code:
:: Manage Arcology [nobr jump-to-safe jump-from-safe]

<<set $nextButton = "Back", $nextLink = "Main", $encyclopedia = "The X-Series Arcology">>

<<if $cheatMode == 1>>

[[Cheat Edit Arcology|MOD_Edit Arcology Cheat][$cheater = 1]]

<</if>>

	<>

	<>

Arcology Ownership

		<<run App.Arcology.updateOwnership()>>
		<<includeDOM ownershipReport(false)>>

<<if FutureSocieties.availCredits() > 0>>

		$arcologies[0].name's society is ready to begin accepting a new societal direction.

<</if>>

Construction

	<<if $arcologyUpgrade.drones != 1>>

			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))>>.

		<<link "Install drone security system" "Manage Arcology">>
			<<run cashX(-Math.trunc(5000*$upgradeMultiplierArcology), "capEx")>>
			<<set $arcologyUpgrade.drones = 1, $PC.skill.engineering += 1>>
			<<if $secExpEnabled > 0>>
				<<set $secBots = App.SecExp.generateUnit("bots")>>
			<</if>>
		<</link>>
	<<elseif $arcologyUpgrade.hydro != 1>>

			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))>>.

		[[Upgrade water reclamation system|Manage Arcology][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.hydro = 1, $PC.skill.engineering += 1]]
	<<elseif $arcologyUpgrade.apron != 1>>

			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))>>.

		[[Install solar apron|Manage Arcology][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.apron = 1, $PC.skill.engineering += 1]]
	<<elseif $arcologyUpgrade.grid != 1>>

			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))>>.

		[[Upgrade transmission lines|Manage Arcology][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.grid = 1, $PC.skill.engineering += 1]]
	<<else>>

			The arcology's public areas are fully upgraded.

		<<includeDOM App.Arcology.upgrades($building)>>
	<</if>>

	<<if $weatherCladding == 0>>

			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>>
				concerned that this measure has not been taken already.
			<</if>>

		[[Apply weather cladding|Manage Arcology][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $weatherCladding = 1, $PC.skill.engineering += 1]]
	<<elseif $weatherCladding == 1 && $building.sections.length > 0>>
		The arcology's exterior is jacketed with unsightly but sturdy weather cladding. Your arcology is so prosperous that remodeling the cladding into something beautiful is within the realm of possibility. This massive project will cost <<print cashFormat(Math.trunc(3500000*$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>>

			The arcology's exterior is jacketed with unsightly but sturdy weather cladding.

	<<elseif $weatherCladding == 2>>

			The arcology's exterior is jacketed with gorgeously sculpted and fully functional weather cladding.

	<</if>>

	<<if $FCTV.receiver > -1 && !$FCTV.weekEnabled>>
		<<set _noSub = Math.trunc(25000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>>
		<<set _lightSub = Math.trunc(20000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>>
		<<set _heavySub = Math.trunc(10000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>>

		You have not installed an FCTV receiver.
		Installing this receiver yourself will cost <<print cashFormat(_noSub)>>.
		You can have your citizens pay for the fiber optic upgrades, reducing the cost to <<print cashFormat(_lightSub)>>.
		You can also have them heavily subsidize installation, they will be upset about it, but it will only cost <<print cashFormat(_heavySub)>>.

		<<link "No subsidy" "Manage Arcology">>
			<<set $FCTV.receiver = 1, $FCTV.weekEnabled = $week, $PC.skill.hacking += 1>>
			<<run FCTV.initChannels()>>
			<<run cashX(forceNeg(_noSub), "capEx")>>
			<<run repX(500, "capEx")>>
		<</link>>
		|
		<<link "Light subsidy" "Manage Arcology">>
			<<set $FCTV.receiver = 1, $FCTV.weekEnabled = $week, $PC.skill.hacking += 1>>
			<<run FCTV.initChannels()>>
			<<run cashX(forceNeg(_lightSub), "capEx")>>
			/* No rep change */
		<</link>>
		|
		<<link "Heavy subsidy" "Manage Arcology">>
			<<set $FCTV.receiver = 1, $FCTV.weekEnabled = $week, $PC.skill.hacking += 1>>
			<<run FCTV.initChannels()>>
			<<run cashX(forceNeg(Math.trunc(_heavySub), "capEx")>>
			<<run repX(-1500, "capEx")>>
		<</link>>
	<<elseif ($FCTV.receiver == 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 ($FCTV.receiver == 2)>>
		You have installed the FCTV receiver and have access to the full range of FCTV's programs. Decent viewership rates amongst your citizens makes it somewhat easier to pursue your societal goals.
	<<elseif ($FCTV.receiver == 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>>

	<<if ($PC.skill.engineering >= 100) || ($PC.career == "arcology owner")>>

			Arcology upgrades are less expensive due to your

				<<if $PC.career == "arcology owner">>experience in the Free Cities<<else>>arcology engineering training<</if>>.

	<</if>>

<<if $secExpEnabled == 0>>
	<<if $weatherAwareness > 0>>

		<<if $antiWeatherFreeze == 0>>
			The extreme weather hurts your arcology's ability to function. Reinforcing your passenger terminals increase the weather range at which they can operate.

				Reinforcing passenger terminals costs <<print cashFormat(50000)>> and increase upkeep. [[Reinforce|Manage Arcology][$antiWeatherFreeze = 1, cashX(-50000, "capEx")]]

		<<elseif $antiWeatherFreeze == 1>>
			You have reinforced your passenger terminals to function even during bad weather. You can invest into all-weather transportation to remain functional no matter what.

				Investing in all-weather transportation costs <<print cashFormat(100000)>> and increase upkeep. [[Invest|Manage Arcology][$antiWeatherFreeze = 2, cashX(-100000, "capEx")]]

		<<elseif $antiWeatherFreeze == 2>>
			Your arcology's passenger terminals remain fully operational even during the most extreme weather.
		<</if>>

	<</if>>
<</if>>

<<if $secExpEnabled > 0>>

Security

		<<if !$SecExp.buildings.propHub>>
			[[Set up the propaganda Hub|Manage Arcology][cashX(forceNeg(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))), "capEx"), App.SecExp.propHub.Init(), $PC.skill.engineering += 1, $PC.skill.hacking += 1]]

				Costs <<print cashFormat(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier)))>>.

Building specialized in the management of authority.

		<<else>>
			The [[Propaganda Hub|propagandaHub]] is ready to manipulate reality on your command.
		<</if>>

		<<if !$SecExp.buildings.secHub>>
			[[Set up the security headquarters|Manage Arcology][cashX(forceNeg(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))), "capEx"), App.SecExp.secHub.Init(), $PC.skill.engineering += 1, $PC.skill.hacking += 1]]

				Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>.

Building specialized in the management of security and crime.

		<<else>>
			The [[security HQ|securityHQ]] is constantly working to protect your arcology.
		<</if>>

		<<if !$SecExp.buildings.barracks>>
			[[Set up the barracks|Manage Arcology][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), App.SecExp.barracks.Init(), $PC.skill.engineering += 1]]

				Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>

Building specialized in the management of armed forces.

		<<else>>
			The [[barracks|secBarracks]] patiently await your orders.
		<</if>>

		<<if !$SecExp.buildings.riotCenter && $SecExp.settings.rebellion.enabled == 1>>
			[[Set up the riot control center|Manage Arcology][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), App.SecExp.riotCenter.Init(), $PC.skill.engineering += 1]]

				Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>

Building specialized in the management and suppression of rebellions.

		<<elseif $SecExp.settings.rebellion.enabled == 1>>
			The [[Riot Control Center|riotControlCenter]] stands ready for action.
		<</if>>

<</if>>

<<if $difficultySwitch == 1>>

Disaster Response

		<<if $econWeatherDamage > 0>>
			The recent terrible weather has damaged the local infrastructure. It is reducing the local economy score by <<print $econWeatherDamage>>.

			<<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.

					Creating the unit will cost <<print cashFormat(50000)>> and incur upkeep. [[Create Disaster Response Unit|Manage Arcology][cashX(-50000, "capEx"), $disasterResponse = 1]]

			<<elseif $disasterResponse == 1>>
				You are sending your disaster response unit to repair critical infrastructure. They are doing what they can.

					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]]

			<<else>>
				Your highly capable disaster response unit is rapidly repairing the weather damage.
			<</if>>

		<<elseif $disasterResponse > 0>>
			Your disaster response unit is idle. It will not cost you any upkeep this week.
		<</if>>

<</if>>

<<if $foodMarket > 0>>

Food Management

		<<include "Food Market">>

<</if>>

Sexual Service Policies

		If so desired, your assistant can help you manipulate the business environment within your arcology.

		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.

	<<if $sexSubsidies.lowerClass == 0>>
		You can provide a minor subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 1]]
	<<elseif $sexSubsidies.lowerClass == 1>>
		You are providing a minor subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties. [[Cancel Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 0]] | [[Moderate Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 2]]
	<<elseif $sexSubsidies.lowerClass == 2>>
		You are providing a moderate subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 1]] | [[Substantial Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 3]]
	<<elseif $sexSubsidies.lowerClass == 3>>
		You are providing a substantial subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties. [[Moderate Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 2]] | [[Gratuitous Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 4]]
	<<else>>
		You are providing a gratuitous subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties [[Substantial Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 3]]
	<</if>>

	<<if $sexSupplyBarriers.lowerClass == 0>>
		You can make things more difficult for those supplying sexual services in the lower class segment if you are willing to spend 1000 reputation and pay a flat upkeep of <<print cashFormat(1000)>>. <<if $rep > 1000>>[[Create Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 1, repX(-1000, "subsidiesAndBarriers")]] <<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.lowerClass == 1>>
		You have forced some unneeded bureaucracy on those selling sexual services to the lower class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(5000)>>. <<if $rep > 1000>>[[Abolish Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 0, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 2, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.lowerClass == 2>>
		You have forced considerable bureaucracy on those selling sexual services to the lower class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(20000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 1, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.lowerClass == 3>>
		You have forced stifling bureaucracy on those selling sexual services to the lower class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(60000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 2, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 4, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<else>>
		You have forced suffocating bureaucracy on those selling sexual services to the lower class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<</if>>

	<<if $sexSubsidies.middleClass == 0>>
		You can provide a minor subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.middleClass = 1]]
	<<elseif $sexSubsidies.middleClass == 1>>
		You are providing a minor subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties. [[Cancel Subsidy|Manage Arcology][$sexSubsidies.middleClass = 0]] | [[Moderate Subsidy|Manage Arcology][$sexSubsidies.middleClass = 2]]
	<<elseif $sexSubsidies.middleClass == 2>>
		You are providing a moderate subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.middleClass = 1]] | [[Substantial Subsidy|Manage Arcology][$sexSubsidies.middleClass = 3]]
	<<elseif $sexSubsidies.middleClass == 3>>
		You are providing a substantial subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties. [[Moderate Subsidy|Manage Arcology][$sexSubsidies.middleClass = 2]] | [[Gratuitous Subsidy|Manage Arcology][$sexSubsidies.middleClass = 4]]
	<<else>>
		You are providing a gratuitous subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties [[Substantial Subsidy|Manage Arcology][$sexSubsidies.middleClass = 3]]
	<</if>>

	<<if $sexSupplyBarriers.middleClass == 0>>
		You can make things more difficult for those supplying sexual services in the middle class segment if you are willing to spend 1000 reputation and pay a flat upkeep of <<print cashFormat(1000)>>. <<if $rep > 1000>>[[Create Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 1, repX(-1000, "subsidiesAndBarriers")]] <<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.middleClass == 1>>
		You have forced some unneeded bureaucracy on those selling sexual services to the middle class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(5000)>>. <<if $rep > 1000>>[[Abolish Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 0, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 2, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.middleClass == 2>>
		You have forced considerable bureaucracy on those selling sexual services to the middle class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(20000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 1, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.middleClass == 3>>
		You have forced stifling bureaucracy on those selling sexual services to the middle class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(60000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 2, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 4, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<else>>
		You have forced suffocating bureaucracy on those selling sexual services to the middle class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<</if>>

	<<if $sexSubsidies.upperClass == 0>>
		You can provide a minor subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.upperClass = 1]]
	<<elseif $sexSubsidies.upperClass == 1>>
		You are providing a minor subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Cancel Subsidy|Manage Arcology][$sexSubsidies.upperClass = 0]] | [[Moderate Subsidy|Manage Arcology][$sexSubsidies.upperClass = 2]]
	<<elseif $sexSubsidies.upperClass == 2>>
		You are providing a moderate subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.upperClass = 1]] | [[Substantial Subsidy|Manage Arcology][$sexSubsidies.upperClass = 3]]
	<<elseif $sexSubsidies.upperClass == 3>>
		You are providing a substantial subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Moderate Subsidy|Manage Arcology][$sexSubsidies.upperClass = 2]] | [[Gratuitous Subsidy|Manage Arcology][$sexSubsidies.upperClass = 4]]
	<<else>>
		You are providing a gratuitous subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Substantial Subsidy|Manage Arcology][$sexSubsidies.upperClass = 3]]
	<</if>>

	<<if $sexSupplyBarriers.upperClass == 0>>
		You can make things more difficult for those supplying sexual services in the upper class segment if you are willing to spend 1000 reputation and pay a flat upkeep of <<print cashFormat(1000)>>. <<if $rep > 1000>>[[Create Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 1, repX(-1000, "subsidiesAndBarriers")]] <<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.upperClass == 1>>
		You have forced some unneeded bureaucracy on those selling sexual services to the upper class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(5000)>>. <<if $rep > 1000>>[[Abolish Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 0, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 2, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough<</if>>
	<<elseif $sexSupplyBarriers.upperClass == 2>>
		You have forced considerable bureaucracy on those selling sexual services to the upper class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(20000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 1, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.upperClass == 3>>
		You have forced stifling bureaucracy on those selling sexual services to the upper class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(60000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 2, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 4, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<else>>
		You have forced suffocating bureaucracy on those selling sexual services to the upper class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<</if>>

	<<if $sexSubsidies.topClass == 0>>
		You can provide a minor subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.topClass = 1]]
	<<elseif $sexSubsidies.topClass == 1>>
		You are providing a minor subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties. [[Cancel Subsidy|Manage Arcology][$sexSubsidies.topClass = 0]] | [[Moderate Subsidy|Manage Arcology][$sexSubsidies.topClass = 2]]
	<<elseif $sexSubsidies.topClass == 2>>
		You are providing a moderate subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.topClass = 1]] | [[Substantial Subsidy|Manage Arcology][$sexSubsidies.topClass = 3]]
	<<elseif $sexSubsidies.topClass == 3>>
		You are providing a substantial subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties [[Moderate Subsidy|Manage Arcology][$sexSubsidies.topClass = 2]] | [[Gratuitous Subsidy|Manage Arcology][$sexSubsidies.topClass = 4]]
	<<else>>
		You are providing a gratuitous subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties [[Substantial Subsidy|Manage Arcology][$sexSubsidies.topClass = 3]]
	<</if>>

	<<if $sexSupplyBarriers.topClass == 0>>
		You can make things more difficult for those supplying sexual services in the millionaires segment if you are willing to spend 1000 reputation and pay a flat upkeep of <<print cashFormat(1000)>>. <<if $rep > 1000>>[[Create Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 1, repX(-1000, "subsidiesAndBarriers")]] <<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.topClass == 1>>
		You have forced some unneeded bureaucracy on those selling sexual services to the millionaires making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(5000)>>. <<if $rep > 1000>>[[Abolish Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 0, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 2, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.topClass == 2>>
		You have forced considerable bureaucracy on those selling sexual services to the millionaires making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(20000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 1, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough<</if>>
	<<elseif $sexSupplyBarriers.topClass == 3>>
		You have forced stifling bureaucracy on those selling sexual services to the millionaires making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(60000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 2, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 4, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<else>>
		You have forced suffocating bureaucracy on those selling sexual services to the millionaires making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough<</if>>
	<</if>>

Population and Rent

	<<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)>>

	Lower Class Citizens | $lowerClass | <<print _percLowerClass>>% | Rent <<print cashFormat(_rentLowerClass)>>
	<<if $rent.lowerClass > $rentDefaults.lowerClass * 1.5>>
		Very High | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 1.5, $rentEffectL = 0.94, $whoreBudget.lowerClass *= 9 / 8]]
	<<elseif $rent.lowerClass > $rentDefaults.lowerClass>>
		High | [[Increase|Manage Arcology][$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 > $rentDefaults.lowerClass * 0.5>>
		Average | [[Increase|Manage Arcology][$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 $rent.lowerClass > 0>>
		Low | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass, $rentEffectL = 1, $whoreBudget.lowerClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.lowerClass = 0, $rentEffectL = 1.1, $whoreBudget.lowerClass *= 12 / 11]]
	<<else>>
		Free | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 0.5, $rentEffectL = 1.04, $whoreBudget.lowerClass *= 11 / 12]]
	<</if>>

	Middle Class Citizens | $middleClass | <<print _percMiddleClass>>% | Rent <<print cashFormat(_rentMiddleClass)>>
	<<if $rent.middleClass > $rentDefaults.middleClass * 1.5>>
		Very High | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 1.5, $rentEffectM = 0.94, $whoreBudget.middleClass *= 9 / 8]]
	<<elseif $rent.middleClass > $rentDefaults.middleClass>>
		High | [[Increase|Manage Arcology][$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 > $rentDefaults.middleClass * 0.5>>
		Average | [[Increase|Manage Arcology][$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 $rent.middleClass > 0>>
		Low | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass, $rentEffectM = 1, $whoreBudget.middleClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.middleClass = 0, $rentEffectM = 1.1, $whoreBudget.middleClass *= 12 / 11]]
	<<else>>
		Free | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 0.5, $rentEffectM = 1.04, $whoreBudget.middleClass *= 11 / 12]]
	<</if>>

	Upper Class Citizens | $upperClass | <<print _percUpperClass>>% | Rent <<print cashFormat(_rentUpperClass)>>
	<<if $rent.upperClass > $rentDefaults.upperClass * 1.5>>
		Very High | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 1.5, $rentEffectU = 0.94, $whoreBudget.upperClass *= 9 / 8]]
	<<elseif $rent.upperClass > $rentDefaults.upperClass>>
		High | [[Increase|Manage Arcology][$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 > $rentDefaults.upperClass * 0.5>>
		Average | [[Increase|Manage Arcology][$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 $rent.upperClass > 0>>
		Low | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass, $rentEffectU = 1, $whoreBudget.upperClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.upperClass = 0, $rentEffectU = 1.1, $whoreBudget.upperClass *= 12 / 11]]
	<<else>>
		Free | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 0.5, $rentEffectU = 1.04, $whoreBudget.upperClass *= 11 / 12]]
	<</if>>

	Millionaires | $topClass | <<print _percTopClass>>% | Rent <<print cashFormat(_rentTopClass)>>
	<<if $rent.topClass > $rentDefaults.topClass * 1.5>>
		Very High | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 1.5, $rentEffectT = 0.94, $whoreBudget.topClass *= 9 / 8]]
	<<elseif $rent.topClass > $rentDefaults.topClass>>
		High | [[Increase|Manage Arcology][$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 > $rentDefaults.topClass * 0.5>>
		Average | [[Increase|Manage Arcology][$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 $rent.topClass > 0>>
		Low | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass, $rentEffectT = 1, $whoreBudget.topClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.topClass = 0, $rentEffectT = 1.1, $whoreBudget.topClass *= 12 / 11]]
	<<else>>
		Free | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 0.5, $rentEffectT = 1.04, $whoreBudget.topClass *= 11 / 12]]
	<</if>>

		Slaves | $ASlaves | <<print _percASlaves>>%

Language

	The lingua franca of the arcology is $language.
	<<link "Language options">><<set $seed = $language>><<goto "Change Language">><</link>>

Special Arcology Upgrades

	<<if ($personalArms == 0) && ($mercenaries == 0) && ($assistant.personality == 0)>>
		$arcologies[0].name has no special upgrades.
	<</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>>

	<<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 $assistant.personality > 0>>
		<<setAssistantPronouns>>
		<<= capFirstChar($assistant.name)>> 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.personality > 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>>

	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 $abortionsTotal > 0 && $miscarriagesTotal > 0>>
		They have had a total of <<print num($abortionsTotal)>> abortions and <<print num($miscarriagesTotal)>> miscarriages.
	<<elseif $abortionsTotal > 0>>
		They have had a total of <<print num($abortionsTotal)>> abortions.
	<<elseif $miscarriagesTotal > 0>>
		They have had a total of <<print num($miscarriagesTotal)>> miscarriages.
	<</if>>

	<<if $fuckdollsSold > 0>>
		$fuckdollsSold mindbroken arcade slaves have been converted into Fuckdolls and sold.
	<</if>>

<<if $pitFightsTotal > 0 && $pitKillsTotal > 0>>

	$arcologies[0].name has hosted <<print num ($pitFightsTotal)>> pit fights, and <<print num ($pitKillsTotal)>> slaves have died in your pit.

<<elseif $pitFightsTotal > 0>>

	$arcologies[0].name has hosted <<print num ($pitFightsTotal)>> pit fights.

<</if>>

<<if $secExpEnabled > 0>>
	<<set _countBattles = $SecExp.battles.victories + $SecExp.battles.losses>>
	<<set _countRebellions = $SecExp.rebellions.victories + $SecExp.rebellions.losses>>

	<<if $SF.Toggle === 0||$SF.Active === 0>>
		Your army counts <<print num(App.SecExp.Manpower.employedOverall)>> total soldiers.
	<<elseif $SF.Toggle && $SF.Active >= 1>>
		Your army counts <<print num(App.SecExp.Manpower.employedOverall + $SF.ArmySize)>> total soldiers of which <<print num($SF.ArmySize)>> under the special force command and the rest under your direct control.
	<</if>>
	<<if $SecExp.settings.battle.enabled === 1 && _countBattles > 0>>
		Your troops were involved in <<print num(_countBattles)>> battles of which <<print num($SecExp.battles.major)>> were major engagements.
		<<if _countBattles === $SecExp.battles.victories>>
			You won all of them.
		<<elseif _countBattles === $SecExp.battles.losses>>
			You won none of them.
		<<else>>
			You won <<print num($SecExp.battles.victories)>> of them, while the enemy managed to gain the upper hand in the other <<print num($SecExp.battles.losses)>>.
		<</if>>
		During all battles you lost a total of <<print num($militiaTotalCasualties + $slavesTotalCasualties + $mercTotalCasualties)>> men, while scoring a total of <<print num($SecExp.core.totalKills)>> kills.
	<</if>>
	<<if $SecExp.settings.rebellion.enabled === 1 && _countRebellions > 0>>
		Your arcology was involved in <<print num(_countRebellions)>> rebellions. You won <<print num($SecExp.rebellions.victories)>> of them, while the rebels defeated your forces in <<print num($SecExp.rebellions.losses)>>.
	<</if>>

<</if>>

	Your arcology is named <<textbox "$arcologies[0].name" $arcologies[0].name "Manage Arcology">>

<<if $experimental.dinnerParty == 1 && $seeExtreme == 1>>

		[[Host Dinner Party|Dinner Party Preparations]]

<</if>>


code:
:: Manage Penthouse [nobr jump-to-safe jump-from-safe]

<<set $nextButton = "Back", $nextLink = "Main", $encyclopedia = "What the Upgrades Do">>

<<if $cheatMode == 1>>

[[Cheat Edit Arcology|MOD_Edit Arcology Cheat][$cheater = 1]]

<</if>>

Penthouse

	<<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>>

	<<if $SF.Toggle && $SF.Active >= 1>>

		<<link "Take your express elevator down to $SF.Lower""Firebase">> <</link>>
	<<elseif $SF.FS.Tension > 100>>
		<<= App.SF.fsIntegration.badOutcome_Firebase()>>
	<</if>>

Penthouse Capacity

	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]]

		Costs <<print cashFormat(Math.trunc($dormitory*1000*$upgradeMultiplierArcology))>>

Exceeding this limit is bad for slaves' health, devotion and trust.

	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]]

		Costs <<print cashFormat(Math.trunc($rooms*1000*$upgradeMultiplierArcology))>>

The number of rooms determines the number of slaves that can be granted luxury.

Penthouse Facilities

	<<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, $PC.skill.engineering += 1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		Your penthouse is capped by a master suite with room for an entire harem of personal toys.
	<</if>>

	<<if $servantsQuarters == 0>>
		[[Build a dormitory to house large numbers of house servants|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $servantsQuarters = 5, $PC.skill.engineering += 1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		Your penthouse includes a dormitory to house large numbers of house servants.
	<</if>>

	<<if $schoolroom == 0>>
		[[Build a schoolroom where slaves can be educated|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $schoolroom = 5, $PC.skill.engineering += 1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		Your penthouse includes a schoolroom where slaves can be educated.
	<</if>>

	<<if $spa == 0>>
		[[Install open baths to provide relaxation space for resting slaves|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $spa = 5, $PC.skill.engineering += 1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		The penthouse includes a fully appointed spa where slaves can rest and recuperate.
	<</if>>

	<<if $seePreg != 0>>
		<<if $experimental.nursery == 1>>

				<<if $nursery == 0>>
					[[Build a nursery to raise children from birth|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $nursery = 5, $nurseryNannies = 1, $PC.skill.engineering += 1]]
					Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
				<<else>>
					The penthouse has a nursery built where infants can be brought up.
				<</if>>

		<</if>>
	<</if>>

	<<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, $PC.skill.engineering += 1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		The surgical recovery area has been expanded to take in more unhealthy slaves and be staffed by a nurse.
	<</if>>

	<<if $cellblock == 0>>
		[[Construct cells to properly confine disobedient slaves|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $cellblock = 5, $PC.skill.engineering += 1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		The lower level of the penthouse includes a hallway of cells to confine slaves in.
	<</if>>

	<<if $seePreg != 0>>

		<<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, $readySlaves = 0]]
				Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>>
			<<else>>
				The penthouse has a specialized facility dedicated to rapidly aging children.
			<</if>>
		<<elseif $arcologyUpgrade.hydro == 1 || $arcologyUpgrade.apron == 1>>
			Installation of a child aging facility will require the arcology's electrical infrastructure to be overhauled.
		<</if>>

	<</if>>

	<<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, $PC.skill.engineering += 1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		There is a small but handsome suite next to yours reserved for the Head Girl.
	<</if>>

Penthouse Upgrades

	<<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, $PC.skill.engineering += .1]]
		Costs <<print cashFormat(Math.trunc(25000*$upgradeMultiplierArcology))>>
	<<else>>
		Every room in the penthouse is equipped with milkers tied into the liquid systems, letting slaves with full udders drain them anywhere.
	<</if>>

	<<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, $PC.skill.engineering += .5]]
			Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>
		<<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, $PC.skill.engineering += 1]]
			Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>
		<</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>>

	<<if $seeHyperPreg == 1>>

		<<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, $PC.skill.engineering += .5]]
				Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>
			<<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, $PC.skill.engineering += 1]]
				Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>
			<</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>>

	<</if>>

	<<if $arcologies[0].FSAssetExpansionistResearch == 1>>

		<<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, $PC.skill.engineering += .5]]
			Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>
		<<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>>

		<<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, $PC.skill.engineering += .5]]
				Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>
			<<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, $PC.skill.engineering += 1]]
				Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>
			<</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>>

		<<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, $PC.skill.engineering += .5]]
				Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>
			<<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, $PC.skill.engineering += 1]]
				Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>
			<</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>>

	<</if>>

	<<if $boobAccessibility > 0 || $pregAccessibility > 0 || $dickAccessibility > 0 || $ballsAccessibility > 0 || $buttAccessibility > 0>>
		<<set _removeCost = Math.trunc(((5000*($boobAccessibility+$pregAccessibility+$dickAccessibility+$ballsAccessibility+$buttAccessibility)))*$upgradeMultiplierArcology)>>

			[[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)>>

	<</if>>

	<<if $feeder == 0>>
		[[Upgrade the kitchen's nutritional sensing systems|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $feeder = 1, $PC.skill.engineering += .1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		The kitchen mounts sensors to refine diets in real time.
	<</if>>

	<<if $cockFeeder == 0>>
		[[Enhance the feeding system with faux phalli|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $cockFeeder = 1, $PC.skill.engineering += .1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		The kitchen dispenses food from phalli slaves must suck off in order to eat. [[Remove them|Manage Penthouse][$cockFeeder = 0]]
	<</if>>

	<<if $suppository == 0>>
		[[Replace the drug dispensers with reciprocating dildo suppositories|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $suppository = 1, $PC.skill.engineering += .1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<else>>
		The kitchen applies drugs that can be absorbed rectally by assfucking slaves with dildos that cum the pharmaceuticals. [[Remove them|Manage Penthouse][$suppository = 0]]
	<</if>>

	<<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, $PC.skill.engineering += .5]]
			Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology))>>
		<<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>>

	<<if $seePee == 1>>

		<<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, $PC.skill.engineering += .5]]
			Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>
		<<else>>
			The plumbing underneath the slave bathrooms connects to various taps throughout the penthouse that can dispense its contents when needed.
		<</if>>

	<</if>>

	<<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, $PC.skill.engineering += 1]]
		Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>
	<<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"), $studioFeed = 1]]
			Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology))>>
		<<else>>
			It has been upgraded to allow superior control of a slave's pornographic content.
		<</if>>
	<</if>>

	<<if $dojo == 0>>
		[[Set up a personal armory to support a bodyguard|Manage Penthouse][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $dojo = 1, $PC.skill.engineering += 1]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<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, $PC.skill.engineering += .5]]
		Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>
	<<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>>

	<<if $dispensary == 0>>
		<<if $rep > 2000>>
			[[Install a pharmaceutical fabricator|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $dispensary = 1, $drugsCost = $drugsCost*.75, $PC.skill.engineering += .1]]
			Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>
		<<else>>
			You lack the reputation to obtain cutting-edge pharmaceutical technology.
		<</if>>
	<<else>>
		There is a [[pharmaceutical fabricator|Dispensary]] attached to the surgery.
	<</if>>

	<<if $ImplantProductionUpgrade == 0>>
		<<if $rep > 2000>>
			[[Install an implant manufactory|Manage Penthouse][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $ImplantProductionUpgrade = 1, $PC.skill.engineering += .1]]
			Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>
		<<else>>
			You lack the reputation to obtain cutting-edge implant fabrication technology.
		<</if>>
	<<else>>
		There is a [[implant manufactory|Implant Manufactory]] attached to the surgery.
	<</if>>

	<<if $organFarmUpgrade == 0>>
		<<if $rep > 10000>>
			[[Install an experimental organ farm|Manage Penthouse][cashX(forceNeg(Math.trunc(70000*$upgradeMultiplierArcology)), "capEx"), $organFarmUpgrade = 1, $PC.skill.engineering += .1]]
			Costs <<print cashFormat(Math.trunc(70000*$upgradeMultiplierArcology))>>
		<<else>>
			You lack the reputation to obtain an experimental organ fabricator.
		<</if>>
	<<else>>
		There is an [[organ farm|Organ Farm]] attached to the surgery.
	<</if>>

	<<if $geneticMappingUpgrade == 0>>
		<<if $rep > 14000>>
			[[Install a genetic sequencer|Manage Penthouse][cashX(-120000, "capEx"), $geneticMappingUpgrade = 1, $PC.skill.engineering += .1]]
			Costs <<print cashFormat(120000)>>
		<<else>>
			You lack the reputation to purchase a cutting-edge genetic sequencer
		<</if>>
	<<else>>
		There is a [[genetic sequencer|Gene Lab]] attached to the surgery.
	<</if>>

	<<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, $PC.skill.engineering += 1]]
			Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>>
		<<else>>
			You lack the reputation to buy basic equipment for attaching and maintenance of prosthetics.
		<</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"), $prostheticsUpgrade = 2]]
			Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>>
		<<else>>
			You lack the reputation to get a contract for advanced prosthetics.
		<</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"), $prostheticsUpgrade = 3]]
			Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology))>>
		<<else>>
			You lack the reputation to get a contract for high-tech prosthetics.
		<</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>>

	<<if $prostheticsUpgrade > 0>>

		<<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]]

				Costs <<print cashFormat(Math.trunc(150000*$upgradeMultiplierArcology))>>

					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.

		<</if>>

	<</if>>

	<<if $surgeryUpgrade == 0>>
		<<if $rep > 10000>>
			[[Upgrade the remote surgery|Manage Penthouse][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $surgeryUpgrade = 1, $PC.skill.engineering += 1]]
			Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>
		<<else>>
			You lack the reputation to secure rare surgery upgrades.
		<</if>>
	<<else>>
		Your remote surgery has been heavily upgraded and customized.
	<</if>>

	<<if $seePreg == 1>>

		<<if $pregnancyMonitoringUpgrade == 0>>
			<<if $rep > 10000>>
				[[Upgrade the pregnancy monitoring systems|Manage Penthouse][cashX(forceNeg(Math.trunc(30000*$upgradeMultiplierArcology)), "capEx"), $pregnancyMonitoringUpgrade = 1, $PC.skill.engineering += 1]]
				Costs <<print cashFormat(Math.trunc(30000*$upgradeMultiplierArcology))>>
			<<else>>
				You lack the reputation to purchase improved pregnancy monitoring systems.
			<</if>>
		<<else>>
			Your pregnancy monitoring systems have been heavily upgraded.
		<</if>>

	<</if>>

	<<if $rep >= 10000>>
		[[Black Market|The Black Market]]
	<<else>>
		You lack the reputation (<<= num(10000)>>) to be invited to the underground Black Market.
	<</if>>

repo_name: Welptard/fc

license: mit


code:
:: Markets Report [nobr]

//FC Markets Report://

<<set _assetAffected = either("capture", "drugs", "entrapment", "general", "slaves", "surgical", "training")>>
<<set _assetDirection = either("down", "up")>>

<<if _assetAffected == "general">>
	<<if _assetDirection == "up">>
	<<if random(1,100) > 50>>
		...rising energy costs drove @@.yellowgreen;rising prices@@ of several market baskets...
	<<else>>
		...conflict-driven increases in transportation costs increase @@.yellowgreen;price indices@@...
	<</if>>
	<<else>>
	<<if random(1,100) > 50>>
		...increasing Free Cities slave labor effects @@.gold;general prices@@...
	<<else>>
		...Antarctic oil shale pushing down energy prices, driving down major @@.gold;price indices@@...
	<</if>>
	<</if>>
<<elseif _assetAffected == "slaves">>
	<<if _assetDirection == "up">>
	<<if random(1,100) > 50>>
		...heavy demand for fashionable varieties drove @@.yellowgreen;rising slave prices@@ last...
	<<else>>
		...study suggested the sexual revolution would continue to drive up @@.yellowgreen;slave prices@@...
	<</if>>
	<<else>>
	<<if random(1,100) > 50>>
		...increased supply due to bush wars drove down @@.gold;slave prices@@...
	<<else>>
		...@@.gold;slave prices@@ continue to fall due to major improvements in training...
	<</if>>
	<</if>>
<<elseif _assetAffected == "entrapment">>
	<<if _assetDirection == "up">>
	<<if random(1,100) > 50>>
		...prospect of deregulation drove a @@.yellowgreen;scramble@@ for means of enslavement...
	<<else>>
		...law would legalize enslavement, driving @@.yellowgreen;high prices@@ for associated...
	<</if>>
	<<else>>
	<<if random(1,100) > 50>>
		...reactionism produced lower demand and @@.gold;lower prices@@ for legal enslavement...
	<<else>>
		...report on low success rates @@.gold;drove down@@ value of legal enslavement methods...
	<</if>>
	<</if>>
<<elseif _assetAffected == "capture">>
	<<if _assetDirection == "up">>
	<<if random(1,100) > 50>>
		...declaration of war @@.yellowgreen;pushed up@@ average mercenary wage...
	<<else>>
		...advancing technology to blame for @@.yellowgreen;rising costs@@ of assets for wet work...
	<</if>>
	<<else>>
	<<if random(1,100) > 50>>
		...rumored peace treaty @@.gold;pushed down@@ mercenary contract clearing rate...
	<<else>>
		...demobilization of the cash-strapped army expected to produce mercenary @@.gold;glut@@...
	<</if>>
	<</if>>
<<elseif _assetAffected == "training">>
	<<if _assetDirection == "up">>
	<<if random(1,100) > 50>>
		...rising demand in turn @@.yellowgreen;pushing up@@ prices for most means of slave training...
	<<else>>
		...public demand for ever-better slave training inevitably @@.yellowgreen;increase@@ training costs...
	<</if>>
	<<else>>
	<<if random(1,100) > 50>>
		...competition from low-cost slave breaking firms @@.gold;reducing@@ asking price for...
	<<else>>
		...increased automation of slave training @@.gold;negatively impacting@@ training contracts...
	<</if>>
	<</if>>
<<elseif _assetAffected == "surgical">>
	<<if _assetDirection == "up">>
	<<if random(1,100) > 50>>
		...fashionable extravagant implant procedures @@.yellowgreen;driving prices@@ of remote surgical...
	<<else>>
		...near-universal breast implants producing corresponding @@.yellowgreen;price inflation@@ of surgery...
	<</if>>
	<<else>>
	<<if random(1,100) > 50>>
		...vastly reduced overhead with remote surgery @@.gold;hitting prices@@ of surgery hard...
	<<else>>
		...oversupply after major manufacturers converted lines to @@.gold;low-cost@@ implant production...
	<</if>>
	<</if>>
<<elseif _assetAffected == "drugs">>
	<<if _assetDirection == "up">>
	<<if random(1,100) > 50>>
		...intense demand for curatives in conflict zones @@.yellowgreen;increasing prices@@...
	<<else>>
		...setbacks in growth hormone human testing expected to @@.yellowgreen;increase prices@@ of traditional formula...
	<</if>>
	<<else>>
	<<if random(1,100) > 50>>
		...new formula @@.gold;cut costs@@ of common curatives by an unprecedented...
	<<else>>
		...glut caused by big pharma reorienting towards @@.gold;cheap,@@ mass-produced aphros...
	<</if>>
	<</if>>
<</if>>


code:
:: Master Suite [nobr jump-to-safe jump-from-safe]

<<set _slaves = App.Utils.sortedEmployees(App.Entity.facilities.masterSuite)>>
<<set $nextButton = "Back to Main", $nextLink = "Main", $returnTo = "Master Suite", $encyclopedia = "Master Suite", _MsL = _slaves.length>>

<<set _masterSuitePregnantSlaves = 0, _masterSuitePregnantSlavesMultiple = 0, _msAvg = App.Utils.masterSuiteAverages()>>
<<set _masterSuiteNameCaps = capFirstChar($masterSuiteName)>>

<<if (_S.Concubine && _S.Concubine.pregKnown == 1)>>
	<<set _masterSuitePregnantSlaves++>>
	<<if _S.Concubine.pregType > 1>>
		<<set _masterSuitePregnantSlavesMultiple++>>
	<</if>>
<</if>>

<<if _MsL > 0>>
	<<for _slave range _slaves>>
		<<if (_slave.pregKnown == 1)>>
			<<set _masterSuitePregnantSlaves++>>
			<<if _slave.pregType > 1>>
				<<set _masterSuitePregnantSlavesMultiple++>>
			<</if>>
		<</if>>
	<</for>>
<</if>>

<<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology)>>
<<set _Tmult2 = Math.trunc(25000*$upgradeMultiplierArcology)>>
<<set _Tmult3 = Math.trunc(15000*$upgradeMultiplierArcology)>>

_masterSuiteNameCaps is furnished
<<if $masterSuiteUpgradeLuxury == 1>>
	<<switch $masterSuiteDecoration>>
	<<case "Roman Revivalist">>
		as a Roman emperor's apartment. There is a small shrine to the old gods the <<= properMaster()>> favors in a side room, and the flooring is erotic mosaic. Pride of place is given to a set of low couches placed together, capable of accommodating many nude bodies.
	<<case "Neo Imperialist">>
		as an apartment worthy of a modern-day Emperor. The highest of technology decorates every space, allowing you to remain in constant communication with the rest of the arcology - your fledgling empire - even when in your room. The <<= properMaster()>>'s suite is an elaborate shrine to your many victories, fitted with many low couches to fit a whole harem inside, and the banners of your house hang around you on every side. The centerpiece of your personal apartment is a massive tapestry, designed in ancient style and depicting the creation of your Arcology from the collapsing Old World, all the way up to the modern day, with you standing over a great cheering crowd in your golden crown. You wonder for a moment if you'll have to commission more tapestries as the Arcology advances further.
	<<case "Aztec Revivalist">>
		as an Aztec cultural, spiritual and military leader of the city you're allowed great leniency. The <<= properMaster()>>'s room is created to gratify you as a true god of the people.
	<<case "Egyptian Revivalist">>
		after the royal room of an ancient Egyptian palace. There is a small shrine to the old gods the <<= properMaster()>> favors in a side room, and linen hangings decorate the walls and ceiling. An imposing bed of sandalwood occupies the center of the room.
	<<case "Edo Revivalist">>
		in the spartan style of an Edo period castle's innermost rooms. Rice paper screens partition off many small cubicles around its large central space. There, around a low bed, there are many mats for servants to kneel around their <<= properMaster()>>.
	<<case "Arabian Revivalist">>
		as a beguiling haze of Arabian decadence. There is a great gilded bed in the center of the space, piled with silk pillows for naked bodies to recline on. Gauzy curtains flutter in the warm, heady breeze.
	<<case "Chinese Revivalist">>
		as though it were the innermost sanctum of the Forbidden City. A massive bed fills the central space. The walls are gorgeous gilded hand-carved screens, and heavy jade statues of favored gods crouch in the corners.
	<<case "Chattel Religionist">>
		as a severe place of cold stone and hard wood. A single shaft of sunlight illuminates an enormous stone platform that serves as a bed where penitents give their bodies to their <<= properMaster()>>.
	<<case "Degradationist">>
		with a gothic grandeur. Blood-red upholstery and hardwood menace crouch in the center of the space in the form of a massive poster bed with curtains of chain mail.
	<<case "Repopulation Focus">>
		comfortably, with lots of cushions and seats for pregnant slaves to lounge on. Various specialized toys, as well as, lotions and creams are readily available. There's a huge, reinforced, low to the ground bed in the middle of the suite.
	<<case "Eugenics">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls lots of fun. There's a huge bed in the middle of the suite, with hidden compartments containing condoms and spermicides.
	<<case "Asset Expansionist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with stacked slaves as fun as possible. There's a huge bed in the middle of the suite, heavily reinforced.
	<<case "Transformation Fetishist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with bimbo slaves as fun as possible. There's a huge bed in the middle of the suite, heavily reinforced.
	<<case "Gender Radicalist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls in the butt lots of fun. There's a huge bed in the middle of the suite, with straps to restrain slave girls who don't want to be fucked in the butt, but they're concealed for now.
	<<case "Gender Fundamentalist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls nice and enjoyable. There's a huge bed in the middle of the suite, with straps to restrain slave girls who don't want to be fucked, but they're concealed for now.
	<<case "Physical Idealist">>
		as a shrine to the owner's body. Athletic trophies and photographs of past victories line the walls. There's a huge bed in the middle of the space, and there are mirrors almost everywhere, including on the ceiling over the bed.
	<<case "Supremacist">>
		like the royal bedroom in a palace in the old countries of $arcologies[0].FSSupremacistRace people. A massive four-poster bed dominates the space.
	<<case "Subjugationist">>
		like the royal bedroom in a palace in the old countries which favored $arcologies[0].FSSubjugationistRace slaves. A massive four-poster bed dominates the space.
	<<case "Paternalist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable.
	<<case "Pastoralist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants. The space is dominated by a massive, reinforced bed, built in sections so that part of it can be cleaned while cream-squirting cows cavort on the rest.
	<<case "Maturity Preferentialist">>
		comfortably, with elegant sex toys and perfumed lubricants designed to appeal to mature sex slaves. The space is dominated by a broad, soft bed, well supplied with pillows. It's the perfect place to relax with a harem of MILFs.
	<<case "Youth Preferentialist">>
		comfortably, with pastel-colored sex toys and flavored lubricants designed to appeal to eager young sex slaves. The space is dominated by a broad, reinforced bed, without cushions or sheets, which would just get in the way of energetic sex.
	<<case "Body Purist" "Slimness Enthusiast">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable. The space is dominated by a huge bed with soft sheets.
	<<case "Hedonistic">>
		comfortably, with lots of lounges for a hefty slaves to relax on. <<if $arcologies[0].FSHedonisticDecadenceResearch == 1>>Platters of food and treats are readily available throughout the room and are<<else>>Slave food is readily available for your harem and platters of food for yourself are<</if>> never out of arm's reach. There's a huge, reinforced, low to the ground bed in the middle of the suite.
	<<case "Intellectual Dependency">>
		comfortably, with lots of easy-to-clean leather and plentiful easy-to-use tools, toys, and lubricants to make sex with bimbo slaves as fun and simple as possible. There's a huge bed in the middle of the suite, heavily reinforced.
	<<case "Slave Professionalism">>
		comfortably, with complex sex toys and tools designed to maximize pleasure when used by skilled hands. The space is dominated by a broad, soft bed, well supplied with pillows. The rest is dedicated to perfecting oneself and boosting <<= properMaster()>>'s status ever higher.
	<<case "Petite Admiration">>
		comfortably, with plentiful tools, toys, lubricants and a bevy of stepping stools to accommodate even the shortest slave. There's a huge, reinforced, low to the ground bed in the middle of the suite.
	<<case "Statuesque Glorification">>
		comfortably, though designed for slaves of the taller variety. Short slaves will find the furniture, and the room's centerpiece, a massive four-poster bed, woefully out of their reach.
	<<default>>
		in a refined, yet practical style. It's dominated by a huge bed in which many slaves could serve their <<= properTitle()>> and then cuddle afterward.
	<</switch>>

	It is full of luxuries of all kinds. The slaves here live free of want or worry, and have everything except their freedom. Their only duties are to please you and look after the suite and one another.
	<<if _MsL > 2>>
		It's busy with slaves, so many that they are able to rotate through keeping themselves perfect and ready for your pleasure. The slaves not on call at the moment are beautifying themselves, cleaning, or serving others.
		<<if (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple < 2)>>
			Many of the slaves are pregnant, and they walk around proudly displaying their bellies and the new slaves growing inside them.

		<<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2) && $masterSuiteHyperPregnancy == 1>>
			Many of the slaves are heavily pregnant with multiple children, and they waddle around proudly displaying their distended bulging bellies and the next generation of slaves growing within them.

		<<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2)>>
			Many of the slaves are pregnant with multiple children, and they walk around proudly displaying their distended bellies and the next generation of slaves growing within them.

		<</if>>
	<<elseif _MsL > 0>>
		It's sparsely populated, so that the few slaves here have to work hard and quickly to ensure that an assortment of sex slaves is perfect and ready for your pleasure at any given moment.
	<<else>>
		None of your slaves are serving here.
	<</if>>
<<elseif $masterSuiteUpgradeLuxury == 2>>
	<<switch $masterSuiteDecoration>>
	<<case "Roman Revivalist">>
		as a Roman emperor's apartment. There is a small shrine to the old gods the <<= properTitle()>> favors in a side room, and the flooring is erotic mosaic.
	<<case "Neo Imperialist">>
		as an apartment worthy of a modern-day Emperor. The highest of technology decorates every space, allowing you to remain in constant communication with the rest of the arcology - your fledgling empire - even when in your room. The <<= properMaster()>>'s suite is an elaborate shrine to your many victories, fitted with a large bed with hanging golden bedposts, and the banners of your house hang around you on every side. The centerpiece of your personal apartment is a massive tapestry, designed in ancient style and depicting the creation of your Arcology from the collapsing Old World, all the way up to the modern day, with you standing over a great cheering crowd in your golden crown. You wonder for a moment if you'll have to commission more tapestries as the Arcology advances further.
	<<case "Aztec Revivalist">>
		as an Aztec cultural, spiritual and military leader of the city you're allowed great leniency. The <<= properTitle()>>'s room is created to gratify you as a true god of the people.
	<<case "Egyptian Revivalist">>
		after the royal room of an ancient Egyptian palace. There is a small shrine to the old gods the <<= properTitle()>> favors in a side room, and linen hangings decorate the walls and ceiling.
	<<case "Edo Revivalist">>
		in the spartan style of an Edo period castle's innermost rooms. Rice paper screens partition off many small cubicles around its large central space.
	<<case "Arabian Revivalist">>
		as a beguiling haze of Arabian decadence. Gauzy curtains flutter in the warm, heady breeze.
	<<case "Chinese Revivalist">>
		as though it were the innermost sanctum of the Forbidden City. The walls are gorgeous gilded hand-carved screens, and heavy jade statues of favored gods crouch in the corners.
	<<case "Chattel Religionist">>
		as a severe place of cold stone and hard wood. A single shaft of sunlight illuminates the central space.
	<<case "Degradationist">>
		with a gothic grandeur. Blood-red upholstery and hardwood menace decorate the walls.
	<<case "Repopulation Focus">>
		comfortably, with lots of cushions and seats for a pregnant slaves to lounge on. There are various specialized toys, as well as, lotions and creams readily available.
	<<case "Eugenics">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls lots of fun. Condoms and spermicides are readily available throughout the suite.
	<<case "Asset Expansionist">>
		comfortably, with the convenience of massive-breasted slaves in mind. There are lots of handrails, cushions, and low tables, covered with creams, lubricants, and sex toys.
	<<case "Transformation Fetishist">>
		comfortably, with the convenience of bimbos in mind. There are lots of makeup dressers with mirrors, stripper poles, and low tables, covered with creams, lubricants, and sex toys.
	<<case "Gender Radicalist">>
		comfortably, with the convenience of dickgirls in mind. There are lots of makeup dressers with mirrors, stripper poles, and low tables, covered with creams, lubricants, and vibrating butt plugs.
	<<case "Gender Fundamentalist">>
		comfortably, with the convenience and pleasure of slavegirls in mind. There are lots of makeup dressers with mirrors, soft divans, and low tables, covered with creams, lubricants, and vibrators.
	<<case "Physical Idealist">>
		as a shrine to the owner's body. Athletic trophies and photographs of past victories line the walls. The entire area is filled with the heady odors of sweat, metabolites, and sex.
	<<case "Supremacist">>
		like the royal bedroom in a palace in the old countries of $arcologies[0].FSSupremacistRace people.
	<<case "Subjugationist">>
		like the royal bedroom in a palace in the old countries which favored $arcologies[0].FSSubjugationistRace slaves.
	<<case "Paternalist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable.
	<<case "Pastoralist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants, with a distinct focus on mammary intercourse.
	<<case "Maturity Preferentialist">>
		comfortably, with elegant sex toys and perfumed lubricants designed to appeal to mature sex slaves.
	<<case "Youth Preferentialist">>
		comfortably, with pastel-colored sex toys and flavored lubricants designed to appeal to eager young sex slaves.
	<<case "Body Purist" "Slimness Enthusiast">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable.
	<<case "Hedonistic">>
		comfortably, with lots of lounges for a hefty slaves to relax on. <<if $arcologies[0].FSHedonisticDecadenceResearch == 1>>Platters of food and treats are readily available throughout the room and are<<else>>Slave food is readily available for your harem and platters of food for yourself are<</if>> never out of arm's reach.
	<<case "Intellectual Dependency">>
		comfortably, with lots of easy-to-clean leather and plentiful easy-to-use tools, toys, and lubricants to make sex with bimbo slaves as fun and simple as possible.
	<<case "Slave Professionalism">>
		comfortably, with complex sex toys and tools designed to maximize pleasure when used by skilled hands. The space is largely dedicated to perfecting oneself and boosting <<= properMaster()>>'s status ever higher.
	<<case "Petite Admiration">>
		comfortably, with plentiful tools, toys, lubricants and a bevy of stepping stools to accommodate even the shortest slave.
	<<case "Statuesque Glorification">>
		comfortably, though designed for slaves of the taller variety. Short slaves will find the furniture woefully out of their reach.
	<<default>>
		in a refined, yet practical style.
	<</switch>>

	The true focus of the suite is, however, the fuckpit. This stepped depression in the middle of the floor
	<<if _MsL > 3>>
		is filled by cushions and every slave in the suite who isn't sleeping, eating, or bathing.
		<<if _msAvg.energy > 90>>
			They're having energetic group sex; most of them are fucking and being fucked at the same time.
		<<elseif _msAvg.energy > 60>>
			They're having group sex; most of them are in active sexual contact with more than one partner.
		<<else>>
			They're having languid group sex; more than one slave is dozing while another plays with their body.
		<</if>>
		<<if _msAvg.energy > 90>>
			The pit features automated cleaning systems, which are quite necessary.
			<<if _msAvg.dick > 4>>
				With so many huge cocks in the fuckpit, every hole available is frequently fucked vigorously.
			<</if>>
			<<if _msAvg.cum > 4>>
				The slaves' bodies grow more coated with cum, and more of the white stuff drips from their holes, until they take a break for a shower.
			<</if>>
			<<if _msAvg.milk > 4000>>
				Most of them cannot tear themselves away (or cannot escape) for a normal machine milking, so their tender, overfull breasts squirt milk whenever anyone touches them. The lowest level of the fuckpit is a pool of milk.
			<</if>>
		<</if>>
		<<if (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple < 2)>>
			Many of the slaves are pregnant, and more than one has her face buried in the cunt directly below a gravid belly while she lovingly massages her own.

		<<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2) && $masterSuiteHyperPregnancy == 1>>
			Many of the slaves are heavily pregnant with multiple children, and more than one has her face buried in the cunt directly below a massively overburdened belly while she lovingly massages her own distended squirming stomach.

		<<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2)>>
			Many of the slaves are pregnant with multiple children, and more than one has her face buried in the cunt directly below a grossly swollen belly while she lovingly massages her own distended stomach.

		<</if>>
	<<elseif _MsL > 0>>
		has a few lonely-looking fucktoys in it, badly outnumbered by the cushions.
	<<else>>
		is desolate and unpopulated.
	<</if>>
<<else>>
	<<switch $masterSuiteDecoration>>
	<<case "Roman Revivalist">>
		as a Roman patrician's apartment. There is a small shrine to the old gods the <<= properTitle()>> favors in a side room, and the flooring is erotic mosaic.
	<<case "Neo Imperialist">>
		as an apartment worthy of a modern-day King. The highest of technology decorates every space, allowing you to remain in constant communication with the rest of the arcology - your fledgling empire - even when in your room. The <<= properMaster()>>'s suite is an elaborate shrine to your many victories, fitted with a king-sized pod-bed, and the banners of your house hang around you on every side. The centerpiece of your personal apartment is a massive tapestry, designed in ancient style and depicting the creation of your Arcology from the collapsing Old World, all the way up to the modern day, with you standing over a great cheering crowd in your golden crown. You wonder for a moment if you'll have to commission more tapestries as the Arcology advances further.
	<<case "Aztec Revivalist">>
		as an Aztec cultural, spiritual and military leader of the city you're allowed great leniency. The <<= properTitle()>>'s room is created to gratify you as a true god of the people.
	<<case "Egyptian Revivalist">>
		after the best room of an ancient Egyptian mansion. There is a small shrine to the old gods the <<= properTitle()>> favors in a side room, and linen hangings decorate the walls and ceiling.
	<<case "Edo Revivalist">>
		in the spartan style of an Edo period mansion's innermost rooms. Rice paper screens divide it into subsections, each of which contains little more than a low bed.
	<<case "Arabian Revivalist">>
		as a beguiling haze of Arabian decadence. Soft cushions are scattered across the floor and piled against the walls to provide something for dusky, naked bodies to recline on. Gauzy curtains partition the room into a number of cozy dens.
	<<case "Chinese Revivalist">>
		like the mansion of a senior mandarin of ancient China. The walls are gorgeous hand-carved wooden screens, and heavy jade statues of favored gods crouch in the corners.
	<<case "Chattel Religionist">>
		as a severe place of cold stone and hard wood. A single shaft of sunlight illuminates the bed where penitents give their bodies to their <<= properTitle()>>.
	<<case "Repopulation Focus">>
		comfortably, with lots of cushions and seats for a pregnant slaves to lounge on. Various specialized toys, as well as, lotions and creams are readily available.
	<<case "Eugenics">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls lots of fun. Condoms and spermicides are readily available throughout the suite.
	<<case "Degradationist">>
		with a gothic grandeur. Blood-red upholstery and hardwood menace. There are numerous places where resistant slaves can be restrained.
	<<case "Asset Expansionist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with stacked slaves as fun as possible.
	<<case "Transformation Fetishist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with bimbo slaves as fun as possible.
	<<case "Gender Radicalist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls in the butt lots of fun. The straps to restrain slave girls who don't want to be fucked in the butt are concealed for now.
	<<case "Gender Fundamentalist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make fucking slave girls nice and enjoyable. The straps to restrain slave girls who don't want to be fucked are concealed for now.
	<<case "Physical Idealist">>
		as a shrine to the owner's body. Athletic trophies and photographs of past victories line the walls. There are mirrors almost everywhere, including on the ceiling over the bed.
	<<case "Supremacist">>
		like the master bedroom in a mansion in the old countries of $arcologies[0].FSSupremacistRace people.
	<<case "Subjugationist">>
		like the master bedroom in a mansion in the old countries which favored $arcologies[0].FSSubjugationistRace slaves.
	<<case "Paternalist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable.
	<<case "Pastoralist">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants. Everything that isn't waterproof is covered in plastic, to catch errant milk.
	<<case "Maturity Preferentialist">>
		comfortably, with elegant sex toys and perfumed lubricants designed to appeal to mature sex slaves.
	<<case "Youth Preferentialist">>
		comfortably, with pastel-colored sex toys and flavored lubricants designed to appeal to eager young sex slaves.
	<<case "Body Purist" "Slimness Enthusiast">>
		comfortably, with lots of easy-to-clean leather and plentiful tools, toys, and lubricants to make sex with slaves mutually enjoyable.
	<<case "Hedonistic">>
		comfortably, with lots of lounges for a hefty slaves to relax on. <<if $arcologies[0].FSHedonisticDecadenceResearch == 1>>Platters of food and treats are readily available throughout the room and are<<else>>Slave food is readily available for your harem and platters of food for yourself are<</if>> never out of arm's reach.
	<<case "Intellectual Dependency">>
		comfortably, with lots of easy-to-clean leather and plentiful easy-to-use tools, toys, and lubricants to make sex with bimbo slaves as fun and simple as possible.
	<<case "Slave Professionalism">>
		comfortably, with complex sex toys and tools designed to maximize pleasure when used by skilled hands. The space is largely dedicated to perfecting oneself and boosting <<= properMaster()>>'s status ever higher.
	<<case "Petite Admiration">>
		comfortably, with plentiful tools, toys, lubricants and a bevy of stepping stools to accommodate even the shortest slave.
	<<case "Statuesque Glorification">>
		comfortably, though designed for slaves of the taller variety. Short slaves will find the furniture woefully out of their reach.
	<<default>>
		comfortably, as a fairly normal luxury suite. It is unusually large, to accommodate as large a stable of sex slaves as strikes your fancy.
	<</switch>>

	<<if _MsL > 2>>
		It's busy with slaves, so many that they are able to rotate through keeping themselves perfect and ready for your pleasure. The slaves not on call at the moment are beautifying themselves, cleaning, or serving others.
		<<if (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple < 2)>>
			Many of the slaves are pregnant, and they walk around proudly displaying their bellies and the new slaves growing inside them.

		<<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2) && $masterSuiteHyperPregnancy == 1>>
			Many of the slaves are heavily pregnant with multiple children, and they waddle around proudly displaying their distended bulging bellies and the next generation of slaves growing within them.

		<<elseif (_masterSuitePregnantSlaves > 2) && (_masterSuitePregnantSlavesMultiple > 2)>>
			Many of the slaves are pregnant with multiple children, and they walk around proudly displaying their distended bellies and the next generation of slaves growing within them.

		<</if>>
	<<elseif _MsL > 0>>
		It's sparsely populated, so that the few slaves here have to work hard and quickly to ensure that an assortment of sex slaves is perfect and ready for your pleasure at any given moment.
	<<else>>
		None of your slaves are serving here.
	<</if>>
<</if>>

<<set _cost = $masterSuiteUpgradeLuxury === 0 ? _Tmult2 : _Tmult1>>

<<if $masterSuiteUpgradeLuxury !== 2>>
	[[Remodel the suite around a luxurious pit for group sex|Master Suite][cashX(forceNeg(_cost), "capEx"), $masterSuiteUpgradeLuxury = 2]]

		Costs <<print cashFormat(_cost)>>; will encourage fucktoys to fuck each other.

<</if>>

<<if $masterSuiteUpgradeLuxury !== 1>>
	[[Refit the suite to the height of traditional opulence|Master Suite][cashX(forceNeg(_cost), "capEx"), $masterSuiteUpgradeLuxury = 1]]

		Costs <<print cashFormat(_cost)>>; and will focus the suite on you.

<</if>>

_masterSuiteNameCaps has room for $masterSuite slaves to live comfortably<<if $masterSuiteUpgradeLuxury == 2>> in the moments when they're not in the fuckpit<<elseif $masterSuiteUpgradeLuxury == 1>> on its huge bed<</if>>. There <<if _MsL == 1>>is<<else>>are<</if>> currently _MsL slave<<if _MsL != 1>>s<</if>> in $masterSuiteName.
<<set _Tmult0 = Math.trunc($masterSuite*1000*$upgradeMultiplierArcology)>>

	[[Expand the Master Suite|Master Suite][cashX(forceNeg(_Tmult0), "capEx"), $masterSuite += 2, $PC.skill.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>>//
	<<if $ConcubineID == 0 && _MsL == 0>>
		| [[Decommission the Master Suite|Main][$masterSuite = 0, $masterSuiteUpgradeLuxury = 0, $masterSuitePregnancySlaveLuxuries = 0, $masterSuiteDecoration = "standard", $masterSuitePregnancyFertilityDrugs = 0, $masterSuitePregnancyFertilitySupplements = 0, $masterSuiteUpgradePregnancy = 0, $masterSuiteHyperPregnancy = 0]]
	<</if>>

<<if _MsL > 0>>
	<<includeDOM removeFacilityWorkers("masterSuite", "rest", "please you")>>
<</if>>

<<if $seePreg != 0>>

	<<if $masterSuiteUpgradePregnancy == 1>>
		The master suite has been further upgraded to support fertile slaves and encourage slave pregnancy, providing additional rest areas, better access to amenities, and a dedicated birthing chamber.
		<<if $masterSuitePregnancySlaveLuxuries == 1>>
			Pregnant slaves are being ''given some luxuries'' to reduce stress. [[End the special treatment of pregnant slaves|Master Suite][$masterSuitePregnancySlaveLuxuries = 0]]

		<<else>>
			Pregnant slaves ''have no extra luxuries'' to reduce stress. [[Give pregnant slaves lighter duties|Master Suite][$masterSuitePregnancySlaveLuxuries = 1]] //Costs <<print cashFormat(500)>>/week//

		<</if>>
		<<if $masterSuitePregnancyFertilityDrugs == 1 || $masterSuiteHyperPregnancy == 1>>
			Fertile slaves ''are being given'' <<if $masterSuiteHyperPregnancy == 1>>super fertility drugs<<else>>fertility drugs<</if>>, encouraging impregnation and multiple pregnancy.<<if $masterSuiteHyperPregnancy == 1>> [[End the drug regime|Master Suite][$masterSuiteHyperPregnancy = 0, $masterSuitePregnancyFertilitySupplements = 0]]<<else>> [[End the drug regime|Master Suite][$masterSuitePregnancyFertilityDrugs = 0, $masterSuitePregnancyFertilitySupplements = 0]]<</if>>

		<<else>>
			Fertile slaves ''are not being given'' fertility drugs. [[Give fertility drugs to all fertile slaves|Master Suite][$masterSuitePregnancyFertilityDrugs = 1]]<<if $seeHyperPreg == 1 && $superFertilityDrugs == 1>> | [[Give hyper fertility drugs to all fertile slaves|Master Suite][$masterSuiteHyperPregnancy = 1]]<</if>>

		<</if>>
		<<if $masterSuitePregnancyFertilityDrugs == 0 && $masterSuiteHyperPregnancy == 0>>
			//Fertile slaves ''must be on fertility drugs'' to be given fertility supplements//

		<<elseif $masterSuitePregnancyFertilitySupplements == 0 && ($masterSuitePregnancyFertilityDrugs == 1 || $masterSuiteHyperPregnancy == 1)>>
			Fertile slaves ''are not being given'' fertility drug supplements. [[Give supplements to slaves on fertility drugs|Master Suite][$masterSuitePregnancyFertilitySupplements = 1]] //Costs <<print cashFormat(1000)>>/week//

		<</if>>
		<<if $masterSuitePregnancyFertilitySupplements == 1 && ($masterSuitePregnancyFertilityDrugs == 1 || $masterSuiteHyperPregnancy == 1)>>
			Fertile slaves ''are being given'' supplements to their fertility drugs, further enhancing the chances of multiple pregnancy. [[End the supplement regime|Master Suite][$masterSuitePregnancyFertilitySupplements = 0]]

		<</if>>
	<<else>>
		The master suite does not currently have special customizations to support slave pregnancy. [[Refit the suite to support and encourage slave pregnancy|Master Suite][cashX(forceNeg(_Tmult3), "capEx"), $masterSuiteUpgradePregnancy = 1]] //Costs <<print cashFormat(_Tmult3)>>//
	<</if>>
<</if>>

<<includeDOM App.UI.SlaveList.stdFacilityPage(App.Entity.facilities.masterSuite)>>

Rename $masterSuiteName: <<textbox "$masterSuiteName" $masterSuiteName "Master Suite">> //Use a noun or similar short phrase//
<<run App.UI.SlaveList.ScrollPosition.restore()>>


code:
:: Master Suite Report [nobr]

/* This passage probably isn't really necessary but it helps organize the profiler output.
 * TODO: Once all the facility reports look like this, we should probably get rid of these intermediate passages. */
<<includeDOM App.EndWeek.masterSuiteReport()>>


code:
:: Milkmaid Select [nobr jump-to-safe jump-hidden jump-from-safe]

<<set $nextButton = "Back", $nextLink = "Dairy", $encyclopedia = "Milkmaid">>
<<if ($MilkmaidID != 0)>>
	<<setLocalPronouns _S.Milkmaid>>
	<<= SlaveFullName(_S.Milkmaid)>> is serving as your Milkmaid.

$He will look after your livestock, helping them give milk<<if $seeDicks > 0>> and semen<</if>>.
<<else>>
	You have not selected a Milkmaid.
<</if>>

''Appoint a Milkmaid from your obedient slaves:''

[[None|Dairy][removeJob(_S.Milkmaid, "be the Milkmaid")]]

<<includeDOM App.UI.SlaveList.facilityManagerSelection(App.Entity.facilities.dairy, "Dairy")>>