code:
:: Spa Report [nobr]

<<set _slaves = App.Utils.sortedEmployees(App.Entity.facilities.spa)>>
<<set _DL = _slaves.length, _SL = $slaves.length, _bonusToggle = 0, _healthBonus = 0, _idleBonus = 0, _restedSlaves = 0, _trustBonus = 0>>

<<if $spaDecoration != "standard">>
	<<set _devBonus = 1>>
<<else>>
	<<set _devBonus = 0>>
<</if>>
<<set $flSex = App.EndWeek.getFLSex(App.Entity.facilities.spa)>> /* FIXME: should be local, passed as a parameter to saRules */

<<if $AttendantID != 0>>
	<<if (_S.Attendant.health.condition < 100)>>
		<<run improveCondition(_S.Attendant, normalRandInt(20))>>
	<</if>>
	<<if (_S.Attendant.devotion <= 60)>>
		<<set _S.Attendant.devotion++>>
	<</if>>
	<<if _S.Attendant.trust < 60>>
		<<set _S.Attendant.trust++>>
	<</if>>
	<<if _S.Attendant.rules.living != "luxurious">>
		<<set _S.Attendant.rules.living = "luxurious">>
	<</if>>
	<<set _FLsFetish = 0>>
	<<if _S.Attendant.fetishStrength <= 95>>
		<<if _S.Attendant.fetish != "submissive">>
			<<if fetishChangeChance(_S.Attendant) > random(0,100)>>
				<<set _FLsFetish = 1, _S.Attendant.fetishKnown = 1, _S.Attendant.fetish = "submissive">>
			<</if>>
		<<elseif _S.Attendant.fetishKnown == 0>>
			<<set _FLsFetish = 1, _S.Attendant.fetishKnown = 1>>
		<<else>>
			<<set _FLsFetish = 2, _S.Attendant.fetishStrength += 4>>
		<</if>>
	<</if>>
	<<if (_S.Attendant.fetish == "none") || (_S.Attendant.fetish == "submissive")>>
		<<set _devBonus++>>
	<</if>>
	<<set _S.Attendant.devotion += _devBonus>>
	<<setLocalPronouns _S.Attendant>>
	    <<= SlaveFullName(_S.Attendant)>> is serving as the spa attendant.<<if _S.Attendant.relationship == -3 && _S.Attendant.devotion > 50>> $He tries $his best to be your perfect attentive, caring and loving $wife.<</if>>
	<<if (_FLsFetish == 1)>>
		When $he is paid a visit by a slave with sexual issues to work out, $he provides them with an understanding, willing, giving partner. $He finds real satisfaction in helping your slaves find sexual gratification, and @@.lightsalmon;becomes a submissive.@@
	<<elseif (_FLsFetish == 2)>>
		Every new slave in the spa is a new person $he gets to connect with and serve. Sexually. @@.lightsalmon;$He becomes more submissive.@@
	<</if>>
	<<if setup.attendantCareers.includes(_S.Attendant.career)>>
		$He has experience with counseling from $his life before $he was a slave, making $him better at building rapport with troubled slaves, and giving $him a better chance of softening flaws into beneficial quirks.
		<<set _bonusToggle = 1, _idleBonus++>>
	<<elseif _S.Attendant.skill.attendant >= $masteredXP>>
		$He has experience with counseling from working for you, making $him better at building rapport with troubled slaves, and giving $him a better chance of softening flaws into beneficial quirks.
		<<set _bonusToggle = 1, _idleBonus++>>
	<<else>>
		<<set _S.Attendant.skill.attendant += random(1,Math.ceil((_S.Attendant.intelligence+_S.Attendant.intelligenceImplant)/15) + 8)>>
	<</if>>
	<<if !canSee(_S.Attendant)>>
		$His blindness allows $him to deeply connect with $his charges.
		<<set _idleBonus++>>
	<</if>>
	<<if (_S.Attendant.fetish == "none")>>
		_S.Attendant.slaveName respects the slaves lounging in the spa, allowing them to relax completely.
		<<set _idleBonus++>>
	<<elseif (_S.Attendant.fetish == "submissive")>>
		_S.Attendant.slaveName lets the slaves resting in the spa take the lead sexually, doing $his best to please them.
		<<set _idleBonus++>>
	<<elseif (_S.Attendant.fetishKnown == 1)>>
		_S.Attendant.slaveName can't keep $his hand<<if hasBothArms(_S.Attendant)>>s<</if>> to $himself, preventing the slaves in the spa from relaxing completely.
	<</if>>
	<<if (_S.Attendant.visualAge > 35)>>
		$His apparent maturity encourages the slaves in the spa to relax and pour out their troubles to $him.
		<<set _healthBonus++, _idleBonus++>>
	<</if>>
	<<if (_S.Attendant.intelligence+_S.Attendant.intelligenceImplant > 15)>>
		$He's so intelligent $he can suss out the cause of slaves' emotional issues and counsel them effectively.
		<<set _idleBonus++>>
	<</if>>
	<<if isFertile(_S.Attendant) || (_S.Attendant.bellyPreg >= 1500) || (_S.Attendant.counter.birthsTotal > 0) || (_S.Attendant.bellyImplant >= 1500)>>
		$He has a natural mothering instinct and really makes $his charges feel at home.
		<<set _idleBonus++, _healthBonus++>>
	<</if>>
	<<set _attendantUsedCure = 0>>
	<<for _slave range _slaves>>
		<<set $i = $slaveIndices[_slave.ID]>>
		<<setLocalPronouns _slave 2>>
		<<if (_slave.fetish == "mindbroken") && (_slave.health.condition > 20) && (_attendantUsedCure == 0) && ($spaFix != 2)>>
			<<set _attendantUsedCure = 1>>
			<<if (random(1,100) > 90-_S.Attendant.devotion)>>

    @@.green;Something almost miraculous has happened.@@ _S.Attendant.slaveName has always refused to believe that _slave.slaveName could not be reached, and has lavished patient tenderness on _him2 in $spaName. _slave.slaveName has begun to respond, and is stirring from _his2 mental torpor.
				<<set _slave.devotion = -3, _slave.sexualFlaw = "apathetic", _slave.behavioralFlaw = either("hates men", "odd"), _slave.fetish = "none", _slave.fetishKnown = 1>>
				<<set _spr = $genePool.findIndex(function(s) { return s.ID == _slave.ID; })>>
				<<if $genePool[_spr].intelligence >= -95>>
					<<set _slave.intelligence = $genePool[_spr].intelligence-30>>
				<</if>>
				<<if ($arcologies[0].FSPaternalist > 0)>>
					Society @@.green;strongly approves@@ of _slave.slaveName being restored to sanity, which advances ideals about enlightened slaveownership.
					<<set $arcologies[0].FSPaternalist += 0.01*$FSSingleSlaveRep>>
					<<run repX(2*$FSSingleSlaveRep*($arcologies[0].FSPaternalist/$FSLockinLevel), "spa", _slave)>>
				<</if>>
			<</if>>
		<</if>>
		<<set _seed = _bonusToggle * 10>>
		<<if _bonusToggle == 1 && _slave.trust < 60>>
			<<set _slave.trust++>>
		<</if>>
		<<if _S.Attendant.rivalryTarget == _slave.ID>>
			$He constantly harasses $his <<print rivalryTerm(_S.Attendant)>>, _slave.slaveName, preventing _him2 from getting comfortable and forcing _him2 to keep _his2 guard up.
			<<set _slave.devotion -= 4, _slave.trust -= 4>>
			<<if random(1,100) > 35>>
				<<set _S.Attendant.rivalry++, _S.Attendant.rivalry++, _slave.rivalry++>>
			<</if>>
		<<elseif _S.Attendant.relationshipTarget == _slave.ID>>
			$He dedicates most of $his attention to $his <<print relationshipTerm(_S.Attendant)>>, _slave.slaveName, making _his2 stress, both physical and mental, wash away.
			<<set _slave.devotion += 3, _slave.trust += 3>>
		<<elseif areRelated(_S.Attendant, _slave)>>
			$He makes sure to spend extra time caring for $his <<print relativeTerm(_S.Attendant,_slave)>>, _slave.slaveName.
			<<set _slave.trust++>>
			<<run improveCondition(_slave, 1)>>
		<</if>>
		<<switch _slave.prestigeDesc>>
		<<case "$He is a famed Free Cities whore, and commands top prices.">>
			$He does $his best to relax the famous whore, _slave.slaveName, making sure to
			<<if _slave.vagina > 2 || _slave.anus > 2>>
				pay special attention to _his2 worn holes.
			<<else>>
				get _him2 clean and relaxed for _his2 next usage.
			<</if>>
			<<set _slave.devotion += 3, _slave.trust += 3>>
		<<case "$He is a famed Free Cities slut, and can please anyone.">>
			$He does $his best to soothe the famous entertainer, _slave.slaveName, letting _him2 relax in blissful peace.
			<<set _slave.devotion += 3, _slave.trust += 3>>
		<<case "$He is remembered for winning best in show as a cockmilker.">>
			<<if (_slave.balls > 6) && (_slave.dick != 0)>>
				<<if _S.Attendant.fetish == "cumslut">>
					$He can't keep $his hand<<if hasBothArms(_S.Attendant)>>s<</if>> off _slave.slaveName's cock and balls, but _he2 doesn't mind being milked constantly. Before long, strands of cum can be found floating all throughout the bath.
					<<set _S.Attendant.fetishStrength += 4>>
				<<else>>
					$He does $his best to accommodate _slave.slaveName's massive genitals and tends to _him2 whenever _he2 feels a need for release.
					<<if random(1,100) > 65 && _S.Attendant.fetish == "none">>
						After taking several massive loads to the face, _S.Attendant.slaveName begins to find satisfaction in being coated in cum.
						<<set _S.Attendant.fetish = "cumslut">>
					<</if>>
				<</if>>
			<</if>>
			<<set _slave.devotion += 3, _slave.trust += 3>>
		<<case "$He is remembered for winning best in show as a dairy cow.">>
			<<if (_slave.lactation > 0) && ((_slave.boobs-_slave.boobsImplant) > 6000)>>
				<<if _S.Attendant.fetish == "boobs">>
					$He can't keep $his hand<<if hasBothArms(_S.Attendant)>>s<</if>> off _slave.slaveName's huge breasts, but _he2 doesn't mind being milked constantly. Before long the bath gains a white tint.
					<<set _S.Attendant.fetishStrength += 4, _S.Attendant.fetishStrength += 4>>
				<<else>>
					$He does $his best to accommodate _slave.slaveName's massive breasts and tends to _him2 whenever _he2 feels a need for release.
					<<if random(1,100) > 65 && _S.Attendant.fetish == "none">>
						After multiple milking sessions, _S.Attendant.slaveName begins to find $himself fantasizing about having giant milky breasts too.
						<<set _S.Attendant.fetish = "boobs">>
					<</if>>
				<</if>>
				<<set _slave.devotion += 3, _slave.trust += 3, _slave.lactationDuration = 2, _slave.boobs -= _slave.boobsMilk, _slave.boobsMilk = 0>>
			<</if>>
		<<case "$He is remembered for winning best in show as a breeder.">>
			<<if _slave.bellyPreg >= 5000>>
				<<if _S.Attendant.fetish == "pregnancy">>
					$He can't keep $his hand<<if hasBothArms(_S.Attendant)>>s<</if>> off _slave.slaveName's pregnancy, but _he2 doesn't mind _his2 full belly being fondled.
					<<set _S.Attendant.fetishStrength += 4, _S.Attendant.fetishStrength += 4>>
				<<else>>
					$He does $his best to accommodate _slave.slaveName's pregnancy and to make sure the mother-to-be is happy and comfortable.
					<<if random(1,100) > 65 && _S.Attendant.fetish == "none">>
						After massaging _slave.slaveName's growing belly multiple times, _S.Attendant.slaveName begins to find $himself fantasizing about being swollen with life too.
						<<set _S.Attendant.fetish = "pregnancy">>
					<</if>>
				<</if>>
				<<set _slave.devotion += 3, _slave.trust += 3>>
			<<else>>
				<<if _S.Attendant.fetish == "pregnancy">>
					$He can't help but pester _slave.slaveName with questions about _his2 famous pregnancy, limiting _his2 ability to truly relax.
					<<set _slave.devotion += 1, _slave.trust += 1>>
				<<elseif canGetPregnant(_slave)>>
					$He does $his best to encourage _slave.slaveName's fertilization by performing any fertility boosting actions $he can.
					<<set _slave.devotion += 3, _slave.trust += 3>>
				<</if>>
			<</if>>
		<</switch>>
		<<if (_S.Attendant.intelligence+_S.Attendant.intelligenceImplant > 15) && (_attendantUsedCure == 0) && ((_S.Attendant.intelligence+_S.Attendant.intelligenceImplant)+_seed) > random(1,200) && ($spaFix == 0)>>
			<<if _slave.behavioralFlaw != "none">>
				<<run SoftenBehavioralFlaw(_slave)>>
				<<set _attendantUsedCure += 1>>

    _S.Attendant.slaveName works carefully with _slave.slaveName, and successfully @@.green;softens _his2 behavioral flaw@@ into an appealing quirk.
			<<elseif _slave.sexualFlaw != "none">>
				<<run SoftenSexualFlaw(_slave)>>
				<<set _attendantUsedCure += 1>>

    _S.Attendant.slaveName works carefully with _slave.slaveName, and successfully @@.green;softens _his2 sexual flaw@@ into an appealing quirk.
			<</if>>
		<</if>>
		<<if _slave.lactation > 0>>
			_S.Attendant.slaveName takes care to keep _slave.slaveName's breasts comfortably drained.
			<<set _slave.lactationDuration = 2, _slave.boobs -= _slave.boobsMilk, _slave.boobsMilk = 0>>
		<</if>>
	<</for>>
	<<if (_DL < $spa)>>
		<<set _seed = random(1,10)+(($spa-_DL)*(random(150,170)+(_idleBonus*10)))>>
		<<run cashX(_seed, "spa", _S.Attendant)>>

    Since $he doesn't have enough slaves to occupy all $his time, the spa takes in citizens' slaves on a contract basis and $he helps them too, earning @@.yellowgreen;<<print cashFormat(_seed)>>.@@
		<<if ($arcologies[0].FSHedonisticDecadence > 0) && (_DL == 0)>>
			Society @@.green;loves@@ being allowed to lounge in your spa, greatly advancing your laid back culture.
			<<run FutureSocieties.Change("Hedonistic", 2)>>
		<</if>>
	<</if>>
	<<if (_DL > 0)>>

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

<<if (_DL > 0)>>
	    ''<<if (_DL > 1)>>There are _DL slaves<<else>>There is one slave<</if>> resting and recuperating in the spa.''
	<<if ($arcologies[0].FSHedonisticDecadence > 0) && (_DL == 0)>>
		Society @@.green;approves@@ of your slaves being pampered this way, greatly advancing your laid back culture.
		<<run FutureSocieties.Change("Hedonistic", 1)>>
	<</if>>
<</if>>

<<if _S.Attendant>>
	<<set $i = $slaveIndices[$AttendantID]>> /* apply following SA passages to facility leader */
	<<if $showEWD != 0>>

		/* 000-250-006 */
		<<if $seeImages && $seeReportImages>>

			<<= SlaveArt(_S.Attendant, 0, 0)>>

		<</if>>
		/* 000-250-006 */
		<<includeDOM App.EndWeek.favoriteIcon(_S.Attendant)>>
		<<= SlaveFullName(_S.Attendant)>> is serving as the Attendant in $spaName.

		<<= App.SlaveAssignment.choosesOwnClothes(_S.Attendant)>>
		<<run tired(_S.Attendant)>>
		<<include "SA rules">>
		<<= App.SlaveAssignment.diet(_S.Attendant)>>
		<<includeDOM App.SlaveAssignment.longTermEffects(_S.Attendant)>>
		<<= App.SlaveAssignment.drugs(_S.Attendant)>>
		<<= App.SlaveAssignment.relationships(_S.Attendant)>>
		<<= App.SlaveAssignment.rivalries(_S.Attendant)>>

    <<= App.SlaveAssignment.devotion(_S.Attendant)>>
	<<else>>
		<<silently>>
		<<run App.SlaveAssignment.choosesOwnClothes(_S.Attendant)>>
		<<run tired(_S.Attendant)>>
		<<include "SA rules">>
		<<run App.SlaveAssignment.diet(_S.Attendant)>>
		<<run App.SlaveAssignment.longTermEffects(_S.Attendant)>>
		<<run App.SlaveAssignment.drugs(_S.Attendant)>>
		<<run App.SlaveAssignment.relationships(_S.Attendant)>>
		<<run App.SlaveAssignment.rivalries(_S.Attendant)>>
		<<run App.SlaveAssignment.devotion(_S.Attendant)>>
		<</silently>>
	<</if>>
<</if>>

<<for _slave range _slaves>>
	<<set $i = $slaveIndices[_slave.ID]>>
	<<setLocalPronouns _slave>>
	<<set _slave.devotion += _devBonus, _slave.trust += _trustBonus>>
	<<run improveCondition(_slave, 5 + _healthBonus)>>
	<<if (_slave.health.condition < -80)>>
		<<run improveCondition(_slave, 15)>>
	<<elseif _slave.health.condition < -40>>
		<<run improveCondition(_slave, 10)>>
	<<elseif _slave.health.condition < 0>>
		<<run improveCondition(_slave, 5)>>
	<</if>>
	<<if ($spaUpgrade == 1) && (_slave.health.condition < 100)>>
		<<run improveCondition(_slave, normalRandInt(8))>>
	<</if>>
	<<if (_slave.devotion < 60) && (_slave.trust < 60)>>
		<<set _slave.devotion++, _slave.trust++>>
	<<elseif (_slave.trust < 40)>>
		<<set _slave.trust += 10>>
	<<elseif (_slave.devotion < 40)>>
		<<set _slave.devotion += 10>>
	<</if>>
	<<switch $spaDecoration>>
	<<case "Chattel Religionist" "Chinese Revivalist">>
		<<set _slave.rules.living = "normal">>
	<<case "Degradationist">>
		<<set _slave.rules.living = "spare">>
	<<default>>
		<<set _slave.rules.living = "luxurious">>
	<</switch>>
	<<if (_slave.health.condition >= 20) && (_slave.health.tired <= 30) && (_slave.trust > 60) && (_slave.devotion > 60) && (_slave.fetish != "mindbroken") && (_slave.sexualFlaw == "none") && (_slave.behavioralFlaw == "none")>>

			_slave.slaveName is feeling well enough to leave $spaName,

				<<if $assignmentRecords[_slave.ID]>>
					<<set _oldJob = $assignmentRecords[_slave.ID]>>
					<<= assignJobSafely(_slave, _oldJob)>>
					<<if _slave.choosesOwnAssignment === 1>>
						and $he is resting before choosing another task.
					<<elseif _slave.assignment === "rest">>
						<<if _oldJob != "rest">>
							and since $he was unable to return to $his old task to <<print _oldJob>>, $his assignment has defaulted to rest.
						<<else>>
							so $he has returned to rest.
						<</if>>
					<<else>>
						so $he goes back to <<print _slave.assignment>>.
					<</if>>
				<<else>>
					so $his assignment has defaulted to rest.
					<<= removeJob(_slave, "rest in the spa")>>
				<</if>>

		<<set _restedSlaves++, _DL--, _dI-->>
		<<continue>>
	<</if>>
	<<if $showEWD != 0>>

		/* 000-250-006 */
		<<if $seeImages && $seeReportImages>>

			<<= SlaveArt(_slave, 0, 0)>>

		<</if>>
		/* 000-250-006 */
		<<includeDOM App.EndWeek.favoriteIcon(_slave)>>
		<<= SlaveFullName(_slave)>>
		<<if _slave.choosesOwnAssignment == 2>>
			<<= App.SlaveAssignment.choosesOwnJob(_slave)>>
		<<else>>
			is resting in $spaName.
		<</if>>

    $He <<= App.SlaveAssignment.rest(_slave)>>
		<<if (_slave.fetish == "mindbroken")>>
			$He remains in the Spa, completely mindbroken.
		<<elseif(_slave.sexualFlaw != "none") || (_slave.behavioralFlaw != "none")>>
			$He remains in the Spa, stubborn in $his flaw.
		<<elseif (_slave.trust < 60) || (_slave.devotion < 60)>>
			$He remains in the Spa, as $he is still learning to accept life as a slave.
		<<elseif (_slave.health.condition < 20)>>
			$He remains in the Spa, as $he is benefiting from its healing properties.
		<<elseif (_slave.health.tired > 30)>>
			$He remains in the Spa, continuing to soak away $his fatigue.
		<</if>>

		<<= App.SlaveAssignment.choosesOwnClothes(_slave)>>
		<<include "SA rules">>
		<<= App.SlaveAssignment.diet(_slave)>>
		<<includeDOM App.SlaveAssignment.longTermEffects(_slave)>>
		<<= App.SlaveAssignment.drugs(_slave)>>
		<<= App.SlaveAssignment.relationships(_slave)>>
		<<= App.SlaveAssignment.rivalries(_slave)>>

    <<= App.SlaveAssignment.devotion(_slave)>>
	<<else>>
		<<silently>>
		<<run App.SlaveAssignment.choosesOwnJob(_slave)>>
		<<run App.SlaveAssignment.choosesOwnClothes(_slave)>>
		<<run App.SlaveAssignment.rest(_slave)>>
		<<include "SA rules">>
		<<run App.SlaveAssignment.diet(_slave)>>
		<<run App.SlaveAssignment.longTermEffects(_slave)>>
		<<run App.SlaveAssignment.drugs(_slave)>>
		<<run App.SlaveAssignment.relationships(_slave)>>
		<<run App.SlaveAssignment.rivalries(_slave)>>
		<<run App.SlaveAssignment.devotion(_slave)>>
		<</silently>>
	<</if>>
<</for>>
<<if (_restedSlaves > 0)>>

	<<if (_restedSlaves == 1)>>
		One slave has rested until $he reached a state of @@.hotpink;devotion@@ and @@.mediumaquamarine;trust@@ and will leave the spa before the end of the week.
	<<else>>
		_restedSlaves slaves have rested until they reached a state of @@.hotpink;devotion@@ and @@.mediumaquamarine;trust@@ and will leave the spa before the end of the week.
	<</if>>
	<<if $spaDecoration != "standard">>

    <<= capFirstChar($spaName)>>'s $spaDecoration atmosphere @@.hotpink;had an impact on <<if _restedSlaves == 1>>$him while $he was<<else>>them while they were<</if>>@@ resting.
	<</if>>
<</if>>
<<if _DL > 0 || _S.Attendant>>

<</if>>


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

<<set $nextButton = "Back", $nextLink = "Servants' Quarters", $encyclopedia = "Stewardess">>
<<if (_S.Stewardess)>>
	<<setLocalPronouns _S.Stewardess>>
	<<= SlaveFullName(_S.Stewardess)>> is serving as your Stewardess.

$He will manage the Servants' Quarters.
<<else>>
	You have not selected a Stewardess.
<</if>>

''Appoint a Stewardess from your devoted slaves:''

[[None|Servants' Quarters][removeJob(_S.Stewardess, Job.STEWARD)]]

<<includeDOM App.UI.SlaveList.facilityManagerSelection(App.Entity.facilities.servantsQuarters, "Servants' Quarters")>>

repo_name: Welptard/fc

license: mit


code:
:: Subordinate Targeting [nobr]

<<set $nextButton = "Back", $nextLink = "Slave Interact">>

<<run App.Utils.setLocalPronouns(getSlave($AS))>>

<<if getSlave($AS).subTarget == getSlave($AS).ID>>
	<<set getSlave($AS).subTarget = 0>>
<<elseif getSlave($AS).subTarget == -1>>
	<<if $universalRulesImpregnation != "Stud" || getSlave($AS).ID != $StudID>>
		<<set getSlave($AS).subTarget = 0>>
	<</if>>
<</if>>
<<if getSlave($AS).assignment !== "be a subordinate slave">>
	<<= assignJob(getSlave($AS), "be a subordinate slave")>>
<</if>>
<<set _st = $slaveIndices[getSlave($AS).subTarget]>>
<<= getSlave($AS).slaveName>>
<<if def _st>>
	will submit to $slaves[_st].slaveName this week.
<<elseif getSlave($AS).subTarget == -1>>
	is acting as your Stud and is tasked with keeping your chattel pregnant.
<<else>>
	has not been given to any particular slave, so $he will have to offer $himself to everyone this week.
	<<set getSlave($AS).subTarget = 0>>
<</if>>

<<if getSlave($AS).subTarget == -1>>

<<link "Reign $him in" "Subordinate Targeting">><<set getSlave($AS).subTarget = 0, $StudID = 0>><</link>>
<<else>>
	<<if $universalRulesImpregnation == "Stud" && $StudID == 0>>

[[Stud|Subordinate Targeting][getSlave($AS).subTarget = -1, $StudID = getSlave($AS).ID]]
	<</if>>

[[None|Subordinate Targeting][getSlave($AS).subTarget = 0]]

__Select a slave for $him to submit to, sexually:__
	<<includeDOM App.UI.SlaveList.slaveSelectionList(
			s => s.devotion >= -20 && s.fuckdoll === 0 && V.AS !== s.ID &&
				(!isAmputee(getSlave(V.AS)) || !isAmputee(s)),
			(s) => App.UI.DOM.passageLink(SlaveFullName(s), 'Subordinate Targeting', () => { getSlave(V.AS).subTarget = s.ID; }),
		)>>

<</if>>


code:
:: TFS Farm Upgrade [nobr]

<<set $nextButton = "Continue", $nextLink = "Scheduled Event">>
<<set $TFS.farmUpgradeAsked = $week>>

You receive yet another personal call from an older Futanari Sister, one of the Sisters who lives in your arcology; you've given up trying to tell them apart. Unusually, this one has taken a break from the Sisters' constant sexual communion to concentrate on speaking with you, and she looks serious, though she's still a gorgeous naked futa whose boobs fill half the screen, and whose perpetually erect dick pokes insistently into frame. "<<if $PC.slaveSurname>><<if $PC.title>>Mr.<<else>>Ms.<</if>> <<print $PC.slaveSurname>><<else>><<print $PC.slaveName>><</if>>," she says
<<if ($PC.dick != 0) && ($PC.vagina != -1) && ($PC.boobs >= 300)>>
	submissively, "I would like to beg a favor of you." She looks uncharacteristically uncomfortable, but steels herself and asks. "Please, may we use your organ farm? We're not... complete. Like you." She hugs herself unconsciously, her arms pressing her enormous breasts against her chest. "We... I... would like to be like you, and we
<<else>>
	politely, "I would like to ask a favor of you on behalf of myself and my Sisters." She looks less confident than the older Sisters usually do, but steels herself and asks. "May we use your organ farm? We would like to really complete our transformations. We
<</if>>
<<if $TFS.schoolUpgrade == 3 && $TFS.compromiseWeek+15 <= $week>>have a rather cheap one to grow dicks for the girls and we<</if>> can pay for the costs of using it, but we have no other way of accessing such advanced technology."

"I know that you could demand thousands of credits," she continues, "but the discount we already give you is all we can afford without selling Sisters early.
<<if ($PC.dick != 0) && ($PC.vagina != -1) && ($PC.boobs >= 300)>>
	I would pretend to be independent and offer you the choice of how we approach this, but you've already given us so much, and you're... so perfect. We'll do whatever you say. If you do give us this priceless gift, it's your decision
<<else>>
	All we have to offer for this priceless gift is your decision on an important question:
<</if>>
whether we will use contraception after we are transformed." She shudders suddenly, gripped by obscure emotion. "Not using contraception would be a hard change in some ways. But years later, there would be... more of us."

"Please forgive me for calling you, instead of asking you in person," she says penitently. "And please come down to see us, whatever you decide."

<<link "Permit them access, but tell them to use contraception">>
	<<replace "#result">>
		You signify your assent, telling the Sister that the organ farm will accept seed tissue from any of them for the purpose of fabricating ovaries. To your mild surprise, she responds by breaking down into cutely inelegant crying. You add that you think the Sisters are beautiful as they are, and recruits will continue to approach them; it's not necessary for them to go through the rigors of pregnancy. It takes her a long time to manage to thank to properly, and she hurries to end the call before she can embarrass herself further.
		<<set $TFS.farmUpgrade = 1>>
	<</replace>>
<</link>>
<<if $seePreg != 0>>

<<link "Permit them access, and encourage them to get pregnant">>
		<<replace "#result">>
			You signify your assent, telling the Sister that the organ farm will accept seed tissue from any of them for the purpose of fabricating ovaries. To your mild surprise, she responds with cutely inelegant crying. You add that you think the world needs more Futanari Sisters, especially ones as cute and sexy as you're confident her many daughters will be. At that, she breaks down completely, one of her hands going to rub her belly gently. It takes her a long time to manage to thank to properly, and she hurries to end the call before she can embarrass herself further.<<if $arcologies[0].FSRestartDecoration == 100 && $eugenicsFullControl != 1>> The Societal Elite are @@.red;outraged@@ that you would not only allow such a breach of eugenics to occur, but encourage it.<</if>>
			<<set $TFS.farmUpgrade = 2>>
			<<if $arcologies[0].FSRestart != "unset" && $eugenicsFullControl != 1>>
				<<set $failedElite += 275>>
			<</if>>
		<</replace>>
	<</link>>
	<<if $seeHyperPreg == 1>>

<<link "Permit them access, and encourage them to embrace hyperpregnancy.">>
			<<replace "#result">>
				You signify your assent, telling the Sister that the organ farm will accept seed tissue from any of them for the purpose of fabricating ovaries, so long as they are willing to bear as many children as they can handle. To your mild surprise, she responds with cutely inelegant crying. You add that you think the world needs many more Futanari Sisters, especially ones as cute and sexy as you're confident her countless daughters will be. At that, she breaks down completely, one of her hands going to rub her belly gently. It takes her a long time to manage to thank to properly, and she hurries to end the call before she can embarrass herself further.<<if $arcologies[0].FSRestartDecoration == 100 && $eugenicsFullControl != 1>> The Societal Elite are @@.red;outraged@@ that you would not only allow such a breach of eugenics to occur, but encourage it to such an obscene degree.<</if>>
				<<set $TFS.farmUpgrade = 3>>
				<<if $arcologies[0].FSRestart != "unset" && $eugenicsFullControl != 1>>
					<<set $failedElite += 1000>>
				<</if>>
			<</replace>>
		<</link>>
	<</if>>
	/*

<<link "Decline, but grant them something more fitting">>
		<<replace "#result">>
			You decline her offer and propose a new one, letting the Sister know that the organ farm will accept seed tissue from any of them for the purpose of fabricating testicular ovaries, which should satisfy their desires, if in an unorthodox way. To your mild surprise, she responds with cutely inelegant crying. You add that you think the world needs more Futanari Sisters, especially ones as cute and sexy as you're confident her many daughters will be. At that, she breaks down completely, one of her hands going to rub her balls gently. It takes her a long time to manage to thank to properly, and she hurries to end the call before she can embarrass herself further.<<if $arcologies[0].FSRestartDecoration == 100 && $eugenicsFullControl != 1>> The Societal Elite are @@.red;outraged@@ that you would not only allow such a breach of eugenics to occur, but encourage it.<</if>>
			<<set $TFS.farmUpgrade = 4>>
			<<if $arcologies[0].FSRestart != "unset" && $eugenicsFullControl != 1>>
				<<set $failedElite += 100>>
			<</if>>
		<</replace>>
	<</link>>
	*/
<</if>>

<<link "Decline">>
	<<replace "#result">>
		You decline. The Sister accepts your decision politely, but cannot hide her deep disappointment.
		<<set $TFS.farmUpgrade = -1>>
	<</replace>>
<</link>>


code:
:: Universal Rules [nobr jump-to-safe jump-from-safe]

<<set $nextButton = "Back", $nextLink = "Manage Penthouse">>

''Permissions for slaves''

<<if $universalRulesRest == 0>>
	Slaves will ''remain on assignment'' when unhealthy. [[Allow automatic rest when unhealthy|Universal Rules][$universalRulesRest = 1]]
<<else>>
	Slaves will ''automatically rest'' at $assistant.name's discretion when unhealthy. [[Require all slaves to stay on assignment|Universal Rules][$universalRulesRest = 0]]
<</if>>

<<if $universalRulesConsent == 0>>
	Slaves are ''not required'' to get consent before fucking other slaves. [[Restrain slave on slave molestation|Universal Rules][$universalRulesConsent = 1]]
<<else>>
	Slaves are ''generally required'' to get consent before fucking other slaves. [[Encourage slave on slave molestation|Universal Rules][$universalRulesConsent = 0]]
<</if>>

Slave requests for body mods are
<<if ($modRequestsAllowed == 0)>>
	@@.red;FORBIDDEN.@@ [[Allow|Universal Rules][$modRequestsAllowed = 1]]
<<else>>
	@@.cyan;ALLOWED.@@ [[Forbid|Universal Rules][$modRequestsAllowed = 0]]
<</if>>

Slave requests for growth hormones are
<<if ($expansionRequestsAllowed == 0)>>
	@@.red;FORBIDDEN.@@ [[Allow|Universal Rules][$expansionRequestsAllowed = 1]]
<<else>>
	@@.cyan;ALLOWED.@@ [[Forbid|Universal Rules][$expansionRequestsAllowed = 0]]
<</if>>

<<if $brothel+$club+$dairy+$farmyard+$servantsQuarters+$arcade+$schoolroom+$spa+$nursery+$clinic+$masterSuite+$cellblock > 0>>

	<<if $universalRulesFacilityWork == 0>>
		Slaves ''will not'' cooperate with staffed facilities to improve their performance. [[Allow cooperation|Universal Rules][$universalRulesFacilityWork = 1]]
	<<else>>
		Slaves ''will'' cooperate with staffed facilities to improve their performance. [[Stop cooperation|Universal Rules][$universalRulesFacilityWork = 0]]
	<</if>>
<</if>>

<<if $brothel+$club+$dairy+$farmyard+$servantsQuarters+$arcade+$schoolroom+$spa+$nursery+$clinic+$masterSuite+$cellblock > 0>>

	<<if $universalRulesAssignsSelfFacility == 1>>
		Slaves ''are'' permitted to assign themselves to facilities when choosing their assignment. [[Deny self assignment to facilities|Universal Rules][$universalRulesAssignsSelfFacility = 0]]
	<<else>>
		Slaves ''are not'' permitted to assign themselves to facilities when choosing their assignment. [[Permit self assignment to facilities|Universal Rules][$universalRulesAssignsSelfFacility = 1]]
	<</if>>
<</if>>

<<if $universalRulesImmobileSlavesMaintainMuscles == 1>>
	Immobile slaves ''will maintain'' their muscles rather than allow themselves to become soft.
	[[Stop mandatory workouts|Universal Rules][$universalRulesImmobileSlavesMaintainMuscles = 0]]
<<else>>
	Immobile slaves ''will not maintain'' their musculature and will gradually lose it.
	[[Mandatory workouts|Universal Rules][$universalRulesImmobileSlavesMaintainMuscles = 1]]
<</if>>

''Branding for slaves''

Choose an official brand. Any slave marked with this brand will be connected to your reputation, and will receive a beauty boost or penalty depending on how high or low that reputation is.

Use ''$brandDesign.official'' or choose another brand:
[[Your slaving emblem|Universal Rules][$brandDesign.official = "your personal symbol"]]
| [[Your initials|Universal Rules][$brandDesign.official = "your initials"]]

[[SLUT|Universal Rules][$brandDesign.official = "SLUT"]]
| [[WHORE|Universal Rules][$brandDesign.official = "WHORE"]]
| [[SLAVE|Universal Rules][$brandDesign.official = "SLAVE"]]
| [[COW|Universal Rules][$brandDesign.official = "COW"]]
| [[MEAT|Universal Rules][$brandDesign.official = "MEAT"]]
| [[CUMDUMP|Universal Rules][$brandDesign.official = "CUMDUMP"]]
| [[LOVER|Universal Rules][$brandDesign.official = "LOVER"]]

[[Pussy symbol|Universal Rules][$brandDesign.official = "a pussy symbol"]]
| [[Anus symbol|Universal Rules][$brandDesign.official = "an anus symbol"]]
| [[Penis symbol|Universal Rules][$brandDesign.official = "a penis symbol"]]

[[Lady|Universal Rules][$brandDesign.official = "a lady silhouette"]]
| [[Princess|Universal Rules][$brandDesign.official = "a princess silhouette"]]
| [[Queen|Universal Rules][$brandDesign.official = "a queen silhouette"]]
| [[Angel|Universal Rules][$brandDesign.official = "an angel silhouette"]]
| [[Devil|Universal Rules][$brandDesign.official = "a devil silhouette"]]
<<if $arcologies[0].FSSupremacist != "unset" || $arcologies[0].FSSubjugationist != "unset">>
| //FS// [[Racial Slur|Universal Rules][$brandDesign.official = "a racial slur"]] <</if>>
<<if ($arcologies[0].FSIntellectualDependency != "unset")>>
| //FS// [[Scores|Universal Rules][$brandDesign.official = "how much sex $he needs per day"]] <</if>>
<<if ($arcologies[0].FSSlaveProfessionalism != "unset")>>
| //FS// [[Scores|Universal Rules][$brandDesign.official = "$his average slave aptitude test scores"]] <</if>>
<<if ($arcologies[0].FSRepopulationFocus != "unset")>>
| //FS// [[Birth Count|Universal Rules][$brandDesign.official = "the number of children $he has birthed"]] <</if>>
<<if ($arcologies[0].FSGenderRadicalist != "unset") || ($arcologies[0].FSGenderFundamentalist != "unset")>>
| //FS// [[Gender Symbol|Universal Rules][$brandDesign.official = "a gender symbol"]] <</if>>
<<if ($arcologies[0].FSPaternalist != "unset")>>
| //FS// [[Personal Symbol|Universal Rules][$brandDesign.official = "$his own personal symbol"]] <</if>>
<<if ($arcologies[0].FSDegradationist != "unset")>>
| //FS// [[Chain Symbol|Universal Rules][$brandDesign.official = "a chain symbol"]] <</if>>
<<if ($arcologies[0].FSBodyPurist != "unset")>>
| //FS// [[Vitruvian Man|Universal Rules][$brandDesign.official = "a Vitruvian man"]] <</if>>
<<if ($arcologies[0].FSTransformationFetishist != "unset")>>
| //FS// [[Scalpel|Universal Rules][$brandDesign.official = "a scalpel"]] <</if>>
<<if ($arcologies[0].FSYouthPreferentialist != "unset")>>
| //FS// [[Virginity Status|Universal Rules][$brandDesign.official = "$his virginity status"]] <</if>>
<<if ($arcologies[0].FSMaturityPreferentialist != "unset")>>
| //FS// [[Sexual Skill Info|Universal Rules][$brandDesign.official = "$his sexual skills"]] <</if>>
<<if ($arcologies[0].FSPetiteAdmiration != "unset") || ($arcologies[0].FSStatuesqueGlorification != "unset")>>
| //FS// [[Current height|Universal Rules][$brandDesign.official = "$his current height"]] <</if>>
<<if ($arcologies[0].FSSlimnessEnthusiast != "unset")>>
| //FS// [[Breast Floor|Universal Rules][$brandDesign.official = "$his absolute minimum breast size"]] <</if>>
<<if ($arcologies[0].FSAssetExpansionist != "unset")>>
| //FS// [[Breast Ceiling|Universal Rules][$brandDesign.official = "$his absolute maximum breast size"]] <</if>>
<<if ($arcologies[0].FSHedonisticDecadence != "unset")>>
| //FS// [[Weight Record|Universal Rules][$brandDesign.official = "$his highest weigh-in"]] <</if>>
<<if ($arcologies[0].FSHedonisticDecadence != "unset") && $PC.refreshmentType == 2>>
| //FS// [[Favorite Food|Universal Rules][$brandDesign.official = "a big helping of "+$PC.refreshment]] <</if>>
<<if ($arcologies[0].FSPastoralist != "unset")>>
| //FS// [[Product Quality|Universal Rules][$brandDesign.official = "$his body product quality"]] <</if>>
<<if ($arcologies[0].FSPhysicalIdealist != "unset")>>
| //FS// [[Deadlift Info|Universal Rules][$brandDesign.official = "$his deadlift record"]] <</if>>
<<if ($arcologies[0].FSChattelReligionist != "unset")>>
| //FS// [[Religious Symbol|Universal Rules][$brandDesign.official = "a religious symbol"]] <</if>>
<<if ($arcologies[0].FSRomanRevivalist != "unset")>>
| //FS// [[Republican Crest|Universal Rules][$brandDesign.official = "the crest of your Republic"]] <</if>>
<<if ($arcologies[0].FSAztecRevivalist != "unset")>>
| //FS// [[Seven Serpents|Universal Rules][$brandDesign.official = "the symbol of the Aztec gods"]] <</if>>
<<if ($arcologies[0].FSEgyptianRevivalist != "unset")>>
| //FS// [[Dynastic Sigil|Universal Rules][$brandDesign.official = "the sigil of your Dynasty"]] <</if>>
<<if ($arcologies[0].FSEdoRevivalist != "unset")>>
| //FS// [[Mon|Universal Rules][$brandDesign.official = "the Shogunate's mon"]] <</if>>
<<if ($arcologies[0].FSArabianRevivalist != "unset")>>
| //FS// [[Caliphate Symbol|Universal Rules][$brandDesign.official = "a symbol of the Caliphate"]] <</if>>
<<if ($arcologies[0].FSChineseRevivalist != "unset")>>
| //FS// [[Imperial Seal|Universal Rules][$brandDesign.official = "your Imperial Seal"]] <</if>>
<<if ($arcologies[0].FSNeoImperialist != "unset")>>
| //FS// [[Imperial Family Crest|Universal Rules][$brandDesign.official = "your Family Crest"]] <</if>>

Or design your own: <<textbox "$brandDesign.official" $brandDesign.official "Universal Rules">> //For best results, use a single word//

One 'welcome' for a new slave is to have them branded. Where would you like such brands to be applied?
<<if ["ankle", "breast", "buttock", "calf", "cheek", "ear", "foot", "hand", "lower arm", "shoulder", "testicle", "thigh", "upper arm", "wrist"].includes($brandTarget.primary)>>

 On the
	[[left|Universal Rules][$brandTarget.primary = ("left " + $brandTarget.primary)]]
	$brandTarget.primary, or the
	[[right|Universal Rules][$brandTarget.primary = ("right " + $brandTarget.primary)]]?
<<else>>

 Current site is ''$brandTarget.primary'':
	[[Ears|Universal Rules][$brandTarget.primary = "ear"]]
	| [[Cheeks|Universal Rules][$brandTarget.primary = "cheek"]]
	| [[Shoulders|Universal Rules][$brandTarget.primary = "shoulder"]]
	| [[Breasts|Universal Rules][$brandTarget.primary = "breast"]]
	| [[Arm, upper|Universal Rules][$brandTarget.primary = "upper arm"]]
	| [[Arm, lower|Universal Rules][$brandTarget.primary = "lower arm"]]
	| [[Wrist|Universal Rules][$brandTarget.primary = "wrist"]]
	| [[Hand|Universal Rules][$brandTarget.primary = "hand"]]
	| [[Buttocks|Universal Rules][$brandTarget.primary = "buttock"]]
	| [[Thigh|Universal Rules][$brandTarget.primary = "thigh"]]
	| [[Calf|Universal Rules][$brandTarget.primary = "calf"]]
	| [[Ankle|Universal Rules][$brandTarget.primary = "ankle"]]
	| [[Feet|Universal Rules][$brandTarget.primary = "foot"]]
	| [[Neck|Universal Rules][$brandTarget.primary = "neck"]]
	| [[Chest|Universal Rules][$brandTarget.primary = "chest"]]
	| [[Belly|Universal Rules][$brandTarget.primary = "belly"]]
	| [[Pubic Mound|Universal Rules][$brandTarget.primary = "pubic mound"]]
	| [[Penis|Universal Rules][$brandTarget.primary = "penis"]]
	| [[Testicles|Universal Rules][$brandTarget.primary = "testicle"]]
	| [[Back|Universal Rules][$brandTarget.primary = "back"]]
	| [[Lower Back|Universal Rules][$brandTarget.primary = "lower back"]]
<</if>>

<<if ["ankle", "breast", "buttock", "calf", "cheek", "ear", "foot", "hand", "lower arm", "shoulder", "testicle", "thigh", "upper arm", "wrist"].includes($brandTarget.secondary)>>

 On the
	[[left|Universal Rules][$brandTarget.secondary = ("left " + $brandTarget.secondary)]]
	$brandTarget.secondary, or the
	[[right|Universal Rules][$brandTarget.secondary = ("right " + $brandTarget.secondary)]]?
<<elseif [
	"left ankle", "right ankle",
	"left calve", "right calve",
	"left ear", "right ear",
	"left foot", "right foot",
	"left hand", "right hand",
	"left lower arm", "right lower arm",
	"left penis", "right penis",
	"left testicle", "right testicle",
	"left thigh", "right thigh",
	"left upper arm", "right upper arm",
	"left wrist", "right wrist"
	].includes($brandTarget.primary)>>

 It's possible that ''$brandTarget.primary'' may be missing from a slave. Choose a fallback in case it is not available: Current backup is ''$brandTarget.secondary'':
	/* Material copied from bodyModification, but please leave commented out any sections that may not be on ALL slaves. */

	/*<<if hasAnyEars(_slave)>>[[Ears|Universal Rules][$brandTarget.secondary = "ear"]]<</if>>*/
	| [[Cheeks|Universal Rules][$brandTarget.secondary = "cheek"]]
	| [[Shoulders|Universal Rules][$brandTarget.secondary = "shoulder"]]
	| [[Breasts|Universal Rules][$brandTarget.secondary = "breast"]]
	/*<<if hasAnyNaturalArms(_slave)>>
		| [[Arm, upper|Universal Rules][$brandTarget.secondary = "upper arm"]]
		| [[Arm, lower|Universal Rules][$brandTarget.secondary = "lower arm"]]
		| [[Wrist|Universal Rules][$brandTarget.secondary = "wrist"]]
		| [[Hand|Universal Rules][$brandTarget.secondary = "hand"]]
	<</if>>*/
	| [[Buttocks|Universal Rules][$brandTarget.secondary = "buttock"]]
	/*<<if hasAnyNaturalLegs(_slave)>>
		| [[Thigh|Universal Rules][$brandTarget.secondary = "thigh"]]
		| [[Calf|Universal Rules][$brandTarget.secondary = "calf"]]
		| [[Ankle|Universal Rules][$brandTarget.secondary = "ankle"]]
		| [[Feet|Universal Rules][$brandTarget.secondary = "foot"]]
	<</if>>*/
	| [[Neck|Universal Rules][$brandTarget.secondary = "neck"]]
	| [[Chest|Universal Rules][$brandTarget.secondary = "chest"]]
	| [[Belly|Universal Rules][$brandTarget.secondary = "belly"]]
	| [[Pubic Mound|Universal Rules][$brandTarget.secondary = "pubic mound"]]
	/*<<if _slave.dick > 0>>
		| [[Penis|Universal Rules][$brandTarget.secondary = "penis"]]
	<</if>>*/
	/*<<if _slave.balls > 0 && _slave.scrotum > 0>>
		| [[Testicles|Universal Rules][$brandTarget.secondary = "testicle"]]
	<</if>>*/
	| [[Back|Universal Rules][$brandTarget.secondary = "back"]]
	| [[Lower Back|Universal Rules][$brandTarget.secondary = "lower back"]]
<</if>>

Use ''$brandDesign.primary'' or choose another brand:
[[Your slaving emblem|Universal Rules][$brandDesign.primary = "your personal symbol"]]
| [[Your initials|Universal Rules][$brandDesign.primary = "your initials"]]

[[SLUT|Universal Rules][$brandDesign.primary = "SLUT"]]
| [[WHORE|Universal Rules][$brandDesign.primary = "WHORE"]]
| [[SLAVE|Universal Rules][$brandDesign.primary = "SLAVE"]]
| [[COW|Universal Rules][$brandDesign.primary = "COW"]]
| [[MEAT|Universal Rules][$brandDesign.primary = "MEAT"]]
| [[CUMDUMP|Universal Rules][$brandDesign.primary = "CUMDUMP"]]
| [[LOVER|Universal Rules][$brandDesign.primary = "LOVER"]]

[[Pussy symbol|Universal Rules][$brandDesign.primary = "a pussy symbol"]]
| [[Anus symbol|Universal Rules][$brandDesign.primary = "an anus symbol"]]
| [[Penis symbol|Universal Rules][$brandDesign.primary = "a penis symbol"]]

[[Lady|Universal Rules][$brandDesign.primary = "a lady silhouette"]]
| [[Princess|Universal Rules][$brandDesign.primary = "a princess silhouette"]]
| [[Queen|Universal Rules][$brandDesign.primary = "a queen silhouette"]]
| [[Angel|Universal Rules][$brandDesign.primary = "an angel silhouette"]]
| [[Devil|Universal Rules][$brandDesign.primary = "a devil silhouette"]]
<<if $arcologies[0].FSSupremacist != "unset" || $arcologies[0].FSSubjugationist != "unset">>
| //FS// [[Racial Slur|Universal Rules][$brandDesign.primary = "a racial slur"]] <</if>>
<<if ($arcologies[0].FSIntellectualDependency != "unset")>>
| //FS// [[Scores|Universal Rules][$brandDesign.primary = "how much sex $he needs per day"]] <</if>>
<<if ($arcologies[0].FSSlaveProfessionalism != "unset")>>
| //FS// [[Scores|Universal Rules][$brandDesign.primary = "$his average slave aptitude test scores"]] <</if>>
<<if ($arcologies[0].FSRepopulationFocus != "unset")>>
| //FS// [[Birth Count|Universal Rules][$brandDesign.primary = "the number of children $he has birthed"]] <</if>>
<<if ($arcologies[0].FSGenderRadicalist != "unset") || ($arcologies[0].FSGenderFundamentalist != "unset")>>
| //FS// [[Gender Symbol|Universal Rules][$brandDesign.primary = "a gender symbol"]] <</if>>
<<if ($arcologies[0].FSPaternalist != "unset")>>
| //FS// [[Personal Symbol|Universal Rules][$brandDesign.primary = "$his own personal symbol"]] <</if>>
<<if ($arcologies[0].FSDegradationist != "unset")>>
| //FS// [[Chain Symbol|Universal Rules][$brandDesign.primary = "a chain symbol"]] <</if>>
<<if ($arcologies[0].FSBodyPurist != "unset")>>
| //FS// [[Vitruvian Man|Universal Rules][$brandDesign.primary = "a Vitruvian man"]] <</if>>
<<if ($arcologies[0].FSTransformationFetishist != "unset")>>
| //FS// [[Scalpel|Universal Rules][$brandDesign.primary = "a scalpel"]] <</if>>
<<if ($arcologies[0].FSYouthPreferentialist != "unset")>>
| //FS// [[Virginity Status|Universal Rules][$brandDesign.primary = "$his virginity status"]] <</if>>
<<if ($arcologies[0].FSMaturityPreferentialist != "unset")>>
| //FS// [[Sexual Skill Info|Universal Rules][$brandDesign.primary = "$his sexual skills"]] <</if>>
<<if ($arcologies[0].FSPetiteAdmiration != "unset") || ($arcologies[0].FSStatuesqueGlorification != "unset")>>
| //FS// [[Current height|Universal Rules][$brandDesign.primary = "$his current height"]] <</if>>
<<if ($arcologies[0].FSSlimnessEnthusiast != "unset")>>
| //FS// [[Breast Floor|Universal Rules][$brandDesign.primary = "$his absolute minimum breast size"]] <</if>>
<<if ($arcologies[0].FSAssetExpansionist != "unset")>>
| //FS// [[Breast Ceiling|Universal Rules][$brandDesign.primary = "$his absolute maximum breast size"]] <</if>>
<<if ($arcologies[0].FSHedonisticDecadence != "unset")>>
| //FS// [[Weight Record|Universal Rules][$brandDesign.primary = "$his highest weigh-in"]] <</if>>
<<if ($arcologies[0].FSHedonisticDecadence != "unset") && $PC.refreshmentType == 2>>
| //FS// [[Favorite Food|Universal Rules][$brandDesign.primary = "a big helping of "+$PC.refreshment]] <</if>>
<<if ($arcologies[0].FSPastoralist != "unset")>>
| //FS// [[Product Quality|Universal Rules][$brandDesign.primary = "$his body product quality"]] <</if>>
<<if ($arcologies[0].FSPhysicalIdealist != "unset")>>
| //FS// [[Deadlift Info|Universal Rules][$brandDesign.primary = "$his deadlift record"]] <</if>>
<<if ($arcologies[0].FSChattelReligionist != "unset")>>
| //FS// [[Religious Symbol|Universal Rules][$brandDesign.primary = "a religious symbol"]] <</if>>
<<if ($arcologies[0].FSRomanRevivalist != "unset")>>
| //FS// [[Republican Crest|Universal Rules][$brandDesign.primary = "the crest of your Republic"]] <</if>>
<<if ($arcologies[0].FSAztecRevivalist != "unset")>>
| //FS// [[Seven Serpents|Universal Rules][$brandDesign.primary = "the symbol of the Aztec gods"]] <</if>>
<<if ($arcologies[0].FSEgyptianRevivalist != "unset")>>
| //FS// [[Dynastic Sigil|Universal Rules][$brandDesign.primary = "the sigil of your Dynasty"]] <</if>>
<<if ($arcologies[0].FSEdoRevivalist != "unset")>>
| //FS// [[Mon|Universal Rules][$brandDesign.primary = "the Shogunate's mon"]] <</if>>
<<if ($arcologies[0].FSArabianRevivalist != "unset")>>
| //FS// [[Caliphate Symbol|Universal Rules][$brandDesign.primary = "a symbol of the Caliphate"]] <</if>>
<<if ($arcologies[0].FSChineseRevivalist != "unset")>>
| //FS// [[Imperial Seal|Universal Rules][$brandDesign.primary = "your Imperial Seal"]] <</if>>

Or design your own: <<textbox "$brandDesign.primary" $brandDesign.primary "Universal Rules">> //For best results, use a single word//

<<if $brandDesign.primary === "a racial slur">>
	If ''$brandDesign.primary'' does not apply to the slave, choose a backup brand:
	[[Your slaving emblem|Universal Rules][$brandDesign.secondary = "your personal symbol"]]
	| [[Your initials|Universal Rules][$brandDesign.secondary = "your initials"]]

	[[SLUT|Universal Rules][$brandDesign.secondary = "SLUT"]]
	| [[WHORE|Universal Rules][$brandDesign.secondary = "WHORE"]]
	| [[SLAVE|Universal Rules][$brandDesign.secondary = "SLAVE"]]
	| [[COW|Universal Rules][$brandDesign.secondary = "COW"]]
	| [[MEAT|Universal Rules][$brandDesign.secondary = "MEAT"]]
	| [[CUMDUMP|Universal Rules][$brandDesign.secondary = "CUMDUMP"]]
	| [[LOVER|Universal Rules][$brandDesign.secondary = "LOVER"]]

	[[Pussy symbol|Universal Rules][$brandDesign.secondary = "a pussy symbol"]]
	| [[Anus symbol|Universal Rules][$brandDesign.secondary = "an anus symbol"]]
	| [[Penis symbol|Universal Rules][$brandDesign.secondary = "a penis symbol"]]

	[[Lady|Universal Rules][$brandDesign.secondary = "a lady silhouette"]]
	| [[Princess|Universal Rules][$brandDesign.secondary = "a princess silhouette"]]
	| [[Queen|Universal Rules][$brandDesign.secondary = "a queen silhouette"]]
	| [[Angel|Universal Rules][$brandDesign.secondary = "an angel silhouette"]]
	| [[Devil|Universal Rules][$brandDesign.secondary = "a devil silhouette"]]
	<<if $arcologies[0].FSSupremacist != "unset">>
	| //FS// [[Racial Slur|Universal Rules][$brandDesign.secondary = "a racial slur"]] <</if>>
	<<if $arcologies[0].FSSubjugationist != "unset">>
	| //FS// [[Racial Slur|Universal Rules][$brandDesign.secondary = "a racial slur"]] <</if>>
	<<if $arcologies[0].FSSubjugationist != "unset">>
	| //FS// [[Racial Slur|Universal Rules][$brandDesign.secondary = "a racial slur"]] <</if>>
	<<if ($arcologies[0].FSIntellectualDependency != "unset")>>
	| //FS// [[Scores|Universal Rules][$brandDesign.secondary = "how much sex $he needs per day"]] <</if>>
	<<if ($arcologies[0].FSSlaveProfessionalism != "unset")>>
	| //FS// [[Scores|Universal Rules][$brandDesign.secondary = "$his average slave aptitude test scores"]] <</if>>
	<<if ($arcologies[0].FSRepopulationFocus != "unset")>>
	| //FS// [[Birth Count|Universal Rules][$brandDesign.secondary = "the number of children $he has birthed"]] <</if>>
	<<if ($arcologies[0].FSGenderRadicalist != "unset") || ($arcologies[0].FSGenderFundamentalist != "unset")>>
	| //FS// [[Gender Symbol|Universal Rules][$brandDesign.secondary = "a gender symbol"]] <</if>>
	<<if ($arcologies[0].FSPaternalist != "unset")>>
	| //FS// [[Personal Symbol|Universal Rules][$brandDesign.secondary = "$his own personal symbol"]] <</if>>
	<<if ($arcologies[0].FSDegradationist != "unset")>>
	| //FS// [[Chain Symbol|Universal Rules][$brandDesign.secondary = "a chain symbol"]] <</if>>
	<<if ($arcologies[0].FSBodyPurist != "unset")>>
	| //FS// [[Vitruvian Man|Universal Rules][$brandDesign.secondary = "a Vitruvian man"]] <</if>>
	<<if ($arcologies[0].FSTransformationFetishist != "unset")>>
	| //FS// [[Scalpel|Universal Rules][$brandDesign.secondary = "a scalpel"]] <</if>>
	<<if ($arcologies[0].FSYouthPreferentialist != "unset")>>
	| //FS// [[Virginity Status|Universal Rules][$brandDesign.secondary = "$his virginity status"]] <</if>>
	<<if ($arcologies[0].FSMaturityPreferentialist != "unset")>>
	| //FS// [[Sexual Skill Info|Universal Rules][$brandDesign.secondary = "$his sexual skills"]] <</if>>
	<<if ($arcologies[0].FSPetiteAdmiration != "unset") || ($arcologies[0].FSStatuesqueGlorification != "unset")>>
	| //FS// [[Current height|Universal Rules][$brandDesign.secondary = "$his current height"]] <</if>>
	<<if ($arcologies[0].FSSlimnessEnthusiast != "unset")>>
	| //FS// [[Breast Floor|Universal Rules][$brandDesign.secondary = "$his absolute minimum breast size"]] <</if>>
	<<if ($arcologies[0].FSAssetExpansionist != "unset")>>
	| //FS// [[Breast Ceiling|Universal Rules][$brandDesign.secondary = "$his absolute maximum breast size"]] <</if>>
	<<if ($arcologies[0].FSHedonisticDecadence != "unset")>>
	| //FS// [[Weight Record|Universal Rules][$brandDesign.secondary = "$his highest weigh-in"]] <</if>>
	<<if ($arcologies[0].FSHedonisticDecadence != "unset") && $PC.refreshmentType == 2>>
	| //FS// [[Favorite Food|Universal Rules][$brandDesign.secondary = "a big helping of "+$PC.refreshment]] <</if>>
	<<if ($arcologies[0].FSPastoralist != "unset")>>
	| //FS// [[Product Quality|Universal Rules][$brandDesign.secondary = "$his body product quality"]] <</if>>
	<<if ($arcologies[0].FSPhysicalIdealist != "unset")>>
	| //FS// [[Deadlift Info|Universal Rules][$brandDesign.secondary = "$his deadlift record"]] <</if>>
	<<if ($arcologies[0].FSChattelReligionist != "unset")>>
	| //FS// [[Religious Symbol|Universal Rules][$brandDesign.secondary = "a religious symbol"]] <</if>>
	<<if ($arcologies[0].FSRomanRevivalist != "unset")>>
	| //FS// [[Republican Crest|Universal Rules][$brandDesign.secondary = "the crest of your Republic"]] <</if>>
	<<if ($arcologies[0].FSAztecRevivalist != "unset")>>
	| //FS// [[Seven Serpents|Universal Rules][$brandDesign.secondary = "the symbol of the Aztec gods"]] <</if>>
	<<if ($arcologies[0].FSEgyptianRevivalist != "unset")>>
	| //FS// [[Dynastic Sigil|Universal Rules][$brandDesign.secondary = "the sigil of your Dynasty"]] <</if>>
	<<if ($arcologies[0].FSEdoRevivalist != "unset")>>
	| //FS// [[Mon|Universal Rules][$brandDesign.secondary = "the Shogunate's mon"]] <</if>>
	<<if ($arcologies[0].FSArabianRevivalist != "unset")>>
	| //FS// [[Caliphate Symbol|Universal Rules][$brandDesign.secondary = "a symbol of the Caliphate"]] <</if>>
	<<if ($arcologies[0].FSChineseRevivalist != "unset")>>
	| //FS// [[Imperial Seal|Universal Rules][$brandDesign.secondary = "your Imperial Seal"]] <</if>>

	Or design your own: <<textbox "$brandDesign.primary" $brandDesign.primary "Universal Rules">> //For best results, use a single word//
<</if>>

''Scarring for slaves''

/* Correct some "bad" choices" */
<<if ["exotic", "menacing"].includes($scarDesign.primary)>>
	<<if !["cheek", "left cheek", "right cheek"].includes($scarTarget.primary)>>
		<<set $scarTarget.primary = "cheek">>
	<</if>>
<</if>>

One 'welcome' for a new slave is to have them scarred. Where would you like such scars to be applied?
<<if ["ankle", "breast", "buttock", "calf", "cheek", "ear", "foot", "hand", "lower arm", "shoulder", "testicle", "thigh", "upper arm", "wrist"].includes($scarTarget.primary)>>

 On the
	[[left|Universal Rules][$scarTarget.primary = ("left " + $scarTarget.primary)]]
	$scarTarget.primary, or the
	[[right|Universal Rules][$scarTarget.primary = ("right " + $scarTarget.primary)]]?
<<else>>

 Current site is ''$scarTarget.primary'':
	[[Ears|Universal Rules][$scarTarget.primary = "ear"]]
	| [[Cheeks|Universal Rules][$scarTarget.primary = "cheek"]]
	| [[Shoulders|Universal Rules][$scarTarget.primary = "shoulder"]]
	| [[Breasts|Universal Rules][$scarTarget.primary = "breast"]]
	| [[Arm, upper|Universal Rules][$scarTarget.primary = "upper arm"]]
	| [[Arm, lower|Universal Rules][$scarTarget.primary = "lower arm"]]
	| [[Wrist|Universal Rules][$scarTarget.primary = "wrist"]]
	| [[Hand|Universal Rules][$scarTarget.primary = "hand"]]
	| [[Buttocks|Universal Rules][$scarTarget.primary = "buttock"]]
	| [[Thigh|Universal Rules][$scarTarget.primary = "thigh"]]
	| [[Calf|Universal Rules][$scarTarget.primary = "calf"]]
	| [[Ankle|Universal Rules][$scarTarget.primary = "ankle"]]
	| [[Feet|Universal Rules][$scarTarget.primary = "foot"]]
	| [[Neck|Universal Rules][$scarTarget.primary = "neck"]]
	| [[Chest|Universal Rules][$scarTarget.primary = "chest"]]
	| [[Belly|Universal Rules][$scarTarget.primary = "belly"]]
	| [[Pubic Mound|Universal Rules][$scarTarget.primary = "pubic mound"]]
	| [[Penis|Universal Rules][$scarTarget.primary = "penis"]]
	| [[Testicles|Universal Rules][$scarTarget.primary = "testicle"]]
	| [[Back|Universal Rules][$scarTarget.primary = "back"]]
	| [[Lower Back|Universal Rules][$scarTarget.primary = "lower back"]]
<</if>>

<<if ["ankle", "breast", "buttock", "calf", "cheek", "ear", "foot", "hand", "lower arm", "shoulder", "testicle", "thigh", "upper arm", "wrist"].includes($scarTarget.secondary)>>

 On the
	[[left|Universal Rules][$scarTarget.secondary = ("left " + $scarTarget.secondary)]]
	$scarTarget.secondary, or the
	[[right|Universal Rules][$scarTarget.secondary = ("right " + $scarTarget.secondary)]]?
<<elseif [
	"left ankle", "right ankle",
	"left calve", "right calve",
	"left ear", "right ear",
	"left foot", "right foot",
	"left hand", "right hand",
	"left lower arm", "right lower arm",
	"left penis", "right penis",
	"left testicle", "right testicle",
	"left thigh", "right thigh",
	"left upper arm", "right upper arm",
	"left wrist", "right wrist"
	].includes($scarTarget.primary)>>

 It's possible that ''$scarTarget.primary'' may be missing from a slave. Choose a fallback in case it is not available: Current backup is ''$scarTarget.secondary'':
	/* Material copied from bodyModification, but please leave commented out any sections that may not be on ALL slaves. */

	/*<<if hasAnyEars(_slave)>>[[Ears|Universal Rules][$scarTarget.secondary = "ear"]]<</if>>*/
	| [[Cheeks|Universal Rules][$scarTarget.secondary = "cheek"]]
	| [[Shoulders|Universal Rules][$scarTarget.secondary = "shoulder"]]
	| [[Breasts|Universal Rules][$scarTarget.secondary = "breast"]]
	/*<<if hasAnyNaturalArms(_slave)>>
		| [[Arm, upper|Universal Rules][$scarTarget.secondary = "upper arm"]]
		| [[Arm, lower|Universal Rules][$scarTarget.secondary = "lower arm"]]
		| [[Wrist|Universal Rules][$scarTarget.secondary = "wrist"]]
		| [[Hand|Universal Rules][$scarTarget.secondary = "hand"]]
	<</if>>*/
	| [[Buttocks|Universal Rules][$scarTarget.secondary = "buttock"]]
	/*<<if hasAnyNaturalLegs(_slave)>>
		| [[Thigh|Universal Rules][$scarTarget.secondary = "thigh"]]
		| [[Calf|Universal Rules][$scarTarget.secondary = "calf"]]
		| [[Ankle|Universal Rules][$scarTarget.secondary = "ankle"]]
		| [[Feet|Universal Rules][$scarTarget.secondary = "foot"]]
	<</if>>*/
	| [[Neck|Universal Rules][$scarTarget.secondary = "neck"]]
	| [[Chest|Universal Rules][$scarTarget.secondary = "chest"]]
	| [[Belly|Universal Rules][$scarTarget.secondary = "belly"]]
	| [[Pubic Mound|Universal Rules][$scarTarget.secondary = "pubic mound"]]
	/*<<if _slave.dick > 0>>
		| [[Penis|Universal Rules][$scarTarget.secondary = "penis"]]
	<</if>>*/
	/*<<if _slave.balls > 0 && _slave.scrotum > 0>>
		| [[Testicles|Universal Rules][$scarTarget.secondary = "testicle"]]
	<</if>>*/
	| [[Back|Universal Rules][$scarTarget.secondary = "back"]]
	| [[Lower Back|Universal Rules][$scarTarget.secondary = "lower back"]]
<</if>>

Use ''$scarDesign.primary'' or choose another scar:
[[Whip|Universal Rules][$scarDesign.primary = "whip"]]
| [[Burns|Universal Rules][$scarDesign.primary = "burn"]]
| [[Surgical|Universal Rules][$scarDesign.primary = "surgical"]]
| [[Menacing|Universal Rules][$scarDesign.primary = "menacing"]]
| [[Exotic|Universal Rules][$scarDesign.primary = "exotic"]]
/* Other common scars might be battle scars or c-Section but it makes little sense to include them here */

Or design your own: <<textbox "$scarDesign.primary" $scarDesign.primary "Universal Rules">> //For best results, use a single word//

''Names for slaves''

<<if $surnamesForbidden == 0>>

	<<link "Strip all slaves of their surnames, both new and old">>
		<<for _i = 0; _i < $slaves.length; _i++>>
			<<set $slaves[_i].slaveSurname = 0>>
		<</for>>
		<<set $surnamesForbidden = 1>>
		<<replace "#strip">>
			Surnames taken.
		<</replace>>
	<</link>>

<<else>>
	[[Allow future slaves to keep their surnames|Universal Rules][$surnamesForbidden = 0]]
<</if>>

Slave nicknames are
<<if ($nicknamesAllowed == 0)>>
	@@.red;FORBIDDEN.@@ [[Allow|Universal Rules][$nicknamesAllowed = 1]]
<<else>>
	@@.cyan;ALLOWED.@@ [[Forbid|Universal Rules][$nicknamesAllowed = 0]]
<</if>>

<<if $FSAnnounced > 0>>

	<<if ($useFSNames == 0)>>
		Future society names for new slaves are currently @@.red;NOT APPLIED.@@ [[Apply|Universal Rules][$useFSNames = 1]]
	<<else>>
		Future society names for new slaves are currently @@.cyan;APPLIED.@@ [[Stop applying|Universal Rules][$useFSNames = 0]]

		<<if $FSNamePref == 0>>
			You are currently not setting direction towards which Future Society names are preferred.
		<<elseif $FSNamePref == 1>>
			New Slaves are currently being given devotional names.
		<<elseif $FSNamePref == 2>>
			New slaves are currently being named according to Roman Custom.
		<<elseif $FSNamePref == 3>>
			New slaves are currently being named according to ancient Aztec Custom.
		<<elseif $FSNamePref == 4>>
			New slaves are currently being named according to ancient Egyptian Custom.
		<<elseif $FSNamePref == 5>>
			New slaves are currently being named according to feudal Japanese Custom.
		<<elseif $FSNamePref == 6>>
			New slaves are currently being named according to Degradationist Custom.
		<<elseif $FSNamePref == 7>>
			New slaves are currently being named according to Paternalist Custom.
		<<elseif $FSNamePref == 8>>
			New slaves are currently being given simple bimbo names.
		<<elseif $FSNamePref == 9>>
			New Slaves are currently being named according to Pastoralist Custom.
		<</if>>

		<<if $FSNamePref != 0>>
			[[No Longer Specify which Future Society to Draw Names From.|Universal Rules][$FSNamePref = 0]]

		<</if>>
		<<if $FSNamePref != 1 && $arcologies[0].FSChattelReligionist >= 20>>
			[[Give New Slaves Devotional Names|Universal Rules][$FSNamePref = 1]]

		<</if>>
		<<if $FSNamePref != 2 && $arcologies[0].FSRomanRevivalist > 20>>
			[[Give New slaves Roman Names|Universal Rules][$FSNamePref = 2]]

		<</if>>
		<<if $FSNamePref != 3 && $arcologies[0].FSAztecRevivalist > 20>>
			[[Give New Slaves Ancient Aztec Names.|Universal Rules][$FSNamePref = 3]]

		<</if>>
		<<if $FSNamePref != 4 && $arcologies[0].FSEgyptianRevivalist > 20>>
			[[Give New Slaves Ancient Egyptian Names|Universal Rules][$FSNamePref = 4]]

		<</if>>
		<<if $FSNamePref != 5 && $arcologies[0].FSEdoRevivalist > 20>>
			[[Give New Slaves Feudal Japanese Names|Universal Rules][$FSNamePref = 5]]

		<</if>>
		<<if $FSNamePref != 6 && $arcologies[0].FSDegradationist !== "unset">>
			[[Give New Slaves Degrading Names|Universal Rules][$FSNamePref = 6]]

		<</if>>
		<<if $FSNamePref != 7 && $arcologies[0].FSPaternalist >= 20>>
			[[Give New Slaves Paternalist Names|Universal Rules][$FSNamePref = 7]]

		<</if>>
		<<if $FSNamePref != 8 && $arcologies[0].FSIntellectualDependency >= 20>>
			[[Give New Slaves Simple Bimbo Names|Universal Rules][$FSNamePref = 8]]
		<</if>>
	<</if>>
<</if>>

<<if $seePreg != 0>>

''Pregnant slaves''

<<if $universalRulesImpregnation == "HG">>
	<<setLocalPronouns _S.HeadGirl>>
	Fertile slaves will be ''systematically impregnated by your Head Girl,'' if $he is able to do so.
	[[Cancel insemination regime|Universal Rules][($universalRulesImpregnation = "none"),($universalHGImpregnateMasterSuiteToggle = 0)]]
	| [[Use a Stud for insemination|Universal Rules][($universalRulesImpregnation = "Stud")]]
	<<if $PC.dick > 0>>
		| [[Inseminate them yourself|Universal Rules][($universalRulesImpregnation = "PC"),($universalHGImpregnateMasterSuiteToggle = 0)]]
	<</if>>

	<<if $universalHGImpregnateMasterSuiteToggle == 1>>
		Your Head Girl, if able, ''is not'' inseminating slaves in the Master Suite. [["Allow "+$him+" to inseminate Master Suite slaves"|Universal Rules][$universalHGImpregnateMasterSuiteToggle = 0]]
	<<else>>
		Your Head Girl, if able, ''is'' inseminating slaves in the Master Suite. [["Forbid "+$him+" from inseminating Master Suite slaves"|Universal Rules][$universalHGImpregnateMasterSuiteToggle = 1]]
	<</if>>
<<elseif $universalRulesImpregnation == "Stud">>
	<<if !$StudID>>
		Fertile slaves will be ''systematically impregnated by a Stud,'' once you designate a subordinate slave to act as such.
	<<else>>
		<<set _Stud = slaveStateById($StudID)>>
		<<setLocalPronouns _Stud>>
		Fertile slaves will be ''systematically impregnated by your Stud,'' if $he is able to do so.
	<</if>>
	[[Cancel insemination regime|Universal Rules][($universalRulesImpregnation = "none"),($universalHGImpregnateMasterSuiteToggle = 0)]]
	<<if $PC.dick > 0>>
		| [[Inseminate them yourself|Universal Rules][($universalRulesImpregnation = "PC"),($universalHGImpregnateMasterSuiteToggle = 0)]]
	<</if>>
	<<if $seeDicks != 0>>
		| [[Delegate insemination to your Head Girl|Universal Rules][$universalRulesImpregnation = "HG"]]
	<</if>>

	<<if $universalHGImpregnateMasterSuiteToggle == 1>>
		Your Stud, if able, ''is not'' inseminating slaves in the Master Suite. [["Allow "+$him+" to inseminate Master Suite slaves"|Universal Rules][$universalHGImpregnateMasterSuiteToggle = 0]]
	<<else>>
		Your Stud, if able, ''is'' inseminating slaves in the Master Suite. [["Forbid "+$him+" from inseminating Master Suite slaves"|Universal Rules][$universalHGImpregnateMasterSuiteToggle = 1]]
	<</if>>
<<elseif $universalRulesImpregnation == "PC">>
	Fertile slaves will be ''systematically impregnated by you.''
	[[Cancel insemination regime|Universal Rules][$universalRulesImpregnation = "none"]]
	| [[Use a Stud for insemination|Universal Rules][($universalRulesImpregnation = "Stud")]]
	<<if $seeDicks != 0>>
		| [[Delegate insemination to your Head Girl|Universal Rules][$universalRulesImpregnation = "HG"]]
	<</if>>
<<elseif $seePreg != 0>>
	Fertile slaves will ''not be systematically impregnated.''
	<<if $PC.dick > 0>>
		[[Inseminate them yourself|Universal Rules][$universalRulesImpregnation = "PC"]] |
	<</if>>
	<<if $seeDicks != 0>>
		[[Delegate insemination to your Head Girl|Universal Rules][$universalRulesImpregnation = "HG"]] |
	<</if>>
	[[Use a Stud for insemination|Universal Rules][($universalRulesImpregnation = "Stud")]]
<</if>>

<<if $universalRulesBirthing == 1>>
	Heavily pregnant slaves will be ''scanned daily'' for signs of labor and moved to a birthing area immediately if any are detected.
	[[Stop scanning|Universal Rules][$universalRulesBirthing = 0]]
<<else>>
	Heavily pregnant slaves will be ''required to work'' right up until they feel contractions.
	[[Apply daily scanning|Universal Rules][$universalRulesBirthing = 1]]

	//This will increase upkeep costs for these slaves//
<</if>>

<<if $universalRulesCSec == 1>>
	Pregnant slaves will be ''given Caesarean sections'' rather than allowed to give birth naturally in order to minimize health issues and to preserve their vaginas.
	[[Only perform c-sections when necessary|Universal Rules][$universalRulesCSec = 0]]
<<else>>
	Pregnant slaves will ''give birth naturally'' unless health issues pose a threat.
	[[Always perform c-sections|Universal Rules][$universalRulesCSec = 1]]

	//Will lessen medical costs, at the expense of scarring//
<</if>>

''Babies''

Upon birth slave babies will be sent to $DefaultBirthDestination.

You can decide on a new policy:
	<<if $DefaultBirthDestination != "individually decided fates">>
		[[Decide individually|Universal Rules][$DefaultBirthDestination = "individually decided fates",$universalRulesChildrenBecomeBreeders = 0]]
	<</if>>
	<<if $DefaultBirthDestination != "an orphanage">>
		| [[Slave orphanage|Universal Rules][$DefaultBirthDestination = "an orphanage",$universalRulesChildrenBecomeBreeders = 0]]
	<</if>>
	<<if $DefaultBirthDestination != "a citizen school">>
		| [[Citizen school|Universal Rules][$DefaultBirthDestination = "a citizen school",$universalRulesChildrenBecomeBreeders = 0]]
	<</if>>
	<<if $DefaultBirthDestination != "a private school">>
		| [[Private school|Universal Rules][$DefaultBirthDestination = "a private school",$universalRulesChildrenBecomeBreeders = 0]]
	<</if>>
	<<if $policies.cash4Babies > 0>>
		<<if $DefaultBirthDestination != "the market">>
			| [[Market|Universal Rules][$DefaultBirthDestination = "the market",$universalRulesChildrenBecomeBreeders = 0]]
		<</if>>
	<</if>>
	<<if $arcologies[0].FSRepopulationFocus > 40>>

		<<if $DefaultBirthDestination != "breeder schools">>
			| [[Breeder schools|Universal Rules][$DefaultBirthDestination = "breeder schools",$universalRulesChildrenBecomeBreeders = 1]]
			//Will require a <<print cashFormat(50)>> donation per week once enrollment begins//
		<</if>>
	<</if>>
	//Children reserved for the Incubator or Nursery will not be affected//

<</if>>/*Closes seePreg check*/

''New slaves''

<<if $universalRulesNewSlavesRA == 0>>
	The Rules Assistant ''will not apply'' automatically to newly acquired slaves. [[Apply to new slaves|Universal Rules][$universalRulesNewSlavesRA = 1]]
<<else>>
	The Rules Assistant ''will apply'' automatically to newly acquired slaves [[Stop applying to new slaves|Universal Rules][$universalRulesNewSlavesRA = 0]]
<</if>>


code:
:: Walk Past List [nobr]

<<set $nextButton = "Back to Main", $nextLink = "Main">>
//For testing purposes only, this page lists or can produce all of the "walk past" scenes.//

//No scene has been selected yet.//

Choose target

<<link "Lips">>
	<<replace "#wplist">>
	<<includeDOM walkPastAll("FLips")>>
	<</replace>>
<</link>>

<<link "Boobs">>
	<<replace "#wplist">>
	<<includeDOM walkPastAll("FBoobs")>>
	<</replace>>
<</link>>

<<link "Butt">>
	<<replace "#wplist">>
	<<includeDOM walkPastAll("FButt")>>
	<</replace>>
<</link>> |
<<link "Anus">>
	<<replace "#wplist">>
	<<includeDOM walkPastAll("FAnus")>>
	<</replace>>
<</link>> |
<<link "Vagina">>
	<<replace "#wplist">>
	<<includeDOM walkPastAll("FVagina")>>
	<</replace>>
<</link>> //or ass if they lack one//

<<link "Dick">>
	<<replace "#wplist">>
	<<includeDOM walkPastAll("FDick")>>
	<</replace>>
<</link>>

<<link "Rival">>
	<<replace "#wplist">>
	<<includeDOM walkPastAll("FRival")>>
	<</replace>>
<</link>>

<<link "Relation">>
	<<replace "#wplist">>
	<<includeDOM walkPastAll("FRelation")>>
	<</replace>>
<</link>>

Walk Past List


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

<<set $nextButton = "Back", $nextLink = "Cellblock", $encyclopedia = "Wardeness">>
<<if (_S.Wardeness)>>
	<<setLocalPronouns _S.Wardeness>>
	<<= SlaveFullName(_S.Wardeness)>> is serving as your Wardeness.

$He will help break your prisoners.
<<else>>
	You have not selected a Wardeness.
<</if>>

''Appoint a Wardeness from your devoted slaves:''

[[None|Cellblock][removeJob(_S.Wardeness, "be the Wardeness")]]

<<includeDOM App.UI.SlaveList.facilityManagerSelection(App.Entity.facilities.cellblock, "Cellblock")>>


code:
:: Weather [nobr]

<<if $weatherRemaining == 0>>
<<if $continent == "Africa">>
<<set $weatherType = either(1, 1, 1, 1, 1, 2, 3, 4, 4, 5, 6, 6)>>
<<elseif $continent == "Asia">>
<<set $weatherType = either(1, 2, 2, 2, 2, 3, 4, 4, 5, 6)>>
<<elseif $continent == "Australia">>
<<set $weatherType = either(1, 1, 1, 2, 2, 2, 3, 4, 4, 5, 6)>>
<<elseif $continent == "Western Europe">>
<<set $weatherType = either(1, 2, 2, 3, 4, 5, 5, 6)>>
<<elseif $continent == "Central Europe">>
<<set $weatherType = either(1, 2, 3, 4, 5, 5, 5, 6)>>
<<elseif $continent == "Scandinavia">>
<<set $weatherType = either(1, 2, 3, 4, 5, 5, 5, 5, 5, 6)>>
<<elseif $continent == "Eastern Europe">>
<<set $weatherType = either(1, 2, 3, 4, 4, 5, 5, 5, 6)>>
<<elseif $continent == "Southern Europe">>
<<set $weatherType = either(1, 1, 1, 2, 2, 3, 4, 4, 5, 6)>>
<<elseif $continent == "Brazil">>
<<set $weatherType = either(1, 1, 2, 3, 3, 3, 4, 4, 5, 6)>>
<<elseif $continent == "Japan">>
<<set $weatherType = either(1, 2, 2, 2, 3, 4, 4, 5, 6, 6)>>
<<elseif $continent == "Middle East">>
<<set $weatherType = either(1, 1, 1, 1, 1, 2, 3, 4, 4, 5, 6)>>
<<elseif $continent == "North America">>
<<set $weatherType = either(1, 2, 3, 3, 4, 5, 6, 6, 6)>>
<<elseif $continent == "South America">>
<<set $weatherType = either(1, 1, 2, 3, 3, 3, 4, 4, 5, 6)>>
<<elseif $terrain === "oceanic">>
<<set $weatherType = either(1, 2, 2, 2, 2, 2, 3, 4, 5, 6)>>
<</if>>
<<set $weatherRemaining = random (3,6)>>
<</if>>

<<if $weatherLastWeek == 0>>
<<set $weatherLastWeek = 1>>
<</if>>

<<set _seed = random(1,10)>>
<<if $weatherType == 1>>
<<if $week < 25>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.hotnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 1>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.hotnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 2>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.hotnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 3>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 1>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.hotnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 2>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.hotnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 3>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 3>>
	<<if _seed > 5>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 1>>
	<<if _seed > 8>>
		<<set $weatherToday = App.Data.weather.hotnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 2>>
	<<if _seed > 7>>
		<<set $weatherToday = App.Data.weather.hotnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 5>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 3>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.hotlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.hotheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 4>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.hotheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.hotextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<</if>>
<<elseif $weatherType == 2>>
<<if $week < 25>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.windynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 1>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.windynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 2>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.windynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 3>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 1>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.windynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 2>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.windynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 3>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 3>>
	<<if _seed > 5>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 1>>
	<<if _seed > 8>>
		<<set $weatherToday = App.Data.weather.windynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 2>>
	<<if _seed > 7>>
		<<set $weatherToday = App.Data.weather.windynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 5>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 3>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.windylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.windyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windyextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 4>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.windyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.windyextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<</if>>
<<elseif $weatherType == 3>>
<<if $week < 25>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.smokynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 1>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.smokynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 2>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.smokynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 3>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 1>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.smokynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 2>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.smokynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 3>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 3>>
	<<if _seed > 5>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 1>>
	<<if _seed > 8>>
		<<set $weatherToday = App.Data.weather.smokynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 2>>
	<<if _seed > 7>>
		<<set $weatherToday = App.Data.weather.smokynice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 5>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 3>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.smokylight.random()>>
		<<set $weatherLastWeek = 2>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.smokyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokyextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 4>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.smokyheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.smokyextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<</if>>
<<elseif $weatherType == 4>>
<<if $week < 25>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.toxicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 1>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.toxicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 2>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.toxicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 3>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 1>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.toxicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 2>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.toxicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 3>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 3>>
	<<if _seed > 5>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 1>>
	<<if _seed > 8>>
		<<set $weatherToday = App.Data.weather.toxicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 2>>
	<<if _seed > 7>>
		<<set $weatherToday = App.Data.weather.toxicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 5>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 3>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.toxiclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.toxicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxicextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 4>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.toxicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.toxicextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<</if>>
<<elseif $weatherType == 5>>
<<if $week < 25>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.coldnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 1>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.coldnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 2>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.coldnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 3>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 1>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.coldnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 2>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.coldnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 3>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 3>>
	<<if _seed > 5>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 1>>
	<<if _seed > 8>>
		<<set $weatherToday = App.Data.weather.coldnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 2>>
	<<if _seed > 7>>
		<<set $weatherToday = App.Data.weather.coldnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 5>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 3>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.coldlight.random()>>
		<<set $weatherLastWeek = 2>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.coldheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 4>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.coldheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.coldextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<</if>>
<<elseif $weatherType == 6>>
<<if $week < 25>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.tectonicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 1>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.tectonicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 2>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.tectonicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectonicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 50 && $weatherLastWeek == 3>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectonicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 1>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.tectonicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 2>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.tectonicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 3>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectonicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week < 75 && $weatherLastWeek == 3>>
	<<if _seed > 5>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectonicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 1>>
	<<if _seed > 8>>
		<<set $weatherToday = App.Data.weather.tectonicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 2>>
	<<if _seed > 7>>
		<<set $weatherToday = App.Data.weather.tectonicnice.random()>>
		<<set $weatherLastWeek = 1>>
	<<elseif _seed > 5>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectonicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 3>>
	<<if _seed > 6>>
		<<set $weatherToday = App.Data.weather.tectoniclight.random()>>
		<<set $weatherLastWeek = 2>>
	<<elseif _seed > 2>>
		<<set $weatherToday = App.Data.weather.tectonicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectonicextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<<elseif $week > 75 && $weatherLastWeek == 4>>
	<<if _seed > 4>>
		<<set $weatherToday = App.Data.weather.tectonicheavy.random()>>
		<<set $weatherLastWeek = 3>>
	<<else>>
		<<set $weatherToday = App.Data.weather.tectonicextreme.random()>>
		<<set $weatherLastWeek = 4>>
	<</if>>
<</if>>
<</if>>