code:
:: Buy Slaves [nobr]

<<set $nextButton = "Back">>
<<set $nextLink = "Main">>

<<set $activeArcology = 0>>

__Sex Slave Purchase Options__

//There are many different organizations to purchase slaves from, but many of them are selective about their customers and will only sell to you if you are reputable.//
<<if ($slaveCostFactor > 1.1)>>
	@@.yellow;There is a bull market for slaves; the price of slaves is very high.@@
<<elseif ($slaveCostFactor > 1)>>
	@@.yellow;The slave market is bullish; the price of slaves is high.@@
<<elseif ($slaveCostFactor < 0.9)>>
	@@.yellow;There is a bear market for slaves; the price of slaves is very low.@@
<<elseif ($slaveCostFactor < 1)>>
	@@.yellow;The slave market is bearish; the price of slaves is low.@@
<<else>>
	The slave market is stable; the price of slaves is average.
<</if>>

<<if $corpIncorporated != 0>>

[[Corporate Market|Slave Markets][$slaveMarket = "corporate", $slavesSeen += 1]] | //Slaves from your corporation purchased at a discounted rate.//
<</if>>

[[The Flesh Heap|Slave Markets][$slaveMarket = "heap", $slavesSeen += 1]] | //Broken and discarded slaves. Near useless, but cheap.//

<<if $bodyswapAnnounced == 1>>

[[Order a custom husk slave from the Flesh Heap|Husk Slave]] | //Will need to be used on arrival.//
<</if>>

<<if ($rep > 500)>>

[[Kidnappers' Market|Slave Markets][$slaveMarket = "kidnappers", $slavesSeen += 1]] | //Slaves will tend to be low quality and resistant.//
<</if>>

<<set $seed = 0>>
<<for $i = 0; $i < $arcologies.length; $i++>>
	<<if $arcologies[$i].direction != 0>>

<<print "[[Slaves from|Slave Markets][$activeArcology = $arcologies[" + $i + "]]]">>
	''$arcologies[$i].name''
	<<if $seed == 0>>
		| //The arcology's prosperity and culture will affect slaves who have lived there.//
		<<set $seed = 1>>
	<</if>>
	<</if>>
<</for>>

<<if ($rep > 1000)>>

[[Runaway Hunters' Market|Slave Markets][$slaveMarket = "hunters", $slavesSeen += 1]] | //Slaves will tend to be skilled but rebellious.//
<</if>>

<<if ($rep > 2000)>>

[[Indentures Market|Slave Markets][$slaveMarket = "indentures", $slavesSeen += 1]] | //Temporary enslavement and restrictions on treatment.//
<</if>>

<<if ($rep > 3000)>>

[[Raiders' Market|Slave Markets][$slaveMarket = "raiders", $slavesSeen += 1]] | //Slaves will always be sold immediately upon reaching majority.//
<</if>>

<<if ($pedo_mode == 1 || ($minimumSlaveAge <= 13 && $minimumSlaveAge <= $fertilityAge)) && ($rep > 3500)>>

[[Raiders' Black Market|Slave Markets][$slaveMarket = "underage raiders", $slavesSeen += 1]] | //Very young slaves.//
<</if>>

<<if ($rep > 4000)>>

[[Trainers' Market|Slave Markets][$slaveMarket = "trainers", $slavesSeen += 1]] | //Slaves will tend to be good quality and obedient.//
<</if>>

<<if ($rep > 5500)>>

''Slave Schools:'' //High prices; will be young and healthy.//
	<<if ($seeDicks != 2)>>

    [[The Slavegirl School][$slavesSeen += 1]] | //Straightforward slaves with good training.//<<if $TSS.schoolSale == 1>> //@@.yellow;Offering your first purchase at half price this week.@@//<</if>>

    [[Growth Research Institute][$slavesSeen += 1]] | //Poorly trained slaves with huge assets.//<<if $GRI.schoolSale == 1>> //@@.yellow;Offering your first purchase at half price this week.@@//<</if>>

    [[St. Claver Preparatory][$slavesSeen += 1]] | //Slaves with basic training and solid implants.//<<if $SCP.schoolSale == 1>> //@@.yellow;Offering your first purchase at half price this week.@@//<</if>>
	<</if>>
	<<if ($seeDicks != 0)>>

    [[L'école des Enculées][$slavesSeen += 1]] | //Slaves optimized and trained for anal.//<<if $LDE.schoolSale == 1>> //@@.yellow;Offering your first purchase at half price this week.@@//<</if>>

    [[The Gymnasium-Academy][$slavesSeen += 1]] | //Well trained slaves with dicks.//<<if $TGA.schoolSale == 1>> //@@.yellow;Offering your first purchase at half price this week.@@//<</if>>

    [[The Futanari Sisters][$slavesSeen += 1]] | //Highly skilled, highly feminine hermaphrodites.//<<if $TFS.schoolSale == 1>> //@@.yellow;Offering your first purchase at half price this week.@@//<</if>>
	<</if>>
<</if>>

<<if ($arcologies[0].FSDegradationist != "unset")>>

//The Slave Shelter does not place slaves into Degradationist arcologies.//
<<elseif ($shelterAbuse > 10)>>

//The Slave Shelter has banned you due to dark rumors about you.//
<<elseif ($shelterAbuse > 5)>>

//The Slave Shelter has banned you due to rumors that you resell its slaves.//
<<elseif ($shelterSlaveBought == 1)>>

//The Slave Shelter will not offer another slave for placement until next week.//
<<elseif ($rep > 7000)>>

[[Take in a shelter slave|Slave Shelter]] | //Presents charity cases for a nominal fee.//
<</if>>

<<if ($rep > 9000)>>

[[Consult the household liquidator|Household Liquidator][$slavesSeen += 2]] | //Offers slaves close to one another at a very high price.//
<</if>>

<<if ($rep > 11000)>>

[[Place a special order|Custom Slave]] | //Customizable but very expensive.//
<</if>>

<<if ($rep > 14000)>>

[[Attend an auction of a prestigious slave|Prestigious Slave]] | //Variable and expensive.//
<</if>>

<<if ($rep > 17000)>>

[[Acquire other slaveowners' stock|Special Slave]] | //Variable and expensive.//
<</if>>

<<if ($rep <= 500)>>

//You are not reputable enough to buy kidnapped slaves.//
<<elseif ($rep <= 1000)>>

//You are not reputable enough to buy recaptured slaves.//
<<elseif ($rep <= 2000)>>

//You are not reputable enough to buy indentured servants.//
<<elseif ($rep <= 3000)>>

//You are not reputable enough to buy teenaged slaves.//
<<elseif ($pedo_mode == 1 || ($minimumSlaveAge <= 13 && $minimumSlaveAge <= $fertilityAge)) && ($rep <= 3500)>>

//You are not reputable enough to buy underaged slaves.//
<<elseif ($rep <= 4000)>>

//You are not reputable enough to buy trained slaves.//
<<elseif ($rep <= 5500)>>

//You are not reputable enough to acquire fresh school slaves.//
<<elseif ($rep <= 7000)>>

//You are not reputable enough to take in Shelter slaves.//
<<elseif ($rep <= 9000)>>

//You are not reputable enough to consult the household liquidator.//
<<elseif ($rep <= 11000)>>

//You are not reputable enough to order custom slaves.//
<<elseif ($rep <= 14000)>>

//You are not reputable enough to bid on prestigious slaves.//
<<elseif ($rep <= 17000)>>

//You are not reputable enough to acquire other slaveowners' stock.//
<<else>>

You are so reputable that you can access all of the Free Cities' slaving markets.
<</if>>

__Menial Slaves__

The parts of your arcology you own can house a total of <<print 100*Math.trunc(($arcologies[0].ownership*$AProsperityCap)/1000)>> menial slaves.
<<MenialPopCap>>

<<set $seed = Math.trunc(($slaveCostFactor*1000)/100)*100>>
<<set $seed = Math.clamp($seed, 500, 1500)>>

<<if $helots > 1>>
	You own $helots menial slaves.
<<elseif $helots > 0>>
	You own one menial slave.
<<else>>
	You do not own any menial slaves.
<</if>>
The market price of menials is ¤$seed.
[[Buy|Buy Slaves][$helots+=1,$menialDemandFactor+=1,$cash-=$seed]]
<<if $cash > $seed*10>>
	[[(x10)|Buy Slaves][$helots+=10,$menialDemandFactor+=10,$cash-=$seed*10]]
<</if>>
<<if $cash > $seed*100>>
	[[(x100)|Buy Slaves][$helots+=100,$menialDemandFactor+=100,$cash-=$seed*100]]
<</if>>
<<if $cash > $seed*2>>
	[[(max)|Buy Slaves][$helots+=Math.trunc($cash/($seed)),$menialDemandFactor+=Math.trunc($cash/($seed)),$cash-=Math.trunc($cash/($seed))*($seed)]]
<</if>>
<<if $helots >= 1>>
	| [[Sell|Buy Slaves][$helots-=1,$menialDemandFactor-=1,$cash+=$seed]]
<<if $helots >= 10>>
	[[(x10)|Buy Slaves][$helots-=10,$menialDemandFactor-=10,$cash+=$seed*10]]
<<if $helots >= 100>>
	[[(x100)|Buy Slaves][$helots-=100,$menialDemandFactor-=100,$cash+=$seed*100]]
<</if>>
<</if>>
[[(all)|Buy Slaves][$cash+=$helots*($seed),$menialDemandFactor-=$helots*($seed),$helots = 0]]
	<<if $arcologies[0].FSPaternalist == "unset">>
	<<if $arcadeUpgradeFuckdolls == 1>>

    [[Convert to Fuckdoll|Buy Slaves][$helots-=1,$fuckdolls+=1,$cash-=1000]]
		<<if $helots >= 10>>
			[[(x10)|Buy Slaves][$helots-=10,$fuckdolls+=10,$cash-=10000]]
		<<if $helots >= 100>>
			[[(x100)|Buy Slaves][$helots-=100,$fuckdolls+=100,$cash-=100000]]
		<</if>>
		<</if>>
		[[(all)|Buy Slaves][$fuckdolls+=$helots,$cash-=1000*$helots,$helots=0]]
		//Costs ¤1000//
	<</if>>
	<<if $dairyFeedersUpgrade > 0>>

    [[Convert to Bioreactor|Buy Slaves][$helots-=1,$menialBioreactors+=1,$cash-=500]]
		//Costs ¤500//
		<<if $helots >= 10>>
			[[(x10)|Buy Slaves][$helots-=10,$menialBioreactors+=10,$cash-=5000]]
		<<if $helots >= 100>>
			[[(x100)|Buy Slaves][$helots-=100,$menialBioreactors+=100,$cash-=50000]]
		<</if>>
		<</if>>
		[[(all)|Buy Slaves][$menialBioreactors+=$helots,$cash-=500*$helots,$helots=0]]
		//Costs ¤500//
	<</if>>
	<</if>>
<</if>>

<<if $fuckdolls > 1>>

You own $fuckdolls standard Fuckdolls.
<<elseif $fuckdolls > 0>>

You own one standard Fuckdoll.
<<elseif $arcologies[0].FSPaternalist == "unset">>

You do not own any standard Fuckdolls.
<</if>>
<<if ($fuckdolls > 0) || ($arcologies[0].FSPaternalist == "unset")>>
The market price of standard fuckdolls is ¤<<print $seed*2>>.
<<if $arcologies[0].FSPaternalist == "unset">>
[[Buy|Buy Slaves][$fuckdolls+=1,$menialDemandFactor+=1,$cash-=$seed*2]]
<<if $cash > $seed*20>>
	[[(x10)|Buy Slaves][$fuckdolls+=10,$menialDemandFactor+=10,$cash-=$seed*20]]
<</if>>
<<if $cash > $seed*200>>
	[[(x100)|Buy Slaves][$fuckdolls+=100,$menialDemandFactor+=100,$cash-=$seed*200]]
<</if>>
<<if $cash > $seed*4>>
	[[(max)|Buy Slaves][$fuckdolls+=Math.trunc($cash/($seed*2)),$menialDemandFactor+=Math.trunc($cash/($seed*2)),$cash-=Math.trunc($cash/($seed*2))*($seed*2)]]
<</if>>
<</if>>
<<if $fuckdolls >= 1>>
	| [[Sell|Buy Slaves][$fuckdolls-=1,$menialDemandFactor-=1,$cash+=$seed*2]]
<<if $fuckdolls >= 10>>
	[[(x10)|Buy Slaves][$fuckdolls-=10,$menialDemandFactor-=10,$cash+=$seed*20]]
<<if $fuckdolls >= 100>>
	[[(x100)|Buy Slaves][$fuckdolls-=100,$menialDemandFactor-=100,$cash+=$seed*200]]
<</if>>
<</if>>
[[(all)|Buy Slaves][$cash+=$fuckdolls*($seed*2),$menialDemandFactor-=$fuckdolls*($seed*2),$fuckdolls = 0]]
<</if>>
<</if>>

<<if $menialBioreactors > 1>>

You own $menialBioreactors standard bioreactors.
<<elseif $menialBioreactors > 0>>

You own one standard bioreactor.
<<elseif $arcologies[0].FSPaternalist == "unset">>

You do not own any standard bioreactors.
<</if>>
<<if ($menialBioreactors > 0) || ($arcologies[0].FSPaternalist == "unset")>>
The market price of standard bioreactors is ¤<<print ($seed-100)>>.
<<if $arcologies[0].FSPaternalist == "unset">>
[[Buy|Buy Slaves][$menialBioreactors+=1,$menialDemandFactor+=1,$cash-=($seed-100)]]
<<if $cash > ($seed-100)*10>>
	[[(x10)|Buy Slaves][$menialBioreactors+=10,$menialDemandFactor+=10,$cash-=($seed-100)*10]]
<</if>>
<<if $cash > ($seed-100)*100>>
	[[(x100)|Buy Slaves][$menialBioreactors+=100,$menialDemandFactor+=100,$cash-=($seed-100)*100]]
<</if>>
<<if $cash > ($seed-100)*2>>
	[[(max)|Buy Slaves][$menialBioreactors+=Math.trunc($cash/($seed-100)),$menialDemandFactor+=Math.trunc($cash/($seed-100)),$cash-=Math.trunc($cash/($seed-100))*($seed-100)]]
<</if>>
<</if>>
<<if $menialBioreactors >= 1>>
	| [[Sell|Buy Slaves][$menialBioreactors-=1,$menialDemandFactor-=1,$cash+=($seed-100)]]
<<if $menialBioreactors >= 10>>
	[[(x10)|Buy Slaves][$menialBioreactors-=10,$menialDemandFactor-=10,$cash+=($seed-100)*10]]
<<if $menialBioreactors >= 100>>
	[[(x100)|Buy Slaves][$menialBioreactors-=100,$menialDemandFactor-=100,$cash+=($seed-100)*100]]
<</if>>
<</if>>
[[(all)|Buy Slaves][$cash+=$menialBioreactors*($seed-100),$menialDemandFactor-=$menialBioreactors*($seed-100),$menialBioreactors = 0]]
<</if>>
<</if>>


code:
:: Cellblock [nobr]

<<set $nextButton = "Back to Main", $nextLink = "Main", $returnTo = "Cellblock", $showEncyclopedia = 1, $encyclopedia = "Cellblock", $cellblockSlaves = $CellBiIDs.length>>

<<if $cellblockName != "the Cellblock">>
	<<set $cellblockNameCaps = $cellblockName.replace("the ", "The ")>>
<</if>>

$cellblockNameCaps
<<switch $cellblockDecoration>>
<<case "Roman Revivalist">>
	is designed to resemble the holding pens beneath the old Coliseum. Whenever there's a fight in the arcology, screens in each cell helpfully keep inmates informed of what awaits (otherwise) useless slaves.
<<case "Egyptian Revivalist">>
	uses the climate of Egypt as an additional source of discomfort. The air here is hot and dry, and inmates can easily imagine themselves confined in mud brick cells in a baking desert.
<<case "Edo Revivalist">>
	is furnished in a severely medieval Japanese style. There is one refinement, but it's of exquisite cruelty. At the end of the hall, there's a fountain with a traditional bamboo boar scarer. As it fills with water, it tips against a stone with a thunk... thunk... thunk... thunk...
<<case "Arabian Revivalist">>
	is furnished as imagined Arabian slave pens, all set around a central pillar. This pillar is capped by shackles, so that slaves can be bound by their hands and whipped on the backs, buttocks, and thighs in clear view of all their fellow chattel.
<<case "Chinese Revivalist">>
	is furnished in a severely medieval Chinese style. There is one refinement, but it's of exquisite cruelty. Somewhere out of sight, water is dripping into an urn, drop by drop... drop... drop... drop...
<<case "Chattel Religionist">>
	is built of cold stone. Most of the cells are unfurnished little cubes inside which the only bed is the bare floor. A few are smaller still, so that the inmates can neither stand nor lie flat.
<<case "Degradationist">>
	is a nightmare. Everything is made of metal, and almost everything menaces with spikes of steel. Inmates must carefully avoid the walls of their own cells if they wish to avoid being stabbed.
<<case "Asset Expansionist">>
	is a straightforward prison, with one exception. Each cell features a screen displaying plans for its inmate's expansion. Day and night, inmates are confronted with the sight of themselves transformed.
<<case "Transformation Fetishist">>
	is a straightforward prison, with one exception. Each cell features a screen displaying plans for its inmate's expansion. Day and night, inmates are confronted with the sight of themselves transformed.
<<case "Gender Radicalist">>
	is a straightforward prison, with one exception. Each cell features a screen displaying plans for its inmate's bimbofication. Day and night, inmates are confronted with the sight of themselves dyed, pierced, tattooed, gaped, filled with implants, or all of these.
<<case "Gender Fundamentalist">>
	is a block of barred cells whose sides, offering a clear view of the whole prison, provide much menace. Anyone who abuses an inmate does so in full view of every other slave here, keeping the jailbirds in a state of constant fear that they're next.
<<case "Physical Idealist">>
	is a block of barred cells whose sides, offering a clear view of the whole prison, provide much menace. Anyone who assrapes an inmate does so in full view of every other slave here, keeping the bitches in a state of constant fear that their asses are next.
<<case "Supremacist">>
	is a straightforward prison whose menace is provided by context that, although subtle, adds up to a nightmare. Everyone outside the cells is $arcologies[0].FSSupremacistRace, and everyone inside them is not. The darkness of history is palpable here.
<<case "Subjugationist">>
	is a straightforward prison whose menace is provided by context that, although subtle, adds up to a nightmare. The inmates inside the cells are $arcologies[0].FSSubjugationistRace, and everyone outside them is not. The darkness of history is palpable here.
<<case "Repopulation Focus">>
	is a straightforward prison, with two exceptions. One cell style features a screen displaying plans for its inmate's impregnation, the other is covered with mirrors for its inmate to watch her pregnancy grow. Day and night, inmates are confronted with the sight of themselves transformed.
<<case "Eugenics">>
	is designed to make very clear to its inmates that they are subhuman. Many screens showcasing their inadequacy intermingled with propaganda play on nonstop loops.
<<case "Paternalist">>
	is a prison, but a modern and scientific one. The cells, the common areas, and even the color of the walls are all carefully designed to communicate the feeling that inmates can better themselves.
<<case "Pastoralist">>
	requires its inmates to drink as much breast milk as they can hold. This sounds like a small thing, but for an unbroken slave, conquering the revulsion of drinking another girl's milk is an important step.
<<case "Maturity Preferentialist">>
	is subtly designed to make very clear to its inmates that they are sex objects. Many screens showing pornography make it clear to the maturest girl here that she's still an object of lust, and will be used to slake others' pleasure.
<<case "Youth Preferentialist">>
	is subtly designed to make the breadth of sex acts performed in the arcology clear to its inmates. A cacophony of pornography makes clear to the most innocent inmate that her pussy is a fuck hole, her mouth is a fuck hole, her anus is a fuck hole, and, in fact, all three can be fuck holes at once.
<<case "Body Purist">>
	requires its inmates to drink as much filtered water as they can, all the time. This sounds like a petty thing, but most inmates are very aware that they're being flushed out. Cleaned. It is an oddly menacing thought.
<<case "Slimness Enthusiast">>
	is torture for chubby slaves. Fat bitches that pass through here soon learn that they're going to be slim and pretty one day, but that it isn't going to be much fun getting there.
<<default>>
	could be mistaken for a modern prison. A close inspection, however, reveals restraints in each cell that will hold inmates in sexually compromising positions, and compliance systems to force them to place their wrists and ankles in them.
<</switch>>

<<if $cellblockSlaves > 2>>
	$cellblockNameCaps is full of slaves, though it's difficult to tell at first. The row of cell doors is closed as always, and the soundproofed little rooms let no noise escape. Through each little window, though, a scene of loneliness and misery may be witnessed.
<<elseif $cellblockSlaves > 0>>
	$cellblockNameCaps holds a few slaves, though it's difficult to tell at first. The row of cell doors is closed as always, and the soundproofed little rooms let no noise escape. Through several of the little windows, though, a scene of loneliness and misery may be witnessed.
<<elseif $Wardeness != 0>>
	$Wardeness.slaveName is alone in the cellblock, and seems rather lonely without anyone to oppress.
<<else>>
	None of your slaves are confined in the cellblock. [[Decommission the cellblock|Main][$cellblock = 0, $cellblockDecoration = "standard", $cellblockUpgrade = 0]]
<</if>>

<<set _Tmult0 = Math.trunc($cellblock*1000*$upgradeMultiplierArcology)>>

$cellblockNameCaps has room for $cellblock slaves to be kept in close confinement.
[[Expand the cellblock|Cellblock][$cash -= _Tmult0, $cellblock += 5]] //Costs ¤_Tmult0//

<<if $cellblockUpgrade == 1>>
	Its compliance systems have been upgraded to allow slaves no mental respite, painstakingly correcting the tiniest misbehaviors to soften flaws into quirks at the cost of considerable anguish to inmates denied any rest from correction.
<<else>>
	Its compliance systems are standard. [[Upgrade them to soften slave flaws|Cellblock][$cash -= 20000, $cellblockUpgrade = 1]] //Costs ¤20000//
<</if>>

<<if $Wardeness != 0>>
	<<set $Flag = 2>>
	<<include "Slave Summary">>
<<else>>
	You do not have a slave serving as a Wardeness. [[Appoint one|Wardeness Select]]
<</if>>

<<if $cellblockSlaves > 0>>

''Let a slave out of the cellblock:''
	<<set $Flag = 1>>
	<<include "Slave Summary">>
<</if>>

<<if $cellblock <= $cellblockSlaves>>

''$cellblockNameCaps is full and cannot hold any more slaves''
<<elseif ($slaves.length > $cellblockSlaves)>>

''Send a resistant slave to be broken in the cellblock:''
	<<set $Flag to 0>>
	<<include "Slave Summary">>
<</if>>
<<unset $Flag>>

Rename $cellblockName: <<textbox "$cellblockName" $cellblockName "Cellblock">> //Use a noun or similar short phrase//

repo_name: Elohiem/fc


code:
:: Cellblock Report [nobr]

<<set _brokenSlaves = 0, _idleBonus = 0, _softenedQuirks = 0, _trustMalis = 0, _FLsFetish = 0, _DL = $CellBiIDs.length, $cellblockSlaves = _DL, _SL = $slaves.length, _FLs = -1>>

<<for _dI = 0; _dI < _DL; _dI++>>
<<set _i = $CellBiIDs[_dI].Index, _ID = $CellBiIDs[_dI].ID>>
<<if _ID != $slaves[_i].ID>>
	/% Slaves.ID and $CellBiIDs.ID's don't match-up so let's find her %/
	<<for _i = 0; _i < _SL; _i++>>
	<<if (_ID == $slaves[_i].ID)>>
		/% Correct the Index %/
		<<set $CellBiIDs[_dI].Index = _i>>
	<</if>>
	<</for>>
<</if>>
<</for>>
<<SlaveSort $CellBiIDs>>

<<if $cellblockDecoration != "standard">>
	<<set _devBonus = 1>>
<<else>>
	<<set _devBonus = 0>>
<</if>>

<<if ($Wardeness != 0)>>
	<<for _FLs = 0; _FLs < _SL; _FLs++>>
	<<if ($slaves[_FLs].ID == $Wardeness.ID)>>
		<<break>>
	<</if>>
	<</for>>
	<<if ($slaves[_FLs].health < -80)>>
	<<set $slaves[_FLs].health += 20>>
	<<elseif ($slaves[_FLs].health < -40)>>
	<<set $slaves[_FLs].health += 15>>
	<<elseif ($slaves[_FLs].health < 0)>>
	<<set $slaves[_FLs].health += 10>>
	<<elseif ($slaves[_FLs].health < 90)>>
	<<set $slaves[_FLs].health += 7>>
	<</if>>
	<<if ($slaves[_FLs].devotion <= 60)>>
	<<set $slaves[_FLs].devotion += 2>>
	<</if>>
	<<set $slaves[_FLs].devotion += _devBonus>>
	<<if $slaves[_FLs].trust < 60>>
	<<set $slaves[_FLs].trust += 3>>
	<</if>>
	<<if $slaves[_FLs].fetishStrength <= 95>>
	<<if $slaves[_FLs].fetish != "sadist">>
		<<fetishChangeChance $slaves[_FLs]>>
		<<if $fetishChangeChance > random(0,100)>>
			<<set _FLsFetish = 1, $slaves[_FLs].fetishKnown = 1, $slaves[_FLs].fetish = "sadist">>
		<</if>>
	<<elseif $slaves[_FLs].fetishKnown == 0>>
		<<set _FLsFetish = 1, $slaves[_FLs].fetishKnown = 1>>
	<<else>>
		<<set _FLsFetish = 2, $slaves[_FLs].fetishStrength += 4>>
	<</if>>
	<</if>>
	<<set $Wardeness = $slaves[_FLs], $i = _FLs>>
	<<if ($Wardeness.energy > 95) || ($Wardeness.fetish == "sadist")>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
	<</if>>
	    $Wardeness.slaveName is serving as the wardeness.
	<<if $Wardeness.relationship == -3>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		As your wife, she tries her best to break the disobedient slaves to your will.
	<</if>>
	<<if (_FLsFetish == 1)>>
		One day she demands obedience. The next day she strikes a slave when it isn't given. The next, she seems more excited than embarrassed when beating a prisoner. Soon, she's looking for an excuse to punish. She's @@.pink;become more of a sadist.@@
	<<elseif (_FLsFetish == 2)>>
		Being not only allowed but encouraged to get off while punishing prisoners @@.lightsalmon;deepens her sadism.@@
	<</if>>
	<<if $wardenessCareers.includes($Wardeness.career)>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		She has experience with detecting security issues and grinding down potential miscreants from her life before she was a slave, making her more effective.
	<</if>>
	<<if $Wardeness.fetish == "sadist">>
		She uses the prisoners to gratify her sadism, terrifying them and quickly breaking their resistance.
	<<elseif $Wardeness.energy > 95>>
		She is so sexually depraved that she constantly molests the prisoners, breaking them to a life of servitude.
	<</if>>
	<<if $Wardeness.sexualFlaw == "malicious">>
		<<set _devBonus++, _trustMalis += 2, _idleBonus += 2>>
		Sexual abuse of prisoners has become an end for her, not a means. She inspires her prisoners to do everything possible to qualify to get away from her, even as she slowly grinds away their interest in sex to do it.
	<</if>>
	<<if ($Wardeness.dick > 2) && (canPenetrate($Wardeness))>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		Her molestation of the prisoners is more varied and effective because she has a dick to fuck them with.
	<</if>>
	<<if ($Wardeness.muscles > 35)>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		She is strong enough to restrain anyone that tries anything with her own hands.
	<</if>>
	<<if ($Wardeness.devotion > 95)>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		Her devotion to you is so absolute that she sees breaking bitches for your service as a noble calling.
	<</if>>
	<<if $cellblockSlaves > 0>>
	<<for _dI = 0; _dI < _DL; _dI++>>
		<<set _i = $CellBiIDs[_dI].Index>>
		<<if $familyTesting == 1>>
			<<if $slaves[_i].mother == $Wardeness.ID>>
				She spares no mercy for her daughter, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
			<<if $slaves[_i].father == $Wardeness.ID>>
				She spares no mercy for her daughter, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
			<<if $slaves[_i].ID == $Wardeness.father>>
				She spares no mercy for her father, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
			<<if $slaves[_i].ID == $Wardeness.mother>>
				She spares no mercy for her mother, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
			<<if areSisters($slaves[_i], $Wardeness) == 1>>
				She spares no mercy for her twin, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<<elseif areSisters($slaves[_i], $Wardeness) == 2>>
				She spares no mercy for her sister, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<<elseif areSisters($slaves[_i], $Wardeness) == 3>>
				She spares no mercy for her half-sister, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
		<<else>>
		<<if $Wardeness.relationTarget == $slaves[_i].ID>>
			She spares no mercy for her $slaves[_i].relation, $slaves[_i].slaveName, making sure she understands her place.
			<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
		<</if>>
		<</if>> /*closes extended family mode*/
		<<if $Wardeness.relationshipTarget == $slaves[_i].ID>>
			She hates having to break her <<if $Wardeness.relationship == 1>>friend<<elseif $Wardeness.relationship == 2>>best friend<<elseif $Wardeness.relationship == 3>>friend with benefits<<elseif $Wardeness.relationship == 4>>lover<<elseif $Wardeness.relationship == 5>>slave wife<</if>>, $slaves[_i].slaveName, but her devotion to you wins out in the end.
			<<set $slaves[_i].devotion++, $slaves[_i].trust -= 3>>
			<<if random(1,100) >= 50>>
				Her and $slaves[_i].slaveName's relationship has been shattered by these events.
				<<set $Wardeness.relationship = 0, $Wardeness.relationshipTarget = 0, $slaves[_FLs].relationship = 0, $slaves[_FLs].relationshipTarget = 0, $slaves[_i].relationship = 0, $slaves[_i].relationshipTarget = 0>>
			<</if>>
		<</if>>
		<<if $Wardeness.rivalryTarget == $slaves[_i].ID>>
			She greatly enjoys breaking her <<if $Wardeness.rivalry == 1>>growing rival<<elseif $Wardeness.rivalry == 2>>rival<<elseif $Wardeness.rivalry >= 3>>bitter rival<</if>>, $slaves[_i].slaveName's will.
			<<set $slaves[_i].devotion++, $slaves[_i].trust -= 3>>
			<<if random(1,100) > 30>>
				<<set $Wardeness.rivalry++, $slaves[_FLs].rivalry++, $slaves[_i].rivalry++>>
			<</if>>
		<</if>>
	<</for>>
	<</if>>
	<<if ($cellblockSlaves < $cellblock)>>
		<<set _seed = random(1,10)+(($cellblock-$cellblockSlaves)*(random(150,170)+(_idleBonus*10))), $cash += _seed>>

    Since she doesn't have enough prisoners to manage to keep her busy, she works on citizens' slaves, earning @@.yellowgreen;¤_seed.@@
	<</if>>
	<<if ($cellblockSlaves)>>
<</if>>
<</if>>

<<if ($cellblockSlaves > 0)>>
	    <<if ($cellblockSlaves == 1)>>''One slave is being confined in $cellblockName until she is willing to obey.''<<else>>''$cellblockSlaves slaves are being confined in $cellblockName until they are willing to obey.''<</if>>
<</if>>

<<if ($Wardeness != 0)>>
	<<if $showEWD != 0>>

		/* 000-250-006 */
		<<if $seeImages == 1 && $imageChoice == 0>>

			<<SlaveArt $slaves[_FLs] 0 0>>

		<</if>>
		/* 000-250-006 */
		''__@@.pink;$slaves[$i].slaveName@@__'' is serving as the Wardeness in $cellblockName.

		<<if $slaves[$i].choosesOwnClothes == 1>>
		<<include "SA chooses own clothes">>
		<<if ($slaves[$i].devotion <= 20)>>
			<<set $slaves[$i].devotion -= 5>>
		<<else>>
			<<set $slaves[$i].devotion++>>
		<</if>>
		<</if>>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>

<<include "SA devotion">>
	<<else>>
		<<silently>>
		<<if $slaves[$i].choosesOwnClothes == 1>>
		<<include "SA chooses own clothes">>
		<<if ($slaves[$i].devotion <= 20)>>
			<<set $slaves[$i].devotion -= 5>>
		<<else>>
			<<set $slaves[$i].devotion++>>
		<</if>>
		<</if>>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>
		<<include "SA devotion">>
		<</silently>>
	<</if>>
	<<set $Wardeness = $slaves[_FLs]>>
<</if>>

<<if ($cellblockSlaves > 0)>>
<<for _dI = 0; _dI < _DL; _dI++>>
	<<set _i = $CellBiIDs[_dI].Index, $i = _i>>
	<<if ($slaves[_i].devotion <= 20)>>
	<<if ($slaves[_i].trust > -20)>>
		<<set $slaves[_i].devotion -= 4, $slaves[_i].trust -= 4>>
	<<else>>
		<<set $slaves[_i].devotion++>>
	<</if>>
	<</if>>
	<<if $cellblockUpgrade == 1>>
	<<if ($slaves[_i].behavioralFlaw != "none") && ($slaves[_i].behavioralQuirk == "none")>>
		<<switch $slaves[_i].behavioralFlaw>>
		<<case "arrogant">>
			<<set $slaves[_i].behavioralQuirk = "confident", _softenedQuirks++>>
		<<case "bitchy">>
			<<set $slaves[_i].behavioralQuirk = "cutting", _softenedQuirks++>>
		<<case "odd">>
			<<set $slaves[_i].behavioralQuirk = "funny", _softenedQuirks++>>
		<<case "hates men">>
			<<set $slaves[_i].behavioralQuirk = "adores women", _softenedQuirks++>>
		<<case "hates women">>
			<<set $slaves[_i].behavioralQuirk = "adores men", _softenedQuirks++>>
		<<case "gluttonous">>
			<<set $slaves[_i].behavioralQuirk = "fitness", _softenedQuirks++>>
		<<case "anorexic">>
			<<set $slaves[_i].behavioralQuirk = "insecure", _softenedQuirks++>>
		<<case "devout">>
			<<set $slaves[_i].behavioralQuirk = "sinful", _softenedQuirks++>>
		<<case "liberated">>
			<<set $slaves[_i].behavioralQuirk = "advocate", _softenedQuirks++>>
		<</switch>>
		<<set $slaves[_i].behavioralFlaw = "none", $slaves[_i].devotion -= 10>>
	<<elseif ($slaves[_i].sexualFlaw != "none") && ($slaves[_i].sexualQuirk == "none")>>
		<<switch $slaves[_i].sexualFlaw>>
		<<case "hates oral">>
			<<set $slaves[_i].sexualQuirk = "gagfuck queen", _softenedQuirks++>>
		<<case "hates anal">>
			<<set $slaves[_i].sexualQuirk = "painal queen", _softenedQuirks++>>
		<<case "hates penetration">>
			<<set $slaves[_i].sexualQuirk = "strugglefuck queen", _softenedQuirks++>>
		<<case "shamefast">>
			<<set $slaves[_i].sexualQuirk = "tease", _softenedQuirks++>>
		<<case "idealistic">>
			<<set $slaves[_i].sexualQuirk = "romantic", _softenedQuirks++>>
		<<case "repressed">>
			<<set $slaves[_i].sexualQuirk = "perverted", _softenedQuirks++>>
		<<case "apathetic">>
			<<set $slaves[_i].sexualQuirk = "caring", _softenedQuirks++>>
		<<case "crude">>
			<<set $slaves[_i].sexualQuirk = "unflinching", _softenedQuirks++>>
		<<case "judgemental">>
			<<set $slaves[_i].sexualQuirk = "size queen", _softenedQuirks++>>
		<</switch>>
		<<set $slaves[_i].sexualFlaw = "none", $slaves[_i].devotion -= 10>>
	<</if>>
	<</if>>
	<<set $slaves[_i].devotion += _devBonus, $slaves[_i].trust -= _trustMalis>>
	<<if ($Wardeness != 0) && ($Wardeness.sexualFlaw == "malicious") && ($slaves[_i].energy >= 2)>>
		<<set $slaves[_i].energy -= 2>>
	<</if>>
	<<if ($slaves[_i].health < -80)>>
	<<set $slaves[_i].health += 20>>
	<<elseif ($slaves[_i].health < -40)>>
	<<set $slaves[_i].health += 15>>
	<<elseif ($slaves[_i].health < 0)>>
	<<set $slaves[_i].health += 10>>
	<<elseif ($slaves[_i].health < 40)>>
	<<set $slaves[_i].health += 7>>
	<<elseif ($slaves[_i].health < 100)>>
	<<set $slaves[_i].health += 3>>
	<</if>>
	<<if ($slaves[_i].devotion > 20) || (($slaves[_i].devotion >= -20) && ($slaves[_i].trust < -20)) || (($slaves[_i].devotion >= -50) && ($slaves[_i].trust < -50))>>
		<<removeJob $slaves[_i] "be confined in the cellblock">>
		<<set _brokenSlaves++, _DL--, _dI-->>
		<<continue>> /% Stops slave from appearing in this summary and as resting in main at same time. %/
	<</if>>
	<<if $showEWD != 0>>

		/* 000-250-006 */
		<<if $seeImages == 1 && $imageChoice == 0>>

			<<SlaveArt $slaves[_i] 0 0>>

		<</if>>
		/* 000-250-006 */
		''__@@.pink;$slaves[$i].slaveName@@__'' is confined in $cellblockName.

    She <<include "SA stay confined">>

		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>

<<include "SA devotion">>
	<<else>>
		<<silently>>
		<<include "SA stay confined">>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>
		<<include "SA devotion">>
		<</silently>>
	<</if>>
<</for>>
	<<if (_softenedQuirks) || (_brokenSlaves)>>

	<</if>>
	<<if (_softenedQuirks > 0)>>
		$cellblockName's advanced compliance systems successfully softened
	<<if (_softenedQuirks == 1)>>
		one slave's mental flaw into an @@.green;appealing quirk,@@ though the constant correction caused her @@.mediumorchid;considerable anguish.@@
	<<else>>
		_softenedQuirks slaves' mental flaws into @@.green;appealing quirks,@@ though the constant correction caused them @@.mediumorchid;considerable anguish.@@
	<</if>>
	<</if>>
	<<if (_brokenSlaves > 0)>>
	<<if (_brokenSlaves == 1)>>
		One slave is now willing to @@.hotpink;do as she's told@@ and has been released.
	<<else>>
		_brokenSlaves slaves are now willing to @@.hotpink;do as they're told@@ and have been released.
	<</if>>
	<<if $cellblockDecoration != "standard">>
		$cellblockNameCaps's $cellblockDecoration atmosphere @@.hotpink;had an impact on <<if _brokenSlaves == 1>>her while she<<else>>them while they<</if>>@@ were imprisoned.
	<</if>>
	<</if>>
<</if>>
<<if $cellblockSlaves || $Wardeness>>

<</if>>


code:
:: Change Language

<<nobr>>

<<set $nextButton = "Confirm changes">>
<<set $nextLink = "Manage Arcology">>

<<set $revivalistLanguage = 0>>
<<if $arcologies[0].FSRomanRevivalist != "unset">>
	<<if $language != "Latin">>
	<<set $revivalistLanguage = "Latin">>
	<</if>>
<<elseif $arcologies[0].FSEgyptianRevivalist != "unset">>
	<<if $language != "Ancient Egyptian">>
	<<set $revivalistLanguage = "Ancient Egyptian">>
	<</if>>
<<elseif $arcologies[0].FSEdoRevivalist != "unset">>
	<<if $language != "Japanese">>
	<<set $revivalistLanguage = "Japanese">>
	<</if>>
<<elseif $arcologies[0].FSArabianRevivalist != "unset">>
	<<if $language != "Arabic">>
	<<set $revivalistLanguage = "Arabic">>
	<</if>>
<<elseif $arcologies[0].FSChineseRevivalist != "unset">>
	<<if $language != "Chinese">>
	<<set $revivalistLanguage = "Chinese">>
	<</if>>
<</if>>

The lingua franca of the arcology is ''$language''.

//Changing the lingua franca of the arcology is a difficult process. Doing so will slightly reduce the arcology's prosperity due to the difficulty changing languages will impose on businesses. It will also cost ¤500 for each mentally competent slave you own, since it will be necessary to build time into their schedules for them to learn basic commands in the new language. Slaves' starting fluency in the new language will depend on their intelligence, nationality, education, and in some cases, ethnicity. Previous linguistic experience will not be saved, meaning that repeated language changes will wipe out slaves' previous language skills.//

Select a custom language to be applied: <<textbox "$seed" $seed "Change Language">> //A single capitalized word is recommended.//

<</nobr>>\
\

<<nobr>>

<<if $language != "English">>

<<link "English">>
	<<replace "#result">>
	<<set $language = "English">>
	<<set $arcologies[0].prosperity = Math.trunc(0.9*$arcologies[0].prosperity)>>
	<<for $i = 0; $i < $slaves.length; $i++>>
		<<if $slaves[$i].fetish != "mindbroken">>
			<<NationalityToAccent $slaves[$i]>>
			<<if ($slaves[$i].intelligenceImplant == 1)>>
			<<if ($slaves[$i].accent >= 3)>>
			<<if (3+$slaves[$i].intelligence) > random(0,6)>>
				<<set $slaves[$i].accent -= 1>>
			<</if>>
			<</if>>
			<</if>>
			<<set $cash -= 500>>
		<</if>>
	<</for>>

//Language changed.//
	<</replace>>
	<</link>>
<</if>>
<<if $language != "Spanish">>

<<link "Spanish">>
	<<replace "#result">>
	<<set $language = "Spanish">>
	<<set $arcologies[0].prosperity = Math.trunc(0.9*$arcologies[0].prosperity)>>
	<<for $i = 0; $i < $slaves.length; $i++>>
		<<if $slaves[$i].fetish != "mindbroken">>
			<<NationalityToAccent $slaves[$i]>>
			<<if ($slaves[$i].intelligenceImplant == 1)>>
			<<if ($slaves[$i].accent >= 3)>>
			<<if (3+$slaves[$i].intelligence) > random(0,6)>>
				<<set $slaves[$i].accent -= 1>>
			<</if>>
			<</if>>
			<</if>>
			<<set $cash -= 500>>
		<</if>>
	<</for>>

//Language changed.//
	<</replace>>
	<</link>>
<</if>>
<<if $language != "Portuguese">>

<<link "Portuguese">>
	<<replace "#result">>
	<<set $language = "Portuguese">>
	<<set $arcologies[0].prosperity = Math.trunc(0.9*$arcologies[0].prosperity)>>
	<<for $i = 0; $i < $slaves.length; $i++>>
		<<if $slaves[$i].fetish != "mindbroken">>
			<<NationalityToAccent $slaves[$i]>>
			<<if ($slaves[$i].intelligenceImplant == 1)>>
			<<if ($slaves[$i].accent >= 3)>>
			<<if (3+$slaves[$i].intelligence) > random(0,6)>>
				<<set $slaves[$i].accent -= 1>>
			<</if>>
			<</if>>
			<</if>>
			<<set $cash -= 500>>
		<</if>>
	<</for>>

//Language changed.//
	<</replace>>
	<</link>>
<</if>>
<<if $language != "Arabic">>

<<link "Arabic">>
	<<replace "#result">>
	<<set $language = "Arabic">>
	<<set $arcologies[0].prosperity = Math.trunc(0.9*$arcologies[0].prosperity)>>
	<<for $i = 0; $i < $slaves.length; $i++>>
		<<if $slaves[$i].fetish != "mindbroken">>
			<<NationalityToAccent $slaves[$i]>>
			<<if ($slaves[$i].intelligenceImplant == 1)>>
			<<if ($slaves[$i].accent >= 3)>>
			<<if (3+$slaves[$i].intelligence) > random(0,6)>>
				<<set $slaves[$i].accent -= 1>>
			<</if>>
			<</if>>
			<</if>>
			<<set $cash -= 500>>
		<</if>>
	<</for>>

//Language changed.//
	<</replace>>
	<</link>>
<</if>>
<<if $language != "Chinese">>

<<link "Chinese">>
	<<replace "#result">>
	<<set $language = "Chinese">>
	<<set $arcologies[0].prosperity = Math.trunc(0.9*$arcologies[0].prosperity)>>
	<<for $i = 0; $i < $slaves.length; $i++>>
		<<if $slaves[$i].fetish != "mindbroken">>
			<<NationalityToAccent $slaves[$i]>>
			<<if ($slaves[$i].intelligenceImplant == 1)>>
			<<if ($slaves[$i].accent >= 3)>>
			<<if (3+$slaves[$i].intelligence) > random(0,6)>>
				<<set $slaves[$i].accent -= 1>>
			<</if>>
			<</if>>
			<</if>>
			<<set $cash -= 500>>
		<</if>>
	<</for>>

//Language changed.//
	<</replace>>
	<</link>>
<</if>>
<<if $language != $seed>>

<<link "Apply custom language">>
	<<replace "#result">>
	<<set $language = $seed>>
	<<set $arcologies[0].prosperity = Math.trunc(0.9*$arcologies[0].prosperity)>>
	<<for $i = 0; $i < $slaves.length; $i++>>
		<<if $slaves[$i].fetish != "mindbroken">>
			<<NationalityToAccent $slaves[$i]>>
			<<if ($slaves[$i].intelligenceImplant == 1)>>
			<<if ($slaves[$i].accent >= 3)>>
			<<if (3+$slaves[$i].intelligence) > random(0,6)>>
				<<set $slaves[$i].accent -= 1>>
			<</if>>
			<</if>>
			<</if>>
			<<set $cash -= 500>>
		<</if>>
	<</for>>

//Language changed.//
	<</replace>>
	<</link>>
<</if>>
<<if $revivalistLanguage != 0>>

<<link "Match language to Revivalist future society">>
	<<replace "#result">>
	<<set $language = $revivalistLanguage>>
	<<set $arcologies[0].prosperity = Math.trunc(0.9*$arcologies[0].prosperity)>>
	<<for $i = 0; $i < $slaves.length; $i++>>
		<<if $slaves[$i].fetish != "mindbroken">>
			<<NationalityToAccent $slaves[$i]>>
			<<if ($slaves[$i].intelligenceImplant == 1)>>
			<<if ($slaves[$i].accent >= 3)>>
			<<if (3+$slaves[$i].intelligence) > random(0,6)>>
				<<set $slaves[$i].accent -= 1>>
			<</if>>
			<</if>>
			<</if>>
			<<set $cash -= 500>>
		<</if>>
	<</for>>

//Language changed.//
	<</replace>>
	<</link>> //Failing to take this step will retard adoption of Revivalism//
<</if>>

<</nobr>>


code:
:: Checkin Checks [nobr]

<<if $activeSlave.dick > 0>>
	<<if $activeSlave.balls > 0>>
	<<if $activeSlave.devotion <= 50>>
	<<if ($activeSlave.fetish != "buttslut") || ($activeSlave.fetishKnown != 1)>>
	<<if $activeSlave.sexualFlaw != "hates women">>
	<<set $REFeminizationCheckinIDs.push($activeSlave.ID)>>
	<</if>>
	<</if>>
	<</if>>
	<</if>>
<</if>>

<<if $activeSlave.physicalAge > 35>>
	<<if $activeSlave.face < 40>>
	<<if $activeSlave.analSkill <= 30>>
	<<set $REMILFCheckinIDs.push($activeSlave.ID)>>
	<</if>>
	<</if>>
<</if>>

<<if $activeSlave.attrXY <= 60>>
	<<if $activeSlave.attrXX > 0>>
		<<set $REOrientationCheckinIDs.push($activeSlave.ID)>>
	<</if>>
<</if>>

<<if $activeSlave.face < -10>>
	<<set $REUglyCheckinIDs.push($activeSlave.ID)>>
<</if>>

<<if $activeSlave.anus < 2>>
	<<set $REButtholeCheckinIDs.push($activeSlave.ID)>>
<</if>>

<<if $activeSlave.boobs < 800>>
	<<set $REReductionCheckinIDs.push($activeSlave.ID)>>
<</if>>


code:
:: Classes Workaround [silently]

<<set $slaves[$i].assignment = "take classes", $slaves[$i].choosesOwnAssignment = 0>>
<<goto "Main">>