code:
:: SE custom slave delivery [nobr]

<<set $customSlaveOrdered = 0, $nextButton = "Continue", $nextLink = "Scheduled Event", $returnTo = "Scheduled Event", $encyclopedia = "Enslaving People">>

<<if $customSlave.age == 2>>
	<<set $activeSlaveOneTimeMinAge = $minimumSlaveAge>>
	<<set $activeSlaveOneTimeMaxAge = 2>>
<<elseif $customSlave.age == 4>>
	<<set $activeSlaveOneTimeMinAge = 3>>
	<<set $activeSlaveOneTimeMaxAge = 4>>
<<elseif $customSlave.age == 6>>
	<<set $activeSlaveOneTimeMinAge = 5>>
	<<set $activeSlaveOneTimeMaxAge = 6>>
<<elseif $customSlave.age == 9>>
	<<set $activeSlaveOneTimeMinAge = 7>>
	<<set $activeSlaveOneTimeMaxAge = 9>>
<<elseif $customSlave.age == 12>>
	<<set $activeSlaveOneTimeMinAge = 10>>
	<<set $activeSlaveOneTimeMaxAge = 12>>
<<elseif $customSlave.age == 14>>
	<<set $activeSlaveOneTimeMinAge = 13>>
	<<set $activeSlaveOneTimeMaxAge = 14>>
<<elseif $customSlave.age == 17>>
	<<set $activeSlaveOneTimeMinAge = 15>>
	<<set $activeSlaveOneTimeMaxAge = 17>>
<<elseif $customSlave.age == 19>>
	<<set $activeSlaveOneTimeMinAge = 18>>
	<<set $activeSlaveOneTimeMaxAge = 19>>
<<elseif $customSlave.age == 20>>
	<<set $activeSlaveOneTimeMinAge = 20>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 24>>
	<<set $activeSlaveOneTimeMinAge = 20>>
	<<set $activeSlaveOneTimeMaxAge = 24>>
<<elseif $customSlave.age == 25>>
	<<set $activeSlaveOneTimeMinAge = 25>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 29>>
	<<set $activeSlaveOneTimeMinAge = 25>>
	<<set $activeSlaveOneTimeMaxAge = 29>>
<<elseif $customSlave.age == 30>>
	<<set $activeSlaveOneTimeMinAge = 30>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 39>>
	<<set $activeSlaveOneTimeMinAge = 30>>
	<<set $activeSlaveOneTimeMaxAge = 39>>
<<elseif $customSlave.age == 40>>
	<<set $activeSlaveOneTimeMinAge = 40>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 49>>
	<<set $activeSlaveOneTimeMinAge = 40>>
	<<set $activeSlaveOneTimeMaxAge = 49>>
<<elseif $customSlave.age == 50>>
	<<set $activeSlaveOneTimeMinAge = 50>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 59>>
	<<set $activeSlaveOneTimeMinAge = 50>>
	<<set $activeSlaveOneTimeMaxAge = 59>>
<<elseif $customSlave.age == 60>>
	<<set $activeSlaveOneTimeMinAge = 60>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 69>>
	<<set $activeSlaveOneTimeMinAge = 60>>
	<<set $activeSlaveOneTimeMaxAge = 69>>
<<elseif $customSlave.age == 70>>
	<<set $activeSlaveOneTimeMinAge = 70>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 79>>
	<<set $activeSlaveOneTimeMinAge = 70>>
	<<set $activeSlaveOneTimeMaxAge = 79>>
<<elseif $customSlave.age == 80>>
	<<set $activeSlaveOneTimeMinAge = 80>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 89>>
	<<set $activeSlaveOneTimeMinAge = 80>>
	<<set $activeSlaveOneTimeMaxAge = 89>>
<<elseif $customSlave.age == 90>>
	<<set $activeSlaveOneTimeMinAge = 90>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 99>>
	<<set $activeSlaveOneTimeMinAge = 90>>
	<<set $activeSlaveOneTimeMaxAge = 99>>
<<elseif $customSlave.age == 100>>
	<<set $activeSlaveOneTimeMinAge = 100>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 109>>
	<<set $activeSlaveOneTimeMinAge = 100>>
	<<set $activeSlaveOneTimeMaxAge = 109>>
<<elseif $customSlave.age == 110>>
	<<set $activeSlaveOneTimeMinAge = 110>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 119>>
	<<set $activeSlaveOneTimeMinAge = 110>>
	<<set $activeSlaveOneTimeMaxAge = 119>>
<<elseif $customSlave.age == 120>>
	<<set $activeSlaveOneTimeMinAge = 120>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<<elseif $customSlave.age == 129>>
	<<set $activeSlaveOneTimeMinAge = 120>>
	<<set $activeSlaveOneTimeMaxAge = 129>>
<<else>>
	<<set $activeSlaveOneTimeMinAge = 130>>
	<<set $activeSlaveOneTimeMaxAge = $retirementAge-1>>
<</if>>
<<set $one_time_age_overrides_pedo_mode = 1>>
<<if $customSlave.nationality != "Nationality is unimportant">>
	<<set _nationality = $customSlave.nationality>>
<</if>>
<<if $customSlave.race != "ethnicity is unimportant">>
	<<set $fixedRace = $customSlave.race>>
<</if>>
<<if $customSlave.sex == 2>>
	<<set _delivery = GenerateNewSlave("XY", {mature: 0, nationality: _nationality})>>
	<<set _delivery.dick = $customSlave.dick>>
	<<set _delivery.balls = $customSlave.balls>>
	<<set _delivery.scrotum = _delivery.balls>>
	<<set _delivery.foreskin = _delivery.dick>>
<<else>>
	<<set _delivery = GenerateNewSlave("XX", {mature: 0, nationality: _nationality})>>
	<<if $customSlave.virgin == 0>>
		<<set _delivery.vagina = $customSlave.virgin>>
	<</if>>
	<<set _delivery.labia = $customSlave.labia>>
	<<set _delivery.vaginaLube = $customSlave.vaginaLube>>
	<<set _delivery.skill.vaginal = $customSlave.skills>>
	<<if $customSlave.sex == 3>>
		<<set _delivery.dick = $customSlave.dick>>
		<<set _delivery.balls = $customSlave.balls>>
		<<set _delivery.scrotum = _delivery.balls>>
		<<set _delivery.foreskin = _delivery.dick>>
		<<if _delivery.dick == 0>>
			<<set _delivery.clit = $customSlave.clit>>
			<<set _delivery.foreskin = _delivery.clit>>
		<</if>>
	<<else>>
		<<set _delivery.clit = $customSlave.clit>>
	<</if>>
<</if>>

/* I have no clue what I'm doing here */
<<if $customSlave.heightMod == "greatly below average">>
	<<set _delivery.height = Math.round(Height.random(_delivery, {skew: -5, spread: .15, limitMult: [-5, -2]}))>>
<<elseif $customSlave.heightMod == "below average">>
	<<set _delivery.height = Math.round(Height.random(_delivery, {skew: -1, limitMult: [-2, 0]}))>>
<<elseif $customSlave.heightMod == "normal">>
	<<set _delivery.height = Math.round(Height.random(_delivery, {limitMult: [-1, 1]}))>>
<<elseif $customSlave.heightMod == "above average">>
	<<set _delivery.height = Math.round(Height.random(_delivery, {skew: 1, limitMult: [0, 2]}))>>
<<else>>
	<<set _delivery.height = Math.round(Height.random(_delivery, {skew: 5, spread: .15, limitMult: [2, 5]}))>>
<</if>>

<<if $customSlave.intelligence == 3>>
	<<set _delivery.intelligence = random(96,100)>>
<<elseif $customSlave.intelligence == 2>>
	<<set _delivery.intelligence = random(51,95)>>
<<elseif $customSlave.intelligence == 1>>
	<<set _delivery.intelligence = random(15,50)>>
<<elseif $customSlave.intelligence == -1>>
	<<set _delivery.intelligence = random(-50,-16)>>
<<elseif $customSlave.intelligence == -2>>
	<<set _delivery.intelligence = random(-95,-51)>>
<<elseif $customSlave.intelligence == -3>>
	<<set _delivery.intelligence = random(-100,-96)>>
<<else>>
	<<set _delivery.intelligence = random(-15,15)>>
<</if>>
<<set _delivery.intelligenceImplant = $customSlave.intelligenceImplant>>

<<if $customSlave.analVirgin == 0>>
	<<set _delivery.anus = $customSlave.analVirgin>>
<</if>>
<<if (def $customSlave.voice) && ($customSlave.voice != -1)>>
	<<set _delivery.voice = $customSlave.voice>>
<<else>>
	<<set _delivery.voice = random(0,3)>>
<</if>>
<<run setHealth(_delivery, $customSlave.health * 80, 0, 0, 0, 0)>>
<<set _delivery.muscles = $customSlave.muscles>>
<<set _delivery.weight = $customSlave.weight>>
<<set _delivery.face = $customSlave.face>>
<<set _delivery.lips = $customSlave.lips>>
<<if $customSlave.skin != "left natural">>
	<<set _delivery.origSkin = $customSlave.skin>>
	<<set _delivery.skin = getGeneticSkinColor(_delivery)>>
<</if>>
<<set _delivery.boobs = $customSlave.boobs>>
<<set _delivery.butt = $customSlave.butt>>
<<set _delivery.skill.anal = $customSlave.skills>>
<<set _delivery.skill.oral = $customSlave.skills>>
<<set _delivery.skill.entertainment = $customSlave.skill.whore>>
<<set _delivery.skill.whoring = $customSlave.skill.whore>>
<<set _delivery.skill.combat = $customSlave.skill.combat>>
<<set _delivery.eye.left.vision = $customSlave.eye.left.vision>>
<<set _delivery.eye.right.vision = $customSlave.eye.right.vision>>
<<set _delivery.hears = $customSlave.hears>>
<<set _delivery.smells = $customSlave.smells>>
<<set _delivery.tastes = $customSlave.tastes>>
<<set _delivery.arm = $customSlave.arm>>
<<set _delivery.leg = $customSlave.leg>>
<<set _delivery.weekAcquired = $week>>
<<set _delivery.origin = "You purchased $him by special order.">>
<<set _delivery.career = "a slave">>
<<set _delivery.sexualFlaw = either("none")>>
<<set _delivery.behavioralFlaw = either("none")>>
<<set _delivery.devotion = random(-10,10)>>
<<set _delivery.trust = random(-10,10)>>

<<set _slaveCost = slaveCost(_delivery)>>
<<set _slaveCost = _slaveCost*2>>
<<setLocalPronouns _delivery>>

A slave dealer has submitted a slave to satisfy the order you posted.

//As usual, the asking price is quite high, to cover the costs of finding a slave to order. In compensation, you can freely decline the slave and keep the order open, or even modify it later.//

<<includeDOM App.Desc.longSlave(_delivery, {market: "generic"})>>

$His price is <<print cashFormat(_slaveCost)>>.

<<if $cash >= _slaveCost>>
	<<link "Accept the offered slave">>
		<<run cashX(forceNeg(_slaveCost), "slaveTransfer", _delivery)>>
		<<replace "#result">>
			$He has been reasonably broken by the dealer that offered $him to you. $He has also picked up on the fact that $he was specially selected, and is a little hopeful that this means $he may be treated well. $He is now awaiting your instructions.
			<<includeDOM App.UI.newSlaveIntro(_delivery)>>
			<<if def $customSlaveOrderedReorder>><<run delete $customSlaveOrderedReorder>><</if>>
		<</replace>>
	<</link>>
<<else>>
	//You lack the necessary funds to accept the offered slave.//
<</if>>

<<link "Reject this offer and place the same order again">>
	<<set $customSlaveOrdered = 1>>
	<<set $customSlaveOrderedReorder = 1>>
	<<goto $nextLink>>
<</link>>


code:
:: SE expiration [nobr]

<<set $nextButton = "Continue", $nextLink = "Scheduled Event">>

<<set $expired = 1>>

<<run Enunciate(getSlave($expiree))>>
<<run App.Utils.setLocalPronouns(getSlave($expiree))>>

	<<if $seeImages == 1>>
		<<if $imageChoice == 1>>

<<= SlaveArt(getSlave($expiree), 2, 0)>>

		<<else>>

<<= SlaveArt(getSlave($expiree), 2, 0)>>

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

<<= getSlave($expiree).slaveName>>'s indentured servitude is ending this week, meaning that your arcology is gaining a citizen.
<<set $lowerClass += 1>>

<<set _seed = 0>>
<<for _seeXp = 0; _seeXp < $slaves.length; _seeXp++>>
	<<if $slaves[_seeXp].devotion <= 20>>
		<<set _seed = 1>>
		<<set $slaves[_seeXp].devotion -= 1>>
	<</if>>
<</for>>
<<if _seed == 1>>
	Those of your slaves who are unhappy with their lives under you are @@.mediumorchid;envious or angry@@ to see $him become free, according to their individual natures.
<</if>>

<<set getSlave($expiree).indenture = 52>>
<<set _slaveCost = slaveCost(getSlave($expiree))>>

<<if getSlave($expiree).fetish == "mindbroken">>

	Since $he is mindbroken, there is precisely no chance that $he will be able to look after $himself. $He
	<<if hasAnyLegs(getSlave($expiree))>>
		stands
	<<else>>
		sits
	<</if>>
	before you dumbly, betraying no reaction to the prospect of becoming free from sexual slavery. In situations like this, it is perfectly acceptable to subject $him to another indenture for $his own good.

		<<if $cash > 1000>>
			<<link "Plead necessity and reactivate $his indenture">>
				<<replace "#result">>
					You plead necessity and place $him under another indenture, paying the trivial fees left over once $he has been charged for $his own forecasted upkeep. Naturally, $he offers no response at all to any of this.
					<<run cashX(-1000, "event", getSlave($expiree))>>
					<<set $lowerClass -= 1>>
					<<set $expired = 0, $expiree = 0>>
					/* Anyone else expiring? If so, set here so scheduledEvent fires for them too */
					<<for $i = 0; $i < $slaves.length; $i++>>
						<<if $slaves[$i].indenture == 0>>
							<<set $expiree = $slaves[$i].ID>>
							<<break>>
						<</if>>
					<</for>>
				<</replace>>
			<</link>> //This cost <<print cashFormat(1000)>>//
		<<else>>
			//You cannot afford to do this//
		<</if>>

<<elseif (getSlave($expiree).relationship < -1) && (getSlave($expiree).devotion > 95) && (getSlave($expiree).trust > 95)>>

	$He has been trying desperately hard not to think about this trying situation, but when $he comes before you on the day of $his indenture's expiration, $he can ignore it no longer. $He
	<<if !hasAnyArms(getSlave($expiree))>>
		wriggles disconsolately, probably wishing $he could throw $himself at your feet or cling to your knees.
	<<else>>
		throws $himself at your feet and clings to your knees, bursting into tears.
	<</if>>
	<<if !canTalk(getSlave($expiree))>>
		$He does $his best to communicate an earnest desire to stay, and repeats over and over that $he loves you. $He begins to indicate a willingness to accept true, unlimited slavery, if that's what it takes to stay.
	<<else>>
		"Plea<<s>>e <<Master>>, don't <<s>>end me away," $he sobs. "I love you! I'll d-do anything — I'll be your <<s>>lave! Plea<<s>>e, en<<s>>lave me. I l-love you..." $he moans, trailing off into convulsive blubbering.
	<</if>>

		<<if $cash > 1000>>
			<<link "Enslave $him">>
				<<replace "#result">>
					$He's beside $himself with joy when you accept $his plea and enslave $him. $He's given you the finest proof of loyalty a slave possibly can, having tasted a moment of freedom under the law, and thrown it away with utter contempt.
					<<if hasAnyEyes(getSlave($expiree))>>
						$His <<= App.Desc.eyesColor(getSlave($expiree))>>
						<<if hasBothEyes(getSlave($expiree))>>
						<<if canSee(getSlave($expiree))>>watch you<<else>>are wide<</if>>
						<<else>>
						<<if canSee(getSlave($expiree))>>watches you<<else>>is wide<</if>>
						<</if>>
						with
					<<else>>
						$His face shows
					<</if>>
					eager anticipation, radiating gladness that the prospect of separation from you has gone.
					<<set getSlave($expiree).indenture = -1, getSlave($expiree).indentureRestrictions = 0>>
					<<run cashX(-1000, "event", getSlave($expiree))>>
					<<set $lowerClass -= 1>>
					<<set $expired = 0, $expiree = 0>>
					<<for $i = 0; $i < $slaves.length; $i++>>
						<<if $slaves[$i].indenture == 0>>
							<<set $expiree = $slaves[$i].ID>>
							<<break>>
						<</if>>
					<</for>>
				<</replace>>
			<</link>> //This will cost <<print cashFormat(1000)>>//
		<<else>>
			//You cannot afford to do this//
		<</if>>

<<elseif (getSlave($expiree).devotion > 50) && (getSlave($expiree).trust > 50)>>

	<<set _slaveCost = Math.trunc((_slaveCost*0.5)/500)*500>>
	<<set _slaveCost = Math.clamp(_slaveCost, minimumSlaveCost(), 100000)>>

	$His feelings on this are quite mixed, since $he has come to feel that $he has a place under you.
	<<if !hasAnyLegs(getSlave($expiree))>>
		Propped up
	<<else>>
		Standing before you
	<</if>>
	at the moment of $his scheduled emancipation, $he seems to be struggling to express $himself.
	<<if !canTalk(getSlave($expiree))>>
		$He does $his best to communicate a willingness to remain your slave, indicating that $he wouldn't press too hard about the price if you offered $him another indenture.
	<<else>>
		"<<Master>>, um," $he <<say>>s hesitantly. "I don't mind being your <<s>>lave. Could I — would you plea<<s>>e give me another indenture? I'm, um, not too worried about the pri<<c>>e."
	<</if>>

		<<if $cash > _slaveCost>>
			<<link "Offer $him a one year supplementary indenture">>
				<<replace "#result">>
					$He smiles almost shyly when you offer $him a one year supplementary indenture. The price is reasonable, but definitely favorable to you. $He accepts it anyway, and you transfer the money into an escrow account to be held for $him until $his new indenture is done. Your sex slave once again, $he awaits your pleasure without a hint of fear.
					<<run cashX(forceNeg(_slaveCost), "slaveTransfer", getSlave($expiree))>>
					<<set $lowerClass -= 1>>
					<<set $expired = 0>><<set $expiree = 0>>
					<<for $i = 0; $i < $slaves.length; $i++>>
						<<if $slaves[$i].indenture == 0>>
							<<set $expiree = $slaves[$i].ID>>
							<<break>>
						<</if>>
					<</for>>
				<</replace>>
			<</link>> //This will cost <<print cashFormat(_slaveCost)>>//
		<<else>>
			//You cannot afford to do this//
		<</if>>

<<elseif (getSlave($expiree).devotion >= -20) && (getSlave($expiree).trust > 20)>>

	$He approaches the moment with calculation, since $he has found more of a place in slavery than $he probably expected when $he became an indentured servant.
	<<if !hasAnyLegs(getSlave($expiree))>>
		Propped up
	<<else>>
		Standing before you
	<</if>>
	at the moment of $his scheduled emancipation, $he seems willing to consider a short term continuation of service.

		<<if $cash > _slaveCost>>
			<<link "Offer $him a one year supplementary indenture">>
				<<replace "#result">>
					$He looks pensive when you offer $him a one year supplementary indenture. The price reflects the market, and is a reasonable compensation for a year of sexual slavery. $He accepts it after some consideration, and you transfer the money into an escrow account to be held for $him until $his new indenture is done. Your sex slave once again, $he awaits orders with complacency.
					<<run cashX(forceNeg(_slaveCost), "slaveTransfer", getSlave($expiree))>>
					<<set $lowerClass -= 1>>
					<<set $expired = 0>><<set $expiree = 0>>
					<<for $i = 0; $i < $slaves.length; $i++>>
						<<if $slaves[$i].indenture == 0>>
							<<set $expiree = $slaves[$i].ID>>
							<<break>>
						<</if>>
					<</for>>
				<</replace>>
			<</link>> //This will cost <<print cashFormat(_slaveCost)>>//
		<<else>>
			//You cannot afford to do this//
		<</if>>

<<else>>
	$He makes no effort at all to conceal $his joy at being a free $woman again.
	<<if getSlave($expiree).origin == "$He put $himself up as collateral at a poker game, and lost.">>
		A bet is a bet, but that was a lonnng year. There's still room for $him in your $mercenariesTitle, but many of them have come to see $him in a new, more... intimate way. As a free $woman, $he'll have to decide if it's worth the risk and the sex to stay here and fight for you who $he loathes... or else take up arms elsewhere in an ever more uncertain world.
		<<if getSlave($expiree).addict > 5>>
			They'll need to make money fast as they remain addicted to your aphrodisiacs.
		<</if>>
	<<else>>
		It seems very unlikely that $he'll stay in the arcology; $he'll probably take what remains of $his indenture payment, held in escrow for this day, and be off to wherever it is that $he came from in the first place.
	<</if>>
<</if>>

Final notes?

		$His most recent task was to
		<<if $assignmentRecords[$expiree]>>
			<<print getSlave($expiree).assignment>>, and before that to <<print $assignmentRecords[$expiree]>>.
		<<else>>
			<<print getSlave($expiree).assignment>>.
		<</if>>

	<<includeDOM slaveImpactLongTerm(getSlave($expiree))>>

repo_name: Welptard/fc

license: mit


code:
:: SE independence day [nobr]

<<set $nextLink = "Scheduled Event", $nextButton = "Continue", $independenceDay = 0>>

<<setPlayerPronouns>>

Independence Day is this week.

In the Free Cities, Independence Day falls on the day when the Free City achieved its de facto freedom from the laws of the old world. In most of the Free Cities, including yours, this was an unspectacular event that involved a lot of signing of contracts and not much storming of bastions. Nevertheless, this is the anniversary of the day that this tiny patch of earth became truly free, and its inhabitants became free to exercise their dominion over the freedom of others. It will pass unnoticed and uncelebrated unless you take action to make it special.

<<link "Give a speech">>
	<<replace "#result">>
	You broadcast a speech to mark the occasion, using the arcology's media systems to reach a wide audience. It is unnecessary to make an effort to ensure attention;
	<<if $arcologies[0].FSChattelReligionistLaw == 1>>
		the Prophet's word always receives complete attention on the rare occasions that it is publicly given.
	<<elseif $arcologies[0].FSRestart >= $FSLockinLevel*0.9>>
		such an esteemed member of the Societal Elite can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSChattelReligionist >= $FSLockinLevel*0.9>>
		the Keeper of the Blade and Chalice can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSRomanRevivalist >= $FSLockinLevel*0.9>>
		the First Consul can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSNeoImperialist >= $FSLockinLevel*0.9>>
		the Emperor commands absolute obedience from _hisP arcology, as even the Barons turn with rapt attention to their unquestioned lord.
	<<elseif $arcologies[0].FSAztecRevivalist >= $FSLockinLevel*0.9>>
		the Head <<if $PC.title == 1>>Priest<<else>>Priestess<</if>> may demand unwavering faith and sacrifice for the honor of the gods.
	<<elseif $arcologies[0].FSEgyptianRevivalist >= $FSLockinLevel*0.9>>
		the Living <<if $PC.title == 1>>God<<else>>Goddess<</if>> can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSEdoRevivalist >= $FSLockinLevel*0.9>>
		the <<if $PC.title == 1>>Emperor and Descendant of Amaterasu<<else>>Amaterasu Reborn<</if>> can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSArabianRevivalist >= $FSLockinLevel*0.9>>
		the <<if $PC.title == 1>>Caliph<<else>>Handmaiden of Allah<</if>> can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSChineseRevivalist >= $FSLockinLevel*0.9>>
		the <<if $PC.title == 1>>Emperor<<else>>Empress<</if>> and Holder of the Mandate of Heaven can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSStatuesqueGlorification >= $FSLockinLevel*0.9>>
		everyone must look up to _HeP Who Stands Above All.
	<<elseif $arcologies[0].FSSlaveProfessionalism >= $FSLockinLevel*0.9>>
		the arcology pays complete attention when the Mastermind speaks _hisP thoughts.
	<<elseif $arcologies[0].FSSupremacist >= $FSLockinLevel*0.9>>
		the Grand Champion of the Blood can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSSubjugationist >= $FSLockinLevel*0.9>>
		the Grand Overseer of the Inferior Race can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSRepopulationFocus >= $FSLockinLevel*0.9>>
		the <<if $PC.title == 1>>Progenitor<<else>>Midwife<</if>> of the Future can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSGenderRadicalist >= $FSLockinLevel*0.9>>
		the Buttfucker of All Slaves can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSGenderFundamentalist >= $FSLockinLevel*0.9>>
		the <<if $PC.title == 1>>Father<<else>>Mother<</if>> to the City can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSPaternalist >= $FSLockinLevel*0.9>>
		the <<if $PC.title == 1>>Protector<<else>>Protectrix<</if>> to All Slaves can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSDegradationist >= $FSLockinLevel*0.9>>
		the Holder of the Rod and the Lash can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSBodyPurist >= $FSLockinLevel*0.9>>
		the Purifier of the Breasts can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSAssetExpansionist >= $FSLockinLevel*0.9>>
		the Expander of the Breasts can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSPastoralist >= $FSLockinLevel*0.9>>
		the <<if $PC.title == 1>>Master<<else>>Mistress<</if>> of Stock can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSPhysicalIdealist >= $FSLockinLevel*0.9>>
		the beloved of Brodin can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSPetiteAdmiration >= $FSLockinLevel*0.6>>
		the Supporter of the Small can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSMaturityPreferentialist >= $FSLockinLevel*0.9>>
		the Grand Preserver of MILFS can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSYouthPreferentialist >= $FSLockinLevel*0.9>>
		the Keeper of the Magnificent Young Harem can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSIntellectualDependency >= $FSLockinLevel*0.9>>
		the Sovereign of Bimbos can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSChattelReligionist >= $FSLockinLevel*0.6>>
		as the Champion of the Faith can command complete attention from _hisP arcology the moment _heP wishes.
	<<elseif $arcologies[0].FSRomanRevivalist >= $FSLockinLevel*0.6>>
		as the Aedile, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSNeoImperialist >= $FSLockinLevel*0.6>>
		as the <<if $PC.title == 1>>Lord and Master<<else>>Lord and Mistress<</if>> of the Arcology, you command enough respect that your citizens will listen to you attentively - so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSAztecRevivalist >= $FSLockinLevel*0.6>>
		as the Tlatcani, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSEgyptianRevivalist >= $FSLockinLevel*0.6>>
		as the Pharaoh, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSEdoRevivalist >= $FSLockinLevel*0.6>>
		as the Shogun, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSArabianRevivalist >= $FSLockinLevel*0.6>>
		as the Sultan<<if $PC.title != 1>>a<</if>>, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSChineseRevivalist >= $FSLockinLevel*0.6>>
		as the <<if $PC.title == 1>>Emperor<<else>>Empress<</if>>, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSSlaveProfessionalism >= $FSLockinLevel*0.6>>
		as a Genius, you command enough attention that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSSupremacist >= $FSLockinLevel*0.6>>
		as the Champion of the Blood, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSSubjugationist >= $FSLockinLevel*0.6>>
		as the Overseer of the Inferior Race, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSGenderRadicalist >= $FSLockinLevel*0.6>>
		as the Sodomizer of the Traps, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSGenderFundamentalist >= $FSLockinLevel*0.6>>
		as the Defender of Women, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSPaternalist >= $FSLockinLevel*0.6>>
		as the <<if $PC.title == 1>>Benefactor<<else>>Benefactrix<</if>> of Slaves, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSDegradationist >= $FSLockinLevel*0.6>>
		as the Subduer of Slaves, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSBodyPurist >= $FSLockinLevel*0.6>>
		as the Discerning, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSAssetExpansionist >= $FSLockinLevel*0.6>>
		as the Expander, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSPastoralist >= $FSLockinLevel*0.6>>
		as the Rancher, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSPhysicalIdealist >= $FSLockinLevel*0.6>>
		as _HeP of the Godlike Body, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSHedonisticDecadence >= $FSLockinLevel*0.6>>
		as the <<if $PC.title == 1>>Master<<else>>Lady<</if>> of Softness, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSStatuesqueGlorification >= $FSLockinLevel*0.6>>
		as Agent of Growth, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSMaturityPreferentialist >= $FSLockinLevel*0.6>>
		as the Fucker of MILFS, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSYouthPreferentialist >= $FSLockinLevel*0.6>>
		as the Keeper of Virgins, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSPetiteAdmiration >= $FSLockinLevel*0.6>>
		as the Size Enthusiast, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<<elseif $arcologies[0].FSIntellectualDependency >= $FSLockinLevel*0.6>>
		as the Shepard of the Slow, you command enough respect that your citizens are likely to listen to you so long as you do not abuse the privilege.
	<<else>>
		as the owner of the arcology, you command enough respect that your citizens will listen to you so long as you do not abuse the privilege.
	<</if>>
	After you are announced, you greet the citizens of your arcology and begin by reviewing the state of things. You commend those most responsible for the arcology's current prosperity, and express confidence that it will continue to improve.
	<<if $daughtersVictory >= 1>>
		You offer brief remembrance of those lost during the Daughters' attack on the arcology, and pledge that all enemies, foreign and domestic, will be similarly defeated.
	<<elseif $invasionVictory >= 1>>
		You remind your citizens of the ongoing threat from the degenerating old world, and pledge to defeat all attacks as you helped defeat the recent invasion.
	<<elseif $nationHate > 1>>
		You express resolution in the face of threats to the arcology, and pledge that they will be dealt with efficiently.
	<</if>>
	<<if ($mercenaries >= 5)>>
		You mention the mercenaries that have become an integral part of arcology society, and compliment their efficiency.
	<<elseif ($mercenaries >= 3)>>
		You mention the mercenaries that have a major place in the security of the arcology, and add that you hope they will become an even more integral part of its society.
	<</if>>

	Of course, you do not neglect the opportunity to improve your own position.
	<<if $PC.career == "wealth">>
		You recall your own wealthy background, cleverly drawing parallels between yourself and your richest citizens.
	<<elseif $PC.career == "capitalist">>
		You briefly remind your listeners of your background as a successful capitalist.
	<<elseif $PC.career == "mercenary">>
		You share an impressive anecdote from your background as a mercenary; the moral of the story is that you know how to keep your head.
	<<elseif $PC.career == "slaver">>
		You share a cruelly amusing anecdote from your background as a slaver; the moral of the story is that you're not one to spare the lash when it's necessary.
	<<elseif $PC.career == "engineer">>
		You reference your background as an arcology engineer, cleverly making it obvious that you know this huge building down to its very bones.
	<<elseif $PC.career == "medicine">>
		You share an impressive anecdote from your background as a surgeon; the moral of the story is that you can be trusted with a delicate operation.
	<<elseif $PC.career == "gang">>
		You share a bloody anecdote about the fate of one of your former gang members. The moral of the story is that you have to know your limits.
	<<elseif $PC.career == "escort">>
		You share a rather sordid anecdote from your background as an escort; the moral of the story is that you can go very far when you know the right people, or things about said people.
	<<elseif $PC.career == "servant">>
		You share a rather some of the highlights of your late Master's life; the moral of the story is that you've seen how to lead from someone who was a leader... It didn't help your standing much.
	<<elseif $PC.career == "celebrity">>
		You share a hilarious anecdote from your background as a celebrity, one which the old world tabloids never did learn about, until now.
	<<elseif $PC.career == "BlackHat">>
		You share a series of juicy details of some old world politicians, driving home just how much you know.
	<<else>>
		You cast yourself as one of the leading citizens of the Free Cities, from the beginning.
	<</if>>
	Transitioning to the future, you supply fresh fuel for rumors about how you managed to acquire the arcology by expressing confidence that
	<<if $PC.rumor == "wealth">>
		sufficient wealth
	<<elseif $PC.rumor == "diligence">>
		hard work and diligence
	<<elseif $PC.rumor == "force">>
		a good supply of ammunition
	<<elseif $PC.rumor == "social engineering">>
		cultural development
	<<else>>
		positivity
	<</if>>
	will remain the answer to any new crises that may confront the arcology.

	With this bridge, you move to arcology culture.
	<<if $arcologies[0].FSRomanRevivalist != "unset">>
		<<if $arcologies[0].FSRomanRevivalist >= 90>>
			You speak warmly of the state of New Rome, and express a hope that Roman honor and justice shall once again last a thousand years.
		<<elseif $arcologies[0].FSRomanRevivalist >= 40>>
			You ask that your citizens will support Roman values.
		<</if>>
	<<elseif $arcologies[0].FSNeoImperialist != "unset">>
		<<if $arcologies[0].FSNeoImperialist >= 90>>
			You speak warmly of the state of the magnificent new Imperial society that you have built together, and proclaim that your mighty Empire will stand amongst the ashes, no matter what the world seeks to throw at it.
		<<elseif $arcologies[0].FSNeoImperialist >= 40>>
			You ask that your citizens believe in your Imperial right to rule, and build a new society that will stand the test of time together.
		<</if>>
	<<elseif $arcologies[0].FSAztecRevivalist != "unset">>
		<<if $arcologies[0].FSAztecRevivalist >= 90>>
			You speak warmly of the state of the new golden City of the Gods, and express a hope that this time, the empire will stand forever.
		<<elseif $arcologies[0].FSAztecRevivalist >= 40>>
			You ask that your citizens strengthen their belief in the Aztec Gods.
		<</if>>
	<<elseif $arcologies[0].FSEgyptianRevivalist != "unset">>
		<<if $arcologies[0].FSEgyptianRevivalist >= 90>>
			You speak warmly of the state of the new land of the Nile, and express a hope that that most enduring of cultures shall endure again.
		<<elseif $arcologies[0].FSEgyptianRevivalist >= 40>>
			You ask that your citizens will support the beauty of ancient Egypt.
		<</if>>
	<<elseif $arcologies[0].FSEdoRevivalist != "unset">>
		<<if $arcologies[0].FSEdoRevivalist >= 90>>
			You speak warmly of the state of the new land of Amaterasu, and express a hope that honor and virtue shall never cease their advance towards perfection.
		<<elseif $arcologies[0].FSEdoRevivalist >= 40>>
			You ask that your citizens will support the honor and beauty of Edo culture.
		<</if>>
	<<elseif $arcologies[0].FSArabianRevivalist != "unset">>
		<<if $arcologies[0].FSArabianRevivalist >= 90>>
			You speak warmly of the state of the new Caliphate, and express a hope that its prosperity shall continue to encompass more people each day.
		<<elseif $arcologies[0].FSArabianRevivalist >= 40>>
			You ask that your citizens will continue to enjoy the good works of the new Caliphate.
		<</if>>
	<<elseif $arcologies[0].FSChineseRevivalist != "unset">>
		<<if $arcologies[0].FSChineseRevivalist >= 90>>
			You speak warmly of the state of the Middle Kingdom, and express a hope that it will continue to be worthy of the Mandate of Heaven.
		<<elseif $arcologies[0].FSChineseRevivalist >= 40>>
			You ask that your citizens will continue to support your pursuit of the Mandate of Heaven.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSChattelReligionist != "unset">>
		<<if $arcologies[0].FSChattelReligionist >= 90>>
			You speak warmly of the spiritual state of the arcology, and express a hope that enjoyment of the pleasure of creation through the holy office of sexual slavery will be perpetual.
		<<elseif $arcologies[0].FSChattelReligionist >= 40>>
			You ask that your citizens will continue to support the new faith by regularly fucking their sex slaves.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSIntellectualDependency != "unset">>
		<<if $arcologies[0].FSIntellectualDependency >= 90>>
			You almost lose track of time rhapsodizing about bimbos and their bottomless appetite for sex, but it's not like your citizens ever tire of the subject.
		<<elseif $arcologies[0].FSIntellectualDependency >= 40>>
			You ask your citizens to help a horny bimbo ease their stress tonight.
		<</if>>
	<<elseif $arcologies[0].FSSlaveProfessionalism != "unset">>
		<<if $arcologies[0].FSSlaveProfessionalism >= 90>>
			You speak in depth of the benefits of a keen mind in a skilled slave and before long the crowd has sparked a discussion on the topic.
		<<elseif $arcologies[0].FSSlaveProfessionalism >= 40>>
			You ask that your citizens stop and have a conversation with a slave every now and then. They may be surprised.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSDegradationist != "unset">>
		<<if $arcologies[0].FSDegradationist >= 90>>
			You speak warmly of the degraded state of the arcology's slaves, and express a hope that your citizens will remain vigilant on this matter.
		<<elseif $arcologies[0].FSDegradationist >= 40>>
			You ask that your citizens will continue to be inventive in coming up with new ways to degrade sex slaves.
		<</if>>
	<<elseif $arcologies[0].FSPaternalist != "unset">>
		<<if $arcologies[0].FSPaternalist >= 90>>
			You speak warmly of the creditable state of the arcology's slaves, and express a hope that their improvement will never stop.
		<<elseif $arcologies[0].FSPaternalist >= 40>>
			You ask that your citizens will make an effort to leave at least one slave happier tonight than she was this morning.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSYouthPreferentialist != "unset">>
		<<if $arcologies[0].FSYouthPreferentialist >= 90>>
			You almost lose track of time rhapsodizing about young girls, but it's not like your citizens ever tire of the subject.
		<<elseif $arcologies[0].FSYouthPreferentialist >= 40>>
			You rhapsodize about how wonderful sex with a tight young girl is, and encourage citizens who haven't done so to give it a try.
		<</if>>
	<<elseif $arcologies[0].FSMaturityPreferentialist != "unset">>
		<<if $arcologies[0].FSMaturityPreferentialist >= 90>>
			You almost lose track of time rhapsodizing about mature women, but it's not like your citizens ever tire of the subject.
		<<elseif $arcologies[0].FSMaturityPreferentialist >= 40>>
			You rhapsodize about how wonderful sex with a mature woman is, and encourage citizens who haven't done so to give it a try.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSPetiteAdmiration != "unset">>
		<<if $arcologies[0].FSPetiteAdmiration >= 90>>
			You almost lose track of time rhapsodizing about short slaves, but it's not like your citizens ever tire of the subject.
		<<elseif $arcologies[0].FSPetiteAdmiration >= 40>>
			You rhapsodize about how magical it is to have a slave casually walk up and put their mouth to work without having to kneel down, and encourage citizens who haven't done so to give it a try.
		<</if>>
	<<elseif $arcologies[0].FSStatuesqueGlorification != "unset">>
		<<if $arcologies[0].FSStatuesqueGlorification >= 90>>
			You almost lose track of time rhapsodizing about tall women, but it's not like your citizens ever tire of the subject.
		<<elseif $arcologies[0].FSStatuesqueGlorification >= 40>>
			You implore your citizens to not waste their time on the short and instead focus only on the tall.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSRepopulationFocus != "unset">>
		<<if $arcologies[0].FSRepopulationFocus >= 90>>
			You rhapsodize on the wonderful display of pregnancies you see daily, and affirm that the arcology will continue to be a bastion of the future.
		<<elseif $arcologies[0].FSRepopulationFocus >= 40>>
			You ask that your citizens will make an effort to put a child in at least one of their slaves tonight.
		<</if>>
	<<elseif $arcologies[0].FSRestart != "unset">>
		<<if $arcologies[0].FSRestart >= 90>>
			You implore your citizens to cease reproducing and accept the Societal Elite as the world's heirs.
		<<elseif $arcologies[0].FSRestart >= 40>>
			You ask that your citizens will make an effort to prevent slave pregnancies.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSAssetExpansionist != "unset">>
		<<if $arcologies[0].FSAssetExpansionist >= 90>>
			You rhapsodize on the wonderful display of tits and ass you see daily, and affirm that despite this, no boob is ever big enough, and the expansion should never stop.
		<<elseif $arcologies[0].FSAssetExpansionist >= 40>>
			You request that your citizens continue to do their best to expand their slaves' breasts.
		<</if>>
	<<elseif $arcologies[0].FSSlimnessEnthusiast != "unset">>
		<<if $arcologies[0].FSSlimnessEnthusiast >= 90>>
			You rhapsodize on the wonderfully girlish bodies you see daily, and affirm that the arcology will continue to make its own way in slave fashion.
		<<elseif $arcologies[0].FSSlimnessEnthusiast >= 40>>
			You request that your citizens continue to do their best to keep their slaves fit and slim.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSTransformationFetishist != "unset">>
		<<if $arcologies[0].FSTransformationFetishist >= 90>>
			You note some of the most interesting transformations you've seen in the arcology, and hold them up as examples of surgical inventiveness.
		<<elseif $arcologies[0].FSTransformationFetishist >= 40>>
			You advocate for continued research and development into new ways to surgically transform slaves.
		<</if>>
	<<elseif $arcologies[0].FSBodyPurist != "unset">>
		<<if $arcologies[0].FSBodyPurist >= 90>>
			You note your approval of the arcology's progress in achieving slave beauty without polluting slave bodies, and hope it will never stop.
		<<elseif $arcologies[0].FSBodyPurist >= 40>>
			You advocate for continued research and development into less invasive ways of altering slaves' bodies.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSGenderRadicalist != "unset">>
		<<if $arcologies[0].FSGenderRadicalist >= 90>>
			You review your arcology's near-perfect eagerness to treat every slave like the girl she is with approval.
		<<elseif $arcologies[0].FSGenderRadicalist >= 40>>
			You argue for continued progress towards a society that is willing to accept anyone who sucks dick or takes a buttfuck as a girl.
		<</if>>
	<<elseif $arcologies[0].FSGenderFundamentalist != "unset">>
		<<if $arcologies[0].FSGenderFundamentalist >= 90>>
			You review your arcology's refinement of old world gender mores into a future populated by beautiful slave women with approval.
		<<elseif $arcologies[0].FSGenderFundamentalist >= 40>>
			You argue for continued progress towards a society that maintains all the best parts of old world gender mores.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSPhysicalIdealist != "unset">>
		<<if $arcologies[0].FSPhysicalIdealist >= 90>>
			You wax poetic on the physical achievements of your arcology, but caution your citizens that perfection in this area is impossible: one must always strive.
		<<elseif $arcologies[0].FSPhysicalIdealist >= 40>>
			You review some recent physical achievements by notable slaves, compliment their owners, and express a hope for continued physical development.
		<</if>>
	<<elseif $arcologies[0].FSHedonisticDecadence != "unset">>
		<<if $arcologies[0].FSHedonisticDecadence >= 90>>
			<<setNonlocalPronouns $seeDicks>>
			You implore your citizens to sit back with a nice cold drink, a big plate of their favorite foods, and a perfectly plush slave<<= _girlU>> between their legs.
		<<elseif $arcologies[0].FSHedonisticDecadence >= 40>>
			You ask your citizens to relax and take a load off, to enjoy life while they have the chance.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSSupremacist != "unset">>
		<<if $arcologies[0].FSSupremacist >= 90>>
			You express confidence in the state of the $arcologies[0].FSSupremacistRace race in your arcology, and express the hope that it will serve as a worldwide model.
		<<elseif $arcologies[0].FSSupremacist >= 40>>
			You compliment the $arcologies[0].FSSupremacistRace citizens who have done the most work to exalt their race over others.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSSubjugationist != "unset">>
		<<if $arcologies[0].FSSubjugationist >= 90>>
			You mention the state of the $arcologies[0].FSSubjugationistRace race here with approval, but ask your citizens to continue to support you here, since vigilance will never be unnecessary.
		<<elseif $arcologies[0].FSSubjugationist >= 40>>
			You commend your citizens for their attention to subjugation of the $arcologies[0].FSSubjugationistRace race, and exhort them to greater efforts there.
		<</if>>
	<</if>>
	<<if $arcologies[0].FSPastoralist != "unset">>
		<<if $arcologies[0].FSPastoralist >= 90>>
			You communicate your pride in the state of cow husbandry in your arcology, and hope that its global cachet for quality will continue to grow.
		<<elseif $arcologies[0].FSPastoralist >= 40>>
			You tell the touching story of the arcology's most loving cow, and offer some lessons to slaveowners from it.
		<</if>>
	<</if>>
	You conclude by briefly recounting the story of the founding of the Free City, the building of the arcology, and what is publicly known of your accession to ownership, before a ringing close that reminds your citizens that they have the freedom to decide where their stories in the Free Cities go from there. Your speech is @@.green;very well received.@@
	<<if $PC.career == "servant">>
		<<run repX(500, "event")>>
	<<else>>
		<<run repX(1000, "event")>>
	<</if>>
	<</replace>>
<</link>>

	<<link "Pay for a lavish fireworks display">>
		<<replace "#result2">>

Once darkness falls outside the arcology, a traditional fireworks display erupts from mortars mounted on your penthouse balconies. The noise and light @@.green;delights@@ your citizens, terrifies the arcology's stupider slaves, and serves a useful ancillary purpose in defense preparedness. The arcology's radar and laser sensors track the display, using it as an opportunity to calibrate the point defense systems on real targets. There is general agreement that this sort of thing should be a yearly tradition here, just like it was in some parts of the old world: old ideas aren't all bad.
		<<run repX(5000, "event")>>
		<<run cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierTrade)), "event")>>
		<</replace>>
	<</link>> //Costs @@.yellowgreen;<<print cashFormat(Math.trunc(10000*$upgradeMultiplierTrade))>>@@//

<<if $SF.Toggle && $SF.Active >= 1>>
	<<link "Host a parade">>
		<<replace "#result3">>

				<<set _repChange = 0>>
				<<if $SF.ArmySize < 100>>
					The tiny size of $SF.Lower does not inspire confidence in your citizens.
					<<set _repChange -= 200>>
				<<elseif $SF.ArmySize < 2000>>
					The almost full size of $SF.Lower inspires confidence in your citizens.
					<<set _repChange += 1250>>
				<<else>>
					/* TODO:  line for huge army */
				<</if>>

				<<if $SF.Squad.Armoury === 0>>
					Seeing the soldiers of $SF.Lower with high-quality personal weapons and light armor, but little in the way of exceptional armament, provides little confidence in $SF.Lower.
					<<set _repChange -= 200>>
				<<else>>
					The citizens of $arcologies[0].name are relieved to see that $SF.Lower's troops are outfitted with the absolute latest gear.
					<<set _repChange += 1250>>
				<</if>>

				<<if $SF.Squad.Drugs === 0>>
					The relaxed demeanor of $SF.Lower's soldiers inspires confidence that they are unlikely to
					<<set _repChange += 1250>>
				<<else>>
					The slight twitchiness and high-end alertness of $SF.Lower's troops makes your citizens afraid that they may
					<<set _repChange -= 200>>
				<</if>>
				get a face full of lead.

				<<if $terrain !== "oceanic" && $SF.Squad.AV < 1 && $SF.Squad.TV < 1>>
					The use of basic, unarmored civilian vehicles with jury-rigged crew-served weapons by $SF.Lower does not
					<<set _repChange -= 200>>
				<<elseif $terrain !== "oceanic" && $SF.Squad.AV < 11 && $SF.Squad.TV < 11>>
					The advanced heavy armor and support vehicles in use by $SF.Lower
					<<set _repChange += 1250>>
				<</if>> inspires confidence in your citizens.

				<<if $SF.Squad.AA < 1 && $SF.Squad.TA < 1 >>
					Seeing the single squadron of meagerly-armed old aircraft $SF.Lower calls an "air force" does not reassure your citizens.
					<<set _repChange -= 200>>
				<<elseif $SF.Squad.AA < 11 && $SF.Squad.TA < 11>>
					Seeing the numerous advanced aircraft of $SF.Lower's air force assures your citizens that they are safe from the air.
					<<set _repChange += 1250>>
				<</if>>

				<<if $SF.Squad.Drones === 0>>
					Seeing repurposed non-military drones from the arcology's original contingent flying around does not inspire confidence in your citizens.
					<<set _repChange -= 200>>
				<<else>>
					Seeing the latest and greatest drones buzzing over head assures your citizens that they are unmatched.
					<<set _repChange += 1250>>
				<</if>>

				<<if $terrain !== "oceanic" && $SF.Squad.GiantRobot === 1>>
					The ramshackle-looking Giant Robot that $SF.Lower has cobbled together inspires more fear of it falling apart than trust in its ability to protect the arcology.
					<<set _repChange -= 200>>
					/* TODO: Add a line for partially-upgraded Giant Robot? */
				<<elseif $terrain !== "oceanic" && $SF.Squad.GiantRobot === 10>>
					Seeing that the Giant Robot has been fully upgraded provides your citizens with a feeling of safety.
					<<set _repChange += 1250>>
				<</if>>

				<<if ($SF.ROE === "hold") && ($SF.Depravity >= 1.5)>>
					The sight of $SF.Lower's troops forcing their captured slaves to suck them off while visibly itching to draw their weapons inspires terror in your citizens.
					<<set _repChange -= 200>>
				<<elseif ($SF.ROE === "limited") && ($SF.Depravity >= 1.5)>>
					The sight of $SF.Lower's troops forcing their captured slaves to suck them off with itchy trigger fingers inspires terror in your citizens.
					<<set _repChange -= 200>>
				<<elseif ($SF.ROE === "free") && ($SF.Depravity >= 1.5)>>
					The sight of $SF.Lower's troops forcing their captured slaves to suck them off while frequently firing wildly into the air inspires terror in your citizens.
					<<set _repChange -= 200>>
				<</if>>

				<<if ($SF.ROE === "hold") && ($SF.Depravity <= 0.3)>>
					The sight of $SF.Lower's troops professionally holstering their weapons provides your citizens with a sense of safety.
					<<set _repChange += 1250>>
				<<elseif ($SF.ROE === "limited") && ($SF.Depravity <= 0.3)>>
					The sight of $SF.Lower's troops professionally keeping their finger off the trigger provides your citizens with a sense of safety.
					<<set _repChange += 1250>>
				<<elseif ($SF.ROE === "free") && ($SF.Depravity <= 0.3)>>
					The sight of $SF.Lower's troops professionally remaining alert and ready to act at a moment's notice provides your citizens with a sense of safety.
					<<set _repChange += 1250>>
				<</if>>

				/* Maybe a random chance attack by the Daughters of Liberty if they haven't been already defeated or if they have a cell that managed to survive. The size of the attack could depend the time since their last encounter. The amount of damage inflicted would depend primarily on whether hacker's support was acquired, $bodyguard's combat skill, the player's combat skill, SF upgrades and finally some RNG. If a low amount of damage is inflicted then there will be a low hit to rep and some criminals can be acquired or dealt with in the usual manner. Higher amounts of damage leads to higher hits to rep and a chance that fewer attackers will survive. Without a bodyguard there is a chance that PC may die or be held hostage with a chance of being killed if the rescue attempt is botched. */
				/* I was thinking providing an option (potentially #result3) of giving a speech with it being a duplicate of the above speech just for completeness' sake however it would be redundant except for a line or two about the outcome of attack if it fired (i.e. listing the number of dead/captured attackers (potentially #result4) and dead soldiers with a couple of potential options (potentially #result5); to erect a statute or such acknowledge them and if one is already present to add them on to it, to provide support for their families. Also the amount of monetary damage, did $bodyguard die or just get wounded and if so how severely. Finally a closing message with how the PC wishes to react to it (potentially #result6); e.g. be vigilant, it's a one-off, act of war, 'we will not give into terrorist attacks', etc. */

				<<run repX(_repChange, "event")>>

		<</replace>>
	<</link>>
<</if>>


code:
:: SE lethal pit [nobr]

<<includeDOM App.Facilities.Pit.fight(true)>>
/*
<<if !$pit.animalFights>>
<<else>>
	<<if _winner == _fighterOne>>
		<<if !canSee(_winner)>>
			_winner.slaveName centers $himself and hones in on the _animal.species's rapid breath. $He readies $himself, knowing $he has a single chance to live. With heavy steps, the _animal.species rushes at $him, fully prepared to slaughter the helpless combatant. _winner.slaveName gambles everything on a single high slash, a slash that cuts the _animal.species's undefended neck wide open. _winner.slaveName collapses to the ground, fully aware of the _animal.species's final gurgles and the @@.red;deep scratches in $his side.@@ $He lived this time, barely, but $he doubts $he can do it again.
			<<run healthDamage(_winner, 80)>>
			<<if $pit.audience == "paid">>
				The audience is awestruck by the blind $girl's triumph, and your @@.yellowgreen;cut of the betting@@ is enormous.
				<<run cashX(50000, "pit", _winner)>>
			<<elseif $pit.audience == "free">>
				The audience is @@.green;awestruck@@ by the blind $girl's triumph.
				<<run repX(2000, "pit", _winner)>>
			<</if>>
		<<elseif (_winner.muscles > 30)>>
			_winner.slaveName is so massively muscular that $he's actually impeded by $his lack of speed and flexibility. The _animal.species is suitably cautious, and it does its best to avoid $his sword. The two go back and forth for a while — the slave slashing and swinging, the animal leaping out of the way. $activeSlave.slaveName finally manages to get the better of the _animal.species, though, and manages to catch the tip of $his sword on the animal's leg. With a loud <<switch _animal.type>><<case "canine">>yelp<<case "hooved">>whinny<<case "feline">>howl<</switch>>, the _animal.species stumbles back, giving the slave a chance to bring $his sword down in an overhead swing, nearly removing the _animal.species's head.
			<<if $pit.audience == "paid">>
				The audience is reasonably impressed by the show of strength, and your @@.yellowgreen;cut of the betting@@ is reasonable.
				<<run cashX(1000, "pit", _winner)>>
			<<elseif $pit.audience == "free">>
				The audience is @@.green;reasonably impressed@@ by the show of strength.
				<<run repX(50, "pit", _winner)>>
			<</if>>
		<</if>>
	<<else>>
		<<if !canSee(_loser)>>
			The _animal.species isn't aware that its opponent is blind, and either way, it wouldn't have cared. It slowly paces around the flailing _loser.slaveName, looking for an opening. Seeing one, the _animal.species <<if _animal.type == "hooved">>rushes<<else>>lunges<</if>> at $him, ending $his life in one fell swoop.
			<<if $pit.audience == "paid">>
				The audience found the fight embarrassing, and your @@.yellowgreen;cut of the betting@@ is pitiful.
				<<run cashX(40, "pit", _loser)>>
			<<elseif $pit.audience == "free">>
				The audience is @@.red;annoyed@@ by this waste of a fight.
				<<run repX(-20, "pit", _loser)>>
			<</if>>
		<<elseif (_winnerDeadliness <= _loserDeadliness+3)>>
			<<if _loser.skill.combat > 0>>
				_loser.slaveName is fairly confident in $his fighting abilities, and $he knows that this fight is fairly evenly matched.
			<<else>>
				_loser.slaveName doesn't know how to handle a sword, but $he feels fairly confident in $his chances all the same.
			<</if>>
			$He doesn't know how to go about attacking an animal, though, so $he decides to play it safe and keep the _animal.species at sword's length. The _animal.species make a few false lunges at the slave, all the while keeping out of reach. After a few minutes of this, though, it's evident that _loser.slaveName is beginning to tire: $his sword is beginning to swing slower and slower, and $his stance isn't as straight. The animal seems to sense this, and, spotting an opening, makes a final lunge. Its <<switch _animal.type>><<case "canine" "feline">>teeth sink into $his throat<<case "hooved">>hooves connect with $his skull<</switch>>, ending $his life almost immediately.
		<<elseif (_loser.belly >= 300000)>>
			_loser.slaveName's belly is too big to possibly defend, so $he can't help but watch in horror as the _animal.species lunges at $him, <<switch _animal.type>><<case "canine" "feline">>fangs and claws out<<case "hooved">>headfirst<</switch>>. _loser.slaveName's belly ruptures like a popped water balloon, showering the animal with
			<<if _loser.pregType > 0>>
				blood. _loser.slaveName collapses into the pile of organs and babies released from _his2 body.
			<<elseif _loser.bellyImplant > 0>>
				blood and filler. _loser.slaveName collapses into the pool of organs and fluid released from _his2 body.
			<<else>>
				blood and <<print _loser.inflationType>>. _loser.slaveName collapses into the pool of organs and fluid released from _his2 body.
			<</if>>
			With a <<switch _animal.type>><<case "canine" "feline">>growl<<case "hooved">>snort<</switch>>, the _animal.species quickly finishes $him off<<if _animal.type == "hooved">> with a kick to the head<</if>>.
			<<if $pit.audience == "paid">>
				The audience is not very impressed by this easy kill, and your @@.yellowgreen;cut of the betting@@ is unimpressive.
				<<run cashX(2000, "pit", _loser)>>
			<<elseif $pit.audience == "free">>
				the audience is @@.green;not very impressed@@ by this easy kill.
				<<run repX(100, "pit", _loser)>>
			<</if>>
		<<elseif (_loser.boobs > 1200)>>
			_loser.slaveName's tits are too big to possibly defend, so $he can't help but <<if canSee(_loser)>>watch<<else>>cringe<</if>> in horror as the _animal.species lunges at $him, <<switch _animal.type>><<case "canine" "feline">>fangs and claws out<<case "hooved">>headfirst<</switch>>. _loser.slaveName's reflexively drops _his2 sword to clasp _his2 hand<<if hasBothArms(_loser)>>s<</if>> over _his2 ruined breasts, gushing blood<<if _loser.boobsImplant > 400>> and implant fluid<</if>>. The _animal.species follows up with a <<switch _animal.type>><<case "canine" "feline">>fierce bite to <<if hasBothLegs(_loser)>>one of $his legs<<elseif hasAnyLegs(_loser)>>$his leg<<else>>$his rear<</if>>, causing $him to collapse. A second later, the animal has finished $him off.<<case "hooved">>swift kick to the head, causing $him to drop like a rock. Another blow to the head finishes $him off.<</switch>>
			<<if $pit.audience == "paid">>
				The audience is not very impressed by this easy kill, and your @@.yellowgreen;cut of the betting@@ is unimpressive.
				<<run cashX(2000, "pit", _loser)>>
			<<elseif $pit.audience == "free">>
				The audience is @@.green;not very impressed@@ by this easy kill.
				<<run repX(100, "pit", _loser)>>
			<</if>>
		<<else>>
			<<if (_loser.skill.combat > 0)>>
				_loser.slaveName is reasonably confident in $his fighting abilities, but $he isn't sure how to go about attacking the _animal.species. $He decides to open with a series of wide horizontal slashes, but the beast manages to stay out of range of $his sword. Realizing this isn't working, $he lunges at the animal, leaving $his side exposed. The _animal.species sees this and <<switch _animal.type>><<case "canine" "feline">>leaves some @@.red;deep claw marks in $his side.@@ Bleeding<<case "hooved">>headbutts $him as hard as it can, sending $him flying into the side of $pit.name. Battered<</switch>> and unable to stand, $activeSlave.slaveName can do little to stop the _animal.species from finishing $him off with a <<switch _animal.type>><<case "canine">>fierce bite of its fangs to $his throat.<<case "feline">>ferocious swipe of its claws to $his throat.<<case "hooved">>swift kick to the head.<</switch>>
				<<if $pit.audience == "paid">>
					The audience is reasonably impressed by the blood, and your @@.yellowgreen;cut of the betting@@ is reasonable.
					<<run cashX(4000, "pit", _loser)>>
				<<elseif $pit.audience == "free">>
					The audience is @@.green;reasonably impressed@@ by the blood.
					<<run repX(200, "pit", _loser)>>
				<</if>>
			<<else>>
				<<switch _animal.type>>
				<<case "canine" "feline">>
					_loser.slaveName doesn't stand a chance, and $he knows it. $He comes in with a furious overhead slash, which the _animal.species dodges with ease. It also dodges the next few slashes before coming to a standstill. With a furious growl, it runs around $him, just out of reach of $his sword, before jumping at the wall of $pit.name and launching itself off. Its <<if _animal.type == "canine">>teeth<<else>>claws<</if>> connect with _loser.slaveName's throat, completely severing $his windpipe. $He falls to $his knees, eyes wide and clutching $his throat, before completely collapsing.
				<<case "hooved">>
					The _animal.species paws at the ground for a few seconds before launching itself at $activeSlave.slaveName. $He just barely manages to get out of the way, and the _animal.species has to backpedal to avoid smashing into the wall. $activeSlave.slaveName isn't out of danger just yet, though — $he is still standing directly behind the _animal.species. $He realizes this too late, as both of the its hooves connect with $his jaw. With a sickening //crunch//, $he flies backwards, $his body slamming into the other wall of $pit.name.
				<</switch>>
				<<if $pit.audience == "paid">>
					The audience is reasonably impressed by the violence, and your @@.yellowgreen;cut of the betting@@ is reasonable.
					<<run cashX(4000, "pit", _loser)>>
				<<elseif $pit.audience == "free">>
					The audience is @@.green;reasonably impressed@@ by the violence.
					<<run repX(200, "pit", _loser)>>
				<</if>>
			<</if>>
		<</if>>
	<</if>>

	<<if _winner == _fighterOne>>
		You let the winner _winner.slaveName, shaking as $he comes off the adrenaline, drugs, and the fear, exit the pit.

		<<if _winner.fetish == "mindbroken">>
			$He was already so broken before today that $he will not be seriously affected by having killed with $his own hand<<if hasBothArms(_winner)>>s<</if>>.
		<<elseif _winner.devotion > 95>>
			$He is so worshipful of you that $he does not see killing an animal as special in $his own internal listing of things that $he has willingly done and would willingly do again on your behalf.
		<<elseif _winner.devotion > 80>>
			$He will never forget having killed an animal with $his own hand<<if hasBothArms(_winner)>>s<</if>>. The only way $he will be able to live with $himself is to @@.hotpink;subsume $his will to yours,@@ telling $himself that the killing was to serve and obey you.
			<<set _winner.devotion += 10>>
		<<elseif (_winner.fetishKnown == 1) && (_winner.fetishStrength > 60) && (_winner.fetish == "sadist")>>
			$He has sunk even deeper into cruelty, callousness, and a total disregard of the value of other lives. Going forward, $he's even @@.hotpink;less likely to question@@ even the most abominable commands.
			<<set _winner.devotion += 4>>
		<<elseif _winner.devotion > 50>>
			$He will never forget having killed an animal with $his own hand<<if hasBothArms(_winner)>>s<</if>>. The only way $he will be able to live with $himself is to tell $himself that the killing was done on your orders.
		<<else>>
			$He will never forget having killed an animal with $his own hand<<if hasBothArms(_winner)>>s<</if>>. The only way $he will be able to live with $himself is to @@.mediumorchid;blame you,@@ telling $himself that the killing was the only choice you gave $his if $he wanted to live.
			<<set _winner.devotion -= 10>>
		<</if>>

		<<if (_winner.fetish != "sadist")>>
			<<if random(1,100) > 50>>
				Cruelty and callousness seeps its way into $his sexuality; $he has become a @@.lightcoral;bloody sadist.@@
				<<set _winner.fetish = "sadist">>
				<<set _winner.fetishKnown = 1>>
				<<set _winner.fetishStrength = 65>>
			<</if>>
		<</if>>
	<<else>>
		Another week, another slave killed by your animals.
	<</if>>
<</if>>
*/


code:
:: SE nicaea council [nobr]

<<if $plot == 1>><<set $nextLink = "Nonrandom Event">><<else>><<set $nextLink = "Random Nonindividual Event">><</if>>
<<set $nextButton = "Continue">>
<<set _nicaeaRollA = random(-1,0), _nicaeaRollB = random(-1,0), _nicaeaRollC = random(-1,0)>>

<<set $nicaea.held = 1, $arcologies[0].FSChattelReligionistCreed = 1>>

<<if $nicaea.involvement == 0>>

<<set $arcologies[0].FSChattelReligionistCreed = 1>>
The $nicaea.name is held in another arcology, without your involvement. Your abstention has weakened it. It authored a creed which the Council claims all good Chattel Religionists should subscribe. Most of it is uncontroversial, giving beliefs about slavery and faith that virtually all Chattel Religionists agree on. However, the new creed does purport to settle three major points of contention.

First, it emphasizes
<<if $nicaea.focus == "slaves">>
	slaves throughout. The creed goes so far as to imply that slaveowners have a duty to slaves, which they fulfill by providing them the opportunity to enjoy the holy and pure state of being a sex slave.
<<else>>
	reverence for and obedience to slaveowners. This is not likely to have a great impact on slaves, but it affirms the total superiority of slaveowners and is likely to attract wealthy religious people from the old world.
<</if>>

Second, one of the ways it states that free people can make their devotions is to
<<if $nicaea.assignment == "whore">>
	fuck a slave whore. Not surprisingly, this will increase demand for prostitutes.
<<elseif $nicaea.assignment == "serve the public">>
	fuck a public slut. Not surprisingly, this will increase demand for public servants.
<<else>>
	have sex with one's slaves. This will likely increase respect for those that keep their own fucktoys.
<</if>>

Third, the aspirational part of the creed for slaveowners focuses on
<<if $nicaea.achievement == "slaves">>
	owning many slaves to spread the gift of sexual slavery as widely as possible. This will increase respect for people who own many sex slaves, regardless of how they're used.
<<elseif $nicaea.achievement == "devotion">>
	making slaves worshipful. Naturally, this will increase respect for people with many devoted slaves.
<<else>>
	building slaves' trust. Naturally, this will increase respect for people with many trusting slaves.
<</if>>

//Since you did not participate in the Council, $arcologies[0].name does not subscribe to the creed. It is effectively a policy. Its impacts can be reviewed from the policy menu, and conformity to the creed can be decided from the policy menu if you decided to change it.//

<<else>>

The $nicaea.name is held in your arcology. Everyone in attendance is agreed that a Chattel Religionist creed should be created to give the faith a set of shared beliefs to unify and drive it. Many parts of the creed are uncontroversial, but there are three great controversies to be decided: whose role in slavery is most important in Chattel Religionism, which assignment best exemplifies a Chattel Religionist slave's sacred sexual servitude, and what a Chattel Religionist slaveowner should most aspire to achieve. All the slaveowners who are participating have committed to support whatever the Council decides collectively, <<if $nicaea.power > 1>>and the strong Council should be able to promulgate a strong creed<<else>>but the weak Council may lead to a weak creed<</if>>. The Council

<<if $nicaea.influence > 0>>

is ongoing, and you have <<if $nicaea.influence > 2>>an immense<<elseif $nicaea.influence > 1>>a large<<else>>some<</if>> leverage with the rest of the Council to influence the Council's decisions.

On the first question, the great debate is between those Chattel Religionists who focus on their slaves and those who think that the focus should be on the slaveowner. The former vaunt the pure, holy state of grace to which a well trained slave can attain, and describe slaveowning as a positive duty, arguing that slaveowners must work to help their slaves attain purity, not exploit or torment them. The latter consider this belief inverted and dangerous, and think that slaves' primary role is to serve and revere their owners, making the whim and caprice of the owner sacred. The group whose role is placed centrally in the creed will likely get more enjoyment from its role in Chattel Religionism.

A majority of the Council currently supports deciding this question in favor of ''the <<if $nicaea.focus == "slaves">>slave<<else>>slaveowner<</if>> centrality.''

<<link "Support the slave centrality">>
	<<set $nicaea.influence -= 1, _nicaeaRollA += 1>>
	<<if _nicaeaRollA > 0>><<set $nicaea.focus = "slaves">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support the slaveowner centrality">>
	<<set $nicaea.influence -= 1, _nicaeaRollA += 1>>
	<<if _nicaeaRollA > 0>><<set $nicaea.focus = "owners">><</if>>
	<<goto "SE nicaea council">>
<</link>>

On the second question, there are advocates for holy prostitution, sacred public sluts, and pure private harems. Whatever is decided, Chattel Religionism will continue to support and advocate for slaves performing all these roles. This decision will be most important in how it affects Chattel Religionist citizens. The question is whether the creed should encourage free people to patronize slave whores, have sex with public sluts, or purchase and keep their own sex slaves and respect those who have large harems of them? The effectiveness of slaves on the emphasized assignment will be improved.

A majority of the Council currently supports deciding this question in favor of ''<<if $nicaea.assignment == "whore">>prostitution<<elseif $nicaea.assignment == "serve the public">>public service<<else>>fucktoy duty<</if>>.''

<<link "Support prostitution">>
	<<set $nicaea.influence -= 1, _nicaeaRollB += 1>>
	<<if _nicaeaRollB > 0>><<set $nicaea.assignment = "whore">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support public service">>
	<<set $nicaea.influence -= 1, _nicaeaRollB += 1>>
	<<if _nicaeaRollB > 0>><<set $nicaea.assignment = "serve the public">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support fucktoy duty">>
	<<set $nicaea.influence -= 1, _nicaeaRollB += 1>>
	<<if _nicaeaRollB > 0>><<set $nicaea.assignment = "please you">><</if>>
	<<goto "SE nicaea council">>
<</link>>

On the third question, some with seats on the Council think owning sex slaves is the crux of being a good Chattel Religionist, because it gives the slaves the proper and pure experience of sexual slavery. Owning many sex slaves would therefore confer respect. Others believe in good works, and think that trust in slaves is the surest indication of a good slaveowner, and the only proper mark worth looking up to. Finally, and inevitably, some think worshipful slaves are a more appropriate measure of how righteous a slaveowner is.

A majority of the Council currently supports deciding this question in favor of ''<<if $nicaea.achievement == "slaves">>owning slaves<<else>>$nicaea.achievement<</if>>.''

<<link "Support owning many slaves">>
	<<set $nicaea.influence -= 1, _nicaeaRollC += 1>>
	<<if _nicaeaRollC > 0>><<set $nicaea.achievement = "slaves">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support trust">>
	<<set $nicaea.influence -= 1, _nicaeaRollC += 1>>
	<<if _nicaeaRollC > 0>><<set $nicaea.achievement = "trust">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support devotion">>
	<<set $nicaea.influence -= 1, _nicaeaRollC += 1>>
	<<if _nicaeaRollC > 0>><<set $nicaea.achievement = "devotion">><</if>>
	<<goto "SE nicaea council">>
<</link>>

[[Conclude the Council|SE nicaea council][repX($nicaea.influence*10000, "event"), $nicaea.influence = 0]] //This will let the currently prevailing views stand, and convert your remaining influence with the Council into general reputation//

<<else>>

has concluded.

The first question was decided in favor of ''the <<if $nicaea.focus == "slaves">>slave<<else>>slaveowner<</if>> centrality.''

The second question was decided in favor of ''<<if $nicaea.assignment == "whore">>prostitution<<elseif $nicaea.assignment == "serve the public">>public service<<else>>fucktoy duty<</if>>.''

The third question was decided in favor of ''<<if $nicaea.achievement == "slaves">>owning slaves<<else>>$nicaea.achievement<</if>>.''

//The creed has now taken effect in $arcologies[0].name. It is effectively a policy. Its impacts can be reviewed from the policy menu, and conformity to the creed can be decided from the policy menu if you decided to change it.//

<</if>>

<</if>>


code:
:: SE nicaea preparation [nobr]

<<if $plot == 1>><<set $nextLink = "Nonrandom Event">><<else>><<set $nextLink = "Random Nonindividual Event">><</if>>
<<set $nextButton = "Continue">>
<<set $nicaea.preparation = 0>>

<<setAssistantPronouns>>

<<if $nicaea.involvement == -1>>

Your vigorous opposition to a religious council to establish an agreed upon creed for Chattel Religionism has been successful, but not without cost. The furious controversy @@.red;cost you friends and damaged your reputation@@ among those of your religious peers who wanted to see Chattel Religionists draw closer together, and as happens in controversies as heated as this, the influence and reputation you gain from those who agree with you doesn't match what you lose among those who think you're standing in the way of progress. Furthermore, not all of your citizens agreed with you, either. A few citizens of consequence have actually left $arcologies[0].name over it, @@.red;damaging its economic prosperity.@@ Also, Chattel Religionists have had a serious disagreement here for the first time. @@.red;Full acceptance of slaveowning theocracy in your arcology has been set back.@@ A majority of your citizens still approve and participate, but it will take time to rebuild.
<<set $arcologies[0].prosperity -= 5, $arcologies[0].FSChattelReligionist *= 0.6>>
<<run repX(-4000, "event")>>

But you did win. Chattel Religionism will remain a free and open faith that accepts any slaveowner willing to declare that they consider holding slaves holy. You'll be remembered by those who opposed you as the arcology owner who kept Chattel Religionism from developing into a great force, and by those who agreed with you as the arcology owner who preserved Chattel Religionism as a welcoming and open as it was always meant to be. You have no doubt that the latter view dominates now and will come to predominate as it becomes settled. After all this, there's no chance that anyone who calls for another Chattel Religionist synod any time soon will get a serious hearing.

<<else>>

You have a busy week preparing for the $nicaea.name ahead of you. Planning the event itself is the easy part. Modern arcologies are designed to host big events, and it's not like you don't have a lot of labor available to assist you. Furthermore, one of $assistant.name's standard functions is event planning. _HeA helps manage the thousand details of hosting a group of rich, powerful, opinionated people, letting you focus on the most important matters.
<<if $HeadGirlID != 0>>
	<<setLocalPronouns _S.HeadGirl>>
	_S.HeadGirl.slaveName is also a great help. $He does $his best to supervise your other slaves even more thoroughly than usual, giving you precious time.
<</if>>
<<if _S.Concubine>>
	Of course, _S.Concubine.slaveName is always there to help you relax when you need it.
<</if>>

The first major choice you have to make concerns the seats on the Council. There are some Chattel Religionists you simply have to invite; they're so prominent that if you don't, the Council's decisions will lack any weight. But that doesn't mean you don't have room to manipulate the list of people invited in order to enhance your influence in the council. It wouldn't be difficult to selectively invite Chattel Religionist slaveowners that have the reputation to support attendance, who you know to be philosophically aligned with your thoughts about the faith. On the other hand, managing the seats on the Council with perfect impartiality would definitely help acceptance of any creed the Council agrees upon.

<<link "Apportion Council seats impartially">>
	<<replace "#result">>
		You apportion the seats impartially, doing everything you can to help ensure that all Chattel Religionists will see the Council as authoritative.
	<</replace>>
<</link>>

<<link "Invite Chattel Religionists you agree with">>
	<<replace "#result">>
		You do your best to invite Chattel Religionists you hope will agree with you, while trying to keep what you're doing from being too obvious.
		<<set $nicaea.power -= 1, $nicaea.influence += 1>>
	<</replace>>
<</link>>

Second, you need to decide whether you intend to engage in a canvassing campaign before the Council begins. There's nothing stopping you from airing your views with invitees before they arrive. However, swaying them is going to require you to really throw your weight around. These are powerful people, and you'll have to expend Free Cities political capital without holding back if you hope to sway even one of them. It's not like you lack for favors you could call in, though.

<<link "Rely on your prominence">>
	<<replace "#result2">>
		You decide that you don't need to spend precious reputational power. You're prominent enough that you expect to achieve your goals without special leverage.
	<</replace>>
<</link>>

<<link "Leverage reputation into power">>
	<<replace "#result2">>
		This isn't an opportunity that will come again. @@.red;You call in every favor you have.@@ You'll have to rebuild your reputation later.
		<<set $nicaea.influence += 1>>
		<<run repX(($rep * 0.5)-$rep, "event")>>
	<</replace>>
<</link>> //This will cost a great deal of reputation//

Finally, you could use money to influence the Council. Everyone who's likely to accept a seat is wealthy, so even you don't have the financial resources to buy votes, and many of the attendees are the type of people who would take offense at any attempt to bribe them on a subject as important as the future of Chattel Religionism. You could, however, host the Council as opulently as possible, and turn it into a simultaneous religious festival for all your citizens and any Chattel Religionist people who feel like visiting. A holiday atmosphere you created should buttress your position with the Council.

<<link "Just host the Council">>
	<<replace "#result3">>
		The Council doesn't need the distraction of a lot of less important people enjoying themselves loudly nearby, so you decide not to broaden the event.
	<</replace>>
<</link>>

<<link "Host a festival to coincide with their arrival">>
	<<replace "#result3">>
		Good works will spread the joy of a Chattel Religionist revival, and make you even more influential with the Council. You plan a public festival as part of the event.
		<<set $nicaea.influence += 1>>
		<<run cashX(-50000, "event")>>
	<</replace>>
<</link>> //This will cost <<print cashFormat(50000)>>//

<</if>>