skill.engineering >= -80>> - You know better than to even try to build something. - <<else>> - You can cook; that's sort of like building something, right? - <</if>> -</div> -<div> - Medicine: - <<if $PC.skill.medicine >= 100>> - You are a master surgeon. - <<elseif $PC.skill.medicine >= 80>> - You are an expert at medicine and surgery. - <<elseif $PC.skill.medicine >= 60>> - You are skilled in surgery. - <<elseif $PC.skill.medicine >= 40>> - You know some things about medicine. - <<elseif $PC.skill.medicine >= 20>> - You are a beginner in medicine. - <<elseif $PC.skill.medicine >= 0>> - You know the basics of treating injuries. - <<elseif $PC.skill.medicine >= -20>> - You can stop a wound from getting infected. - <<elseif $PC.skill.medicine >= -40>> - Gauze is your friend. Just keep wrapping. - <<elseif $PC.skill.medicine >= -60>> - You know how to apply a band-aid. - <<elseif $PC.skill.medicine >= -80>> - Cure-alls are wonderful. Why aren't they sold in stores, though? - <<else>> - Alcohol makes pain go away, right? - <</if>> -</div> -<div> - Hacking: - <<if $PC.skill.hacking >= 100>> - You are a master of hacking. - <<elseif $PC.skill.hacking >= 80>> - You are an expert at hacking. - <<elseif $PC.skill.hacking >= 60>> - You are skilled in hacking. - <<elseif $PC.skill.hacking >= 40>> - You know some things about hacking. - <<elseif $PC.skill.hacking >= 20>> - You are a beginner in hacking. - <<elseif $PC.skill.hacking >= 0>> - You know only the basics of hacking. - <<elseif $PC.skill.hacking >= -20>> - You know how to click a mouse. - <<elseif $PC.skill.hacking >= -40>> - Enter does something? - <<elseif $PC.skill.hacking >= -60>> - Where is the "any" key? - <<elseif $PC.skill.hacking >= -80>> - You can push the power button, good job. - <<else>> - This black box thingy is magical. - <</if>> -</div> +<p> + You ponder what skills may be useful in running your arcology. + <div> + Trading: + <<if $PC.skill.trading >= 100>> + You are a master at economics and trading. + <<elseif $PC.skill.trading >= 80>> + You are an expert at economics and trading. + <<elseif $PC.skill.trading >= 60>> + You are skilled in economics and trading. + <<elseif $PC.skill.trading >= 40>> + You know some things about economics and trading. + <<elseif $PC.skill.trading >= 20>> + You are a beginner in economics. + <<elseif $PC.skill.trading >= 0>> + You know only the basics of trading. + <<elseif $PC.skill.trading >= -20>> + You know how to haggle a little. + <<elseif $PC.skill.trading >= -40>> + You know how to shop around. + <<elseif $PC.skill.trading >= -60>> + You know not to pay sticker price. + <<elseif $PC.skill.trading >= -80>> + People always give you discounts, but you never save any money. + <<else>> + They said it was a bear market, so where are the bears? + <</if>> + </div> + <div> + Warfare: + <<if $PC.skill.warfare >= 100>> + You are a master of warfare. + <<elseif $PC.skill.warfare >= 80>> + You are an expert at tactics and strategy. + <<elseif $PC.skill.warfare >= 60>> + You are skilled in combat. + <<elseif $PC.skill.warfare >= 40>> + You know some things about combat. + <<elseif $PC.skill.warfare >= 20>> + You are a beginner in tactics and strategy. + <<elseif $PC.skill.warfare >= 0>> + You know only the basics of fighting. + <<elseif $PC.skill.warfare >= -20>> + You know how to hold a gun. + <<elseif $PC.skill.warfare >= -40>> + You know how to stab with a knife. + <<elseif $PC.skill.warfare >= -60>> + Go for the throat? + <<elseif $PC.skill.warfare >= -80>> + Just kick them in the balls, right? + <<else>> + People like you are usually the first raped in a war. + <</if>> + </div> + <div> + Slaving: + <<if $PC.skill.slaving >= 100>> + You are a master slaver. + <<elseif $PC.skill.slaving >= 80>> + You are an expert at enslaving. + <<elseif $PC.skill.slaving >= 60>> + You are skilled in slaving. + <<elseif $PC.skill.slaving >= 40>> + You know some things about getting slaves. + <<elseif $PC.skill.slaving >= 20>> + You are a beginner in slaving. + <<elseif $PC.skill.slaving >= 0>> + You know only the basics of slaving. + <<elseif $PC.skill.slaving >= -20>> + You know how to avoid becoming a slave. + <<elseif $PC.skill.slaving >= -40>> + You know to read contracts before you sign them. + <<elseif $PC.skill.slaving >= -60>> + You know to be careful. + <<elseif $PC.skill.slaving >= -80>> + You know better than to trust anyone. + <<else>> + It would be easy to enslave you. + <</if>> + </div> + <div> + Engineering: + <<if $PC.skill.engineering >= 100>> + You are a master engineer. + <<elseif $PC.skill.engineering >= 80>> + You are an expert at engineering. + <<elseif $PC.skill.engineering >= 60>> + You are skilled in engineering. + <<elseif $PC.skill.engineering >= 40>> + You know some things about engineering. + <<elseif $PC.skill.engineering >= 20>> + You are a beginner in engineering. + <<elseif $PC.skill.engineering >= 0>> + You know only the basics of engineering. + <<elseif $PC.skill.engineering >= -20>> + You can build a gingerbread house that doesn't collapse. + <<elseif $PC.skill.engineering >= -40>> + You can tie a tight knot, does that count? + <<elseif $PC.skill.engineering >= -60>> + Glue is your friend; lots of it. + <<elseif $PC.skill.engineering >= -80>> + You know better than to even try to build something. + <<else>> + You can cook; that's sort of like building something, right? + <</if>> + </div> + <div> + Medicine: + <<if $PC.skill.medicine >= 100>> + You are a master surgeon. + <<elseif $PC.skill.medicine >= 80>> + You are an expert at medicine and surgery. + <<elseif $PC.skill.medicine >= 60>> + You are skilled in surgery. + <<elseif $PC.skill.medicine >= 40>> + You know some things about medicine. + <<elseif $PC.skill.medicine >= 20>> + You are a beginner in medicine. + <<elseif $PC.skill.medicine >= 0>> + You know the basics of treating injuries. + <<elseif $PC.skill.medicine >= -20>> + You can stop a wound from getting infected. + <<elseif $PC.skill.medicine >= -40>> + Gauze is your friend. Just keep wrapping. + <<elseif $PC.skill.medicine >= -60>> + You know how to apply a band-aid. + <<elseif $PC.skill.medicine >= -80>> + Cure-alls are wonderful. Why aren't they sold in stores, though? + <<else>> + Alcohol makes pain go away, right? + <</if>> + </div> + <div> + Hacking: + <<if $PC.skill.hacking >= 100>> + You are a master of hacking. + <<elseif $PC.skill.hacking >= 80>> + You are an expert at hacking. + <<elseif $PC.skill.hacking >= 60>> + You are skilled in hacking. + <<elseif $PC.skill.hacking >= 40>> + You know some things about hacking. + <<elseif $PC.skill.hacking >= 20>> + You are a beginner in hacking. + <<elseif $PC.skill.hacking >= 0>> + You know only the basics of hacking. + <<elseif $PC.skill.hacking >= -20>> + You know how to click a mouse. + <<elseif $PC.skill.hacking >= -40>> + Enter does something? + <<elseif $PC.skill.hacking >= -60>> + Where is the "any" key? + <<elseif $PC.skill.hacking >= -80>> + You can push the power button, good job. + <<else>> + This black box thingy is magical. + <</if>> + </div> +</p> <h2>Reputation</h2> <h3>Name</h3> -On formal occasions, you are announced as $PCTitle. By slaves, however, you prefer to be called <<= properMaster()>>. -<div> - <span id="result"> - <<if ndef $PC.customTitle>> - <<link "Set a custom title for slaves to address you">> - <<replace "#result">> - Custom title: <<textbox "$PC.customTitle" $PC.customTitle>> - <<link "Apply">> - <<replace "#result">> - Your title is now $PC.customTitle. - <<set $PC.customTitleLisp = lispReplace($PC.customTitle)>> - <</replace>> - <</link>> - <</replace>> - <</link>> - <<else>> - Your custom title is <<textbox "$PC.customTitle" $PC.customTitle>> - <<link "Apply">> - <<replace "#result">> - Your title is now $PC.customTitle. - <<set $PC.customTitleLisp = lispReplace($PC.customTitle)>> - <</replace>> - <</link>> | - <<link "Stop using a custom title">> - <<replace "#result">> - You stop using a custom title - <<set $PC.customTitle = undefined>> - <<set $PC.customTitleLisp = undefined>> - <</replace>> - <</link>> - <</if>> - </span> -</div> -<div> - <span id="nameResult"> - <<link "Rename yourself">> - <<replace "#nameResult">> - New name: <<textbox "_PCNamet" $PC.slaveName>> +<p> + On formal occasions, you are announced as $PCTitle. By slaves, however, you prefer to be called <<= properMaster()>>. + <div> + <span id="result"> + <<if ndef $PC.customTitle>> + <<link "Set a custom title for slaves to address you">> + <<replace "#result">> + Custom title: <<textbox "$PC.customTitle" $PC.customTitle>> + <<link "Apply">> + <<replace "#result">> + Your title is now $PC.customTitle. + <<set $PC.customTitleLisp = lispReplace($PC.customTitle)>> + <</replace>> + <</link>> + <</replace>> + <</link>> + <<else>> + Your custom title is <<textbox "$PC.customTitle" $PC.customTitle>> <<link "Apply">> - <<run repX(-500, "event")>> - <<replace "#nameResult">> - <<set $PC.slaveName = _PCNamet>> - You will now be known as <<= PlayerName()>>. + <<replace "#result">> + Your title is now $PC.customTitle. + <<set $PC.customTitleLisp = lispReplace($PC.customTitle)>> + <</replace>> + <</link>> | + <<link "Stop using a custom title">> + <<replace "#result">> + You stop using a custom title + <<set $PC.customTitle = undefined>> + <<set $PC.customTitleLisp = undefined>> <</replace>> <</link>> - <</replace>> - <</link>> <span class="detail">Will cost you some reputation.</span> - </span> -</div> + <</if>> + </span> + </div> + + <div> + <span id="nameResult"> + <<link "Rename yourself">> + <<replace "#nameResult">> + New name: <<textbox "_PCNamet" $PC.slaveName>> + <<link "Apply">> + <<run repX(-500, "event")>> + <<replace "#nameResult">> + <<set $PC.slaveName = _PCNamet>> + You will now be known as <<= PlayerName()>>. + <</replace>> + <</link>> + <</replace>> + <</link>> <span class="detail">Will cost you some reputation.</span> + </span> + </div> +</p> <<if $PC.degeneracy > 0>> <h3>Rumors</h3> - <<if $PC.degeneracy > 100>> - There are severe and devastating rumors about you spreading across the arcology. - <<elseif $PC.degeneracy > 75>> - There are severe rumors about you spreading across the arcology. - <<elseif $PC.degeneracy > 50>> - There are bad rumors about you spreading across the arcology. - <<elseif $PC.degeneracy > 25>> - There are rumors about you spreading across the arcology. - <<elseif $PC.degeneracy > 10>> - There are minor rumors about you spreading across the arcology. - <<else>> - The occasional rumor about you can be heard throughout the arcology. - <</if>> + <p> + <<if $PC.degeneracy > 100>> + There are severe and devastating rumors about you spreading across the arcology. + <<elseif $PC.degeneracy > 75>> + There are severe rumors about you spreading across the arcology. + <<elseif $PC.degeneracy > 50>> + There are bad rumors about you spreading across the arcology. + <<elseif $PC.degeneracy > 25>> + There are rumors about you spreading across the arcology. + <<elseif $PC.degeneracy > 10>> + There are minor rumors about you spreading across the arcology. + <<else>> + The occasional rumor about you can be heard throughout the arcology. + <</if>> + </p> <</if>> <<if $familyTesting == 1>> <h3>Family</h3> - <span id="family"> - <div id="familyTree"> - </div> - <span id="familyTreeLink"> - <<link "Pull up the file on your family tree.">> - <<replace #familyTreeLink>> - <<run renderFamilyTree($slaves, -1)>> - <</replace>> - <</link>> + <p> + <span id="family"> + <div id="familyTree"> + </div> + <span id="familyTreeLink"> + <<link "Pull up the file on your family tree.">> + <<replace #familyTreeLink>> + <<run renderFamilyTree($slaves, -1)>> + <</replace>> + <</link>> + </span> </span> - </span> - <<if totalPlayerRelatives($PC) > 0 || ($showMissingSlaves && ($PC.mother in $missingTable || $PC.father in $missingTable))>> - <div> - <<PlayerFamily>> - </div> - <</if>> + <<if totalPlayerRelatives($PC) > 0 || ($showMissingSlaves && ($PC.mother in $missingTable || $PC.father in $missingTable))>> + <div> + <<PlayerFamily>> + </div> + <</if>> + </p> <</if>> <<if $PC.vagina != -1>> @@ -745,29 +761,37 @@ On formal occasions, you are announced as $PCTitle. By slaves, however, you pref <<if $PC.lactation == 1>> <h2>Lactation</h2> - Your breasts are laden with milk. - <<if $PC.rules.lactation == "sell">> - You are spending time with the penthouse milkers and making a quick ¤ from your efforts. [[Stop milking yourself|Manage Personal Affairs][$PC.rules.lactation = "none"]] | [[Stop using the milkers|Manage Personal Affairs][$PC.rules.lactation = "maintain"]] - <<elseif $PC.rules.lactation == "maintain">> - You are taking the time to keep yourself lactating. [[Stop milking yourself|Manage Personal Affairs][$PC.rules.lactation = "none"]]<<if $servantMilkers == 1>> | [[Use the penthouse milkers|Manage Personal Affairs][$PC.rules.lactation = "sell"]]<</if>> - <<else>> - You are currently letting nature run its course. [[Keep yourself milked|Manage Personal Affairs][$PC.rules.lactation = "maintain"]]<<if $servantMilkers == 1>> | [[Use the penthouse milkers|Manage Personal Affairs][$PC.rules.lactation = "sell"]]<</if>> - <</if>> + <p> + Your breasts are laden with milk. + <<if $PC.rules.lactation == "sell">> + You are spending time with the penthouse milkers and making a quick ¤ from your efforts. [[Stop milking yourself|Manage Personal Affairs][$PC.rules.lactation = "none"]] | [[Stop using the milkers|Manage Personal Affairs][$PC.rules.lactation = "maintain"]] + <<elseif $PC.rules.lactation == "maintain">> + You are taking the time to keep yourself lactating. [[Stop milking yourself|Manage Personal Affairs][$PC.rules.lactation = "none"]]<<if $servantMilkers == 1>> | [[Use the penthouse milkers|Manage Personal Affairs][$PC.rules.lactation = "sell"]]<</if>> + <<else>> + You are currently letting nature run its course. [[Keep yourself milked|Manage Personal Affairs][$PC.rules.lactation = "maintain"]]<<if $servantMilkers == 1>> | [[Use the penthouse milkers|Manage Personal Affairs][$PC.rules.lactation = "sell"]]<</if>> + <</if>> + </p> <</if>> <h2>Drugs</h2> -<<if $PC.staminaPills == 1>> - You are currently taking stamina enhancing pills in order to enjoy more slaves per week. [[Stop taking stamina enhancing drugs|Manage Personal Affairs][$PC.staminaPills = 0]] -<<else>> - You are not on any stamina enhancers. [[More stamina means more sex|Manage Personal Affairs][$PC.staminaPills = 1]] -<</if>> -<<if $propOutcome == 1 && $arcologies[0].FSRestart != "unset">> - <h2>Elite Breeder Qualifications</h2> - <<if ndef $activeStandard>> - <<InitStandards>> +<p> + <<if $PC.staminaPills == 1>> + You are currently taking stamina enhancing pills in order to enjoy more slaves per week. [[Stop taking stamina enhancing drugs|Manage Personal Affairs][$PC.staminaPills = 0]] <<else>> - <<UpdateStandards>> - <<BreedingStandards>> + You are not on any stamina enhancers. [[More stamina means more sex|Manage Personal Affairs][$PC.staminaPills = 1]] <</if>> +</p> + +<<if $propOutcome == 1 && $arcologies[0].FSRestart != "unset">> + <h2>Elite Breeder Qualifications</h2> + + <p> + <<if ndef $activeStandard>> + <<InitStandards>> + <<else>> + <<UpdateStandards>> + <<BreedingStandards>> + <</if>> + </p> <</if>> diff --git a/src/pregmod/organFarm.tw b/src/pregmod/organFarm.tw index f5d606108869db7c5ddc7d80ef7dc413f8d1e526..09eba9301abd19e7bb50076ed5ab6503b0eddf4c 100644 --- a/src/pregmod/organFarm.tw +++ b/src/pregmod/organFarm.tw @@ -4,6 +4,7 @@ <h1>The Organ Farm</h1> +<p> <div class="scene-intro"> <<if $organFarmUpgrade > 2>> The organ farm is running smoothly. It can rapidly grow tailored organs for implantation in slaves. It can easily produce altered variants should you obtain the data necessary to create them. @@ -28,7 +29,7 @@ </div> <<elseif $dispensaryUpgrade == 0 && $organFarmUpgrade == 2>> <div class="note"> - The pharmaceutical fabricator must upgraded in order to produce the drugs required by the perfected organ farm. + The pharmaceutical fabricator must be upgraded in order to produce the drugs required by the perfected organ farm. </div> <<elseif $organs.length > 0>> <div class="note"> @@ -103,13 +104,17 @@ <</if>> <</if>> <</if>> +</p> <h2>Organ Production</h2> +<p> <<= App.Medicine.OrganFarm.currentlyGrowing()>> +</p> <h2>Future Societies Research</h2> +<p> <<if $seePreg != 0>> <div> <<if $arcologies[0].FSGenderRadicalistDecoration == 100>> @@ -134,4 +139,5 @@ <span class="note">Gender Radicalist focused research unavailable.</span> <</if>> </div> -<</if>> \ No newline at end of file +<</if>> +</p> diff --git a/src/uncategorized/dispensary.tw b/src/uncategorized/dispensary.tw index a299b33a2fc8a3586b4bacd00783f4a3e3d9dafd..c7db84005f903e7be648a905ccd93c411098f94d 100644 --- a/src/uncategorized/dispensary.tw +++ b/src/uncategorized/dispensary.tw @@ -4,32 +4,35 @@ <h1>The Dispensary</h1> -<div class="scene-intro"> -<<if $dispensaryUpgrade == 0>> - The pharmaceutical fabricator is running smoothly. It can cheaply replicate complex medications, and has already cut the cost of drugs for your slaves by a fourth. It can easily produce advanced drugs should you obtain the data necessary to create them. -<<else>> - The pharmaceutical fabricator is running smoothly. It can cheaply and quickly replicate complex medications, and has already cut the cost of drugs for your slaves in half. It can easily produce advanced drugs should you obtain the data necessary to create them. -<</if>> -</div> - -<<if ($dispensaryUpgrade == 0)>> - <<if ($rep > 5000)>> - <div> - [[Upgrade the pharmaceutical fabricator|Dispensary][cashX(forceNeg(Math.trunc(30000*$upgradeMultiplierArcology)), "capEx"), $dispensaryUpgrade = 1, $drugsCost = (($drugsCost*2)/3)]] - <span class="detail"> - Costs <<print cashFormat(Math.trunc(30000*$upgradeMultiplierArcology))>>. - <div class="indent"> - Will improve production efficiency further decreasing costs. - </div> - </span> - </div> +<p> + <div class="scene-intro"> + <<if $dispensaryUpgrade == 0>> + The pharmaceutical fabricator is running smoothly. It can cheaply replicate complex medications, and has already cut the cost of drugs for your slaves by a fourth. It can easily produce advanced drugs should you obtain the data necessary to create them. <<else>> - <div class="note">You lack the reputation to obtain cutting-edge pharmaceutical fabricator upgrades.</div> + The pharmaceutical fabricator is running smoothly. It can cheaply and quickly replicate complex medications, and has already cut the cost of drugs for your slaves in half. It can easily produce advanced drugs should you obtain the data necessary to create them. <</if>> -<</if>> + </div> + + <<if ($dispensaryUpgrade == 0)>> + <<if ($rep > 5000)>> + <div> + [[Upgrade the pharmaceutical fabricator|Dispensary][cashX(forceNeg(Math.trunc(30000*$upgradeMultiplierArcology)), "capEx"), $dispensaryUpgrade = 1, $drugsCost = (($drugsCost*2)/3)]] + <span class="detail"> + Costs <<print cashFormat(Math.trunc(30000*$upgradeMultiplierArcology))>>. + <div class="indent"> + Will improve production efficiency further decreasing costs. + </div> + </span> + </div> + <<else>> + <div class="note">You lack the reputation to obtain cutting-edge pharmaceutical fabricator upgrades.</div> + <</if>> + <</if>> +</p> <h2>Hormones Upgrades</h2> +<p> <div> The fabricator is producing <<if $injectionUpgrade == 0>> @@ -154,9 +157,11 @@ The hormone replacement therapies <div>The fabricator is producing extra strong hormonal drugs designed to force a slave through puberty.</div> <</if>> <</if>> +</p> <h2>Dietary Upgrades</h2> +<p> <div> <<if $feeder == 1>> <<if ($dietXXY == 0) && ($rep <= 3500*_PCSkillCheck)>> @@ -240,9 +245,11 @@ The hormone replacement therapies The fabricator is producing meals to be served in the cafeteria designed to counteract excessive drug use and good health. They smell awful and taste worse than they look, but they're healthy. <</if>> </div> +</p> <h2>Pharmacological Upgrades</h2> +<p> <div> <<if ($curativeUpgrade == 0) && ($rep > 6000*_PCSkillCheck)>> [[Purchase data on advanced curatives|Dispensary][cashX(forceNeg(25000*_PCSkillCheck), "capEx"), $curativeUpgrade = 1]] @@ -324,10 +331,12 @@ The hormone replacement therapies The pharmaceutical fabricator is working with your body purist arcology to reduce long term drug side effects. </div> <</if>> +</p> <<if $seePreg != 0>> <h2>Fertility Focused Pharmacology</h2> + <p> <div> <<if $seeHyperPreg == 1>> <<if $superFertilityDrugs == 1 && ($rep > 10000*_PCSkillCheck) && $pregSpeedControl != 1>> @@ -375,10 +384,12 @@ The hormone replacement therapies The fabricator is producing highly effective fertility agents. There is a warning present involving overdosing and instances of ten or more children. <</if>> </div> + </p> <</if>> <h2>Future Societies Research</h2> +<p> <div> <<if ($ImplantProductionUpgrade == 1) && ($arcologies[0].FSTransformationFetishistDecoration >= 100)>> <<if ($arcologies[0].FSTransformationFetishistResearch == 0) && ($rep <= 5000*_PCSkillCheck)>> @@ -528,3 +539,4 @@ The hormone replacement therapies <span class="note">Hedonistic Decadence focused research unavailable.</span> <</if>> </div> +</p> diff --git a/src/uncategorized/manageArcology.tw b/src/uncategorized/manageArcology.tw index 947b65bae9c94d2b122d3fa77d8c2b4afd3cd59a..9d2222058b240667b66f2335d048570055a50fd3 100644 --- a/src/uncategorized/manageArcology.tw +++ b/src/uncategorized/manageArcology.tw @@ -8,13 +8,18 @@ <</if>> <div> -<<DisplayBuilding>> -<<include "Arcology Description">> + <<DisplayBuilding>> + <<include "Arcology Description">> </div> <h2>Arcology Ownership</h2> -<div><div> <<UpdateOwnership>> <<= ownershipReport({sidebar: false})>> </div></div> +<p> + <div> + <<UpdateOwnership>> + <<= ownershipReport({sidebar: false})>> + </div> +</p> <<if $FSAnnounced > 0>> <<if $FSCredits > 0>> @@ -26,87 +31,98 @@ <h2>Construction</h2> -<div> -<<if $arcologyUpgrade.drones != 1>> - <span class="note"> - The first major upgrade needed is the installation of a drone security system so higher-class citizens will feel safe and protected should they choose to immigrate. This upgrade will cost <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>. - </span> - <<link "Install drone security system" "Manage Arcology">> - <<run cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx")>> - <<set $arcologyUpgrade.drones = 1, $PC.skill.engineering += 1>> - <<if $secExpEnabled == 1>> - <<set $secBots.active = 1, $secBots.troops = 30, $secBots.maxTroops = 30>> - <</if>> - <</link>> -<<elseif $arcologyUpgrade.hydro != 1>> - <span class="note"> - The next major upgrade needed is the installation of a better water reclamation system so your residents will have access to cheaper water and hydroponically grown food. This upgrade will cost <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>. - </span> - [[Upgrade water reclamation system|Manage Arcology][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.hydro = 1, $PC.skill.engineering += 1]] -<<elseif $arcologyUpgrade.apron != 1>> - <span class="note"> - The next major upgrade needed is the installation of a broader apron at the bottom of the arcology to increase its surface area and gather more solar energy. Right now, tenants that use a lot of power have to import it from outside. This upgrade will cost <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>. - </span> - [[Install solar apron|Manage Arcology][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.apron = 1, $PC.skill.engineering += 1]] -<<elseif $arcologyUpgrade.grid != 1>> - <span class="note"> - The next major upgrade needed is an improvement of the arcology's electrical transmission lines to make efficient use of the additional power from the solar apron. This upgrade will cost <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>. - </span> - [[Upgrade transmission lines|Manage Arcology][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.grid = 1, $PC.skill.engineering += 1]] -<<elseif $arcologyUpgrade.spire != 1>> - <span class="note"> - The next major upgrade needed is the addition of a spire at the top of the arcology to increase the space available for the wealthiest citizens to own whole floors. This huge project will cost <<print cashFormat(Math.trunc(250000*$upgradeMultiplierArcology))>>. - </span> - [[Add spire|Manage Arcology][cashX(forceNeg(Math.trunc(250000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.spire = 1, $sectors[1].type = "Apartments", $sectors[2].type = "Apartments", $sectors[3].type = "Apartments", $sectors[4].type = "Apartments", $sectors[1].ownership = 1, $sectors[2].ownership = 1, $sectors[3].ownership = 1, $sectors[4].ownership = 1, $PC.skill.engineering += 1]] -<<else>> - <span class="note"> - The arcology's public areas are fully upgraded. - </span> -<</if>> -</div> +<p> + <div> + <<if $arcologyUpgrade.drones != 1>> + <span class="note"> + The first major upgrade needed is the installation of a drone security system so higher-class citizens will feel safe and protected should they choose to immigrate. This upgrade will cost <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>. + </span> + <<link "Install drone security system" "Manage Arcology">> + <<run cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx")>> + <<set $arcologyUpgrade.drones = 1, $PC.skill.engineering += 1>> + <<if $secExpEnabled == 1>> + <<set $secBots.active = 1, $secBots.troops = 30, $secBots.maxTroops = 30>> + <</if>> + <</link>> + <<elseif $arcologyUpgrade.hydro != 1>> + <span class="note"> + The next major upgrade needed is the installation of a better water reclamation system so your residents will have access to cheaper water and hydroponically grown food. This upgrade will cost <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>. + </span> + [[Upgrade water reclamation system|Manage Arcology][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.hydro = 1, $PC.skill.engineering += 1]] + <<elseif $arcologyUpgrade.apron != 1>> + <span class="note"> + The next major upgrade needed is the installation of a broader apron at the bottom of the arcology to increase its surface area and gather more solar energy. Right now, tenants that use a lot of power have to import it from outside. This upgrade will cost <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>. + </span> + [[Install solar apron|Manage Arcology][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.apron = 1, $PC.skill.engineering += 1]] + <<elseif $arcologyUpgrade.grid != 1>> + <span class="note"> + The next major upgrade needed is an improvement of the arcology's electrical transmission lines to make efficient use of the additional power from the solar apron. This upgrade will cost <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>. + </span> + [[Upgrade transmission lines|Manage Arcology][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.grid = 1, $PC.skill.engineering += 1]] + <<elseif $arcologyUpgrade.spire != 1>> + <span class="note"> + The next major upgrade needed is the addition of a spire at the top of the arcology to increase the space available for the wealthiest citizens to own whole floors. This huge project will cost <<print cashFormat(Math.trunc(250000*$upgradeMultiplierArcology))>>. + </span> + [[Add spire|Manage Arcology][cashX(forceNeg(Math.trunc(250000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.spire = 1, $sectors[1].type = "Apartments", $sectors[2].type = "Apartments", $sectors[3].type = "Apartments", $sectors[4].type = "Apartments", $sectors[1].ownership = 1, $sectors[2].ownership = 1, $sectors[3].ownership = 1, $sectors[4].ownership = 1, $PC.skill.engineering += 1]] + <<else>> + <span class="note"> + The arcology's public areas are fully upgraded. + </span> + <</if>> + </div> -<div> -<<if $weatherCladding == 0>> - <span class="note"> - Extreme weather is becoming common worldwide. The arcology's exterior can be hardened to reduce damage in case of heavy weather, but this will reduce its beauty somewhat and will cost <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>. - Your citizens are - <<if $weatherAwareness == 0>> - likely to disapprove of this measure as alarmism. - <<else>> - <span class="noteworthy">concerned that this measure has not been taken already.</span> - <</if>> - </span> - [[Apply weather cladding|Manage Arcology][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $weatherCladding = 1, $PC.skill.engineering += 1]] -<<elseif $weatherCladding == 1 && $arcologyUpgrade.spire == 1>> - The arcology's exterior is jacketed with unsightly but sturdy weather cladding. Your arcology is so prosperous that remodeling the cladding into something beautiful is within the realm of possibility. This massive project will cost <<print cashFormat(Math.trunc(3500000*$upgradeMultiplierArcology))>> and without a doubt render your arcology one of the wonders of the world. - [[Remodel weather cladding|Manage Arcology][cashX(forceNeg(Math.trunc(3500000*$upgradeMultiplierArcology)), "capEx"), $weatherCladding = 2, $PC.skill.engineering += 1]] -<<elseif $weatherCladding == 1>> - <span class="note"> - The arcology's exterior is jacketed with unsightly but sturdy weather cladding. - </span> -<<elseif $weatherCladding == 2>> - <span class="note"> - The arcology's exterior is jacketed with gorgeously sculpted and fully functional weather cladding. - </span> -<</if>> -</div> + <div> + <<if $weatherCladding == 0>> + <span class="note"> + Extreme weather is becoming common worldwide. The arcology's exterior can be hardened to reduce damage in case of heavy weather, but this will reduce its beauty somewhat and will cost <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>. + Your citizens are + <<if $weatherAwareness == 0>> + likely to disapprove of this measure as alarmism. + <<else>> + <span class="noteworthy">concerned that this measure has not been taken already.</span> + <</if>> + </span> + [[Apply weather cladding|Manage Arcology][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $weatherCladding = 1, $PC.skill.engineering += 1]] + <<elseif $weatherCladding == 1 && $arcologyUpgrade.spire == 1>> + The arcology's exterior is jacketed with unsightly but sturdy weather cladding. Your arcology is so prosperous that remodeling the cladding into something beautiful is within the realm of possibility. This massive project will cost <<print cashFormat(Math.trunc(3500000*$upgradeMultiplierArcology))>> and without a doubt render your arcology one of the wonders of the world. + [[Remodel weather cladding|Manage Arcology][cashX(forceNeg(Math.trunc(3500000*$upgradeMultiplierArcology)), "capEx"), $weatherCladding = 2, $PC.skill.engineering += 1]] + <<elseif $weatherCladding == 1>> + <span class="note"> + The arcology's exterior is jacketed with unsightly but sturdy weather cladding. + </span> + <<elseif $weatherCladding == 2>> + <span class="note"> + The arcology's exterior is jacketed with gorgeously sculpted and fully functional weather cladding. + </span> + <</if>> + </div> -<div> -<<if ($receiverAvailable == 1) && ($FCTVenable != 0) && ($FCTVreceiver == 0)>> - You have not installed an FCTV receiver. - Installing this receiver yourself will cost <<print cashFormat(Math.trunc(25000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>. - You can have your citizens pay for the fiberoptic upgrades, reducing the cost to <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>. - You can also have them heavily subsidize installation, they will be upset about it, but it will only cost <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>. - - [[No subsidy|Manage Arcology][cashX(forceNeg(Math.trunc(25000*$upgradeMultiplierArcology*$HackingSkillMultiplier)), "capEx"), $FCTVreceiver = 1, $receiverAvailable = $week, repX(500, "capEx"), $PC.skill.hacking += 1]] | [[Light subsidy|Manage Arcology][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology*$HackingSkillMultiplier)), "capEx"), $FCTVreceiver = 1, $receiverAvailable = $week, $PC.skill.hacking += 1]] | [[Heavy subsidy|Manage Arcology][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology*$HackingSkillMultiplier)), "capEx"), $FCTVreceiver = 1, $receiverAvailable = $week, repX(-1500, "capEx"), $PC.skill.hacking += 1]] -<<elseif ($FCTVreceiver == 3)>> - You have installed the FCTV receiver and have access to the full range of FCTV's programs. High viewership rates amongst your citizens makes it easier to pursue your societal goals. -<<elseif ($FCTVreceiver == 2)>> - You have installed the FCTV receiver and have access to the full range of FCTV's programs. Decent viewership rates amongst your citizens makes it somewhat easier to pursue your societal goals. -<<elseif ($FCTVreceiver == 1)>> - You have installed the FCTV receiver and have access to the full range of FCTV's programs. Low viewership rates amongst your citizens limits the impact of FCTV on your societal goals. -<</if>> -</div> + <div> + <<if ($receiverAvailable == 1) && ($FCTVenable != 0) && ($FCTVreceiver == 0)>> + You have not installed an FCTV receiver. + Installing this receiver yourself will cost <<print cashFormat(Math.trunc(25000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>. + You can have your citizens pay for the fiberoptic upgrades, reducing the cost to <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>. + You can also have them heavily subsidize installation, they will be upset about it, but it will only cost <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>. + + [[No subsidy|Manage Arcology][cashX(forceNeg(Math.trunc(25000*$upgradeMultiplierArcology*$HackingSkillMultiplier)), "capEx"), $FCTVreceiver = 1, $receiverAvailable = $week, repX(500, "capEx"), $PC.skill.hacking += 1]] | [[Light subsidy|Manage Arcology][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology*$HackingSkillMultiplier)), "capEx"), $FCTVreceiver = 1, $receiverAvailable = $week, $PC.skill.hacking += 1]] | [[Heavy subsidy|Manage Arcology][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology*$HackingSkillMultiplier)), "capEx"), $FCTVreceiver = 1, $receiverAvailable = $week, repX(-1500, "capEx"), $PC.skill.hacking += 1]] + <<elseif ($FCTVreceiver == 3)>> + You have installed the FCTV receiver and have access to the full range of FCTV's programs. High viewership rates amongst your citizens makes it easier to pursue your societal goals. + <<elseif ($FCTVreceiver == 2)>> + You have installed the FCTV receiver and have access to the full range of FCTV's programs. Decent viewership rates amongst your citizens makes it somewhat easier to pursue your societal goals. + <<elseif ($FCTVreceiver == 1)>> + You have installed the FCTV receiver and have access to the full range of FCTV's programs. Low viewership rates amongst your citizens limits the impact of FCTV on your societal goals. + <</if>> + </div> + + <<if ($PC.skill.engineering >= 100) || ($PC.career == "arcology owner")>> + <div class="note"> + Arcology upgrades are less expensive due to your + <span class="player skill"> + <<if $PC.career == "arcology owner">>experience in the Free Cities<<else>>arcology engineering training<</if>>. + </span> + </div> + <</if>> +</p> <<if $secExpEnabled == 0>> <<if $weatherAwareness > 0>> @@ -131,104 +147,101 @@ <<if $secExpEnabled == 1>> <h2>Security</h2> - <div> - <<if $SecExp.buildings.propHub.active == 0>> - [[Set up the propaganda Hub|Manage Arcology][cashX(forceNeg(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))), "capEx"), $SecExp.buildings.propHub.active = 1, $PC.skill.engineering += 1, $PC.skill.hacking += 1, App.SecExp.Check.general()]] - <span class="detail"> - Costs <<print cashFormat(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier)))>>. - <div class="indent">Building specialized in the management of authority.</div> - </span> - <<else>> - The [[Propaganda Hub|propagandaHub]] is ready to manipulate reality on your command. - <</if>> - </div> - - <div> - <<if $secHQ == 0>> - [[Set up the security headquarters|Manage Arcology][cashX(forceNeg(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))), "capEx"), $secHQ = 1, $PC.skill.engineering += 1, $PC.skill.hacking += 1]] - <span class="detail"> - Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>. - <div class="indent">Building specialized in the management of security and crime.</div> - </span> - <<else>> - The [[security HQ|securityHQ]] is constantly working to protect your arcology. - <</if>> - </div> + <p> + <div> + <<if $SecExp.buildings.propHub.active == 0>> + [[Set up the propaganda Hub|Manage Arcology][cashX(forceNeg(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))), "capEx"), $SecExp.buildings.propHub.active = 1, $PC.skill.engineering += 1, $PC.skill.hacking += 1, App.SecExp.Check.general()]] + <span class="detail"> + Costs <<print cashFormat(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier)))>>. + <div class="indent">Building specialized in the management of authority.</div> + </span> + <<else>> + The [[Propaganda Hub|propagandaHub]] is ready to manipulate reality on your command. + <</if>> + </div> - <div> - <<if $SecExp.buildings.barracks.active == 0>> - [[Set up the barracks|Manage Arcology][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $SecExp.buildings.barracks.active = 1, $PC.skill.engineering += 1, App.SecExp.Check.general()]] - <span class="detail"> - Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> - <div class="indent">Building specialized in the management of armed forces.</div> - </span> - <<else>> - The [[barracks|secBarracks]] patiently await your orders. - <</if>> - </div> + <div> + <<if $secHQ == 0>> + [[Set up the security headquarters|Manage Arcology][cashX(forceNeg(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))), "capEx"), $secHQ = 1, $PC.skill.engineering += 1, $PC.skill.hacking += 1]] + <span class="detail"> + Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>. + <div class="indent">Building specialized in the management of security and crime.</div> + </span> + <<else>> + The [[security HQ|securityHQ]] is constantly working to protect your arcology. + <</if>> + </div> - <div> - <<if $riotCenter == 0 && $SecExp.settings.rebellion.enabled == 1>> - [[Set up the riot control center|Manage Arcology][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $riotCenter = 1, $PC.skill.engineering += 1]] - <span class="detail"> - Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> - <div class="indent">Building specialized in the management and suppression of rebellions.</div> - </span> - <<elseif $SecExp.settings.rebellion.enabled == 1>> - The [[Riot Control Center|riotControlCenter]] stands ready for action. - <</if>> - </div> -<</if>> + <div> + <<if $SecExp.buildings.barracks.active == 0>> + [[Set up the barracks|Manage Arcology][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $SecExp.buildings.barracks.active = 1, $PC.skill.engineering += 1, App.SecExp.Check.general()]] + <span class="detail"> + Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> + <div class="indent">Building specialized in the management of armed forces.</div> + </span> + <<else>> + The [[barracks|secBarracks]] patiently await your orders. + <</if>> + </div> -<<if ($PC.skill.engineering >= 100) || ($PC.career == "arcology owner")>> - <div class="note"> - Arcology upgrades are less expensive due to your - <span class="player skill"> - <<if $PC.career == "arcology owner">>experience in the Free Cities<<else>>arcology engineering training<</if>>. - </span> - </div> + <div> + <<if $riotCenter == 0 && $SecExp.settings.rebellion.enabled == 1>> + [[Set up the riot control center|Manage Arcology][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $riotCenter = 1, $PC.skill.engineering += 1]] + <span class="detail"> + Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>> + <div class="indent">Building specialized in the management and suppression of rebellions.</div> + </span> + <<elseif $SecExp.settings.rebellion.enabled == 1>> + The [[Riot Control Center|riotControlCenter]] stands ready for action. + <</if>> + </div> + </p> <</if>> <<if $difficultySwitch == 1>> <h2>Disaster Response</h2> - <div> - <<if $econWeatherDamage > 0>> - The recent terrible weather has damaged the local infrastructure. It is <span class="warning">reducing the local economy score by <<print $econWeatherDamage>>.</span> - <div> - <<if $disasterResponse == 0>> - Locals will do their best to repair the damage on their own, but setting up a disaster response unit will improve the recovery of infrastructure critical for keeping goods, people and information flowing smoothly in and out of your arcology. - <div> - Creating the unit will cost <<print cashFormat(50000)>> and incur upkeep. [[Create Disaster Response Unit|Manage Arcology][cashX(-50000, "capEx"), $disasterResponse = 1]] - </div> - <<elseif $disasterResponse == 1>> - You are sending your disaster response unit to repair critical infrastructure. They are doing what they can. + <p> + <<if $econWeatherDamage > 0>> + The recent terrible weather has damaged the local infrastructure. It is <span class="warning">reducing the local economy score by <<print $econWeatherDamage>>.</span> <div> - The unit can be made more effective with an additional investment of <<print cashFormat(100000)>>. This will also increase upkeep. [[Improve Disaster Response Unit|Manage Arcology][cashX(-100000, "capEx"), $disasterResponse = 2]] + <<if $disasterResponse == 0>> + Locals will do their best to repair the damage on their own, but setting up a disaster response unit will improve the recovery of infrastructure critical for keeping goods, people and information flowing smoothly in and out of your arcology. + <div> + Creating the unit will cost <<print cashFormat(50000)>> and incur upkeep. [[Create Disaster Response Unit|Manage Arcology][cashX(-50000, "capEx"), $disasterResponse = 1]] + </div> + <<elseif $disasterResponse == 1>> + You are sending your disaster response unit to repair critical infrastructure. They are doing what they can. + <div> + The unit can be made more effective with an additional investment of <<print cashFormat(100000)>>. This will also increase upkeep. [[Improve Disaster Response Unit|Manage Arcology][cashX(-100000, "capEx"), $disasterResponse = 2]] + </div> + <<else>> + Your highly capable disaster response unit is rapidly repairing the weather damage. + <</if>> </div> - <<else>> - Your highly capable disaster response unit is rapidly repairing the weather damage. + <<elseif $disasterResponse > 0>> + Your disaster response unit is idle. It will not cost you any upkeep this week. <</if>> - </div> - <<elseif $disasterResponse > 0>> - Your disaster response unit is idle. It will not cost you any upkeep this week. - <</if>> - </div> + </p> <</if>> <<if $foodMarket > 0>> <h2>Food Management</h2> - <<include "Food Market">> + <p> + <<include "Food Market">> + </p> <</if>> <h2>Sexual Service Policies</h2> -<div> - If so desired, your assistant can help you manipulate the business environment within your arcology. -</div> -<div> - Currently outside parties are providing <<print $NPCMarketShare.lowerClass/10>>%, <<print $NPCMarketShare.middleClass/10>>%, <<print $NPCMarketShare.upperClass/10>>% and <<print $NPCMarketShare.topClass/10>>% of the sexual services for the lower, middle, upper and top class respectively. -</div> +<p> + <div> + If so desired, your assistant can help you manipulate the business environment within your arcology. + </div> + <div> + Currently outside parties are providing <<print $NPCMarketShare.lowerClass/10>>%, <<print $NPCMarketShare.middleClass/10>>%, <<print $NPCMarketShare.upperClass/10>>% and <<print $NPCMarketShare.topClass/10>>% of the sexual services for the lower, middle, upper and top class respectively. + </div> +</p> <p> <div> @@ -346,125 +359,127 @@ <h2>Population and Rent</h2> -<<print $arcologies[0].name>> is home to the following; -<<set _percACitizens = Math.trunc(($ACitizens / ($ACitizens + $ASlaves)) * 1000) / 10, -_percASlaves = Math.trunc(($ASlaves / ($ACitizens + $ASlaves)) * 1000) / 10, -_percLowerClass = Math.trunc(($lowerClass / ($ACitizens + $ASlaves)) * 1000) / 10, -_percMiddleClass = Math.trunc(($middleClass / ($ACitizens + $ASlaves)) * 1000) / 10, -_percUpperClass = Math.trunc(($upperClass / ($ACitizens + $ASlaves)) * 1000) / 10, -_percTopClass = Math.trunc(($topClass / ($ACitizens + $ASlaves)) * 1000) / 10, -_rentLowerClass = Math.trunc($rent.lowerClass * (1 + (5 - $baseDifficulty) / 20) / 0.25) / 100, -_rentMiddleClass = Math.trunc($rent.middleClass * (1 + (5 - $baseDifficulty) / 20) / 0.25) / 100, -_rentUpperClass = Math.trunc($rent.upperClass * (1 + (5 - $baseDifficulty) / 20) / 25), -_rentTopClass = Math.trunc($rent.topClass * (1 + (5 - $baseDifficulty) / 20) / 25)>> -<div> -Lower Class Citizens | $lowerClass | <<print _percLowerClass>>% | Rent <span class="cash"><<print cashFormat(_rentLowerClass)>></span> -<<if $rent.lowerClass > $rentDefaults.lowerClass * 1.5>> - <span class="note">Very High</span> | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 1.5, $rentEffectL = 0.94, $whoreBudget.lowerClass *= 9 / 8]] -<<elseif $rent.lowerClass > $rentDefaults.lowerClass>> - <span class="note">High</span> | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 2, $rentEffectL = 0.85, $whoreBudget.lowerClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass, $rentEffectL = 1, $whoreBudget.lowerClass *= 10 / 9]] -<<elseif $rent.lowerClass > $rentDefaults.lowerClass * 0.5>> - <span class="note">Average</span> | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 1.5, $rentEffectL = 0.94, $whoreBudget.lowerClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 0.5, $rentEffectL = 1.04, $whoreBudget.lowerClass *= 11 / 10]] -<<elseif $rent.lowerClass > 0>> - <span class="note">Low</span> | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass, $rentEffectL = 1, $whoreBudget.lowerClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.lowerClass = 0, $rentEffectL = 1.1, $whoreBudget.lowerClass *= 12 / 11]] -<<else>> - <span class="note">Free</span> | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 0.5, $rentEffectL = 1.04, $whoreBudget.lowerClass *= 11 / 12]] -<</if>> -</div> -<div> -Middle Class Citizens | $middleClass | <<print _percMiddleClass>>% | Rent <span class="cash"><<print cashFormat(_rentMiddleClass)>></span> -<<if $rent.middleClass > $rentDefaults.middleClass * 1.5>> - <span class="note">Very High</span> | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 1.5, $rentEffectM = 0.94, $whoreBudget.middleClass *= 9 / 8]] -<<elseif $rent.middleClass > $rentDefaults.middleClass>> - <span class="note">High</span> | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 2, $rentEffectM = 0.85, $whoreBudget.middleClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass, $rentEffectM = 1, $whoreBudget.middleClass *= 10 / 9]] -<<elseif $rent.middleClass > $rentDefaults.middleClass * 0.5>> - <span class="note">Average</span> | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 1.5, $rentEffectM = 0.94, $whoreBudget.middleClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 0.5, $rentEffectM = 1.04, $whoreBudget.middleClass *= 11 / 10]] -<<elseif $rent.middleClass > 0>> - <span class="note">Low</span> | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass, $rentEffectM = 1, $whoreBudget.middleClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.middleClass = 0, $rentEffectM = 1.1, $whoreBudget.middleClass *= 12 / 11]] -<<else>> - <span class="note">Free</span> | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 0.5, $rentEffectM = 1.04, $whoreBudget.middleClass *= 11 / 12]] -<</if>> -</div> -<div> -Upper Class Citizens | $upperClass | <<print _percUpperClass>>% | Rent <span class="cash"><<print cashFormat(_rentUpperClass)>></span> -<<if $rent.upperClass > $rentDefaults.upperClass * 1.5>> - <span class="note">Very High</span> | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 1.5, $rentEffectU = 0.94, $whoreBudget.upperClass *= 9 / 8]] -<<elseif $rent.upperClass > $rentDefaults.upperClass>> - <span class="note">High</span> | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 2, $rentEffectU = 0.85, $whoreBudget.upperClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass, $rentEffectU = 1, $whoreBudget.upperClass *= 10 / 9 ]] -<<elseif $rent.upperClass > $rentDefaults.upperClass * 0.5>> - <span class="note">Average</span> | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 1.5, $rentEffectU = 0.94, $whoreBudget.upperClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 0.5, $rentEffectU = 1.04, $whoreBudget.upperClass *= 11 / 10]] -<<elseif $rent.upperClass > 0>> - <span class="note">Low</span> | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass, $rentEffectU = 1, $whoreBudget.upperClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.upperClass = 0, $rentEffectU = 1.1, $whoreBudget.upperClass *= 12 / 11]] -<<else>> - <span class="note">Free</span> | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 0.5, $rentEffectU = 1.04, $whoreBudget.upperClass *= 11 / 12]] -<</if>> -</div> -<div> -Millionaires | $topClass | <<print _percTopClass>>% | Rent <span class="cash"><<print cashFormat(_rentTopClass)>></span> -<<if $rent.topClass > $rentDefaults.topClass * 1.5>> - <span class="note">Very High</span> | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 1.5, $rentEffectT = 0.94, $whoreBudget.topClass *= 9 / 8]] -<<elseif $rent.topClass > $rentDefaults.topClass>> - <span class="note">High</span> | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 2, $rentEffectT = 0.85, $whoreBudget.topClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass, $rentEffectT = 1, $whoreBudget.topClass *= 10 / 9]] -<<elseif $rent.topClass > $rentDefaults.topClass * 0.5>> - <span class="note">Average</span> | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 1.5, $rentEffectT = 0.94, $whoreBudget.topClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 0.5, $rentEffectT = 1.04, $whoreBudget.topClass *= 11 / 10]] -<<elseif $rent.topClass > 0>> - <span class="note">Low</span> | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass, $rentEffectT = 1, $whoreBudget.topClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.topClass = 0, $rentEffectT = 1.1, $whoreBudget.topClass *= 12 / 11]] -<<else>> - <span class="note">Free</span> | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 0.5, $rentEffectT = 1.04, $whoreBudget.topClass *= 11 / 12]] -<</if>> -</div> -<div> -Slaves | $ASlaves | <<print _percASlaves>>% -</div> +<p> + <<print $arcologies[0].name>> is home to the following; + <<set _percACitizens = Math.trunc(($ACitizens / ($ACitizens + $ASlaves)) * 1000) / 10, + _percASlaves = Math.trunc(($ASlaves / ($ACitizens + $ASlaves)) * 1000) / 10, + _percLowerClass = Math.trunc(($lowerClass / ($ACitizens + $ASlaves)) * 1000) / 10, + _percMiddleClass = Math.trunc(($middleClass / ($ACitizens + $ASlaves)) * 1000) / 10, + _percUpperClass = Math.trunc(($upperClass / ($ACitizens + $ASlaves)) * 1000) / 10, + _percTopClass = Math.trunc(($topClass / ($ACitizens + $ASlaves)) * 1000) / 10, + _rentLowerClass = Math.trunc($rent.lowerClass * (1 + (5 - $baseDifficulty) / 20) / 0.25) / 100, + _rentMiddleClass = Math.trunc($rent.middleClass * (1 + (5 - $baseDifficulty) / 20) / 0.25) / 100, + _rentUpperClass = Math.trunc($rent.upperClass * (1 + (5 - $baseDifficulty) / 20) / 25), + _rentTopClass = Math.trunc($rent.topClass * (1 + (5 - $baseDifficulty) / 20) / 25)>> + <div> + Lower Class Citizens | $lowerClass | <<print _percLowerClass>>% | Rent <span class="cash"><<print cashFormat(_rentLowerClass)>></span> + <<if $rent.lowerClass > $rentDefaults.lowerClass * 1.5>> + <span class="note">Very High</span> | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 1.5, $rentEffectL = 0.94, $whoreBudget.lowerClass *= 9 / 8]] + <<elseif $rent.lowerClass > $rentDefaults.lowerClass>> + <span class="note">High</span> | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 2, $rentEffectL = 0.85, $whoreBudget.lowerClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass, $rentEffectL = 1, $whoreBudget.lowerClass *= 10 / 9]] + <<elseif $rent.lowerClass > $rentDefaults.lowerClass * 0.5>> + <span class="note">Average</span> | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 1.5, $rentEffectL = 0.94, $whoreBudget.lowerClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 0.5, $rentEffectL = 1.04, $whoreBudget.lowerClass *= 11 / 10]] + <<elseif $rent.lowerClass > 0>> + <span class="note">Low</span> | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass, $rentEffectL = 1, $whoreBudget.lowerClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.lowerClass = 0, $rentEffectL = 1.1, $whoreBudget.lowerClass *= 12 / 11]] + <<else>> + <span class="note">Free</span> | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 0.5, $rentEffectL = 1.04, $whoreBudget.lowerClass *= 11 / 12]] + <</if>> + </div> + <div> + Middle Class Citizens | $middleClass | <<print _percMiddleClass>>% | Rent <span class="cash"><<print cashFormat(_rentMiddleClass)>></span> + <<if $rent.middleClass > $rentDefaults.middleClass * 1.5>> + <span class="note">Very High</span> | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 1.5, $rentEffectM = 0.94, $whoreBudget.middleClass *= 9 / 8]] + <<elseif $rent.middleClass > $rentDefaults.middleClass>> + <span class="note">High</span> | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 2, $rentEffectM = 0.85, $whoreBudget.middleClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass, $rentEffectM = 1, $whoreBudget.middleClass *= 10 / 9]] + <<elseif $rent.middleClass > $rentDefaults.middleClass * 0.5>> + <span class="note">Average</span> | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 1.5, $rentEffectM = 0.94, $whoreBudget.middleClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 0.5, $rentEffectM = 1.04, $whoreBudget.middleClass *= 11 / 10]] + <<elseif $rent.middleClass > 0>> + <span class="note">Low</span> | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass, $rentEffectM = 1, $whoreBudget.middleClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.middleClass = 0, $rentEffectM = 1.1, $whoreBudget.middleClass *= 12 / 11]] + <<else>> + <span class="note">Free</span> | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 0.5, $rentEffectM = 1.04, $whoreBudget.middleClass *= 11 / 12]] + <</if>> + </div> + <div> + Upper Class Citizens | $upperClass | <<print _percUpperClass>>% | Rent <span class="cash"><<print cashFormat(_rentUpperClass)>></span> + <<if $rent.upperClass > $rentDefaults.upperClass * 1.5>> + <span class="note">Very High</span> | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 1.5, $rentEffectU = 0.94, $whoreBudget.upperClass *= 9 / 8]] + <<elseif $rent.upperClass > $rentDefaults.upperClass>> + <span class="note">High</span> | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 2, $rentEffectU = 0.85, $whoreBudget.upperClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass, $rentEffectU = 1, $whoreBudget.upperClass *= 10 / 9 ]] + <<elseif $rent.upperClass > $rentDefaults.upperClass * 0.5>> + <span class="note">Average</span> | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 1.5, $rentEffectU = 0.94, $whoreBudget.upperClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 0.5, $rentEffectU = 1.04, $whoreBudget.upperClass *= 11 / 10]] + <<elseif $rent.upperClass > 0>> + <span class="note">Low</span> | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass, $rentEffectU = 1, $whoreBudget.upperClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.upperClass = 0, $rentEffectU = 1.1, $whoreBudget.upperClass *= 12 / 11]] + <<else>> + <span class="note">Free</span> | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 0.5, $rentEffectU = 1.04, $whoreBudget.upperClass *= 11 / 12]] + <</if>> + </div> + <div> + Millionaires | $topClass | <<print _percTopClass>>% | Rent <span class="cash"><<print cashFormat(_rentTopClass)>></span> + <<if $rent.topClass > $rentDefaults.topClass * 1.5>> + <span class="note">Very High</span> | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 1.5, $rentEffectT = 0.94, $whoreBudget.topClass *= 9 / 8]] + <<elseif $rent.topClass > $rentDefaults.topClass>> + <span class="note">High</span> | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 2, $rentEffectT = 0.85, $whoreBudget.topClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass, $rentEffectT = 1, $whoreBudget.topClass *= 10 / 9]] + <<elseif $rent.topClass > $rentDefaults.topClass * 0.5>> + <span class="note">Average</span> | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 1.5, $rentEffectT = 0.94, $whoreBudget.topClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 0.5, $rentEffectT = 1.04, $whoreBudget.topClass *= 11 / 10]] + <<elseif $rent.topClass > 0>> + <span class="note">Low</span> | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass, $rentEffectT = 1, $whoreBudget.topClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.topClass = 0, $rentEffectT = 1.1, $whoreBudget.topClass *= 12 / 11]] + <<else>> + <span class="note">Free</span> | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 0.5, $rentEffectT = 1.04, $whoreBudget.topClass *= 11 / 12]] + <</if>> + </div> + <div> + Slaves | $ASlaves | <<print _percASlaves>>% + </div> +</p> <h2>Language</h2> -<div> +<p> The lingua franca of the arcology is <strong>$language</strong>. <<link "Language options">><<set $seed = $language>><<goto "Change Language">><</link>> -</div> +</p> <h2>Special Arcology Upgrades</h2> -<div class="indent"> - -<<if ($personalArms == 0) && ($mercenaries == 0) && ($assistant == 0)>> - <span class="note">$arcologies[0].name has no special upgrades.</span> -<</if>> - -<<if ($personalArms == 1)>> - You own a prototype powered exoskeleton that mounts armor and a smart mortar system, and has rifles mounted into its forearms. -<<elseif ($personalArms > 1)>> - You own a prototype powered exoskeleton that mounts armor and a smart mortar system, and has rifles mounted into its forearms. Furthermore, your security drones can rearm with small-caliber guns if necessary. -<</if>> +<p class="indent"> + <<if ($personalArms == 0) && ($mercenaries == 0) && ($assistant == 0)>> + <span class="note">$arcologies[0].name has no special upgrades.</span> + <</if>> -<<if ($mercenaries > 0)>> - <<if ($mercenaries == 1)>> - A squad of mercenaries is permanently quartered in $arcologies[0].name. They are grim men and women, heavily armed and armored. - <<elseif ($mercenaries < 5)>> - A full platoon of mercenaries is permanently quartered in $arcologies[0].name. They are grim men and women, heavily armed and armored. - <<elseif ($mercenaries >= 5)>> - You have permanently settled a full company of mercenaries in $arcologies[0].name as your $mercenariesTitle. They are grim men and women who appreciate their luxurious life here and train hard to keep their skills with their prototype armor sharp. + <<if ($personalArms == 1)>> + You own a prototype powered exoskeleton that mounts armor and a smart mortar system, and has rifles mounted into its forearms. + <<elseif ($personalArms > 1)>> + You own a prototype powered exoskeleton that mounts armor and a smart mortar system, and has rifles mounted into its forearms. Furthermore, your security drones can rearm with small-caliber guns if necessary. <</if>> -<</if>> -<<if ($assistant > 0)>> - <<setAssistantPronouns>> - <<if $assistantName == "your personal assistant">>Your personal assistant<<else>>$assistantName<</if>> is using an alternative personality setting, speaking in a sultry, sexual voice, and talking as though the penthouse's sex toys are _hisA body. - <<if ($assistant > 1)>> - _HeA also has charge of all smart piercings in the arcology, and is using _hisA adaptations to sexual duties to improve their effectiveness. + <<if ($mercenaries > 0)>> + <<if ($mercenaries == 1)>> + A squad of mercenaries is permanently quartered in $arcologies[0].name. They are grim men and women, heavily armed and armored. + <<elseif ($mercenaries < 5)>> + A full platoon of mercenaries is permanently quartered in $arcologies[0].name. They are grim men and women, heavily armed and armored. + <<elseif ($mercenaries >= 5)>> + You have permanently settled a full company of mercenaries in $arcologies[0].name as your $mercenariesTitle. They are grim men and women who appreciate their luxurious life here and train hard to keep their skills with their prototype armor sharp. + <</if>> <</if>> -<</if>> -</div> + <<if ($assistant > 0)>> + <<setAssistantPronouns>> + <<if $assistantName == "your personal assistant">>Your personal assistant<<else>>$assistantName<</if>> is using an alternative personality setting, speaking in a sultry, sexual voice, and talking as though the penthouse's sex toys are _hisA body. + <<if ($assistant > 1)>> + _HeA also has charge of all smart piercings in the arcology, and is using _hisA adaptations to sexual duties to improve their effectiveness. + <</if>> + <</if>> +</p> <p> + Your slaves have participated in approximately <<print num($oralTotal+$vaginalTotal+$analTotal)>> sexual encounters: <<print num($oralTotal)>> primarily oral, <<print num($vaginalTotal)>> vanilla, <<print num($mammaryTotal)>> mammary, <<print num($analTotal)>> anal, and <<print num($penetrativeTotal)>> with the slave penetrating another. They have produced about <<print num($milkTotal)>> liters of marketable milk, <<if $seeDicks != 0>>about <<print num($cumTotal)>> deciliters of marketable cum, <</if>>and have given birth <<print num($birthsTotal)>> times. -Your slaves have participated in approximately <<print num($oralTotal+$vaginalTotal+$analTotal)>> sexual encounters: <<print num($oralTotal)>> primarily oral, <<print num($vaginalTotal)>> vanilla, <<print num($mammaryTotal)>> mammary, <<print num($analTotal)>> anal, and <<print num($penetrativeTotal)>> with the slave penetrating another. They have produced about <<print num($milkTotal)>> liters of marketable milk, <<if $seeDicks != 0>>about <<print num($cumTotal)>> deciliters of marketable cum, <</if>>and have given birth <<print num($birthsTotal)>> times. - -<<if $pitKillsTotal > 0>>$pitKillsTotal slaves have died in your fighting pit.<</if>> -<<if $fuckdollsSold > 0>>$fuckdollsSold mindbroken arcade slaves have been converted into Fuckdolls and sold.<</if>> - + <<if $pitKillsTotal > 0>> + $pitKillsTotal slaves have died in your fighting pit. + <</if>> + <<if $fuckdollsSold > 0>> + $fuckdollsSold mindbroken arcade slaves have been converted into Fuckdolls and sold. + <</if>> </p> <<if $secExpEnabled == 1 && $SecExp.settings.battle.enabled == 1>> diff --git a/src/uncategorized/managePenthouse.tw b/src/uncategorized/managePenthouse.tw index df025799fe1ebaeb6a8a3ce15f692de95449bc5b..938219a78967b8407df3db7f9fe3d38eb1bd1423 100644 --- a/src/uncategorized/managePenthouse.tw +++ b/src/uncategorized/managePenthouse.tw @@ -8,398 +8,405 @@ <h1>Penthouse</h1> -<div class="scene-intro"> -<<include "Office Description">> -<<if $PC.career == "mercenary">> - You look back at the rifle. It could never hold a zero, and would fail to feed if it wasn't given just the right amount of lubricant. But sometimes, you'd give anything for one more mission with that shitty old rifle. -<</if>> -</div> - -<div> -<<if $SF.Toggle && $SF.Active >= 1>> - <br> - <<link "Take your express elevator down to $SF.Lower""Firebase">> <</link>> -<<elseif $SF.FS.Tension > 100>> - <<= App.SF.fsIntegration('BadOutcome_Firebase')>> -<</if>> -</div> +<p> + <div class="scene-intro"> + <<include "Office Description">> + <<if $PC.career == "mercenary">> + You look back at the rifle. It could never hold a zero, and would fail to feed if it wasn't given just the right amount of lubricant. But sometimes, you'd give anything for one more mission with that shitty old rifle. + <</if>> + </div> + + <div> + <<if $SF.Toggle && $SF.Active >= 1>> + <br> + <<link "Take your express elevator down to $SF.Lower""Firebase">> <</link>> + <<elseif $SF.FS.Tension > 100>> + <<= App.SF.fsIntegration('BadOutcome_Firebase')>> + <</if>> + </div> +</p> <h2>Penthouse Capacity</h2> -<div> -The main penthouse dormitory, which houses slaves who aren't living in a facility and aren't granted a luxurious standard of living, has a capacity of ''$dormitory'' slaves. -[[Expand the dormitory|Manage Penthouse][cashX(forceNeg(Math.trunc($dormitory*1000*$upgradeMultiplierArcology)), "capEx"), $dormitory += 10, $PC.skill.engineering += .1]] -<span class="detail"> - Costs <<print cashFormat(Math.trunc($dormitory*1000*$upgradeMultiplierArcology))>> - <div class="indent">Exceeding this limit is bad for slaves' health, devotion and trust.</div> -</span> -</div> - -<div> -The penthouse also features little individual rooms, which house slaves who do enjoy a luxurious standard of living. They have a capacity of ''$rooms'' slaves. -[[Expand the rooms|Manage Penthouse][cashX(forceNeg(Math.trunc($rooms*1000*$upgradeMultiplierArcology)), "capEx"), $rooms += 5, $PC.skill.engineering += .1]] -<span class="detail"> - Costs <<print cashFormat(Math.trunc($rooms*1000*$upgradeMultiplierArcology))>> - <div class="indent">The number of rooms determines the number of slaves that can be granted luxury.</div> -</span> -</div> +<p> + <div> + The main penthouse dormitory, which houses slaves who aren't living in a facility and aren't granted a luxurious standard of living, has a capacity of ''$dormitory'' slaves. + [[Expand the dormitory|Manage Penthouse][cashX(forceNeg(Math.trunc($dormitory*1000*$upgradeMultiplierArcology)), "capEx"), $dormitory += 10, $PC.skill.engineering += .1]] + <span class="detail"> + Costs <<print cashFormat(Math.trunc($dormitory*1000*$upgradeMultiplierArcology))>> + <div class="indent">Exceeding this limit is bad for slaves' health, devotion and trust.</div> + </span> + </div> + + <div> + The penthouse also features little individual rooms, which house slaves who do enjoy a luxurious standard of living. They have a capacity of ''$rooms'' slaves. + [[Expand the rooms|Manage Penthouse][cashX(forceNeg(Math.trunc($rooms*1000*$upgradeMultiplierArcology)), "capEx"), $rooms += 5, $PC.skill.engineering += .1]] + <span class="detail"> + Costs <<print cashFormat(Math.trunc($rooms*1000*$upgradeMultiplierArcology))>> + <div class="indent">The number of rooms determines the number of slaves that can be granted luxury.</div> + </span> + </div> +</p> <h2>Penthouse Facilities</h2> -<div> -<<if $masterSuite == 0>> - [[Improve your master bedroom to house a harem of personal toys|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $masterSuite = 1, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - Your penthouse is capped by a master suite with room for an entire harem of personal toys. -<</if>> -</div> - -<div> -<<if $servantsQuarters == 0>> - [[Build a dormitory to house large numbers of house servants|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $servantsQuarters = 5, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - Your penthouse includes a dormitory to house large numbers of house servants. -<</if>> -</div> - -<div> -<<if $schoolroom == 0>> - [[Build a schoolroom where slaves can be educated|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $schoolroom = 5, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - Your penthouse includes a schoolroom where slaves can be educated. -<</if>> -</div> - -<div> -<<if $spa == 0>> - [[Install open baths to provide relaxation space for resting slaves|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $spa = 5, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - The penthouse includes a fully appointed spa where slaves can rest and recuperate. -<</if>> -</div> - -<<if $familyTesting == 1 && $seePreg != 0>> - <<if $cheatMode == 1>> +<p> <div> - <<if $nursery == 0>> - [[Build a nursery to raise children from birth|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $nursery = 5, $nurseryNannies = 1, $PC.skill.engineering += 1]] + <<if $masterSuite == 0>> + [[Improve your master bedroom to house a harem of personal toys|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $masterSuite = 1, $PC.skill.engineering += 1]] <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> <<else>> - The penthouse has a nursery built where infants can be brought up. + Your penthouse is capped by a master suite with room for an entire harem of personal toys. <</if>> </div> - <</if>> -<</if>> - -<div> -<<if $clinic == 0>> - [[Expand the surgical recovery area to accommodate patients and a nurse|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $clinic = 5, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - The surgical recovery area has been expanded to take in more unhealthy slaves and be staffed by a nurse. -<</if>> -</div> - -<div> -<<if $cellblock == 0>> - [[Construct cells to properly confine disobedient slaves|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $cellblock = 5, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - The lower level of the penthouse includes a hallway of cells to confine slaves in. -<</if>> -</div> -<<if $familyTesting == 1 && $seePreg != 0>> <div> - <<if $arcologyUpgrade.grid == 1>> - <<if $incubator == 0>> - [[Install an incubation chamber to rapidly age children|Manage Penthouse][cashX(forceNeg(Math.trunc(100000*$upgradeMultiplierArcology)), "capEx"), $incubator = 1, $PC.skill.engineering += 1, $readySlaves = 0]] - <span class="detail">Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>></span> - <<else>> - The penthouse has a specialized facility dedicated to rapidly aging children. - <</if>> - <<elseif $arcologyUpgrade.hydro == 1 || $arcologyUpgrade.apron == 1>> - <span class="note">Installation of a child aging facility will require the arcology's electrical infrastructure to be overhauled.</span> + <<if $servantsQuarters == 0>> + [[Build a dormitory to house large numbers of house servants|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $servantsQuarters = 5, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> + <<else>> + Your penthouse includes a dormitory to house large numbers of house servants. <</if>> </div> -<</if>> -<div> -<<if $HGSuite != 1>> - [[Build a small suite for a Head Girl to live in|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $HGSuite = 1, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - There is a small but handsome suite next to yours reserved for the Head Girl. -<</if>> -</div> + <div> + <<if $schoolroom == 0>> + [[Build a schoolroom where slaves can be educated|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $schoolroom = 5, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> + <<else>> + Your penthouse includes a schoolroom where slaves can be educated. + <</if>> + </div> -<h2>Penthouse Upgrades</h2> + <div> + <<if $spa == 0>> + [[Install open baths to provide relaxation space for resting slaves|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $spa = 5, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> + <<else>> + The penthouse includes a fully appointed spa where slaves can rest and recuperate. + <</if>> + </div> -<div> -<<if $servantMilkers != 1>> - Your penthouse is equipped with basic milkers for lactating slaves. [[Install more and tie them into the liquid systems|Manage Penthouse][cashX(forceNeg(Math.trunc(25000*$upgradeMultiplierArcology)), "capEx"), $servantMilkers = 1, $PC.skill.engineering += .1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(25000*$upgradeMultiplierArcology))>></span> -<<else>> - Every room in the penthouse is equipped with milkers tied into the liquid systems, letting slaves with full udders drain them anywhere. -<</if>> -</div> + <<if $familyTesting == 1 && $seePreg != 0>> + <<if $cheatMode == 1>> + <div> + <<if $nursery == 0>> + [[Build a nursery to raise children from birth|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $nursery = 5, $nurseryNannies = 1, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> + <<else>> + The penthouse has a nursery built where infants can be brought up. + <</if>> + </div> + <</if>> + <</if>> -<div> -<<if $boobAccessibility != 1>> - <<if $pregAccessibility == 1 || $ballsAccessibility || $buttAccessibility>> - Your penthouse has already been widened for overly wide slaves but there are no special accommodations for slaves with enormous breasts. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $boobAccessibility = 1, $PC.skill.engineering += .5]] - <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> + <div> + <<if $clinic == 0>> + [[Expand the surgical recovery area to accommodate patients and a nurse|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $clinic = 5, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> <<else>> - Your penthouse has no special accessibility provisions for slaves with enormous breasts. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $boobAccessibility = 1, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>></span> + The surgical recovery area has been expanded to take in more unhealthy slaves and be staffed by a nurse. <</if>> -<<else>> - The entire penthouse has been remodeled to make life with enormous breasts easier. The doorways have been widened, and tables, sinks, and other items now have two levels: one at shoulder height for slaves to use, and another at waist height for them to rest their tits on while they do. -<</if>> -</div> + </div> -<<if $seeHyperPreg == 1>> <div> - <<if $pregAccessibility != 1>> - <<if $boobAccessibility == 1 || $ballsAccessibility || $buttAccessibility>> - Your penthouse has already been widened to make life for overly wide slaves easier but there are no special accommodations for slaves with enormous pregnancies. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $pregAccessibility = 1, $PC.skill.engineering += .5]] - <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> - <<else>> - Your penthouse has no special accessibility provisions for slaves with enormous pregnancies. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $pregAccessibility = 1, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>></span> - <</if>> + <<if $cellblock == 0>> + [[Construct cells to properly confine disobedient slaves|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $cellblock = 5, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> <<else>> - The entire penthouse has been remodeled to make life with enormous pregnancies easier. The doorways have been widened, and tables, sinks, and other items are now designed to work around a massively distended belly. + The lower level of the penthouse includes a hallway of cells to confine slaves in. <</if>> </div> -<</if>> -<<if $arcologies[0].FSAssetExpansionistResearch == 1>> + <<if $familyTesting == 1 && $seePreg != 0>> + <div> + <<if $arcologyUpgrade.grid == 1>> + <<if $incubator == 0>> + [[Install an incubation chamber to rapidly age children|Manage Penthouse][cashX(forceNeg(Math.trunc(100000*$upgradeMultiplierArcology)), "capEx"), $incubator = 1, $PC.skill.engineering += 1, $readySlaves = 0]] + <span class="detail">Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>></span> + <<else>> + The penthouse has a specialized facility dedicated to rapidly aging children. + <</if>> + <<elseif $arcologyUpgrade.hydro == 1 || $arcologyUpgrade.apron == 1>> + <span class="note">Installation of a child aging facility will require the arcology's electrical infrastructure to be overhauled.</span> + <</if>> + </div> + <</if>> + <div> - <<if $dickAccessibility != 1>> - Your penthouse has no special accessibility provisions for slaves with enormous dicks. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $dickAccessibility = 1, $PC.skill.engineering += .5]] - <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> + <<if $HGSuite != 1>> + [[Build a small suite for a Head Girl to live in|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $HGSuite = 1, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> <<else>> - The entire penthouse has been remodeled to make life with enormous dicks easier. Carts, slings and harnesses are available to keep things from dragging and there is now plenty of room for huge genitals to occupy when a slave must use appliances, tables and seats. + There is a small but handsome suite next to yours reserved for the Head Girl. <</if>> </div> +</p> +<h2>Penthouse Upgrades</h2> + +<p> <div> - <<if $ballsAccessibility != 1>> - <<if $boobAccessibility == 1 || $buttAccessibility || $pregAccessibility>> - Your penthouse has already been widened to make life for overly wide slaves easier but there are no special accommodations for slaves with enormous testicles. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $ballsAccessibility = 1, $PC.skill.engineering += .5]] - <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> - <<else>> - Your penthouse has no special accessibility provisions for slaves with enormous testicles. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $ballsAccessibility = 1, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>></span> - <</if>> + <<if $servantMilkers != 1>> + Your penthouse is equipped with basic milkers for lactating slaves. [[Install more and tie them into the liquid systems|Manage Penthouse][cashX(forceNeg(Math.trunc(25000*$upgradeMultiplierArcology)), "capEx"), $servantMilkers = 1, $PC.skill.engineering += .1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(25000*$upgradeMultiplierArcology))>></span> <<else>> - The entire penthouse has been remodeled to make life with enormous testicles easier. The doorways have been widened, tables, sinks, and other items are now designed to fit over giant balls, drains have been widened to allow excessive cum to flow easier, and seats have been specially altered to allow plenty of ball room for seated slaves. + Every room in the penthouse is equipped with milkers tied into the liquid systems, letting slaves with full udders drain them anywhere. <</if>> </div> <div> - <<if $buttAccessibility != 1>> - <<if $boobAccessibility == 1 || $dickAccessibility || $ballsAccessibility>> - Your penthouse has already been widened to make life for overly wide slaves easier but there are no special accommodations for slaves with gigantic posteriors. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $buttAccessibility = 1, $PC.skill.engineering += .5]] + <<if $boobAccessibility != 1>> + <<if $pregAccessibility == 1 || $ballsAccessibility || $buttAccessibility>> + Your penthouse has already been widened for overly wide slaves but there are no special accommodations for slaves with enormous breasts. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $boobAccessibility = 1, $PC.skill.engineering += .5]] <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> <<else>> - Your penthouse has no special accessibility provisions for slaves with enormous posteriors. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $buttAccessibility = 1, $PC.skill.engineering += 1]] + Your penthouse has no special accessibility provisions for slaves with enormous breasts. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $boobAccessibility = 1, $PC.skill.engineering += 1]] <span class="detail">Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>></span> <</if>> <<else>> - The entire penthouse has been remodeled to make life with enormous rears easier. The doorways have been widened, and anything that can be sat on is now extra, extra wide and reinforced to allow even the heaviest, biggest asses to comfortably rest upon it. + The entire penthouse has been remodeled to make life with enormous breasts easier. The doorways have been widened, and tables, sinks, and other items now have two levels: one at shoulder height for slaves to use, and another at waist height for them to rest their tits on while they do. <</if>> </div> -<</if>> -<<if $boobAccessibility > 0 || $pregAccessibility > 0 || $dickAccessibility > 0 || $ballsAccessibility > 0 || $buttAccessibility > 0>> - <<set _removeCost = Math.trunc(((5000*($boobAccessibility+$pregAccessibility+$dickAccessibility+$ballsAccessibility+$buttAccessibility)))*$upgradeMultiplierArcology)>> - <div class="detail"> - [[Remove the accessibility renovations|Manage Penthouse][cashX(forceNeg(_removeCost), "capEx"), $boobAccessibility = 0, $pregAccessibility = 0, $dickAccessibility = 0, $ballsAccessibility = 0, $buttAccessibility = 0]] Will cost <<print cashFormat(_removeCost)>> - </div> -<</if>> + <<if $seeHyperPreg == 1>> + <div> + <<if $pregAccessibility != 1>> + <<if $boobAccessibility == 1 || $ballsAccessibility || $buttAccessibility>> + Your penthouse has already been widened to make life for overly wide slaves easier but there are no special accommodations for slaves with enormous pregnancies. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $pregAccessibility = 1, $PC.skill.engineering += .5]] + <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> + <<else>> + Your penthouse has no special accessibility provisions for slaves with enormous pregnancies. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $pregAccessibility = 1, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>></span> + <</if>> + <<else>> + The entire penthouse has been remodeled to make life with enormous pregnancies easier. The doorways have been widened, and tables, sinks, and other items are now designed to work around a massively distended belly. + <</if>> + </div> + <</if>> -<div> -<<if $feeder == 0>> - [[Upgrade the kitchen's nutritional sensing systems|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $feeder = 1, $PC.skill.engineering += .1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - The kitchen mounts sensors to refine diets in real time. -<</if>> -</div> - -<div> -<<if $cockFeeder == 0>> - [[Enhance the feeding system with faux phalli|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $cockFeeder = 1, $PC.skill.engineering += .1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - The kitchen dispenses food from phalli slaves must suck off in order to eat. <span class="detail">[[Remove them|Manage Penthouse][$cockFeeder = 0]]</span> -<</if>> -</div> - -<div> -<<if $suppository == 0>> - [[Replace the drug dispensers with reciprocating dildo suppositories|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $suppository = 1, $PC.skill.engineering += .1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - The kitchen applies drugs that can be absorbed rectally by assfucking slaves with dildos that cum the pharmaceuticals. <span class="detail">[[Remove them|Manage Penthouse][$suppository = 0]]</span> -<</if>> -</div> + <<if $arcologies[0].FSAssetExpansionistResearch == 1>> + <div> + <<if $dickAccessibility != 1>> + Your penthouse has no special accessibility provisions for slaves with enormous dicks. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $dickAccessibility = 1, $PC.skill.engineering += .5]] + <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> + <<else>> + The entire penthouse has been remodeled to make life with enormous dicks easier. Carts, slings and harnesses are available to keep things from dragging and there is now plenty of room for huge genitals to occupy when a slave must use appliances, tables and seats. + <</if>> + </div> -<div> -<<if $dairy != 0>> - <<if $dairyPiping == 0>> - [[Install pipes connecting the Dairy to the rest of your penthouse for use in enema play|Manage Penthouse][cashX(forceNeg(Math.trunc(15000*$upgradeMultiplierArcology)), "capEx"), $dairyPiping = 1, $PC.skill.engineering += .5]] - <span class="detail">Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology))>></span> - <<else>> - Various taps around the penthouse supply product from $dairyName for use in enema play and force-feeding. + <div> + <<if $ballsAccessibility != 1>> + <<if $boobAccessibility == 1 || $buttAccessibility || $pregAccessibility>> + Your penthouse has already been widened to make life for overly wide slaves easier but there are no special accommodations for slaves with enormous testicles. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $ballsAccessibility = 1, $PC.skill.engineering += .5]] + <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> + <<else>> + Your penthouse has no special accessibility provisions for slaves with enormous testicles. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $ballsAccessibility = 1, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>></span> + <</if>> + <<else>> + The entire penthouse has been remodeled to make life with enormous testicles easier. The doorways have been widened, tables, sinks, and other items are now designed to fit over giant balls, drains have been widened to allow excessive cum to flow easier, and seats have been specially altered to allow plenty of ball room for seated slaves. + <</if>> + </div> + + <div> + <<if $buttAccessibility != 1>> + <<if $boobAccessibility == 1 || $dickAccessibility || $ballsAccessibility>> + Your penthouse has already been widened to make life for overly wide slaves easier but there are no special accommodations for slaves with gigantic posteriors. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $buttAccessibility = 1, $PC.skill.engineering += .5]] + <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> + <<else>> + Your penthouse has no special accessibility provisions for slaves with enormous posteriors. [[Remodel for accessibility|Manage Penthouse][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $buttAccessibility = 1, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>></span> + <</if>> + <<else>> + The entire penthouse has been remodeled to make life with enormous rears easier. The doorways have been widened, and anything that can be sat on is now extra, extra wide and reinforced to allow even the heaviest, biggest asses to comfortably rest upon it. + <</if>> + </div> + <</if>> + + <<if $boobAccessibility > 0 || $pregAccessibility > 0 || $dickAccessibility > 0 || $ballsAccessibility > 0 || $buttAccessibility > 0>> + <<set _removeCost = Math.trunc(((5000*($boobAccessibility+$pregAccessibility+$dickAccessibility+$ballsAccessibility+$buttAccessibility)))*$upgradeMultiplierArcology)>> + <div class="detail"> + [[Remove the accessibility renovations|Manage Penthouse][cashX(forceNeg(_removeCost), "capEx"), $boobAccessibility = 0, $pregAccessibility = 0, $dickAccessibility = 0, $ballsAccessibility = 0, $buttAccessibility = 0]] Will cost <<print cashFormat(_removeCost)>> + </div> <</if>> -<<elseif $dairyPiping == 1>> - Various taps around the penthouse supply product from $dairyName for use in enema play and force-feeding. With no dairy to draw from, they are currently unused. -<</if>> -</div> -<<if $seePee == 1>> <div> - <<if $wcPiping == 0>> - [[Install pipes connecting the slave bathrooms to the rest of your penthouse for use in watersports|Manage Penthouse][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $wcPiping = 1, $PC.skill.engineering += .5]] - <span class="detail">Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>></span> + <<if $feeder == 0>> + [[Upgrade the kitchen's nutritional sensing systems|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $feeder = 1, $PC.skill.engineering += .1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> <<else>> - The plumbing underneath the slave bathrooms connects to various taps throughout the penthouse that can dispense its contents when needed. + The kitchen mounts sensors to refine diets in real time. <</if>> </div> -<</if>> -<div> -<<if $studio == 0>> - [[Install a media hub to convert slave video feeds into pornography|Manage Penthouse][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $studio = 1, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>></span> -<<else>> - The arcology's video systems are connected to a media hub that can convert slave video feeds into pornography. - <<if $studioFeed == 0>> - [[Upgrade the media hub to allow better control of pornographic content|Manage Penthouse][cashX(forceNeg(Math.trunc(15000*$upgradeMultiplierArcology)), "capEx"), $studioFeed = 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology))>></span> + <div> + <<if $cockFeeder == 0>> + [[Enhance the feeding system with faux phalli|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $cockFeeder = 1, $PC.skill.engineering += .1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> <<else>> - It has been upgraded to allow superior control of a slave's pornographic content. + The kitchen dispenses food from phalli slaves must suck off in order to eat. <span class="detail">[[Remove them|Manage Penthouse][$cockFeeder = 0]]</span> <</if>> -<</if>> -</div> - -<div> -<<if $dojo == 0>> - [[Set up a personal armory to support a bodyguard|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $dojo = 1, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<elseif $dojo == 1>> - There is a small armory next to your office that can support a bodyguard. [[Upgrade the armory with a private room for the bodyguard|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $dojo = 2, $PC.skill.engineering += .5]] - <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> -<<else>> - There is a small armory next to your office that can support a bodyguard, with a little room for them to rest in when off duty. -<</if>> -</div> + </div> -<div> -<<if $dispensary == 0>> - <<if $rep > 2000>> - [[Install a pharmaceutical fabricator|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $dispensary = 1, $drugsCost = $drugsCost*.75, $PC.skill.engineering += .1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> + <div> + <<if $suppository == 0>> + [[Replace the drug dispensers with reciprocating dildo suppositories|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $suppository = 1, $PC.skill.engineering += .1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> <<else>> - <span class="note">You lack the reputation to obtain cutting-edge pharmaceutical technology.</span> + The kitchen applies drugs that can be absorbed rectally by assfucking slaves with dildos that cum the pharmaceuticals. <span class="detail">[[Remove them|Manage Penthouse][$suppository = 0]]</span> <</if>> -<<else>> - There is a [[pharmaceutical fabricator|Dispensary]] attached to the surgery. -<</if>> -</div> + </div> -<div> -<<if $ImplantProductionUpgrade == 0>> - <<if $rep > 2000>> - [[Install an implant manufactory|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $ImplantProductionUpgrade = 1, $PC.skill.engineering += .1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> - <<else>> - <span class="note">You lack the reputation to obtain cutting-edge implant fabrication technology.</span> + <div> + <<if $dairy != 0>> + <<if $dairyPiping == 0>> + [[Install pipes connecting the Dairy to the rest of your penthouse for use in enema play|Manage Penthouse][cashX(forceNeg(Math.trunc(15000*$upgradeMultiplierArcology)), "capEx"), $dairyPiping = 1, $PC.skill.engineering += .5]] + <span class="detail">Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology))>></span> + <<else>> + Various taps around the penthouse supply product from $dairyName for use in enema play and force-feeding. + <</if>> + <<elseif $dairyPiping == 1>> + Various taps around the penthouse supply product from $dairyName for use in enema play and force-feeding. With no dairy to draw from, they are currently unused. <</if>> -<<else>> - There is a [[implant manufactory|Implant Manufactory]] attached to the surgery. -<</if>> -</div> + </div> -<div> -<<if $organFarmUpgrade == 0>> - <<if $rep > 10000>> - [[Install an experimental organ farm|Manage Penthouse][cashX(forceNeg(Math.trunc(70000*$upgradeMultiplierArcology)), "capEx"), $organFarmUpgrade = 1, $PC.skill.engineering += .1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(70000*$upgradeMultiplierArcology))>></span> + <<if $seePee == 1>> + <div> + <<if $wcPiping == 0>> + [[Install pipes connecting the slave bathrooms to the rest of your penthouse for use in watersports|Manage Penthouse][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $wcPiping = 1, $PC.skill.engineering += .5]] + <span class="detail">Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>></span> + <<else>> + The plumbing underneath the slave bathrooms connects to various taps throughout the penthouse that can dispense its contents when needed. + <</if>> + </div> + <</if>> + + <div> + <<if $studio == 0>> + [[Install a media hub to convert slave video feeds into pornography|Manage Penthouse][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $studio = 1, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>></span> <<else>> - <span class="note">You lack the reputation to obtain an experimental organ fabricator.</span> + The arcology's video systems are connected to a media hub that can convert slave video feeds into pornography. + <<if $studioFeed == 0>> + [[Upgrade the media hub to allow better control of pornographic content|Manage Penthouse][cashX(forceNeg(Math.trunc(15000*$upgradeMultiplierArcology)), "capEx"), $studioFeed = 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology))>></span> + <<else>> + It has been upgraded to allow superior control of a slave's pornographic content. + <</if>> <</if>> -<<else>> - There is an [[organ farm|Organ Farm]] attached to the surgery. -<</if>> -</div> + </div> -<div> -<<if $geneticMappingUpgrade == 0>> - <<if $rep > 14000>> - [[Install a genetic sequencer|Manage Penthouse][cashX(-120000, "capEx"), $geneticMappingUpgrade = 1, $PC.skill.engineering += .1]] - <span class="detail">Costs <<print cashFormat(120000)>></span> + <div> + <<if $dojo == 0>> + [[Set up a personal armory to support a bodyguard|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $dojo = 1, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> + <<elseif $dojo == 1>> + There is a small armory next to your office that can support a bodyguard. [[Upgrade the armory with a private room for the bodyguard|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $dojo = 2, $PC.skill.engineering += .5]] + <span class="detail">Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>></span> <<else>> - <span class="note">You lack the reputation to purchase a cutting-edge genetic sequencer</span> + There is a small armory next to your office that can support a bodyguard, with a little room for them to rest in when off duty. <</if>> -<<else>> - There is a [[genetic sequencer|Gene Lab]] attached to the surgery. -<</if>> -</div> - -<div> -<<switch $prostheticsUpgrade>> -<<case 0>> - <<if ($rep > 8000)>> - [[Install basic equipment for attaching and maintenance of prosthetics|Manage Penthouse][cashX(forceNeg(Math.trunc(100000*$upgradeMultiplierArcology)), "capEx"), $prostheticsUpgrade = 1, $PC.skill.engineering += 1]] - <span class="detail">Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>></span> + </div> + + <div> + <<if $dispensary == 0>> + <<if $rep > 2000>> + [[Install a pharmaceutical fabricator|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $dispensary = 1, $drugsCost = $drugsCost*.75, $PC.skill.engineering += .1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> + <<else>> + <span class="note">You lack the reputation to obtain cutting-edge pharmaceutical technology.</span> + <</if>> <<else>> - <span class="note">You lack the reputation to buy basic equipment for attaching and maintenance of prosthetics.</span> + There is a [[pharmaceutical fabricator|Dispensary]] attached to the surgery. <</if>> -<<case 1>> - You have basic equipment for attaching and maintenance of prosthetics. - <<if ($rep > 12000)>> - [[Buy a contract for advanced prosthetics|Manage Penthouse][cashX(forceNeg(Math.trunc(100000*$upgradeMultiplierArcology)), "capEx"), $prostheticsUpgrade = 2]] - <span class="detail">Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>></span> + </div> + + <div> + <<if $ImplantProductionUpgrade == 0>> + <<if $rep > 2000>> + [[Install an implant manufactory|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $ImplantProductionUpgrade = 1, $PC.skill.engineering += .1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>></span> + <<else>> + <span class="note">You lack the reputation to obtain cutting-edge implant fabrication technology.</span> + <</if>> <<else>> - <span class="note">You lack the reputation to get a contract for advanced prosthetics.</span> + There is a [[implant manufactory|Implant Manufactory]] attached to the surgery. <</if>> -<<case 2>> - You have basic equipment for attaching and maintenance of prosthetics and a contract to guarantee the availability of advanced prosthetics. - <<if ($rep > 16000)>> - [[Buy a contract for high-tech prosthetics|Manage Penthouse][cashX(forceNeg(Math.trunc(100000*$upgradeMultiplierArcology)), "capEx"), $prostheticsUpgrade = 3]] - <span class="detail">Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>></span> + </div> + + <div> + <<if $organFarmUpgrade == 0>> + <<if $rep > 10000>> + [[Install an experimental organ farm|Manage Penthouse][cashX(forceNeg(Math.trunc(70000*$upgradeMultiplierArcology)), "capEx"), $organFarmUpgrade = 1, $PC.skill.engineering += .1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(70000*$upgradeMultiplierArcology))>></span> + <<else>> + <span class="note">You lack the reputation to obtain an experimental organ fabricator.</span> + <</if>> <<else>> - <span class="note">You lack the reputation to get a contract for high-tech prosthetics.</span> + There is an [[organ farm|Organ Farm]] attached to the surgery. <</if>> -<<case 3>> - You have basic equipment for attaching and maintenance of prosthetics and a contract to guarantee the availability of high-tech prosthetics. -<</switch>> -</div> + </div> -<<if $prostheticsUpgrade > 0>> <div> - <<if $researchLab.level > 0>> - Your penthouse is equipped with an advanced prosthetic lab. + <<if $geneticMappingUpgrade == 0>> + <<if $rep > 14000>> + [[Install a genetic sequencer|Manage Penthouse][cashX(-120000, "capEx"), $geneticMappingUpgrade = 1, $PC.skill.engineering += .1]] + <span class="detail">Costs <<print cashFormat(120000)>></span> + <<else>> + <span class="note">You lack the reputation to purchase a cutting-edge genetic sequencer</span> + <</if>> <<else>> - [[Clear out one of the floors and install equipment to construct prosthetics yourself|Manage Penthouse][cashX(forceNeg(Math.trunc(150000*$upgradeMultiplierArcology)), "capEx"), $researchLab.level = 1, $researchLab.maxSpace = 5, $PC.skill.engineering += 1]] - <span class="detail"> - Costs <<print cashFormat(Math.trunc(150000*$upgradeMultiplierArcology))>> - <div class="indent"> - Buying the equipment to construct prosthetics yourself is expensive but if you want to construct a lot of prosthetics it will pay out in the long run. - </div> - </span> + There is a [[genetic sequencer|Gene Lab]] attached to the surgery. <</if>> </div> -<</if>> + <div> + <<switch $prostheticsUpgrade>> + <<case 0>> + <<if ($rep > 8000)>> + [[Install basic equipment for attaching and maintenance of prosthetics|Manage Penthouse][cashX(forceNeg(Math.trunc(100000*$upgradeMultiplierArcology)), "capEx"), $prostheticsUpgrade = 1, $PC.skill.engineering += 1]] + <span class="detail">Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>></span> + <<else>> + <span class="note">You lack the reputation to buy basic equipment for attaching and maintenance of prosthetics.</span> + <</if>> + <<case 1>> + You have basic equipment for attaching and maintenance of prosthetics. + <<if ($rep > 12000)>> + [[Buy a contract for advanced prosthetics|Manage Penthouse][cashX(forceNeg(Math.trunc(100000*$upgradeMultiplierArcology)), "capEx"), $prostheticsUpgrade = 2]] + <span class="detail">Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>></span> + <<else>> + <span class="note">You lack the reputation to get a contract for advanced prosthetics.</span> + <</if>> + <<case 2>> + You have basic equipment for attaching and maintenance of prosthetics and a contract to guarantee the availability of advanced prosthetics. + <<if ($rep > 16000)>> + [[Buy a contract for high-tech prosthetics|Manage Penthouse][cashX(forceNeg(Math.trunc(100000*$upgradeMultiplierArcology)), "capEx"), $prostheticsUpgrade = 3]] + <span class="detail">Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>></span> + <<else>> + <span class="note">You lack the reputation to get a contract for high-tech prosthetics.</span> + <</if>> + <<case 3>> + You have basic equipment for attaching and maintenance of prosthetics and a contract to guarantee the availability of high-tech prosthetics. + <</switch>> + </div> + + <<if $prostheticsUpgrade > 0>> + <div> + <<if $researchLab.level > 0>> + Your penthouse is equipped with an advanced prosthetic lab. + <<else>> + [[Clear out one of the floors and install equipment to construct prosthetics yourself|Manage Penthouse][cashX(forceNeg(Math.trunc(150000*$upgradeMultiplierArcology)), "capEx"), $researchLab.level = 1, $researchLab.maxSpace = 5, $PC.skill.engineering += 1]] + <span class="detail"> + Costs <<print cashFormat(Math.trunc(150000*$upgradeMultiplierArcology))>> + <div class="indent"> + Buying the equipment to construct prosthetics yourself is expensive but if you want to construct a lot of prosthetics it will pay out in the long run. + </div> + </span> + <</if>> + </div> + <</if>> +</p> <p> <div>