<<run setup.scrollToTop("passages")>>
/* turn all-lost into an array of names and last names and return all of them in columns with auto scroll. */
/* If pet killed state name of Wimpie here */
<p class="passage-text">You open the door, but remember all the <<print Math.abs($TotalLost)>> unfortunate souls you lost along the way.</p>
<<HighscoreText>>
/* All includes about the planet itself */<<run setup.scrollToTop("passages")>>
<<achPolitics>>
<p class="passage-text center-correction">$FinalScore is your final score</p>
<div class="end-image">
<<endImage>>
<<modalImage>>
</div>
<p class="passage-text center-correction"><<link "Credits" "Credits">><</link>></p><<run setup.scrollToTop("passages")>>
<p class="passage-text">
'The Last Sanctuary' created by: SjoerdHekking
</p>
<hr>
<p class="passage-text">
'Audio' created by: Cryochamber
</p>
<hr>
<p class="passage-text">
'Special Thanks to': TRBRY, Bogdan, Hituro, Litrouke and Gwen
</p>
<hr>
<p class="passage-text">
'With the help of': Cyrus and Chapel
</p>
<hr>
<p class="passage-text">
'Tested by': Manonamora, Litrouke and Maliface
</p>
<hr>
<p class="passage-text">
'Proofread by': Litrouke and Andrakthuin
</p>
<hr>
<p class="passage-text center-correction">
<<restart>>
</p><<removeclass "#footer" "nodisplay">>
<<set $EventDone = true>>
<<run setup.scrollToTop("passages")>>
<<if $Turns === 0>>
<p class="passage-text">The machine whines as you press the buttons to initiate another sleep cycle. Your bed is cold and small. Were you expecting comfort when you read the mission appendixes? <<returnStation "You enter the pod">>.</p>
<<elseif $Turns >= 1>>
<p class="passage-text">You prepare the hibernation pod for another cycle. <<returnStation "Soon you will be awake again">>.</p>
<</if>>
<p class="passage-text" id="End">
There is also the option of opening the blast door, if you believe earth to be habitable oncemore.
<<link "Do you think it\’s time…?">>
<<replace "#End">>
<p class="passage-text">Are you sure it’s time already? Besides either dooming humanity or ushering in a new era — of prosperity — you will also seal your fate, for an eternal sleep is <<link "inevitable" "Pre-end">><<set $EventDone = false>><</link>>.</p>
<</replace>>
<</link>>
</p><<if visited() == 1>>
<p class="passage-text">A <<print either("virus","bacterium","fungus")>> broke free among the inhabitants. It’s highly contagious and requires medicine to be stopped as soon as possible. You’re unsure of how this even happened. Everything should’ve been decontaminated!</p>
<<else>>
<p class="passage-text">Another <<print either("virus","bacterium","fungus")>> broke free among the inhabitants; the last time it was highly contagious. You doubt it will be better this time around.</p>
<</if>>
<div id="result">
<<if $Meds > 0>>
<<link "Use medicine.">>
<<replace "#result">>
<<set $Morale += 1>>
<<useMedicineLow>>
<p class="passage-text">You used _tempMedicine% from the medicine stockpile and prevented an outbreak of the pathogen. [[Break the connection|Event Done]].</p>
<</replace>>
<</link>>
<<else>>
<<link "No medicine left!">><</link>>
<</if>>
|
<<link "Let nature do its job.">>
<<replace "#result">>
<<set $Morale -= 1>>
<<set _r to random(1,2)>>
<<if _r === 1>>
<p class="passage-text">No inhabitants died, you suppose you were lucky: gambling with nature like that is dangerous. [[Break the connection|Event Done]].</p>
<<elseif _r === 2>>
<<killSurvivorLow>>
<p class="passage-text">Darwinism! _tempSurvivor died due to the disease becaming lethal. [[Break the connection|Event Done]].</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() == 1>>
<p class="passage-text">Oh no! A pyromaniac is setting fire to different places inside the facility. The inhabitants have cornered the delusional person though, so now you need to decide what to do with them.</p>
<<else>>
<p class="passage-text">Another pyromaniac is setting fire to the place. You wonder if a lack of natural sunlight might decrease mental stability or something.</p>
<</if>>
<div id="result">
<<link "Kill him.">>
<<replace "#result">>
<<set $Morale -= 1>>
<<set $Survivor -= 1>>
<<set $TotalLost += -1>>
<p class="passage-text">You allowed them to kill the pyromaniac. What does one soul mean in a sea of $Survivor souls? Their family and friends are heartbroken, but that’s your mission. [[Break the connection|Event Done]].</p>
<</replace>>
<</link>>
|
<<link "Detain him.">>
<<replace "#result">>
<<set _r to random(1,3)>>
<<if _r === 1>>
<<set $Morale += 1>>
<<killSurvivorLow>>
<p class="passage-text">He was detained! But _tempSurvivor died while trying to either stop him or get away from the fires. [[Break the connection|Event Done]].</p>
<<elseif _r === 2>>
<<killSurvivorMedium>>
<p class="passage-text">Enraged, the pyromaniac set fire to the entrance of a corridor with one exit. You thought the facility featured built-in sprinkler systems, but water is an expensive resource, so not every corridor is protected. _tempSurvivor humans died fleeing or trying to detain the delusional soul. [[Break the connection|Event Done]].</p>
<<elseif _r === 3>>
<p class="passage-text">Luckily, the pyromaniac was safely detained and no one was harmed. You sigh, relieved. [[Break the connection|Event Done]].</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The database was made to last for what the designers hoped was a long time; saved on thousands of floppy disks. Due to the high usage of these disks, a few sectors are failing, but the inhabitants still need access to the knowledge to maintain life inside.</p>
<<else>>
<p class="passage-text">The database’s integrity is alarmingly low again. Some disks are failing, and to prevent data loss you must decide on a plan of action.</p>
<</if>>
<div id="result">
<<link "Restore from back-up.">>
<<replace "#result">>
<<set _r = random(1, 4)>>
<<if _r === 1>>
/* small data gained */
<<addDataLow>>
<p class="passage-text">The database has been restored to a previous back-up. The back-up held more information than the original. A lot of lost technology has entered the intranet. The database has been upgraded by _tempData%. [[Break the connection|Event Done]].</p>
<<elseif _r === 2>>
/* medium data lost */
<<useDataMedium>>
<p class="passage-text">The back-up was supposed to hold a lot of information, but to your dismay, the ICT department probably probably let interns make the back-ups. The database was downgraded by _tempData% due to the missing content. [[Break the connection|Event Done]].</p>
<<else>>
/* nothing happens */
<p class="passage-text">After a long wait, because floppies aren’t that fast, you hear a short tune play. The back-up restoration has been completed with zero data loss. You sigh, for nothing of severe consequence has happened. [[Break the connection|Event Done]].</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Hope for the best.">>
<<replace "#result">>
<<set _r = random(1,2)>>
<<if _r === 1>>
/* some data lost */
<<useDataLow>>
<p class="passage-text">After watching the diagnostic page for some time, you wtach some floppies grey out. _tempData% has been lost forever. Luckily, the system reports to be functional again after disconnecting those faulty disks. [[Break the connection|Event Done]].</p>
<<else>>
/* nothing happens */
<p class="passage-text">After some time the panel seems to calm down from many blinking red lights to a few, to none. You reload the panel again to check if it’s true. To your surprise, the disks are behaving normally again. [[Break the connection|Event Done]].</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">Communication is a fragile thing, and the antenna of the facility needs to be re-aligned with the space station. All the sanctuary needs is a broadcast on all channels from the space station to pinpoint its exact location.</p>
<<else>>
<p class="passage-text">The alarm is blaring again, for the communication with the facility on Earth has been lost. Do you broadcast another signal on all channels?</p>
<</if>>
<div id="result">
<<link "Broadcast signal.">>
<<replace "#result">>
<<set _r = random(1,4)>>
<<if _r === 1>>
/* projectile attack */
/* Damage to random system, water, air, shield */
<<set _r = random(1,3)>>
<<if _r === 1>><<useAirLow>><<elseif _r === 2>><<useShieldLow>><<else>><<useWaterLow>><</if>>
<p class="passage-text">You can see projectiles heading to the location of the bunker. Whatever you did to reset communication seems to have triggered an automated attack! You can only sit and wait, hoping the damage isn’t too severe. After a while, the system reports <<if _r === 1>>_tempAir% damage to the ventilation system<<elseif _r === 2>>the shield has shrunk by _tempShield centimeters.<<else>>_tempWater% damage to the filtration system<</if>> to you. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
<<addSurvivorLow>>
/* Survivors heard the signal and request to join */
<p class="passage-text">_tempSurvivor survivors listened in to the broadcasts as you re-aligned the antennas. They found the sanctuary, and they contacted it. They could prove they were citizens before all of this. After some tinkering, they established a connection and now follow commands from the sanctuary in their own bunker. [[Break the connection|Event Done]]</p>
<<elseif _r === 3>>
/* The communication did become a little worse */
<<useCommsLow>>
<p class="passage-text">Because the signal that was broadcast wasn’t very accurate, the communication antennae suffered a loss of functionality. A connection has been established, but it isn’t a perfect 1:1 anymore, thus losing _tempComms%. [[Break the connection|Event Done]]</p>
<<else>>
/* Luckily nothing happens and the communication was restored */
<p class="passage-text">The broadcast isn’t audible in space, but you can sure see the giant spike of energy released in the atmosphere. After some minutes of dead silence, you see the panels connecting again. Nothing big has happened. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Try relaying a signal.">>
<<replace "#result">>
<<set _r = random(1,2)>>
<<if _r === 1>>
/* Signal relay went wrong, medium damage to comms */
<<useCommsMedium>>
<p class="passage-text">Nearby empty bunkers or still operating military locations allow a relay. With some searches through manuals, you find the passcodes for the secure connections. You initiate the process and shortly after find that the relay made everything worse, causing _tempComms% to be lost. [[Break the connection|Event Done]]</p>
<<else>>
/* Signal relay went ok, no damage */
<p class="passage-text">You grab a manual and search for the passcodes to all nearby communication bunkers or powered military locations. After some tinkering, you relay the signals from that facility to the sanctuary via existing cables. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() == 1>>
<p class="passage-text">After complaints of some inhabitants, a $Pet has been found. Protocol states it should be terminated; pets are a risk to the facility, through allergies, diseases, and even jealousy. Your course is clear.</p>
<<else>>
<p class="passage-text">Somehow, another pet has been found. It’s a $Pet. You are confused how the inhabitants keep smuggling pets in, but protocol states it should be terminated. Do you go ahead?</p>
<</if>>
<div id="result">
<<link "Allow the pet.">>
<<replace "#result">>
<<set $Morale += 1>>
<<switch $Pet>>
/* ["dog", "cat", "rabbit", "hamster", "dwarf cayman", "snake", "spider", "budgie"] */
<<case "dog">>
/* Dog goes rabbit and kills a few humans */
<<set $Survivor -= 2>>
<<set $TotalLost += -2>>
<<useMedicineLow>>
<p class="passage-text">The $Pet has rabies and attacked its owner. A random inhabitant, trying to intervene, was also bitten. The doctors tried everything they could, but the creators of the sanctuary never expected rabies to manifest itself, so the _tempMedicine% medicine was futile. [[Break the connection|Event Done][$Pet = $Pets.random()]].</p>
<<case "cat">>
/* Cat allergy becomes a thing and requires medicine */
<<useMedicineLow>>
<p class="passage-text">Despite how cute $Pet’s are, some people are allergic to them. The ventilation system of the facility is a closed-loop, with many filters and machines to keep the air clean. However, a few inhabitants nearby require _tempMedicine% medicine to breathe again, since the system is not perfect. [[Break the connection|Event Done][$Pet = $Pets.random()]].</p>
<<case "rabbit">>
/* Chews some data cables */
<<useDataLow>>
<p class="passage-text">You wonder, 'what could a small $Pet do wrong?' Sadly, you soon find out. Its owner lives next to an intersection of data cables and the rabbit broke free. It probably thought the cables were carrots when it bit right through them. As a result, some servers failed. You lost _tempData% of data. [[Break the connection|Event Done][$Pet = $Pets.random()]].</p>
<<case "hamster">>
/* does nothing */
<p class="passage-text">You don’t hear any reports about the $Pet anymore. As you suspected all along, a $Pet can't hurt anyone. Happy that you didn’t kill it, you [[break the connection|Event Done][$Pet = $Pets.random()]].</p>
<<case "dwarf cayman">>
/* polutes some water and kills a few inhabitants */
<<set $Survivor -= 3>>
<<set $TotalLost += -3>>
<<useWaterLow>>
<p class="passage-text">Astonished by the fact that someone smuggled in a $Pet, you decide they can keep it. Naturally, the cayman broke free and made for the first body of water it could find — the water tanks. _tempWater% has been polluted and is not useable as drinking water anymore. When the inhabitants tried to remove the $Pet, 3 of them died in the struggle. It's a tragedy. [[Break the connection|Event Done][$Pet = $Pets.random()]].</p>
<<case "snake">>
/* dies inside a ventilation system it causes it to break a little */
<<useAirLow>>
<p class="passage-text">Snake owners shouldn't kiss and cuddle their pets, but they do anyway. While the snake was out of it's tank, it slithered away into a ventilation system. Soon after, the system reports _tempAir% of the system has broken down due to an obstruction which caused motors to overheat. [[Break the connection|Event Done][$Pet = $Pets.random()]].</p>
<<case "spider">>
/* kills its owner */
<<set $Survivor -= 1>>
<<set $TotalLost += -1>>
<p class="passage-text">You let the owner keep the $Pet, but the $Pet bites the owner and they die soon after. The $Pet in question was a rather venomous one, and the antidote only exists in the database. There's a lesson here. [[Break the connection|Event Done][$Pet = $Pets.random()]].</p>
<<case "budgie">>
/* unhateable */
<p class="passage-text">The budgie has been seen flying around the corridors of many inhabitants. It’s well-trained and has caused no problems, but kindles fires of joy in many hearts. [[Break the connection|Event Done][$Pet = $Pets.random()]].</p>
<</switch>>
<</replace>>
<</link>>
|
<<link "Kill the pet.">>
<<replace "#result">>
<<set $Morale -= 1>>
<p class="passage-text">You instruct the inhabitants of the bunker to grab the pet and dispatch it to another plane of reality. You dislike the thought of killing an innocent animal, but protocol states the following clearly: “In the event of animals, they should be terminated.” [[Break the connection|Event Done][$Pet = $Pets.random()]].</p>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">A self-proclaimed hacker claims to have found a way to retrieve compressed data in the database by re-writing some key algorithms. If the hacker succeeds in upgrading the database, it would mean a lot of lost data could be retrieved.</p>
<<else>>
<p class="passage-text">Another one of those genius kids found a way to retrieve lost data, through the re-writing of some algorithms. If the kid upgrades the database, it would be something positive for the future of mankind.</p>
<</if>>
<div id="result">
<<link "Have the hacker do it.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<set $Morale += 1>>
<<if _r === 1>>
/* kid does it succesfully */
<<addDataMedium>>
<p class="passage-text">You tensely watch the screen that monitors the database. After many rapidly flashing command-line instructions, the database is upgrading. A soft tune plays and your eyes fix on the readings. The database has been upgraded by _tempData%! You feel relieved, and are hopeful for what the future will bring. [[Break the connection|Event Done]]</p>
<<else>>
/* Kid breaks it */
<<useDataMedium>>
<p class="passage-text">The command screen of the database is going haywire; red lines are scrolling past at a bewildering rate. You try to stop the upgrade algorithm, but it’s too late. When the screen finally stops scrolling, you watch the big number in terror. _tempData% has been lost. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Deny him access.">>
<<replace "#result">>
<<set $Morale -= 1>>
<p class="passage-text">It would be amazing for the future generations of mankind to have access to more knowledge, but you disallow the attempt. There's simply too much risk in allowing someone to interfere with the delicate systems of the creators. It’s perfect the way it is! [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The panel reports debris from space is going to impact near or at the sanctuary. The functionality of many systems could be in danger.</p>
<<else>>
<p class="passage-text">Humanity shouldn’t have littered space like that. Falling debris from space is going to impact near or at the sanctuary. The functionality of many systems could be in danger.</p>
<</if>>
<div id="result">
<<link "Shut down certain systems.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* 2 systems take low damage */
<<randomSystemUse "Low" 2>>
<p class="passage-text">The sanctuary wasn’t designed with a chaos monkey setup (a built-in design to withstand random systems shutting down). Because of this design flaw, a few systems take damage, either because they weren’t cooled anymore or weren’t designed to shut down at all. [[Break the connection|Event Done]]</p>
<<else>>
/* nothing bad happened */
<p class="passage-text">To your surprise, nothing bad happened, and the debris hit just a few hundred meters away from the edge of the facility’s top. You safely turn the systems back online. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Hope for the best.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* 3 systems take medium damage */
<<randomSystemUse "Medium" 3>>
<p class="passage-text">The panel reports many small amounts of damage to random systems. [[Break the connection|Event Done]]</p>
<<else>>
<p class="passage-text">To your surprise, nothing bad happened, and the debris hit just a few hundred meters away from the edge of the facilities top. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">Alcohol isn’t prohibited inside the sanctuary, for it makes people happier; however, unsactioned moonshine is. An installation has been found inside an inhabitant’s room. It looks rather large and could produce multiple liters of illegal spirits a week.</p>
<<else>>
<p class="passage-text">Another large moonshine brewery has been found, producing liters a week. Inside the sanctuary, there is no probation against alcohol, but moonshine isn’t allowed. There is no quality and safety control, and this means moonshine could potentially be dangerous. </p>
<</if>>
<div id="result">
<<link "Deconstruct the installation.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* Deconstruct went safely */
<p class="passage-text">The owner was punished accordingly: a lifetime ban on alcohol. The installation was modular and easy to disassemble. Nobody was harmed, and the owner even helped with deconstructing it. [[Break the connection|Event Done]]</p>
<<else>>
/* The owner didn't want a big punishment and quickly dumped much of the alcohol into the water system */
<<useWaterLow>>
<p class="passage-text">The owner of the installation somehow knew about the plans to deconstruct the installation and a possible punishment. Scared of a heavy punishment, he secretly dumped his stock into the water systems. It caused _tempWater% damage to the functionality of the filtration system. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Allow the practise of moonshine.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
<<if $Medicine > 30>>
<<killSurvivorLow>>
<<useMedicineMedium>>
<<else>>
<<killSurvivorMedium>>
<<useMedicineLow>>
<</if>>
/* Few people die, since it contains lead, luckily few have been saved */
<p class="passage-text">The moonshine contained deadly amounts of several substances, including lead, methanol and dangerously high concentrations of alcohol. _tempSurvivor died due to the poisoning and _tempMedicine% was used during the catastrophe to keep as many people as possible alive. [[Break the connection|Event Done]]</p>
<<else>>
<<addDataLow>>
/* general mood goes up and people enter new traditions into the database */
<p class="passage-text">The inhabitants are surprised by your actions and throw a party while serving the moonshine. The party sparked new traditions and raised the general mood. Those traditions were entered into the database and added _tempData% to the knowledge of future generations. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<set _r = random(1,2)>>
<<if _r === 1>>
<p class="passage-text">The facility was designed to last a long time, and to withstand pretty much all external threats that the creators could protect it from. The inner workings are a bit different and are less durable. Two systems rebooted unexpectedly and damaged themselves.
<<randomSystemUse "Low" 2>>[[break the connection|Event Done]]</p>
<<else>>
<p class="passage-text">The facility will last a long time, and it can withstand pretty much all external threats that the creators thought of. Two systems randomly rebooted, and you suspected the worst. However, the systems seem to have repaired themselves through a reboot.
<<randomSystemAdd "Low" 2>>[[break the connection|Event Done]]</p>
<</if>><<if visited() === 1>>
<p class="passage-text">No one has access to the temperature settings of the sanctuary, but from time to time, a person finds a way into the boiler room. Its control unit is very different from a regular thermostat and is rather complex. The person has pressed many random buttons, and caused havoc throughout the facility’s heating and cooling systems.</p>
<<else>>
<p class="passage-text">Again, a person finds a way into the boiler room. Its control unit is unlike that of a thermostat and is rather complex. The person has pressed many random buttons and caused havoc throughout the facility’s heating and cooling. </p>
<</if>>
<div id="result">
<<link "Reset the thermostat.">>
<<replace "#result">>
<<set _r to random(1,3)>>
<<if _r === 1>>
/* lower the temp low */
<<lowerClimateLow>>
<p class="passage-text">You reset all machinery linked to the thermostat and after a few silent minutes, it finally shows signs of life again. The person who caused all the havoc has actually overwritten some settings. Because of this the temperature is now stuck at $Climate degrees Celcius. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* higher the temp low */
<<raiseClimateLow>>
<p class="passage-text">You reset all machinery linked to the thermostat and after a few silent minutes, it finally shows signs of life again. The person who caused all the havoc has actually overwritten some settings, because of this the temperature is now stuck at $Climate degrees Celcius. [[Break the connection|Event Done]]</p>
<<else>>
/* nothing changes */
<p class="passage-text">You reset all machinery linked to the thermostat and after a few silent minutes, it finally shows signs of life again. The panel shows perfectly functioning statistics and nothing has changed permanently. The temperature is still $Climate degrees Celcius. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Allow the changes.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* High low */
<<lowerClimateHigh>>
<p class="passage-text">You knew this option wasn’t the smartest. As a result of your decision, the temperature sharply declined by _tempClimate degrees and has now become stuck at $Climate degrees of Celcius. There is no way to revert this. [[Break the connection|Event Done]]</p>
<<else>>
/* high raise */
<<raiseClimateHigh>>
<p class="passage-text">You knew this option wasn’t the smartest, as a result of your decision the temperature dangerously rose by _tempClimate degrees, and has now become stuck at $Climate degrees of Celcius. There is no way to revert this. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The fans are malfunctioning near the central control units of both the communication and database computers. Hallways surrounding this place report extreme temperatures of up to 70°C. For the electronics, this isn’t dangerous yet, but it is for humans, and the temperature is still climbing. The system could fix the fans, but by the time they are repaired, the units could have been damaged.</p>
<<else>>
<p class="passage-text">Last time, a few fans malfunctioned near the central control units of the communication and database computers. Yet again, some of those fans aren’t functioning correctly. The system could fix the fans, but by the time they are repaired, the units could have been damaged.</p>
<</if>>
<div id="result">
<<link "Send some inhabitants.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,3)>>
<<if _r === 1>>
/* No-one gets killed */
<p class="passage-text">The inhabitants wear some protective suits and enter the ventilation shaft. Equipped with heavy tools, they can’t move fast and the temperature is ever rising. Through the radio they suddenly shout there is a loose wire, and the ventilation is on again. Minutes later the shafts report high, but not lethal, temperatures. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* some inhabitants die but fixed */
<<killSurvivorLow>>
<p class="passage-text">The inhabitants wear some protective suits and enter the ventilation shaft. Equipped with heavy tools, they can’t move fast and the temperature is ever rising. Through the radio, they shout a blade has come loose, and it needs replacement. These meter long blades are made of pure aluminium and aren’t easy to replace. _tempSurvivor inhabitants die of heatstroke or because their suits weren’t closed perfectly. An hour later, you find out the fans have been repaired. [[Break the connection|Event Done]]</p>
<<else>>
/* many inhabitants die due to wrong fix */
<<killSurvivorMedium>>
<p class="passage-text">The inhabitants wear some protective suits and enter the ventilation shaft. Equipped with heavy tools, they can’t move fast and the temperature is ever rising. Through the radio, they shout a few ventilators have been wrecked, and they need replacement. These heavy things are made of pure aluminium and aren’t easy to replace. _tempSurvivor inhabitants die of heatstroke or because their suits weren’t perfectly closed. An hour later, you find out the fans have been repaired. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Wait for auto-repairs.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,3)>>
<<if _r === 1>>
/* nothing happens */
<p class="passage-text">You wouldn’t risk the life of your inhabitants. The sanctuary came equipped with a self repair system. It’s like a robot moving along the ventilation shafts via rails. The robot is minutes away from the malfunctioning fans. Soon you find out it has successfully repaired them. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* medium damage to database, small to comms */
<<useDataMedium>>
<<useCommsLow>>
<p class="passage-text">You wouldn’t risk the life of your inhabitants. The sanctuary came equipped with a self repair system. It’s like a robot moving along the ventilation shafts via rails. Sadly, the robot was too far away from the malfunctioning fans. Soon you find out the communication system lost _tempComms%, and the database lost _tempData%. In the end, the robot repaired the fans. [[Break the connection|Event Done]]</p>
<<else>>
/* small damage to database, medium to comms */
<<useDataLow>>
<<useCommsMedium>>
<p class="passage-text">You wouldn’t risk the life of your inhabitants. The sanctuary came equipped with a self repair system. It’s like a robot moving along the ventilation shafts via rails. The robot was too far away from the malfunctioning fans. Soon you find out the communication system lost _tempComms%, and the database lost _tempData%. In the end, the robot repaired the fans. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">A group of inhabitants has declared a local territory and is forcing inhabitants out of their new turf. They seem rather violent and use improvised weaponry to oppress those who don’t listen.</p>
<<else>>
<p class="passage-text">Apparently, the past isn’t a guiding light and another group of inhabitants formed a so-called gang. Everyone who is not wearing their symbol will be killed instantly and without remorse. They seem rather violent and must be stopped as soon as possible. </p>
<</if>>
<div id="result">
<<link "Shut down oxygen to their territory.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* Only gang gets killed */
<<killSurvivorLow>>
<p class="passage-text">You feel sad, for killing _tempSurvivor inhabitants, but you know it’s for the greater good. Luckily, they were asleep and they noticed nothing. As if they entered an eternal sleep. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
<<killSurvivorLow>>
/* Gang notices it and tries to escape but breaks many systems */
<p class="passage-text"> You press the button to switch off the oxygen, but the gang notices it and tries to break through the thick steel doors. It proves to be futile, and they get crafty. If the doors can’t be opened, maybe demolishing random things will help. Before _tempSurvivor members of the gang die because of suffocation, they damage the sanctuary. <<randomSystemUse "Medium" 3>> [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Declare war.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
<<killSurvivorLow>>
/* your weapons are superior, only gang dies */
<p class="passage-text">You allow a selective task force of specially trained inhabitants deal with this situation. Equipped with night vision, they enter the territory as you turn the lights off. They quickly swipe through the members and clear the gang. They reported a total of _tempSurvivor that have died. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
<<killSurvivorHigh>>
/* the war is nasty and many people die */
<p class="passage-text">Matters are urgent, for the gang seems to hoard many resources. You allow all inhabitants to gear up, including those without training. The war takes place and _tempSurvivor inhabitants die, including the entire gang. This was a devastating war which caused far too many deaths. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The lack of natural sunlight must do something to the brains of some inhabitants. For the inhabitants have formed a grouping, named $Cult. The grouping seems harmless, but they preach about a great danger they need to stop. There are whispers about a crusade that is going to take place soon. The holy war will be waged against all who don’t follow their teachings.</p>
<<else>>
<p class="passage-text">Reports show another large group of inhabitants have formed a new religion within the sanctuary. They baptized themselves as $Cult. Even though they seem harmless for now, things could get messy really quickly. You even see vague reports of some $Cult extremists that plan on mouting a crusade against all non-followers.</p>
<</if>>
<div id="result">
<<link "Stop the cult.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,3)>>
<<if _r === 1>>
/* give medicine and safe pracise*/
<<useMedicineLow>>
<p class="passage-text">After giving some of the manipulative leaders the correct medicine, and some guiding on peaceful practise of their faith, the cult becomes friendly and caring. They spread their word not through force, but through free-will. One could hardly call it a cult anymore. You used _tempMedicine% of your medicine stockpile. [[Break the connection|Event Done][$Cult = $Cults.random()]]</p>
<<elseif _r === 2>>
/* cult start a fight, but you kill them */
<<killSurvivorLow>>
<p class="passage-text">The cult doesn’t take it lightly that you want to end their staunch belief. In their eyes, their faith is just as real as you being in space. A holy war against the cult named $Cult starts, and _tempSurvivor inhabitants die during this war. In the end, all artifacts and belongings are burned so no-one could dig up their delusional following anymore. [[Break the connection|Event Done][$Cult = $Cults.random()]]</p>
<<elseif _r === 3>>
/* mass suicide */
<<killSurvivorLow>>
<p class="passage-text">Soon you get notified about a horrible event. The cult named $Cult performed a mass ascension to heaven, or hell, or whatever they thought was the end destination. You pity the manipulated followers and their crazed leaders, for _tempSurvivor inhabitants are permanently gone. [[Break the connection|Event Done][$Cult = $Cults.random()]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Allow the cult.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,4)>>
<<if _r === 1>>
<<addDataMedium>>
/* Save practise and upgrade database */
<p class="passage-text">You allow their faith to become a true religion within the sanctuary. Although the foundation of this religion is based on non-existent beings and things, it provides great life lessons. These teachings become a new, and better, way of living inside the sanctuary. Soon many of the inhabitants adapt to this trend. The religion was entered into the database and caused an insane upgrade of _tempData%. [[Break the connection|Event Done][$Cult = $Cults.random()]]</p>
<<elseif _r === 2>>
<<killSurvivorLow>>
/* Unsafe practise and they sacrifice humans */
<p class="passage-text">As many things start out safe and innocent, so does this religion as well. However, inhabitants start to disappear, and before long, _tempSurvivor souls are lost and become unfindable inside the sanctuary. Soon after, you learn about something too horrible, for words. The cult used humans as sacrifices for various ceremonies. One and one add up to two, and you know where the missing souls went. [[Break the connection|Event Done][$Cult = $Cults.random()]]</p>
<<elseif _r === 3>>
<<useDataMedium>>
/* Unsafe practise and abandon technology, database*/
<p class="passage-text">The leader of the cult enforces a new rule, one which claims technology to be evil and to be the way demons enter the sanctuary. A few tech-savvy followers perform the bidding of the leader and hack into the database and try to destroy as much as possible, causing _tempData% to be lost forever. The cult disappears soon after. [[Break the connection|Event Done][$Cult = $Cults.random()]]</p>
<<elseif _r === 4>>
/* a war breaks out among the cultists and it causes many systems to be damaged*/
<p class="passage-text">The teachings of the leaders of the cult are becoming too weak, according to some followers, and they split from the major religion. Soon a war starts among the two different cults, because both claim one can’t exist while the other is alive. The war doesn’t harm inhabitants nor the cultists themselves; the war is fought through sabotaging each other. <<randomSystemUse "Low" 4>> [[Break the connection|Event Done][$Cult = $Cults.random()]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">One inhabitant invented something, and named it the $Invention. Others are scared it could explode, harm them, or even kill them. They requested for it to be taken and safely disassembled by someone who knows what they are doing.</p>
<<else>>
<p class="passage-text">Another self-proclaimed inventor made something sketchy, namely, the $Invention. Others are scared it could explode, harm them, or even kill them. They requested for it to be taken and safely disassembled by someone who knows what they are doing.</p>
<</if>>
<div id="result">
<<link "Disassemble it.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* goes a little wrong, for it contains dangerous stuff*/
<p class="passage-text">The disassembly proves to be a laborious task and requires a lot of eyes. Apparently there are some dangerous metals inside the $Invention and they try to safely take them out, but as soon as it smokes, all the technicians run out of the room. A loud bang follows, and the system reports damage. <<randomSystemUse "Low" 2>>[[Break the connection|Event Done][$Invention = $Inventions.random()]]</p>
<<elseif _r === 2>>
/* upgrade database a little for it shows clearly intelligent stuff */
<<addDataLow>>
<p class="passage-text">The disassembly is rather easy and quick, for the inventor provided detailed documentation, something which everyone does. The technicians and engineers who are disassembling the $Invention are baffled by the outstanding intricacies of the new technology. They realize it is valuable information and enter it into the database, causing an increase of _tempData% of the knowledge. [[Break the connection|Event Done][$Invention = $Inventions.random()]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Utilize it.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* goes really wrong */
<p class="passage-text">Soon you find out the $Invention wasn’t properly designed. The reports show an extreme event took place when the inventor tried to use it. The dangerous metals and technology inside the device have proven to be faulty and they caused tremendous system damage. <<randomSystemUse "High" 2>>[[Break the connection|Event Done][$Invention = $Inventions.random()]]</p>
<<elseif _r === 2>>
/* repairs a lot */
<p class="passage-text">Hoping you have made the right choice, you soon see a report. The inventors device actually caused a lot of system repairs thanks to its ingenious design. The inhabitants praise the inventor and they adopt it throughout the whole sanctuary, causing various systems to be repaired easily. <<randomSystemAdd "Medium" 3>>[[Break the connection|Event Done][$Invention = $Inventions.random()]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">A handful of inhabitants starting doing weird things. The others thought it would be temporary, but weeks later, a handful turned into a lot. The inhabitants can’t find any reason as to why it’s happening, and they named the mass hysteria, $Disease. You know mass hysteria has no true cause, but it shouldn’t be ignored.</p>
<<else>>
<p class="passage-text">Like déjà vu, it’s happening again. A ton of people are doing weird things. The inhabitants can’t find any reason as why it’s happening, and they named the mass hysteria, $Disease. You know mass hysteria has no true cause, but it shouldn’t be ignored.</p>
<</if>>
<div id="result">
<<link "Use medicine.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* no effect and people die anyway */
<<useMedicineMedium>>
<<killSurvivorLow>>
<p class="passage-text">You prescribe medicine to the affected people, knowing it won’t work. You use _tempMedicine% of the stockpile. As expected, the medicine does nothing, and the inhabitants are showing worse symptoms and _tempSurvivor even died before the mass hysteria disappeared. [[Break the connection|Event Done][$Disease = $Diseases.random()]]</p>
<<elseif _r === 2>>
/* use lots of medicine and it works */
<<useMedicineMedium>>
<p class="passage-text">You prescribe medicine to the affected people, knowing it won’t work. You use _tempMedicine% of the stockpile. Suddenly you see reports of improvement, and some affected inhabitants have returned to a nondelirious state.<<useMedicineMedium>> You quickly allow an extra _tempMedicine% of medicine to be used, and soon all inhabitants are cured of the strange disease. [[Break the connection|Event Done][$Disease = $Diseases.random()]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Reason with them.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* makes it worse and cause low system damage to 4 systems */
<p class="passage-text">Knowing it’s all in their heads, you decide to create a task force of psychiatrists. They try to cure the affected inhabitants, but they actually make it worse. The mass hysteria turns into a mass rage, and many conflicted inhabitants cry havoc before suddenly coming back to their senses. You wonder how they all were cured. The system reports damages to many subsystems. <<randomSystemUse "Low" 4>>[[Break the connection|Event Done][$Disease = $Diseases.random()]]</p>
<<elseif _r === 2>>
/* solves it but causes damage to communication system */
<<useCommsMedium>>
<p class="passage-text">Knowing it’s all in their heads, you decide to create a task force of psychiatrists. They try to cure the affected inhabitants. The affected inhabitants seem suspectible to the reasoning and calm down. A few extreme cases saw how their friends returned to normal again and those cases became angry. They do everything they can to attack the communication cables spread throughout the sanctuary, all while still being delirious. This caused _tempComms% of damage before they eventually calmed down enough to be reasoned with. [[Break the connection|Event Done][$Disease = $Diseases.random()]]</p>
<</if>>
<</replace>>
<</link>>
</div><<useShieldMedium>>
<<if visited() === 1>>
<p class="passage-text">Unusual power drainage has been reported, and a group of inhabitants has investigated the problem. It turns out that, inside an unfinished corridor, a group of stowaways has been living for years. They damaged _tempShield centimeters of the structure of the sanctuary's shield by trying to hack into the building.</p>
<<else>>
<p class="passage-text">Weirdly enough, another group of stowaways has been found. You’re unsure of how people could’ve secretly snuck in, but desperate times make people do bizarre things. They damaged _tempShield% of the structure of the sanctuary's shield by trying to hack into the building.</p>
<</if>>
<div id="result">
<<link "Cut them off.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* nothing happens, but you killed humans */
<p class="passage-text">The selection procedure was rough and objective, for the only thing that mattered was the diversity of genes. These stowaways, who secretly have been living inside the sanctuary, weren’t screened or psychologically evaluated. You decide it’s best to cut them off from everything. The command has been sent to the inhabitants and they successfully remove the stowaways, whatever remove could mean. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* they get angry and destroy 2 systems with high damage, and get killed */
<p class="passage-text">There was a strict selection procedure for colonists, which included a gene screening and psychological evaluation. These so-called stowaways weren’t screened at all, and you decide their removal is the best course of action. The stowaways see the task force, requested to remove them, coming and defend their territory fiercely. The inhabitants succesfully removed them, at the cost of major damage to two systems. <<randomSystemUse "High" 2>>[[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Help them.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* food useage spikes, add survivors low */
<<useFoodMedium>>
<<addSurvivorLow>>
<p class="passage-text">You allow the stowaways to become inhabitants of the sanctuary, for a human life is sacred. They are screened and evaluated by a team of doctors and psychologists. Because of the unexpected extra mouths to feed, the food stockpile lowers with _tempFood%. However, this addition of _tempSurvivor stowaways could be beneficial to the sanctuary. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* damage to two systems low, add survivors low */
<<addSurvivorLow>>
<p class="passage-text">You allow the stowaways to become inhabitants of the sanctuary, for a human life is sacred. They are screened and evaluated by a team of doctors and psychologists. However, the structural damage they caused proves to be worse than expected and the _tempSurvivor new inhabitants don’t know how to revert the changes. The system reports damage to two systems. <<randomSystemUse "Low" 2>> [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">Some inhabitants are fed up with living inside a giant concrete bunker. They decide they want to leave the sanctuary behind. The risks of letting inhabitants out are huge, for dangerous radiation could leak in and the nomad inhabitants could die outside.</p>
<<else>>
<p class="passage-text">Another group of inhabitants is done with claustrophobia. You question how they could experience such a feeling, because the facility is gigantic. It was made to accommodate even more inhabitants than it already does. The risks of letting inhabitants out are huge, for dangerous radiation could leak in and the nomad inhabitants could die outside.</p>
<</if>>
<div id="result">
<<link "Let them out.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* nothing happens */
<<killSurvivorLow>>
<p class="passage-text">You allow them to leave, and request them to enter the decontamination room, for that’s the only secure way of letting them out without harming the other inhabitants. In the registry, the _tempSurvivor names are crossed off and marked as “death”, for nothing survives the outside world. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* shield breaks a little */
<<killSurvivorLow>>
<<useShieldLow>>
<p class="passage-text">You allow them to leave, and you open a special smaller blast door. This door was actually never designed to be opened, and it crumbles, causing _tempShield centimeter to fall off. In the registry, the _tempSurvivor names are crossed off and marked as “death”, for nothing survives the outside world. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Force them to stay.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* nothing happens */
<p class="passage-text">They dislike the fact they are forced to stay, but that’s the reason you are the only one in control of the blast doors; to prevent these dangerous situations. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* sabotage comms */
<<useCommsMedium>>
<p class="passage-text">They dislike the fact they are forced to stay, but that’s the reason you are the only one in control of the blast doors to prevent these dangerous situations. Some of them become angry and find a way to sabotage some of the communication channels, causing _tempComms% to the primary system. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The sanctuary has an enormous beating heart, made of pure uranium. This beating heart is showing signs of strange fluctuations. You look at the reports and conclude the drain of energy is too high for some reactors to be self sustainable. You need to temporarily lower the energy drainage. The biggest drain comes from cooling devices protecting the inhabitants from the underground heat, for the earth’s crust is like a blanket of thick warm wool.</p>
<<else>>
<p class="passage-text">Another spike in energy usage has made it so that some reactors aren't sustaining themselves properly anymore. To fix this potential catastrophe, you need to temporarily lower the energy drainage. The biggest drain comes from cooling devices protecting the inhabitants from the underground heat, for earth’s crust is like a blanket of thick warm wool.</p>
<</if>>
<div id="result">
<<link "Turn off cooling.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* temperature rises and it does kill some inhabitants */
<<raiseClimateHigh>>
<<killSurvivorLow>>
<p class="passage-text">Of course, you notified the inhabitants about the sudden heat wave that could happen, because the temperature was already rising. The thermostat displays a number you didn’t think possible in such a brief time span, because it's _tempClimate degrees higher than it was before. You were too late and couldn’t warn some unfortunate inhabitants as the panel reports _tempSurvivor inhabitants have died because of severe heatstroke. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* only temperature rises */
<<raiseClimateMedium>>
<p class="passage-text">Of course, you notified the inhabitants about the sudden heat wave that could happen, because the temperature already rises. Luckily, the thermostat shows that the temperature was only raised by _tempClimate degrees. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Turn off power to random systems.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* damage to 4 systems small */
<p class="passage-text">You re-route power from many smaller systems to lower the drainage of the reactor. The system reports damage to four systems because of this. <<randomSystemUse "Low" 4>> [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* damage to 3 systems medium */
<p class="passage-text">You re-route power from many smaller systems to lower the drainage of the reactor. The system reports damage to three systems because of this. The damage is substantial and you are just relieved it’s not worse. <<randomSystemUse "Medium" 3>>[[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The inhabitants are complaining more and more about ants, which is something rather weird, for the sanctuary was completely decontaminated. The little critters caught a ride on an unknowing inhabitant. Although ants are harmless and small, they can prove to be very disruptive in higher numbers.</p>
<<else>>
<p class="passage-text">Another infestation of ants has been found. You are unsure of how they got inside the sanctuary. If everything is to be sanitized and decontaminated, you must act quickly. Ants are harmless and small, but could be terrifying in big numbers.</p>
<</if>>
<div id="result">
<<link "Use pesticides.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* nothing happens ants die */
<p class="passage-text">The only logical course of action is to use pesticides, quickly destroying the infestation. Reports show that all ant nests have disappeared and you could sleep safely again, for there are no ants in space. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* humans get rash use meds */
<<useMedicineLow>>
<p class="passage-text">You use pesticides made for well-ventilated outdoor areas, because it’s the only thing you could find in the catalogue list. Reports show the ant nests have disappeared, but they also show many inhabitants developed either a rash or a nasty cough. _tempMedicine% of the medicine stockpile has been used to treat the inhabitants. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Let them be.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* they eat food storage */
<<useFoodHigh>>
<p class="passage-text">The ant infestation became larger and larger reports showed. Some species can ‘smell’ sugar from 30 meters away. They quickly found the food storage and ate _tempFood% of it. They are weak on their own, but in great numbers, they are a force to be reckoned with. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* they die out for it's to dry */
<p class="passage-text">Reports show many dead ants have been found, and the numbers are decreasing every day. The sanctuary is not a great place to build a nest, because it’s not humid and there are no other bugs they could hunt for protein. You hope this means the infestation has died out. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">One of the major worries of the creators was waste disposal. Since the sanctuary is sealed off from the outside world, where should all the waste go? Huge filters and ovens had been made to turn anything into raw ashes. Some ovens seem to be failing, and waste is piling up.</p>
<<else>>
<p class="passage-text">Again, the same ovens seem to be malfunctioning, and the sanctuary really needs them. There is no safe way to dispose of all the waste, because the blast doors can’t be opened.</p>
<</if>>
<div id="result">
<<link "Self-repair.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* Everything goes great */
<p class="passage-text">The self-repair system is not something you trust, for it was designed in case of emergencies. The system repairs the ovens and cleans them. It turns out the ash that has built-up inside the heating chambers turned into solid coal-like lumps due to the pressure. These lumps blocked the oxygen in-flow. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* The temperature regulator breaks and causes higher temperatures in the sanctuary */
<<raiseClimateMedium>>
<p class="passage-text">The self-repair system is not something you trust, for it was designed in case of emergencies. Your gut feeling was spot-on, for the report shows a major repair mistake. Ash had turned into coal-like lumps which blocked oxygen in-flow, the repair system broke some temperature regulators, while removing the coal lumps. It caused the temperature to permanently rise by _tempClimate degrees Celsius. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Build new ovens.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* everything goes great */
<p class="passage-text">You allow the inhabitants to recycle the old ovens and build new ones. Luckily, the build plans are detailed and the inhabitants have the new ovens up and running within days. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* they cause ash to be send airborne and requires medicine and causes deaths */
<<useMedicineMedium>>
<<killSurvivorLow>>
<p class="passage-text">You frantically search for build plans of the ovens, but you can only find incomplete ones, even if you stitch them together. The ovens are built within weeks but have some fatal flaws. Reports show one oven caused a massive amount of ash to be thrown into the sanctuary, causing respiratory problems. _tempMedicine% of the medicine stockpile was used to cure most people, but sadly enough, _tempSurvivor inhabitants died due to lack of oxygen. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The sanctuary was made of pure concrete, being reinforced with thick, steel cage-like constructions. But even such a massive building capable of housing hundreds of inhabitants slowly deteriorates as time ticks on. Be it cracks caused by temperature difference, or wear and tear, it eventually crumbles. A team has spotted some major cracks in critical areas.</p>
<<else>>
<p class="passage-text">More major cracks have been spotted in critical areas. Unsure of how they got there, be it cracks caused by temperature difference, or wear and tear, you must act quickly. You are still amazed by the way that such a massive facility can be fragile like that.</p>
<</if>>
<div id="result">
<<link "Fill the cracks.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
<<useShieldLow>>
/* shielding breaks off because cracks are firstly cleaned before filling */
<p class="passage-text">Inhabitants repair the cracks, firstly they clean them out to make a suitable area to infuse new concrete to, after which they fill it up. During the first part, some inhabitants chisel too deeply and actually break _tempShield cm from the shielding. The second part didn’t cause any problems. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* everything goes well */
<p class="passage-text">Inhabitants repair the cracks. Firstly, they clean them out to make a suitable area to infuse new concrete into, after which they fill them up. Both parts are performed with great accuracy and make the cracks disappear, like they were never there. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Close access to damaged areas.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* temperature rise because more people less space */
<<raiseClimateLow>>
<p class="passage-text">You decide it’s best to make the place inaccessible to any inhabitant. You forced a few dozen inhabitants to move their stuff to other more suitable places within the sanctuary. Forcing more people into a smaller area caused the temperature to rise by _tempClimate degrees of Celsius permanently, because the facility wasn’t designed to accept sub-optimal ventilation. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* damage to 3 random systems low, because important things are maintained anymore */
<p class="passage-text">You decide it’s best to make the place inaccessible to any inhabitant. You forced a few dozen inhabitants to move their stuff to other more suitable places within the sanctuary. The closed place was home to many inhabitants, but also to important cabling or sub-system controllers. This caused damage to three systems. <<randomSystemUse "Low" 3>> [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">A human can go without food for some time, but water, no. A human needs water every day to function correctly. The creators made complex filtration systems to ensure the inhabitants could survive for decades without having to worry about the liquid life support. A major filter system stopped responding.</p>
<<else>>
<p class="passage-text">The computer reports about a filter system not responding. You know very well there aren’t many things that are more important than water inside the sanctuary. The filters should last decades, but humans make mistakes, don’t they?</p>
<</if>>
<div id="result">
<<link "Reboot the system.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* nothing happens */
<p class="passage-text">You reboot the system of the filters; they weren’t designed to be rebooted, since it disrupts water flow for a few minutes. To your surprise, nothing happened, and the system reports a fully functional filter with maximum filtration capacity. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* reboot went wrongly and lost medium amount of water which became un useable */
<<useWaterMedium>>
<p class="passage-text">You reboot the system of the filters; they weren’t designed to be rebooted, since it disrupts water flow for a few minutes. As you expected, the filter’s system reports some errors. Luckily it’s fully functional again. However _tempWater% of the water filtration has been lost due to heavy metals poisoning the water. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Force water into the filter.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* 2 systems have random damage due to leaks */
<p class="passage-text">Another approach to a reboot is forcing water into the filters, to see if they can unclog themselves. You force hundreds of liters a minute at maximum allowed pressure through the filters. Reports show it went well and the filters are fully functional again. Seconds later, another pop-up shows that there was minor damage because of water leaks. <<randomSystemUse "Low" 2>> [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* some low water has been lost but everything seems fine otherwise */
<<useWaterLow>>
<p class="passage-text">Another approach to a reboot is forcing water into the filters, to see if they can unclog themselves. You force hundreds of liters a minute at maximum allowed pressure through the filters. _tempWater% water was lost through tiny fractures caused by the pressure being extremely high. Under normal conditions, these fractures will leak almost nothing. Luckily, the system also reports it’s fully functional again. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<set _tempSentence = ["someone switched the labels and caused an overdose of sulfur to be added to the plants", "someone turned the water temperature up by accident", "someone added too much fertilizer", "someone accidentally threw in huge amounts of copper"]>>
<<if visited() === 1>>
<p class="passage-text">The sanctuary uses hydroponics to grow plants. This is the best option, because it requires no soil and allows the plants to quickly grow under perfect conditions. Sadly, <<print either(_tempSentence)>>. </p>
<<else>>
<p class="passage-text">Another harvest has failed because, <<print either(_tempSentence)>>. The hydroponics way is the best way to create edible plants for many inhabitants, plus it requires no soil, but the plants are sensitive to slight mistakes made by the farmers.</p>
<</if>>
<div id="result">
<<link "Throw the harvest away.">>
<<replace "#result">>
/* minus harvest */
<<useFoodLow>>
<p class="passage-text">You allow the inhabitants to throw away the harvest. This caused _tempFood% to disappear. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Use it.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* Many people get sick and some die */
<<useMedicineLow>>
<<killSurvivorLow>>
<p class="passage-text">Soon after, you see reports of many inhabitants falling ill. The doctors confirm that the plants have caused it, for they shouldn’t have been eaten in the first place. To fight the sudden illness, the doctors used _tempMedicine% of the medicine stockpile; sadly _tempSurvivor inhabitants were already lost. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* Eveything went well */
<p class="passage-text">After allowing the plants to be used in food and other consumables, you hear no more reports about it. You can safely assume the harvest was successful. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">A few inhabitants have spotted blattodea, e.g. cockroaches. The literature dating back to the Hiroshima bombing claims cockroaches have been found alive, 300 meters from the detonation point. These little critters have possibly survived the above ground nuclear warfare.</p>
<<else>>
<p class="passage-text">Cockroaches carry many disease vectors, and a few inhabitants have spotted them. Some say that they could survive nuclear bombings easily, with no damage. Of course, even cockroaches die under extreme levels of radiation, but these critters were found in the sanctuary, and somehow survived.</p>
<</if>>
<div id="result">
<<link "Kill them.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* you killed them very cruel */
<p class="passage-text">Cockroaches were built to survive anything, including deadly amounts of radiation, so how would pesticides aid you? Some clever inhabitants made glue traps to capture cockroaches by attracting them with food. The reports show that there are no more roaches to be found. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* some inhabitants got sick due to pestiside none die */
<<useMedicineLow>>
<p class="passage-text">Some clever inhabitants found a way to effectively kill the poor roaches. They made glue traps and filled them with pesticides. Sadly, these pesticides got on the hands of some inhabitants and caused painful rashes. They used _tempMedicine% of the medicine stockpile to cure the rash. In the end, the roaches were all killed, since there were no more reports. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Sanitize all food and water sources.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* many get sick and die */
<<killSurvivorMedium>>
<<useMedicineMedium>>
<p class="passage-text">Cockroaches have been known throughout history to be filthy insects, and they have been linked to the spread of many diseases. A nest had been found inside one hydroponics reservoir, whose food was already harvested. Within 24 hours, many reports pop up about uncontrollable vomiting and stomach pain for many inhabitants who already consumed the harvest. Doctors used _tempMedicine% of the medicine stockpile to ease the pain, but salmonella is not cured easily. _tempSurvivor inhabitants die because of dehydration, sepsis, or kidney failure. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* cockroaches leave the station */
<p class="passage-text">The station proved unsuitable for the roaches, for there were no food or water reserves left in the open. With no way to survive, the roaches disappeared. Not knowing whether they crawled up in some corner to die, or actually escaped, you are happy they left. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">One inhabitant reported a rat, which is a very intriguing but bad thing. The creators theorized insects could survive an atomic blast, but mammals, no way. Yet here you are, woken to an alert about a rat sighting. Because it’s only one rat, you could deem it as nothing to worry about.</p>
<<else>>
<p class="passage-text">Perplexed by the title of the report, your mind freezes for a second. Another rat sighting has been filed and caused you to come back from your sleep. The creators theorized insects could survive an atomic blast, but mammals, no way. Yet here you are, woken to an alert about a rat sighting. Because it’s only one rat, you could deem it as nothing to worry about.</p>
<</if>>
<div id="result">
<<link "Hunt them.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,3)>>
<<if _r === 1>>
/* rat nest found and killed */
<p class="passage-text">A huge rat nest has been found after inhabitants followed guides on how to spot nests. The rats have been dealt with and were euthanized without harming them. You feel sad, for all life is sacred, but rats could do more harm than good inside the sanctuary. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* rat kind found, bites multiple people */
<<useMedicineLow>>
<p class="passage-text">A huge nest has been found and inhabitants found, as well as something even more gruesome. It’s something from myths, namely, a rat king. The beast bites multiple inhabitants before it can be safely euthanized. This caused _tempMedicine% of medicine to be used as antibiotics. You feel sad, for all life is sacred, but rats could do more harm than good inside the sanctuary. [[Break the connection|Event Done]]</p>
<<elseif _r === 3>>
/* accident where a bullet severly damage 1 system */
<p class="passage-text">A nest has been found. Some rat hunters were equipped with pellet rifles to deal with rats fleeing the scene. As expected, the rats don’t like being captured, and one runs towards an electrical closet. The hunter enters the closet and sees the rat. A pellet is fired, and the rat is dead, but the pellet deflects into some cables and caused massive damage to a system. <<randomSystemUse "High" 1>> [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "It\'s only one.">>
<<replace "#result">>
<<set $Morale += 1>>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* rat infestation starts and eat medium food, and use high medicine because people get ill */
<<useFoodMedium>>
<<useMedicineHigh>>
<p class="passage-text">Apparently, it was not just one rat, but a dozen of them. The follow-up reports show the infestation quickly grew to hundreds of tiny beasts running around. To feed their young, they stole _tempFood% of the food supply. They also spread disease throughout the sanctuary, luckily no severe ones, but _tempMedicine% of the medicine needed to be used to cure the inhabitants before they could get rid of the infestation. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* it dies, because it couldn't mate */
<p class="passage-text">A follow-up report shows the rat was a loner that somehow found its way inside the sanctuary. With no mate to reproduce with, it dies soon after its discovery. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The sanctuary was built on a fissure between tectonic plates. The creators knew this, but they expected nothing to happen. However the plates have suddenly shifted, and a probe inserted deep into the ground has reported increasing seismic activity. Your report shows a <<print either("three", "four", "five")>> on the Richter scale, but it will only get worse.</p>
<<else>>
<p class="passage-text">Another micro earthquake has been spotted by the probe deep underneath the sanctuary, which shows increasing seismic activity. The creators never expected the plates to shift, but it’s happening right now. Your report shows a <<print either("three", "four", "five")>> on the Richter scale.</p>
<</if>>
<div id="result">
<<link "Shut down all systems.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* nothing happens and earthquake happens but all shutdown so happy */
<p class="passage-text">A severe earthquake occured, but luckily all precise systems were shut down. You were scared horrible things would happen when all systems were shutdown, but this emergency procedure wasn’t actually all that bad. The earthquake turned out to be a <<print either("six", "seven", "eight")>> on the Richter scale. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* earthquake was severe enough to damage all system a little, but you shut down */
<p class="passage-text">A severe earthquake happened, but luckily all precise systems were shut down. You were scared bad things would happen when all systems were shutdown, but this emergency procedure wasn’t actually all that bad, as only some damage has been reported. The earthquake turned out to be a <<print either("seven", "eight", "nine")>> on the Richter scale. <<randomSystemUse "Low" 3>>[[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "It can\'t be that bad.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* medium damage to all systems */
<p class="passage-text">A severe earthquake happens, and many systems are damaged because of this. The precise instruments inside some systems couldn’t handle the violent shaking and were damaged because they were still online during the quake. The earthquake turned out to be a <<print either("seven", "eight", "nine")>> on the scale of Richter. <<randomSystemUse "Medium" 5>> [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* you were right no eartquake happened */
<p class="passage-text">The probe reports no further earthquakes – your gut feeling was right and nothing happened. You smile, because earthquakes in space aren’t a thing and you feel safe. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The reason the sanctuary is permanently cooled down is because it’s deep underground, mostly. The deeper one goes, the hotter it gets, because Earth’s core is a molten hot mess. Emergency buttons were pressed because a few walls started melting. A stream of molten rocks flows into the sanctuary. You need to cool it down to stop it from spreading.</p>
<<else>>
<p class="passage-text">Another handful of walls started melting again. You are unsure why this keeps happening, because the creators would’ve picked a perfect spot, wouldn’t they? Hot lava-like substances slowly creep through the hallways, soon damaging more than you can manage.</p>
<</if>>
<div id="result">
<<link "Use water.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* nothing happens but medium water was used */
<<useWaterMedium>>
<p class="passage-text">Special water outlets allow the inhabitants to connect a hose to the major water system. Like firefighters, they pour the scarce resource on the molten rock river. The water will evaporate into the air, causing it to be lost for a long time. The system reports _tempWater% of the total water reservoir has been used to cool the lava succesfully. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* the water turns into hot steam and upps the temperature and kills some inhabitants */
<<raiseClimateMedium>>
<<killSurvivorLow>>
<<useWaterMedium>>
<p class="passage-text">Special water outlets allow the inhabitants to connect a hose to the major water system. Like firefighters, they pour the scarce resource on the molten rock river. The water evaporates in the air and turns into extremely volatile steam, killing everyone nearby and permanently heating the sanctuary by _tempClimate extra degrees of Celcius. It kills _tempSurvivor firefighters. The system also reports _tempWater% of the water reservoir has been used to cool the lava. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Use air.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* nothing happens but medium air was used */
<<useAirMedium>>
<p class="passage-text">The power is temporarily redirected to the hallways containing molten rocks rivers. The ventilation system is working overtime to cool the places as fast as it can. Eventually it stops the river from flowing, but at the cost of _tempAir% of the air becoming unusable because of toxic gases. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* the air poisons the inhabitants meds were used and some die */
<<useAirMedium>>
<<killSurvivorLow>>
<<useMedicineMedium>>
<p class="passage-text">The power is temporarily redirected to the hallways containing molten rocks rivers. The ventilation system is working overtime to cool the places as fast as it can. Some of the air leaks back into the parts of the sanctuary where inhabitants are working. It severely harms them. Besides _tempAir% of the air having become unusable due to toxic gasses, the inhabitants also require a lot of medication to heal their lungs. _tempSurvivor inhabitants died before the _tempMedicine% medication arrived. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">Even before the great war there were sick individuals, humans who killed for sports or vile self-indulgence. Recently, a few inhabitants have gone missing and reports mention a killer, one working in an obvious pattern. You question whether this could be one of the infamous serial killers of old.</p>
<<else>>
<p class="passage-text">Another report has been sent about a potential serial killer on the loose. Even before the great war there were sick individuals, humans who killed for sports, but you thought all inhabitants were screened for their mental state and stability.</p>
<</if>>
<div id="result">
<<link "Start a buddy system.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* serial killer and buddy dead */
<<set $Survivor -= 2>>
<<set $TotalLost += 2>>
<p class="passage-text">You announce a buddy system. This system means everyone gets to be in pairs, permanently, until the killer has been found. Soon, inhabitants find a lone wolf, and after further investigation, they find a dead body and a room filled with the missing people, luckily alive. Before anyone could question the killer, they took their own life. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* serial killer found and imprisoned */
<p class="passage-text">You announce a buddy system. This system means everyone gets to be in pairs, permanently, until the killer has been found. One buddy has reported their other half for weird events, including smuggling food to a closed room. Further investigation proved the room contained all missing people, and the serial killer was caught. Luckily, the killer only prepared the inhabitants for slaughter, but didn't proceed with killing them yet. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Find the killer.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* many die for the killer kills */
<<killSurvivorLow>>
<p class="passage-text">A state of emergency has been announced, and inhabitants are preparing to find a killer on the loose. One inhabitant looked nervous and was running around anxiously. A few others stalked the inhabitant and found the inhabitant sneaking into a closed room. The room was closed from the inside, and after the vigilant inhabitants pried it open, they were met with a scene of horror. The anxious inhabitant was the killer, and he slaughtered all _tempSurvivor victims. Before the killer could escape, he was caught. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* found him and killed him he tried to flee */
<p class="passage-text">A few vigilant inhabitants stalk a nervous one. The inhabitant was seen entering a closed room and tried to lock it from the inside. Luckily, the door was swiftly kicked in by one of the vigilant inhabitants, who were met with a scene of horror. Many tied-up inhabitants, moaning for help. The killer tried to run, but was struck by one of the vigilantes. The killer fell on a sharp edge and died on the spot. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">There is an abundance of food in the sanctuary, thanks to complex hydroponics and careful monitoring. For some reason, this wasn’t enough for a few individuals who wanted to eat meat again. They started preying on other vegetarian inhabitants. Their goal? Consumption of the inhabitants.</p>
<<else>>
<p class="passage-text">Another delusional few inhabitants decided they want meat again. Sadly enough, there is no meat inside the sanctuary. As a solution, they too started to hunt other inhabitants for their bodies. Their goal? Consumption of the inhabitants.</p>
<</if>>
<div id="result">
<<link "Kill the cannibals.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
/* They die */
<<killSurvivorLow>>
<p class="passage-text">The _tempSurvivor cannibals were all brutally executed for their inhumane behaviour. Reports show that the hunting of inhabitants had stopped. You think all life is sacred, but those who hurt others deserve to be ended. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Imprison them.">>
<<set $Morale += 1>>
<<replace "#result">>
/* they are imprisoned*/
<p class="passage-text">You think life is sacred, and you have vowed to maintain humanity as it is, even if that includes cannibals. You let the cannibals be imprisoned in a makeshift holding room where they will be treated and hopefully one day be rehabilitated. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<useShieldMedium>>
<<if visited() === 1>>
<p class="passage-text">Not all inhabitants will behave themselves forever and some negative psychological traits might only present themselves later in life. For this reason, a prison was built inside a highly secured part of the sanctuary. The prisoners range from thieves to murderers. A jailbreak happened and caused _tempShield cm of the radiation shield to come off.</p>
<<else>>
<p class="passage-text">Although the prison is highly secured, the sanctuary wasn’t meant to house one. It was an add-on built after the structure was completed. Inhabitants who misbehave or commit serious crimes end up here for some time. A jailbreak happened and caused _tempShield cm of the radiation shield to come off.</p>
<</if>>
<div id="result">
<<link "Punish the prisoners.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* Some get ill due to the punishment */
<<useMedicineMedium>>
<p class="passage-text">Your decisions of punishment resulted in the wardens hurting them, since you didn’t specify the punishment. The wardens decided it was best to give them a good beating to teach them they shouldn’t escape nor damage the sacred sanctuary. The prisoners were all badly injured, and the doctors needed _tempMedicine% of the medicine to patch them up again. You didn’t know this would happen, and you feel guilty, but nothing could be done to revert what happened. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* Some die due the punishment */
<<killSurvivorLow>>
<p class="passage-text">The wardens decide to use illegal punishment methods, including dangerous ones. Those methods aren’t dangerous to the performer, no, they are to the victim. The wardens accidentally went overboard with the severity of the used punishments and caused _tempSurvivor inhabitants to die. You didn’t know this would happen, and you feel guilty, but nothing can be done to rewind time. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Re-imprison them.">>
<<set $Morale += 1>>
<<replace "#result">>
/* See them back to their cells */
<<useCommsLow>>
<p class="passage-text">You simply command the prisoners to be re-imprisoned with no consequences. Some wardens aren’t satisfied with the call, since they think it’s only fair to punish them. Out of spite, they damage the communication system, which caused _tempComms% of the systems functionality to be lost. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">The alarm is blaring more loudly than usual. Something must be urgent. The reports show a massive power spike. You try to inject the excess power into the ground, but it has already entered the main power net. You must decide on a system to direct the energy towards.</p>
<<else>>
<p class="passage-text">The alarm is blaring more loudly than usual. Something must be urgent. The reports show another massive power spike. You tried to let the excess power be injected into the ground, but it has already entered the main power net. You must decide on a system to direct the energy towards.</p>
<</if>>
<div id="result">
<<link "Database.">>
<<replace "#result">>
/* medium damage */
<<useDataMedium>>
<p class="passage-text">The excess power surges through the system and damages it by _tempData%. This data has been lost forever. Inhabitants complain about the smell of fried chips, but it’s nothing compared to the lost information. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Communication system.">>
<<replace "#result">>
/* medium damage */
<<useCommsMedium>>
<p class="passage-text">The excess power surges through some antennas and completely burns them. Besides the lost antennas, it also fries some relays and devices that were connected to the communication system. In total _tempComms% of the system’s functionality was lost. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">When you look at the reports, you almost spit out your drink. The inhabitants watching the radio spectrum have picked up a signal from somewhere on Earth.</p>
<<else>>
<p class="passage-text">Another unknown signal has been picked up by the communication experts and they aren’t sure about where it is coming from. Baffled by this report, you start to wonder, could it be possible another group of humans survived somewhere?</p>
<</if>>
<div id="result">
<<link "Adjust to the frequency.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
<<set $Morale += 1>>
/* database was added with low */
<<addDataLow>>
<p class="passage-text">The signal is a live broadcast by some small group of survivors on the opposite side of the world. They created a makeshift antenna to try and find other survivors. After many fruitful conversations, it was concluded that when the radiation drops, the inhabitants could visit the group of humans. They shared their knowledge with the sanctuary and _tempData% of new data relative to the existing data was added. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* nothing but an old warning broadcast */
<p class="passage-text">After some tuning, the inhabitants can clearly hear the broadcast. It’s an old pre-war broadcast, commanding people to go inside and be with their families. It’s in a foreign language, but luckily the creators made a translation program. The broadcast also claims cobalt bombs were launched. You start to question whether this is the reason you were so hastily shot into space. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Ignore the signal.">>
<<replace "#result">>
/* nothing happens */
<p class="passage-text">Even though you were curious, you urge the inhabitants to ignore further signals on that frequency. Humanity is dead, and the sanctuary is the only thing still alive. Period. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><p class="passage-text">Many inhabitants were suddenly inspired by everything, ranging from art, to music, to engineering. This grouping wants to repair, or rather improve, the sanctuary with their thoughts, feelings and everything they felt during the inspiration. They claim to have found peace in their minds.</p>
<div id="result">
<<link "Allow them.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* repair 4 systems low */
<p class="passage-text">You allow them inside rooms normally closed for all inhabitants, rooms that control significant portions of the facility. They get to work and create, repair, and improve everything they can think of, resulting in many good things for four systems. <<randomSystemAdd "Low" 4>> Pleased by their actions you [[break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* damage 4 systems low */
<p class="passage-text">You allow them inside rooms normally closed for all inhabitants, rooms that control significant portions of the facility. They get to work and create, repair and improve everything they can think of. Within hours, you see alarms going off like crazy. Four systems have been damaged slightly by their “welldoing” and caused more problems than good for the sanctuary. You quickly recall them and stop them from harming the facility more. <<randomSystemUse "Low" 4>> [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Politely decline.">>
<<set $Morale -= 1>>
<<replace "#result">>
/* decline */
<p class="passage-text">Even though their intentions were great and their energy was high, you decide they can’t do such a thing. The sanctuary is too complex to just be repaired and improved by some who claim to have been inspired. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">Every storm on Earth is very dangerous because of the radiation that’s being plucked from the ground and injected into the atmosphere again. This creates a lingering effect in places where it’s storming or has recently stormed. The scientists inside the sanctuary spotted a massive storm approaching the sanctuary, which could cause high spikes of local radiation. Such a storm might destroy antenna lines.</p>
<<else>>
<p class="passage-text">It’s like nature doesn’t want humanity to succeed, because another storm is approaching the sanctuary. These massive storms aren’t harmless, for they pluck radioactive material from the ground and re-inject it into the atmosphere. This causes a lingering effect during and after the storm of high radiation spikes. Such a storm might destroy antenna lines.</p>
<</if>>
<div id="result">
<<link "Allow comms to be cut during the storm.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* nothing happens */
<p class="passage-text">You wait for the first broadcasts to reach you again. After many hours of waiting, the worst has passed, and to your surprise, you can see a simple packet ping on the internet channel. A few hours after that, and all communication has been restored. To your relief, they report the storm was less severe than previously assumed and nothing bad happened in the meantime. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* many ill people because of radiation and medium deaths because they didn't know if they were allowed to do x thing */
<<useMedicineMedium>>
<<killSurvivorMedium>>
<p class="passage-text">You wait for the first broadcasts to reach you again. After many hours of waiting, the worst has passed, and to your surprise, you can see a simple packet ping on the internet channel. A few hours after that, and all communication has been restored. Reports of many injuries and deaths flow in, and you are shocked. The inhabitants didn’t know if they could deconstruct some systems to protect against the immense radiation spikes. _tempSurvivor died during the storm because of radiation and _tempMedicine% of the medicine stockpile was used to treat many poisoned inhabitants. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Keep the comms channel open, no matter what.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* high damage to comms channel nothing happens */
<<useCommsHigh>>
<p class="passage-text">Suddenly, the connection refuses to update. After many hours of waiting the worst has passed and to your surprise, you can see a simple packet ping on the internet channel. It takes a very long time for you to realise the inhabitants are trying to communicate with you, but the antennas were indeed damaged badly. After some tinkering, you can restore a connection but _tempComms% of the functionality of the system has been lost. To your relief they report the storm was less severe than previously assumed and nothing bad happened in the meantime. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* medium damage to comms channel and some radiation leaks but you were just in time to help them so medium medicine*/
<<useCommsMedium>>
<<useMedicineMedium>>
<p class="passage-text">The storm is indeed severe, and the radiation is spiking beyond what anyone deemed would be possible. You command the inhabitants to deconstruct some living quarters and reinforce the entrance and any location close to the surface. During the reconstruction, some workers fall ill because of the radiation. After the worst is over, you asses what happened. The ill inhabitants needed _tempMedicine% of the medicine to cure early radiation disease onset and the communication systems were damaged because of the storm, resulting in _tempComms% loss of function. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">All inhabitants were selected for specific sets of genes. This doesn’t mean a perfect race was founded, but the aim was to prevent inherited diseases as much as possible. A weird glitch has been reported. Many inhabitants can’t access food, water or electronics anymore. Even more astonishing is the fact they share similar genes. You dive into the permission database and find someone has hacked it, and left a note “purge humanity of impurity.” You are completely discombobulated and try to undo this sabotage attempt. If you want to do this, you will need restore the sanctuary to an older version of the database, but this could potentially damage dependent systems.</p>
<<else>>
<p class="passage-text">A weird glitch has been reported again. Many inhabitants can’t access food, water or electronics anymore. Even more astonishing is the fact they share similar genes. You dive into the permission database and find someone has hacked it, and left a note “remove the inferiority.” You are baffled and try to undo this mistake. If you want to do this, you will need to restore almost all systems to an older version of the database, but doing so could potentially damage dependant systems.</p>
<</if>>
<div id="result">
<<link "Restore system.">>
<<set $Morale += 1>>
<<replace "#result">>
<<set _r to random(2,5)>>
<<set _r2 = either("Low", "Medium", "High")>>
/* damage to random systems */
<p class="passage-text">You select an older version of the database, to be frank, it’s a much older version. This version dates back from the beginning of the sanctuary. This means a lot of re-working most be done, which is time-consuming but not bad. However, many systems depend on this database. After the restoration succeeds, you see red alert lights: several systems took damage. <<randomSystemUse _r2 _r>> [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Allow it to happen.">>
<<replace "#result">>
<<set $Morale -= 1>>
/* Many people die Racism is BAD so punishment is possible very high*/
<<killSurvivorHigh>>
<p class="passage-text">Furious at your decision, the inhabitants comply. They understand it could break the sanctuary's sensitive system, but because of this many people will die. To be precise, _tempSurvivor will because of no allowance of food, water or medicine. They simply watch as their friends, family and loved ones die from thirst and hunger. You didn’t allow them to share the resources, because in the end two souls would suffer, while now only one does. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<useFoodLow>>
<<if visited() === 1>>
<p class="passage-text">To prevent gluttony, the creators made a food system in which one could scan their thumb and receive the appropriate amount of food. An inhabitant has bypassed this, and this individual is hoarding food like crazy. The inhabitant already caused _tempFood% to go missing from the food storage.</p>
<<else>>
<p class="passage-text">Another crafty inhabitant found a way to bypass the fingerprint scanner. This individual is hoarding food like crazy. The inhabitant already caused _tempFood% to be missing from the food storage. The sanctuary's food storage can't support individuals that exhibit gluttony.</p>
<</if>>
<div id="result">
<<link "Reconfigure the scanners.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* causes people to not be able to access medicine anymore due to wrong configuration */
<<useMedicineLow>>
<p class="passage-text">The reconfiguration has been done, and currently the fingerprint scanners have the same security as the blast door. Overkill? Well, you’re glad nobody can abuse the system anymore. Soon after, reports flow in that this caused the medicine scanners to go haywire and stop distributing much needed supplies. After some quick troubleshooting, you solve it, but an additional _tempMedicine% of the medicine stockpile was used to compensate for people who got sicker because of the delay. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* configuration goes well*/
<p class="passage-text">The reconfiguration has been done, and currently the fingerprint scanners have the same security as the blast door. Overkill? Well, you’re glad nobody can abuse the system anymore. You look around you. The space station doesn’t need scanners, because you are alone. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Punish the individual.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* individual starts to burn food, if they can't have it no one can */
<<useFoodLow>>
<p class="passage-text">You want the individual to be imprisoned. Sadly, the inhabitant fled the scene when rumours about conviction were spread. You allow a witchhunt to find this individual. After some hours, they find the insatiable human inside a food silo. The smell coming from it is awful, because he burned all the food inside out of spite. This caused an extra _tempFood% food to be gone. [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* individual tries to hide and break 2 random systems low */
<p class="passage-text">You want the individual to be imprisoned. Sadly, the inhabitant fled the scene when rumours about conviction were spread. You allow a witchhunt to find this individual. After some hours, they find the insatiable human hiding inside a maintenance room. This person was trying to dig their way to nowhere out of fear. By doing so, the inhabitant damaged two systems. <<randomSystemUse "Low" 2>> [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">Everyone in the sanctuary is assigned to a job, but some are happier than others with their labour. The job system is not random: a team of teachers, psychologists and officials select who gets to work where, assuming an individual was born in the station or is old enough to be assigned to something. The group working with heavy objects, like steel and concrete, complains they are working as many hours as accountants but have to do all the heavy lifting.</p>
<<else>>
<p class="passage-text">The group working with heavy objects, such as steel and concrete, complains they are working as many hours as accountants but have to do all the heavy lifting.</p>
<</if>>
<div id="result">
<<link "Give them more breaks.">>
<<set $Morale += 1>>
<<replace "#result">>
/* happy and they work harder, repairing 2 random low systems */
<p class="passage-text">The hard-working individuals are happy with their extra breaks. This happiness caused them to actually work more efficiently. They could repair more systems than anticipated, which caused a few extra things to be restored. <<randomSystemAdd "Low" 2>> [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Keep the schedule as it is.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* angry and they drop work, causing damage to two random systems medium */
<p class="passage-text">Angry with your decision, they go on strike and throw a big demonstration. No one is currently maintaining some important systems, and this causes insignificant problems to turn into bigger ones. Eventually they pick up work again, especially after pressure from the community increases, but the damage has already been done. <<randomSystemUse "Medium" 2>> [[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* angry and they drop work, cause high to one random system and it kills a few individuals */
<<killSurvivorLow>>
<p class="passage-text">Angry with your decision, they throw a big tantrum-like protest. No one is currently maintaining some important systems, and this leads to insignificant problems turning into bigger ones. One system goes haywire and causes _tempSurvivor inhabitants to die due to electrical fires and related difficulties. <<randomSystemUse "High" 1>> Angry with the workers, everyone pressures them into maintaining the system again. The inhabitants requested the workers to be put into jail, but missing so many muscles would cause even more deaths than the current _tempSurvivor. [[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<if visited() === 1>>
<p class="passage-text">This report makes you laugh a little, but it’s rather serious. Apparently, some corridors became prone to having traffic jams. Many people are stuck for up to fifteen minutes before they can move on to either another floor or to another part of the facility. </p>
<<else>>
<p class="passage-text">Just like last time, you giggle a little about the next report. Back on earth, it was a common thing, but you expected the sanctuary to be designed better. Apparently, some corridors became prone to having traffic jams. Many people are stuck for up to fifteen minutes before they can move on to either another floor or to another part of the facility.</p>
<</if>>
<div id="result">
<<link "Redesign the paths.">>
<<set $Morale += 1>>
<<replace "#result">>
<p class="passage-text">You allow some experts to redesign the flooring and paths near the traffic jams. This includes structural changes. Some blueprints were lost, and many things were remade without properly knowing what cable or beam was important or not. The workers hit some important systems by accident for they didn’t know what was sensitive. This caused some damages. <<randomSystemUse "Low" 2>> [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Don\'t optimize it.">>
<<set $Morale -= 1>>
<<replace "#result">>
<<useCommsMedium>>
<p class="passage-text">The traffic jams are heavy sometimes and this causes significant delays in important matters. These matters include the upkeep of the sanctuary itself. Some things aren’t allowed to be e-mailed or faxed to each other because of confidentiality. Due to this, the communication systems suffer heavily because bursts of requests are fired through the system after the jams. The system lost _tempComms% of its functionality. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><p class="passage-text">You tried to find out why you were awake, but to your surprise, there is no report, not even a message. It feels as if you have amnesia. Why would the inhabitants wake you up if there is nothing happening? You feel sad. You gaze up at the stars and ponder the meaning of existence. You eventually snap out of it and check the integrity of the station, before going back to your slumbers. [[Break the connection|Event Done]]</p><<if visited() === 1>>
<p class="passage-text"></p>
<<else>>
<p class="passage-text"></p>
<</if>>
<div id="result">
<<link "Shutdown.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* */
<p class="passage-text">[[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* */
<p class="passage-text">[[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
|
<<link "Declare.">>
<<replace "#result">>
<<set _r to random(1,2)>>
<<if _r === 1>>
/* */
<p class="passage-text">[[Break the connection|Event Done]]</p>
<<elseif _r === 2>>
/* */
<p class="passage-text">[[Break the connection|Event Done]]</p>
<</if>>
<</replace>>
<</link>>
</div><<useCommsLow>>
<p class="passage-text">The inhabitants didn’t send a report this time, but rather took matters into their own hands. Something happened that usually should require your help, but they wrote a complaint message. You have caused the inhabitants to do morally questionable things, and they think you have not been kind. They tried to cut you off, but they failed. They caused _tempComms% damage to the communication system. [[Break the connection|Event Done]]</p><p class="passage-text">Something happened at the facility that woke you, but the inhabitants didn’t file a report and instead left a message, “never force us to commit evil deeds again.” They are probably referring to some choices you made. You understand they might be angry with you, but you are just doing your job. A panel reports there was significant damage to some system because of the inhabitants not solving the problem well. <<randomSystemUse "Medium" 2>> [[Break the connection|Event Done]]</p><<useCommsHigh>>
<p class="passage-text">The inhabitants woke you, something they should only do when things are happening and they require your objective opinion. However, they solved it on their own and instead send a message, “you’re not a kind human, and you should re-think how you approach things.” They are furious with you, and some went through a tantrum. This tantrum caused _tempComms% damage to the communication system, for they don’t want your help anymore. They also judged the problem poorly, which caused massive damage. <<randomSystemUse "High" 2>> [[Break the connection|Event Done]]</p><<addDataLow>>
<p class="passage-text">After something small happened, they accidentally woke you, but they solved it themselves. It was insignificant, but now that you’re awake, they want to thank you for leading them through this period of pain and darkness. This sparks some philosophic thoughts in a few inhabitants, about objectiveness and leadership, which in turn were entered into the database. This new information caused the database to grow by _tempData% [[Break the connection|Event Done]]</p><p class="passage-text">Something bad happened according to the reports, but it resolved itself. The inhabitants notice they triggered your awakening procedure and they feel guilty for drawing your attention. They decided they want to thank you for your service and never ending wisdom. As a result, they started fixing many small things in the sanctuary. <<randomSystemAdd "Low" 3>> [[Break the connection|Event Done]]</p><p class="passage-text">A catastrophe was about to happen, but it was stopped. The reports show how heroic inhabitants nearly died but survived this catastrophe. Why did they sacrifice themselves? To honour you, their distant leader in space, the one who is their guiding light in the seemingly never-ending darkness. They even built a shrine in your name and send a pixelated image to you. The sanctuary is thriving because of you. The reports also show that they repaired many things. <<randomSystemAdd "Medium" 3>> [[Break the connection|Event Done]]</p><<achPsy>>
<p class="passage-text">Your eyes widen as you read the report. Some inhabitants encountered a crack in a wall in the lowest parts of the sanctuary. They went in. Inside the crack was a cave-like system, not too big, but big enough to allow people to walk upright for a few dozen of meters. They found strange coral-like mushrooms that were radiating vibrant colors, smelling so good that all their senses went numb and the mushrooms whispered softly on the non-existent breeze.</p>
<p class="passage-text">The mushrooms were brought back in special bags, and the inhabitants were decontaminated. Soon after, the scientists acted strangely. They forced everyone to eat the fungi, saying that you told them it’s a must.</p>
<p class="passage-text">The inhabitants who already ate these mushrooms stopped talking, and the few that were left reported it to you. They could burn whatever was collected and block off the entrance to the cave after they destroy the wild fungi…</p>
<div id="result">
<<link "Burn it all.">>
<<replace "#result">>
<<set $Event = "Event Psychedelic Burn">>
<p class="passage-text">You command to have all mushrooms burned and no further research or eating should be done. You are baffled by the fact they started eating them in the first place. However, it’s done now, so nothing bad can happen anymore. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Cultivate the plants.">>
<<replace "#result">>
<<set $Event = "Event Psychedelic Cultivate">>
<p class="passage-text">You command them to attempt to cultivate and research the mushrooms and see what can be retrieved from this information. You see no further follow-up report which worries you. A few more days have passed and all systems stats are still the same. Maybe they are busy researching the fungus? [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<set $Event = "Event Psychedelic Resolution">>
<p class="passage-text">Your eyes widen. It’s about the plants from the cavern again. The few inhabitants left burned the plants as you commanded. However, the fumes were even worse than eating the plants. In the time you were asleep until now, the sanctuary has become something else.</p>
<p class="passage-text">A lonely individual who is left untouched by the smoke wrote: “It all started after they ate them, the plants. Those people went silent, but they could work together, as if they communicated through their eyes. The burning made it worse. My friends fell victim to the fumes, and I tried to hide. For <<timePlural>> I have hidden until I could find my way into the main communication console to contact you. They guarded it so well.” It continues, “please, I think they are connected through a hive mind… they will hunt me and force me to eat those cursed mushrooms, that’s what they did with my wife and children.”</p>
<p class="passage-text">The individual has written not much else that is interesting, but you are confused. You try to contact the sanctuary again, and you get the following message, “we are all one now, we don’t need you anymore.” [[Break the connection|Event Done]]</p><<set $Event = "Event Psychedelic Resolution">>
<p class="passage-text">Your eyes widen. It’s about the fungus from the cavern again. The few inhabitants left researched the mushrooms as you commanded. However, they started eating the mushrooms too. In the time you were asleep until now, the sanctuary has become something else.</p>
<p class="passage-text">A lonely individual who is left untouched by everything wrote: “It all started after they ate them, the plants. Those people went silent, but they could work together, as if they communicated through their eyes. The researching made it worse. My friends fell too, and I tried to hide. For <<timePlural>> I have hidden until I could find my way into the main communication console to contact you. They guarded it so well.” It continues, “please, I think they are connected through a hive mind… they will hunt me and force me to eat the plants, that’s what they did with my wife.”</p>
<p class="passage-text">The individual has written not much else that is interesting, but you are confused. You try to contact the sanctuary again, and you get the following message, “we are all one now, we don’t need you anymore.” [[Break the connection|Event Done]]</p><<unset $URActive>>
<<addDataExtreme>>
<p class="passage-text">The last time you went to sleep, you didn’t expect the inhabitants to ever contact you again. Suddenly, you are bombarded with hundreds of reports. You take hours to read them, because some are small and some are big. You are astonished by all the writings and summarize it. The inhabitants researching the mushrooms heard whispers, which drew them closer to them, close enough to smell. The smell is apparently extremely addictive and caused a hunger-like sensation to develop after a few days. Hours after eating the plants, the “infected” individuals would fall for its chemicals.</p>
<p class="passage-text">The plants had strong psychedelic effects and caused people to hear each other in their minds. There was no need for verbal communication anymore, for one could think and contact everyone who ate the plants. This went on for years. A virus killed the fungus and forced people to go into withdrawal. Everyone seems to be fine now, and it’s like time hasn’t passed for the inhabitants. Luckily, they kept the sanctuary operating.</p>
<p class="passage-text">The knowledge about the plants and chemical effects weren’t lost, and the hivemind-like state was documented very well. The knowledge was used to do many experiments and whatnot. All this information went into the database and caused a huge spike of _tempData% to be added. Relieved, you sigh, for you were afraid you lost the sanctuary. [[Break the connection|Event Done]]</p>
/* seperator */<<achSap>>
<p class="passage-text">This report makes you almost spit out your bland space food. It started with sounds, almost rhythmical, beating in the distance. Days passed, and the sound became an annoying noise. None of the inhabitants knew what was going on. Suddenly a power outage in some rooms was noticed, and the inhabitants used special radar devices to pinpoint the exact location of the possibly damaged cables.</p>
<p class="passage-text">The cables were located, but something else was spotted as well. A large rod like structure hovering some ten meters above the outer layer of the sanctuary. Upon further inspection, they learned the rod was making the sounds heard before. This rod was actually a drill.</p>
<p class="passage-text">Fear was invoked in the sanctuary, for something was drilling inwards from the outside. After research, they found out the drill was stuck there, for it had been active, but not long enough. The inhabitants want to stop whoever is trying to break into their home.</p>
<div id="result">
<<link "Turn everything off.">>
<<replace "#result">>
<<set $Event = "Event Sapper Darkness">>
<p class="passage-text">You command them turn off everything going out of the sanctuary. Whoever is trying to breach the thick walls didn’t find this facility by luck and trial-and-error. They must have located the sanctuary through anything it’s transmitting, radio signal, heat waves, anything. The inhabitants are left in the dark, for there won’t be any help from you. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Take the fight to them.">>
<<replace "#result">>
<<set $Event = "Event Sapper War">>
<p class="passage-text">Ten meters sound like nothing, but the spot where they are drilling is already hundreds of meters below the surface. You command the inhabitants to gear up and, when it’s time, take the fight to them. This will require a tremendous amount of resources and training time. The inhabitants will warn you when things escalate. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<set $Event = "Event Sapper Annihilation">>
/* how the colony has suffered medium damage to 5 systems, they contacted you because the drill finally went in */
<p class="passage-text">It has been a long time since the last report, <<timePlural>>! They finally contacted you again, but it’s not a good thing. The sanctuary sustained heavy damage due to a ban on all kinds of stuff, the things that draw attention. <<randomSystemUse "Medium" 5>> After <<timePlural>> the sappers finally breached the sanctuary and started a purge. The last reports are that of despair and pain, since they tried to consult with you about what to do with the sappers.</p>
<p class="passage-text">No one is answering your questions anymore, and you are in the dark. Did your mission fail? All due to something that shouldn’t be possible, namely, humans living in the outside world. [[Break the connection|Event Done]]</p><<set $Event = "Event Sapper Annihilation">>
/* they prepared, send many people up who never returned, and now they contacted you because they finally drilled in */
<<killSurvivorMedium>>
<p class="passage-text">All inhabitants have been preparing for a strange war for <<timePlural>>. The enemy was not known; the environment was not known; the truth was not known. What was known? Their brothers and sisters were sent through the blast door into unknown lands to never return, since _tempSurvivor inhabitants never set foot in the sanctuary again.</p>
<p class="passage-text">The sappers finally drilled deep enough to breach the hull. You received a distress call because they are killing people in the sanctuary. The last documents relate their quick entrance and how things went south really fast. Did your mission fail? All due to something that shouldn’t be possible, namely, humans living in the outside world. [[Break the connection|Event Done]]</p><<unset $URActive>>
/* annihilation of the sanctuary kill many, but many new people enter the sanctuary (sappers) and they deem you as their leader, massive damage to shielding but the sapper do repair a lot of systems 5 for medium*/
<<killSurvivorHigh>>
<<useShieldHigh>>
<p class="passage-text">Perplexed by the fact you were in need again, you open the reports. It’s like some French revolution, rich in history, but terrible history. There had been a massive war, for no reason, apparently. The sappers didn’t mean to start a war; they simply wanted a safe home. After _tempSurvivor inhabitants had died and so did as many sappers, peace talks were started.</p>
<p class="passage-text">The sappers became part of the sanctuary and accepted you as their new leader. They did cause _tempShield centimeter of the shield to be broken off, but they made up for this, for they had technology long thought lost. <<addSurvivorMedium>> The _tempSurvivor scientists, engineers and similar minds that joined the colony fortified it with their shared knowledge. <<randomSystemAdd "High" 5>>. <<addSurvivorHigh>> The other _tempSurvivor sappers simply integrated into the sanctuary, mothers, children, the elderly, anyone.</p>
<p class="passage-text">All of them accepted a new peaceful co-existence. Due to the war, the communications went offline, but now that they fixed it, they will and can reach out to you. Your mission hasn’t failed. Yet… [[Break the connection|Event Done]]</p>
/* seperator */<<achAli>>
/* Aliens contact the space station either contact them back or be silent */
<p class="passage-text">There is no report, or anything indicating the sanctuary woke you. You don’t understand why your hibernation cycle was ended. You keep hearing a static throughout the space station, as if something was whispering to you. After you amplified the static, you now clearly hear something. It sounds like intelligent life talking to you. But you are alone.</p>
<p class="passage-text">You take a few hours to pinpoint the location of the signal, since the static isn’t generated from within the sanctuary. Somewhere behind a thick titanium wall, something is sending out a signal, and the computer woke you, thinking it was a report from the sanctuary.</p>
<p class="passage-text">The space station slowly revolves, and it doesn’t take long before the view isn’t blocked by a wall anymore, but has been replaced with a glass panel. There is an object a few kilometers away from the station, drifting in cold space. At first, you thought it was an old satellite, but the object is stalking the space station, something no satellite can do.</p>
<div id="result">
<<link "Send a signal to the object.">>
<<replace "#result">>
<<set $Event = "Event Alien Contact">>
<p class="passage-text">You can’t believe it, but you signal the foreign object creeping near the space station. At first it was the same static, but the signal was sent back, blasting throughout the space station. Whatever that object is, it bounced the signal back. Unsure about the situation, you decide it’s best to keep transmitting a signal that was created in the instance that intelligent life would ever visit Earth. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Initiate a radio silence.">>
<<replace "#result">>
<<set $Event = "Event Alien Silence">>
<p class="passage-text">Unsure of what to do, you decide it’s best to not send a signal anymore in the object's direction that is ever lurking near the station. It almost seems like it saw you redirected the radio waves and a new static is broadcasting throughout the space station. Maybe it’s just all noise generated by hardware slowly deteriorating. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<set $Event = "Event Alien Saving">>
/* Aliens ascend on the sanctuary after timeplural years of learning the language and culture */
<p class="passage-text">You are still rubbing your eyes, and you aren’t focussing on sounds. Why would you care about sounds? You are alone. Until suddenly you notice the static isn’t static anymore, but a soft voice saying, “we can help.” You walk to the communications panel and pinpoint the signal. It’s still coming from the object that’s still following the space station.</p>
<p class="passage-text">As if they noticed you were awake and walking around, the speakers suddenly blare, “we learned your language. We studied your machines, we understand your mission.” You can feel your heart in your throat, for this scares you. On the radar you can see that the object is descending towards the sanctuary. You try to warn them, but there is no signal. [[Break the connection|Event Done]]</p><<set $Event = "Event Alien Saving">>
/* Aliens must've noticed you were in contact with the sanctuary and it took them timeplural to learn the language and culture */
<p class="passage-text">You are still rubbing your eyes, and you aren’t focussing on sounds. Why would you care about sounds? You are alone. Until suddenly you notice the static isn’t static anymore, but a soft voice saying, “we can help.” You walk to the communications panel and pinpoint the signal. It’s still coming from the object that’s silently following the space station.</p>
<p class="passage-text">As if they noticed you were awake and walking around, the speakers suddenly blare, “don’t hide. We know your mission, but don’t hide.” You can feel your heart in your throat, for this scares you. On the radar you can see that the object is descending towards the sanctuary. You try to warn them, but there is no signal. [[Break the connection|Event Done]]</p><<unset $URActive>>
<<addDataHigh>>
<<set $Rads = $Rads * 0.1>>
<<set $Rads = Math.trunc($Rads)>>
/* They give high data boost and repair many things for low, also they clean 90% of the radiation */
<p class="passage-text">It has been <<timePlural>> before you are awakened again; you rush out to the communication panel, for you went to sleep with a bad feeling. It contains many reports about the descending object. The day you went to sleep, it descended into Earth’s atmosphere, and it hovered there for a long time. A smaller probe-like object detached and hooked onto the blast door.</p>
<p class="passage-text">The inhabitants got scared and prepared themselves for the worst, gearing up for war and moving their children deeper into the facility. The reports claim a voice was talking on the speakers, but no one in the sanctuary was speaking through the intercoms. It kept repeating, “don’t be scared, we are here to help, please let us.”</p>
<p class="passage-text">The blast door was penetrated and humanoid figures stepped in. After some intense days of distrust and pointing guns, the inhabitants learned the aliens are a species that collects knowledge and found this planet and learned through the space station what happened.</p>
<p class="passage-text">They offered to share some knowledge that they deem fit for humanity and cause the database to gain _tempData% more information. They also repaired many systems, to both study them and help humanity. <<randomSystemAdd "Low" 5>> Lastly the big spaceship still hovering above the ground in Earth’s atmosphere started cleaning the air of radiation.</p>
<p class="passage-text">The aliens left, and this also caused the signal disturbance to be gone. You are relieved because the sanctuary is still thriving. [[Break the connection|Event Done]]</p>/* people alert you someone is holding election and forcing people to follow him */
<<achDic>>
<p class="passage-text">Somehow, an inhabitant started an election, one to decide who is the leader of the sanctuary. The reports show this person has gathered an extremely large following. Anyone not happy with this self-proclaimed leader gets tortured until they break and follow this tyrant. The message got to you very late, for they guarded the communication room’s doors. After the reports, a simple message shows up. It says, “I am the new leader. You will also comply, or I will never wake you up again.”</p>
<div id="result">
<<link "Get in contact.">>
<<replace "#result">>
<<set $Event = "Event Dictator Contact">>
<p class="passage-text">You contact the tyrant and tell him you vowed to not lead this sanctuary, but to guide it. The tyrant doesn’t agree and tells you, “wielding all the power while in space, you don’t even know our names… You should give it all to me.” Even if you wanted to, you can’t, and you explain that. He rudely shuts down all communication. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
|
<<link "Fight the regime.">>
<<replace "#result">>
<<set $Event = "Event Dictator Fight">>
<p class="passage-text">You broadcast a signal to fight the regime, and the tyrant contacts you soon after, “who will fight me? Everyone is or will be on my side…!” the tyrant continues, “wielding all the power while in space, you don’t even know our names… You should give it all to me.” Even if you wanted to, you can’t, and you explain that. He rudely shuts down all communication. [[Break the connection|Event Done]]</p>
<</replace>>
<</link>>
</div><<set $Event = "Event Dictator Reconstruction">>
<p class="passage-text">The sanctuary finally contacts you again. You hoped the dictator had died, or their regime got overthrown. The reports are the opposite, starting with dystopian stories. The tyrant banned a lot of things, causing the sanctuary to break down and deteriorate. Many systems were damaged.</p>
<p class="passage-text"><<randomSystemUse "Medium" 5>></p>
<p class="passage-text">They also enforced a new law, one where it’s mandatory to kneel for the dictator and the regime. Failure to comply leads to excessive torture or execution. The report was sent by an inhabitant who risked their life to ask for your help. Sadly, the police force found out and cut the connection again. [[Break the connection|Event Done]]</p><<set $Event = "Event Dictator Reconstruction">>
<p class="passage-text">The sanctuary finally contacts you again. You hoped the dictator had died, or their regime got overthrown. The reports state the opposite, starting with dystopian stories. The tyrant banned a lot of things, causing the sanctuary to break down and deteriorate. Many systems were damaged.</p>
<p class="passage-text"><<randomSystemUse "Low" 5>></p>
<p class="passage-text">They also enforced a new law, one where it’s mandatory to kneel for the dictator and the regime; otherwise they may shoot or hurt you. The report was sent by an inhabitant who risked their life to ask for your help. Sadly, the police force found out and cut the connection again. [[Break the connection|Event Done]]</p><<unset $URActive>>
<<addSurvivorMedium>>
<<useDataLow>>
<p class="passage-text">It took a while before you were contacted again, namely, <<timePlural>>. Much has changed in the sanctuary. The tyrant was killed, assassinated. A rough period started, because the regime fed the people many lies. The regime also caused knowledge to be lost forever, roughly _tempData%.</p>
<p class="passage-text">The inhabitants were desperate, and from the low they built something beautiful, a peaceful, self-sustaining sanctuary. Before the dictator, it was already peaceful and self-sustaining, but the regime damaged this. In their desperation, they searched for answers.</p>
<p class="passage-text">Many inhabitants knowing how to contact you were killed. Only one survived and only after that one inhabitant knew it was safe, you were contacted again. They tell you about a flourishing society with new dreams. Also, a baby boom happened because of the peace, and _tempSurvivor new inhabitants were born. [[Break the connection|Event Done]]</p>/* :
//////////////////////////////////////////////////////////////////////
I mean, this is a secret project from some unknown new world government, iss was launched in 1998, this was launched around 1990, a hidden station capable of letting a human survive for roughly 50 years if needed. (not high quality of life, but still) After a fallout event, the human was brought into space! There to oversee the project on earth, to aid them in choices
*/
<<if $Survivor == 0>>
<<goto "EndGameSurvivor">>
<<elseif $Age > $MaxAge>>
<<goto "EndGameAge">>
<</if>>
<<run setup.scrollToTop("passages")>>
<<if $Turns === 0>>
<p class="passage-text">
The last thing you remember is the cold embrace of the hibernation pod starting up. Feeling dizzy, you hear the alarm blaring in the distance. It’s not loud, but you can’t ignore it. Time has passed since the disaster, but it feels like minutes. You should check the report monitor, for it shows what has happened in the last <<timePlural>>. The data monitor could be checked afterward to determine the status of the facility on earth. Lastly, head to the communication monitor, for the inhabitants <<wakeUp "face a problem">>.
</p>
<<elseif $Turns === 1>>
<p class="passage-text">
It was indeed your last coffee, the one you drank after arriving at the space station. The bitterness lingers in your mouth. You wonder whether it isn’t a side-effect of the hibernation that lasted for <<timePlural>>. You look out the small window, but Earth is not a pretty sight. A scarred sphere with a thick blanket of soot above the continents. You weren’t woken for <<wakeUp "nothing">>.
</p>
<<elseif $Turns === 2>>
<p class="passage-text">
The nauseating sequence to wake you up commenced again. Before you know it, you’re finding yourself standing again. Only hours have passed to your mind and body, and it would’ve been evening if the cataclysm on Earth didn’t happen, but <<timePlural>> have passed actually. The facility requires your <<wakeUp "help again">>.
</p>
<<elseif $Turns === 3>>
<p class="passage-text">
Your body is still sore from the sleeping drugs, yet you walk towards the tiny window. Earth is slowly recovering, the soot is settling and the continents are becoming more green again. You smile with a lump in your throat. After <<timePlural>>, they need you for something again since the alarm is screaming at you to <<wakeUp "check it out">>.
</p>
<<elseif $Turns === 4>>
<p class="passage-text">
Your body is sore again from the sleeping drugs. Earth is slowly recovering, the soot is settling and the continents are becoming more green. You smile, hopeful. After <<timePlural>>, they need you for something again since the alarm is screaming you to <<wakeUp "check the panels">>.
</p>
<<elseif $Turns === 5>>
<p class="passage-text">
It never gets old… The moment you wake up, yearning for something familiar, yearning for the voice of a human. Yet you are alone. You knew that this mission would be lonely. The only comfort you have is the fact that you were awoken again after <<timePlural>>. It means the inhabitants are still alive but faced with something only <<wakeUp "you can solve">>.
</p>
<<elseif $Turns === 6>>
<p class="passage-text">
In the distance, you hear laughter, but it quickly turns into the sound of the alarm. You search the cabinets for something of interest, but all you find are food supplies, clothing and manuals. All your belongings are still on Earth, if they survived. There was no time to bring anything with you, including your family. Before you enter a negative spiral of thought, you check <<wakeUp "why you were awoken after">> <<timePlural>>.
</p>
<<elseif $Turns === 7>>
<p class="passage-text">
<<timePlural>> have passed and you snap out of a surreal dream. You were dancing with her, Aileen. It was her graduation party. A small tear rolls down your cheek as you stare at the earth through the window. Earth looks cleaner and more vibrant. Slowly it’s recovering, recovering from the disease called humanity. You sigh. Humanity reminds you of your mission, and the reason you are <<wakeUp "awake again">>.
</p>
<<elseif $Turns === 8>>
<p class="passage-text">
Your body is starving, and you rush toward the cabinets. It feels like you haven’t eaten in a day. The hibernation pod supplies fresh water, but food, not so much. You don’t find the hot pockets you were hoping for, but dehydrated beef and rice. As you eat, you move to the monitor since your aid is <<wakeUp "needed">>.
</p>
<<elseif $Turns === 9>>
<p class="passage-text">
Time is passing by. You could’ve made hundreds of memories in the <<timePlural>> that passed. The last sanctuary requests your aid again. Hoping to one day be able to let them out, you head to <<wakeUp "the monitor">>.
</p>
<<elseif $Turns === 10>>
<p class="passage-text">
You wake up again, but it’s difficult to get your body up. While your mind was resting, your body continued to age. Your joints feel sore, and your skin feels more like a jacket than a part of your body. <<timePlural>> have passed in the blink of an eye, and they <<wakeUp "need you">>.
</p>
<<elseif $Turns === 11>>
<p class="passage-text">
Earth looks like it healed, after all. The disease was removed by itself, and nature has been returned as ruler of the flying space rock. It almost brings a tear to your eyes. You know many decades have passed, but to you it feels more like weeks. <<timePlural>> is the time that has passed, or the time it would require to teach your children a new skill. The alarm is still going off, and you decide it isn't fruitful to dwell on hypotheticals, but to instead help <<wakeUp "those in need">>.
</p>
<<elseif $Turns === 12>>
<p class="passage-text">
Your back aches as you stand up, searching for something that you haven’t seen in the space station. Every corner, every drawer, and every square centimeter has already been inspected by you. Luckily, you aren’t afraid to get bored. You can sleep again, for <<timePlural>> for example. Sometimes you question if this isn’t a nightmare, but when you hear the alarm, you know it’s not, for the sanctuary <<wakeUp "requires you">>.
</p>
<<elseif $Turns === 13>>
<p class="passage-text">
You question how your family is doing, if they even still exist. It pains you to think about them, but whatever fate they met, there isn’t a wrong one. Who would want to live on a radiation poisoned planet? The sanctuary’s inhabitants were lucky to find themselves safe and sound, but even they need saving. <<timePlural>> has passed and they <<wakeUp "need you">>.
</p>
<<elseif $Turns === 14>>
<p class="passage-text">
It has become a routine, a habit, something that will be done on autopilot. You have only but one task: serve the sanctuary for the greater good. <<timePlural>> passed by, but now they have a problem only <<wakeUp "you can solve">>. It feels like you have become a deity, but you’re still mortal, for your body is slowly deteriorating away.
</p>
<<elseif $Turns === 15>>
<p class="passage-text">
Radiation was never the enemy, neither was humanity. The real threat was time, for it kills everything, from the greatest mountains to the smallest insects. Your days are slowly ending, but with your determination, you have helped the sanctuary thrive, even if that meant sacrificing yourself. <<timePlural>> have passed and something <<wakeUp "happened again">>.
</p>
<<elseif $Turns >= 16>>
<p class="passage-text">
Time is running out, the earth is looking clean, and the sanctuary isn’t like a pyramid that will survive for thousands of years. <<timePlural>> ticked away, but eventually your ticker will stop ticking. <<wakeUp "Help them">>, while you still can.
</p>
<</if>><<run setup.scrollToTop("passages")>>
<p class="passage-text">You check the annual statistics report: <<timePlural>> passed in the time you were asleep. The population has grown by $AnnualGrowth inhabitants and the food storage has changed by $AnnualFood%.</p>
<<if $OverPopulation == true>>
<p class="passage-text">Due to overpopulation a food shortage is happening, $AnnualFoodOverPopulation% has been deducted from the storage.</p>
<</if>>
<<if $ClimateChange>>
<p class="passage-text">Due to the weakened ventilation, the temperature has increased by $ClimateChange degrees celcius.</p>
<</if>>
<<if $FoodChange>>
<p class="passage-text">Due to lower water levels inside the tanks, $FoodChange% of potential hydrophonics harvest failed.</p>
<</if>>
<<if $FoodShortageKills>>
<p class="passage-text">$FoodShortageKills inhabitants died due to food shortage.</p>
<</if>>
<<if $RadsLeakKill>>
<p class="passage-text">$RadsLeakKill inhabitants died due to the thinner radiation shield letting radation through.</p>
<</if>>
<<if $ClimateHotKill>>
<p class="passage-text">The sanctuary is overheating, and $ClimateHotKill inhabitants died due to severe heat cramps and exhaustion.</p>
<</if>>
<<if $ClimateColdKill>>
<p class="passage-text">The sanctuary is cold, and $ClimateColdKill inhabitants died due to severe hypothermia symptoms.</p>
<</if>>
<<if $CommsOffline.length > 1>>
<<set _result = "">>
<<for _i = 0; _i < $CommsOffline.length; _i++>>
<<set _result += $CommsOffline[_i].replace("Bar", ", ")>>
<</for>>
The <<print _result>> <<if $CommsOffline.length === 1>>meter is<<else>>meters are<</if>> offline due to damages to the communication system.
<</if>>
<p class="passage-text">The outside radiation has been decreased by $AnnualRads rads.</p>
<p class="passage-text">The following important event has occurred: <<print either($randomEvent)>></p><<set _tempClimate = $Climate>>
<<set _tempClimate = Math.clamp(_tempClimate + random(-2,2), 0, 40)>>
<<run setup.randomAnimate();>>
<<showmeter 'survivorBar' `$Survivor / $MaxSurvivor`>>
<div id="verticalMeter">
<<showmeter 'shieldBar' `$Shield / $MaxShield`>>
<<showmeter 'climateBar' `_tempClimate / $MaxClimate`>>
<<showmeter 'airBar' `$Air / $MaxAir`>>
<<showmeter 'waterBar' `$Water / $MaxWater`>>
<<showmeter 'foodBar' `$Food / $MaxFood`>>
<<showmeter 'medsBar' `$Meds / $MaxMeds`>>
</div>
<<showmeter 'radsBar' `$Rads / $MaxRads`>>
<div class="blink"><<showmeter 'fakesurvivorbar' `0`>></div>
<div id="verticalMeter2" class="blink underReal">
<<showmeter 'fakeshieldbar' `0`>>
<<showmeter 'fakeclimatebar' `0`>>
<<showmeter 'fakeairbar' `0`>>
<<showmeter 'fakewaterbar' `0`>>
<<showmeter 'fakefoodbar' `0`>>
<<showmeter 'fakemedsbar' `0`>>
</div>
<div class="blink"><<showmeter 'fakeradsbar' `0`>></div>
<<set $commsChart = ($Comms / $MaxComms)>>
<div class="pie-container" id="pie1" data-label="Comms">
<div class="pie-chart" @data-chart-value="$Comms">
<div class="pietest"></div>
</div>
</div>
<<set $dataChart = ($Data / $MaxData)>>
<div class="pie-container" id="pie2" data-label="Data">
<div class="pie-chart" @data-chart-value="$Data">
<div class="pietest"></div>
</div>
</div>
<div class="pie-container blink" id="pie3" data-label="">
<div class="pie-chart" data-chart-value="?">
<div class="pietest"></div>
</div>
</div>
<div class="pie-container blink" id="pie4" data-label="">
<div class="pie-chart" data-chart-value="?">
<div class="pietest"></div>
</div>
</div>
<div id="surivorBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">The current amount of inhabitants inside the bunker.</span>
</div>
<div id="shieldBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">The thickness of the radiation shield.</span>
</div>
<div id="climateBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">Temperature in Celcius.</span>
</div>
<div id="airBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">Air filter functionality.</span>
</div>
<div id="waterBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">Water filter functionality.</span>
</div>
<div id="foodBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">Percentage of food inside the storage rooms.</span>
</div>
<div id="medsBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">Percentage of medication inside the infirmary.</span>
</div>
<div id="radsBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">The outside radiation. On average we are exposed to 2 Rads per year.</span>
</div>
<div id="commsBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">Communication system functionality.</span>
</div>
<div id="dataBarExplanation">
<span class="closeExplanation">Close</span>
<span class="explanationText">Database of knowledge and culture integrity.</span>
</div>
<<done>>
<<run setup.piColorChanger();>>
<<run setup.pieChanger();>>
<<run setup.degreeColorChanger();>>
<<run setup.commsHide($CommsOffline);>>
<<script>>
function dialogExplanation() {
$('#passages').css("pointer-events","none");
$('.closeExplanation').css("pointer-events","auto");
}
$(document).on("click", "#meter-survivorbar", function () {
$('#surivorBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", "#meter-shieldbar", function () {
$('#shieldBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", "#meter-climatebar", function () {
$('#climateBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", "#meter-airbar", function () {
$('#airBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", "#meter-waterbar", function () {
$('#waterBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", "#meter-foodbar", function () {
$('#foodBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", "#meter-medsbar", function () {
$('#medsBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", "#meter-radsbar", function () {
$('#radsBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", "#pie1", function () {
$('#commsBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", "#pie2", function () {
$('#dataBarExplanation').css('display','block');
dialogExplanation();
});
$(document).on("click", ".closeExplanation", function () {
$('#surivorBarExplanation').css('display','none');
$('#shieldBarExplanation').css('display','none');
$('#climateBarExplanation').css('display','none');
$('#airBarExplanation').css('display','none');
$('#waterBarExplanation').css('display','none');
$('#foodBarExplanation').css('display','none');
$('#medsBarExplanation').css('display','none');
$('#radsBarExplanation').css('display','none');
$('#commsBarExplanation').css('display','none');
$('#dataBarExplanation').css('display','none');
$('#passages').css("pointer-events","auto");
});
$(document).on("click", "#stationPage", function () {
$('#passages').css("pointer-events","auto");
});
<</script>>
<</done>>/*
0-9 common - 10
10-15 uncommon - 6
16-19 rare - 4
20 ultra rare - 1
*/
<<if $Random <= 9>>
<<set _event = either($CommonEvent)>>
/* 45% chance */
<<elseif $Random >= 10 & $Random <= 15 >>
/* 30% chance */
<<set _event = either($UncommonEvent)>>
<<elseif $Random >= 16 & $Random <= 19 >>
/* 20% chance */
<<set _event = either($RareEvent)>>
<<elseif $Random >= 20>>
/* 5% chance */
/* Ones per playthrough */
<<if $URE === true>>
<<set _event = either($CommonEvent)>>
<<else>>
<<set $URE = true>>
<<set $URActive = true>>
<<set $Event = either($UltraRareEvent)>>
<</if>>
<</if>>
<<if $synthetic == true>>
<<unset $synthetic>>
<<goto "Woke">>
<<elseif $URActive == true>>
<<set $EventHistory.push($Event)>>
<<goto "Woke">>
<<elseif $MoraleEvent == true>>
<<set $EventHistory.push($Event)>>
<<goto "Woke">>
<<elseif $Event == _event>>
<<goto "WakeUp">>
<<elseif $EventFiveList.includes(_event)>>
<<goto "WakeUp">>
<<else>>
<<set $Event = _event>>
<<set $EventFiveList.push($Event)>>
<<set $EventHistory.push($Event)>>
<<if $EventFiveList.length == 5>>
<<set $EventFiveList.shift()>>
<</if>>
<<goto "Woke">>
<</if>><<addclass "#footer" "nodisplay">>
<<goto $Event>><<if def $Cheats>>
<<set $Cheats to $Cheats.trim().toLowerCase()>>
<</if>>
<<set _eventOptions = $CommonEvent.concat($UncommonEvent, $RareEvent, $UltraRareEvent)>>
/*
<<set _eventOptions = ["Event Virus", "Event Database Breaks", "Event Space Object", "Event Drunk", "Event Smuggled Pet", "Event Hacker Genius", "Event Temp Dial", "Event Pyromaniac", "Event Communication Malfunction", "Event Auxiliary Reboot", "Event Local Gang", "Event Fans Malfunction", "Event Local Cult", "Event Invention", "Event Mass Hysteria", "Event Stowaways", "Event Leave"]>>*/
<<if hashStr($Cheats) == 114939>>
<p class="passage-text">Radiation: <<live $Rads>></p>
<p class="passage-text">
<<link "+1">>
<<set $Rads += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Rads += 10>>
<<update>>
<</link>>,
<<link "+100">>
<<set $Rads += 100>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Rads -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Rads -= 10>>
<<update>>
<</link>>,
<<link "-100">>
<<set $Rads -= 100>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Shield: <<live $Shield>></p>
<p class="passage-text">
<<link "+1">>
<<set $Shield += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Shield += 10>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Shield -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Shield -= 10>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Temperature: <<live $Climate>></p>
<p class="passage-text">
<<link "+1">>
<<set $Climate += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Climate += 10>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Climate -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Climate -= 10>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Air filter: <<live $Air>></p>
<p class="passage-text">
<<link "+1">>
<<set $Air += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Air += 10>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Air -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Air -= 10>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Water filter: <<live $Water>></p>
<p class="passage-text">
<<link "+1">>
<<set $Water += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Water += 10>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Water -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Water -= 10>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Food stocks: <<live $Food>></p>
<p class="passage-text">
<<link "+1">>
<<set $Food += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Food += 10>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Food -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Food -= 10>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Medicine: <<live $Meds>></p>
<p class="passage-text">
<<link "+1">>
<<set $Meds += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Meds += 10>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Meds -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Meds -= 10>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Communication: <<live $Comms>></p>
<p class="passage-text">
<<link "+1">>
<<set $Comms += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Comms += 10>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Comms -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Comms -= 10>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Database: <<live $Data>></p>
<p class="passage-text">
<<link "+1">>
<<set $Data += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Data += 10>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Data -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Data -= 10>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Inhabitants: <<live $Survivor>></p>
<p class="passage-text">
<<link "+1">>
<<set $Survivor += 1>>
<<update>>
<</link>>,
<<link "+10">>
<<set $Survivor += 10>>
<<update>>
<</link>>,
<<link "+100">>
<<set $Survivor += 100>>
<<update>>
<</link>>
|
<<link "-1">>
<<set $Survivor -= 1>>
<<update>>
<</link>>,
<<link "-10">>
<<set $Survivor -= 10>>
<<update>>
<</link>>,
<<link "-100">>
<<set $Survivor -= 100>>
<<update>>
<</link>>
</p>
<hr>
<p class="passage-text">Current event: <<live $Event>></p>
<p class="passage-text">
<<listbox "$Event" autoselect>>
<<optionsfrom _eventOptions>>
<</listbox>>
</p>
<<else>>
<<textbox "$Cheats" "Cheat code here!" "Cheats">>
<p class="passage-text">In order to use the cheats, you will need a code, by becoming a <<externalLink "Patreon" "https://www.patreon.com/sleepoverrules">> member. Otherwise, no cheats for you!</p>
<</if>>
<<script>>
$(document).on("click", "#listbox-event", function () {
$(document).trigger(":liveupdate");
State.variables.synthetic = true
});
<</script>><<achSurvivor>>
<p class="passage-text">There are no inhabitants left. The sanctuary has withered. How did the creators think such a facility with so many humans would succeed? You have been alone in space for a long time now, but to know you are probably the last human alive is something beyond feeling lonely. You glance at Earth one last time and decide to enter an eternal hibernation round, until the power of the station breaks, or the pod can’t support you anymore.</p>
<p class="passage-text">
<<restart>>
</p><<achAge>>
<p class="passage-text">The pod is there to make it feel you have been asleep for a few hours, and not perceive the normal flow of time anymore. However, your body wasn’t designed to live forever. You are still mortal. Looking in the mirror, you notice how your skin has deep grooves and your hair is grey. You want to help the inhabitants, but you feel fragile and tired. You decide to take a power nap, just to regain some energy and help them afterwards. Little did you know, this power nap would become an eternal sleep.</p>
<p class="passage-text">
<<restart>>
</p><<widget HighScoreCalcAndAdd>>
<<set _tempHighscoreTotalLost = $TotalLost>>
<<set _tempHighscoreSurvivor = $Survivor>>
<<set _tempHighscoreMeds = $Meds>>
<<set _tempHighscoreFood = $Food>>
<<set _tempHighscoreWater = $Water>>
<<set _tempHighscoreShield = $Shield>>
<<set _tempHighscoreComms = $Comms>>
<<set _tempHighscoreData = $Data>>
<<set _tempHighscoreRads = $Rads>>
<<set _tempBaseScore = _tempHighscoreWater + _tempHighscoreFood + _tempHighscoreMeds + _tempHighscoreComms + Math.floor(_tempHighscoreShield/3)>>
/* All these weigh 50% of the score combined. They're just added toghether. Shield divided by 3 */
<<set _tempDataScore = 0>>
<<if _tempHighscoreData > 100>>
<<set _tempDataScore = Math.floor((_tempHighscoreData - 100) * 1.5 + 100)>>
/* This means that data of 100 gives you 100 points and data of 200 gives you 250 points ( 25% ) */
<<else>>
<<set _tempDataScore = _tempHighscoreData>>
<</if>>
<<set _tempSurvivorScore = Math.floor((_tempHighscoreSurvivor - 500) * (150/900))>>
<<set _tempTotalLostScore = 0>>
<<if _tempHighscoreTotalLost < 501>>
<<set _tempTotalLostScore = (100 - (_tempHighscoreTotalLost * 0.04))>>
<<elseif (_tempHighscoreTotalLost > 500 && _tempHighscoreTotalLost < 1501)>>
<<set _tempTotalLostScore = (80 - ((_tempHighscoreTotalLost * 0.06)) + 30)>>
<<elseif _tempHighscoreTotalLost > 1500>>
<<set _tempTotalLostScore = (80 - (_tempHighscoreTotalLost * 0.04))>>
<</if>>
<<set _tempRadsScore = 0>>
<<if _tempHighscoreRads < 11>>
<<set _tempRadsScore = 1 - (_tempHighscoreRads / 100)>>
<<elseif (_tempHighscoreRads > 10 && _tempHighscoreRads < 101 )>>
<<set _tempRadsScore = (0.9 - ((_tempHighscoreRads - 10 ) * (0.4 / 90)))>>
<<elseif _tempHighscoreRads > 100>>
<<set _tempRadsScore = (0.5 -((_tempHighscoreRads - 100) * (0.5 / 4900)))>>
<</if>>
<<if $Age > $MaxAge>>
<<set _tempAgeScore = 0.1>>
<<else>>
<<set _tempAgeScore = 1>>
<</if>>
<<set _tempFinalScore = Math.floor((_tempBaseScore + _tempDataScore + _tempSurvivorScore + _tempTotalLostScore) * _tempRadsScore * _tempAgeScore)>>
<<set $FinalScore = Math.clamp(_tempFinalScore, 0, 1000)>>
<<set _date = new Date();>>
<<set _month = _date.getMonth() + 1>>
<<set _day = _date.getDate()>>
<<set _year = _date.getFullYear()>>
<<set _time = _year + "/" + _month + "/" + _day>>
<<set _tempScoreObject = {
integrity : 1,
history : $EventHistory,
end1 : $EndRadiation,
end2 : $EndSurvivors,
end3 : $EndFuture,
end4 : $EndTruth,
politics : $Politics,
time : _time,
age : $Age,
maxage : $MaxAge,
turns : $Turns,
survivor : _tempHighscoreSurvivor,
totallost : _tempHighscoreTotalLost,
medication : _tempHighscoreMeds,
food : _tempHighscoreFood,
water : _tempHighscoreWater,
shield : _tempHighscoreShield,
comms : _tempHighscoreComms,
data : _tempHighscoreData,
radiation : _tempHighscoreRads,
dictator : _tempDictator,
basescore : _tempBaseScore,
datascore : _tempDataScore,
surscore : _tempSurvivorScore,
lostscore : _tempTotalLostScore,
radscore : _tempRadsScore,
finalscore : $FinalScore
}>>
<<run memorize("HighscoreObjects", (recall("HighscoreObjects", []).concat(_tempScoreObject)))>>
<</widget>>
<<widget HighscoreText>>
/* Important structure for rads - survivor - data
First talk about genetic diversity, than combine it with radiation amount, than combine it with data if they survive
strict order to follow otherwise we will have homogenous issues.
For the ending we need to summarize, unsure how we need to do this, maybe base it on some exceptional situations, and give it random politics depeding on data
*/
<<ctp "EndingText" nobr>>
<<set _ctp to CTP.getCTP("EndingText")>>
<p class="passage-text" id="end-radiation">
/* Radiation case */
<<if $Rads > 4000>>
/* all radiation will hurt and kill the future, only survive if data is above 150 */
The inhabitants leave the complex to touch the grass and see the sun for the first time in ages. However, they didn't expect the extreme amount of radiation. Some suspicious inhabitants pull out a radiation detector and conclude the doses to be fatal to anyone within hours. There is no grass. There is no sun. A dead world, poisoned by radiation.
<<elseif $Rads > 1000>>
/* all radiation will hurt and kill people in weeks, only survive if data is above 110 */
Some of the eager inhabitants step out and walk into what was once Earth. They expected flowers, trees and maybe animals. To their surprise, it's a desolate place. Some inhabitants quickly turn on a radiation detector and they conclude that the world is still poisoned and unsafe. The dose could be fatal within days.
<<elseif $Rads > 100>>
/* all radiation will hurt and kill people in years, only survive if data is above 90 */
Inhabitants rush out to see the world for themselves, to touch something not made of concrete. The bright light blinds them and they smile, for the natural sun shines upon them. However, little vegetation and no animals are seen. They start radiation readings and quickly realise the amount of radiation to be high. Chernobyl was years before the great war, but the radiation it blasted out is comparable to the constant radiation the inhabitants are exposed to at the moment.
<<elseif $Rads > 10>>
/* only survive if data is above 80, will kill in decades */
Inhabitants walk out, confident to see a paradise. To their surprise, there is only some vegetation, including trees and bushes, and after quite a while of gazing upon their surroundings, they spot a few birds. Suspicious, they pull out their radiation detectors and measure. The constant radiation bombarding their DNA is comparable to a ton of CT-scans every day.
<<elseif $Rads > 2>>
/* survive not dependin on data */
<<if _r == 1>>
Before they even walk out, they hear birds, and they hear wind gently playing the instrument made of leaves, rustling. The world has returned to a more fertile look, and vegetation has taken control of the place. Making the inhabitants question if a war ever happened. Just to be sure, some citizens measure the radiation, and it seems to be higher than normal levels but survivable.
<<elseif _r == 2>>
Birds sing while the first inhabitants rush out, eager to see the earth again. The world has returned to a more lush look, and vegetation is growing everywhere, making the inhabitants question if a war ever happened. Just to be sure, some citizens measure the radiation, and it seems to be higher than normal levels but survivable since mammals have already been spotted in the distance of the entrance.
<</if>>
<<else>>
<<set _r = random(0,5)>>
<<if _r == 1>>
The inhabitants rush out - decades have passed, and they are thrilled. This is the day they prayed for. While their eyes accustom to the natural light, they gaze upon a green world filled with trees, bushes, flowers and grass. Curious mammals and birds watch the humans kneel to touch the moss and cry of joy. There is no more radiation, there is no more danger, just a green world.
<<elseif _r == 2>>
Decades have passed, and the inhabitants expected little, since the war would've destroyed Earth. The first to leave through the blast door gasp, for the surroundings are filled with vegetation, animals and beauty. They rush into the fields of grass and lay in them. The air feels clean, and all living beings seem healthy. No more poison from long forgotten weapons, poison which you can't see.
<<elseif _r == 3>>
Scared of what's next, they step through the gigantic blast door. Within minutes they are met with a long forgotten smell, that of a forest after rain. Most inhabitants cry, for the touch of sunlight makes them fill with joy. There is no more radiation, and there seem to be birds flying and mammals grazing. They aren't scared of the humans, for they haven't seen one in decades.
<<elseif _r == 4>>
Time hasn't been gentle on the inhabitants and most fear that the world has changed permanently. A world which would be dead. They walk through the one exit and they are overwhelmed. The vegetation has returned, the flowers and the bees, the birds and the mammals, everything. A creek is flowing nearby and the inhabitants rush in and taste the water. The radiation has disappeared, and the world is clean again, clean from the mistakes of their ancestors.
<<elseif _r == 5>>
The world has changed, and they knew this day would come. They haven't prepared a special ceremony, nor a ritual. If it's time, it is. The first inhabitants leave the sanctuary and quickly they are met with something beyond what they imagined. Some only learned it from books, others vaguely remember it. A green world. A warm world. A beautiful world. The elders kneel, for they remember the touch of the sun and earth again.
<</if>>
<</if>>
</p>
/* End radiation case */
<<set _nextText to "The inhabitants?">>
<<ctpNext t8n>>
/* Survivor if statement */
<p class="passage-text" id="end-survivors">
<<if $Survivor > 1399>>
/* high genetic diversity, no problems in the future */
Because there are over 1400 inhabitants left, humanity has a perfect chance of surviving the inheritance problem. This means the future of humanity looks bright in terms of healthy offspring. The creators wanted as much diversity as possible to conserve all genes encoded within humans.
<<elseif $Survivor > 999>>
/* genetic diversity, but some tinkering needs to be done to make sure humanity survives */
With more inhabitants left than the project started with, the gene pool seems fruitful. However, the aim of the program was to have a pinch more. The future generations need to be careful and might need to register and keep track of ancestry to prevent inherited diseases. Luckily, it requires only a little tinkering. Many, if not all, genes that existed before the war may have survived, and a healthy future is around the corner.
<<elseif $Survivor > 499>>
/* low genetic diveristy, a lot of humanity unique genes have been lost */
You have fought for the survival of humanity, but many souls were lost. This has no severe consequences to rebuild civilization; however, future generations will have a slight hiccup. Namely, the low diversity of genes. A good program needs to be established in order to keep track of ancestry and possibly incompatible parents. If done correctly, humanity has a great chance of survival.
<<elseif $Survivor > 199>>
/* problamatic amount of survivors, causing strict reproduction plans */
Humanity suffered countless deaths, but your inhabitants should've never been trimmed down like that. The gene pool has been significantly decreased and as a result the future generations could suffer from inherited diseases or problems. An extremely strict program needs to be set up to have a clean offspring, including separating couples.
<<elseif $Survivor > 0>>
/* not enough survivors and humanity dies due to inherited diseases */
You know the inhabitants suffered severe losses, and it hurts you. What's even worse is the fate of humanity. For the numbers are too low to produce offspring safe from inherited diseases. Even with a strict program and massive computational power, one couldn't achieve a perfect clean diverse gene pool.
<</if>>
/* End survivor statement */
</p>
<<set _nextText to "The future?">>
<<ctpNext t8n>>
<p class="passage-text" id="end-future">
/* Database statement */
<<if $Data > 150>>
<<set _r = random(0,1)>>
<<if _r == 0>>
/* Uniocracy hive mind like */
<<set $Politics = "uniocracy">>
The database was upgraded with tremendous amounts of data, and because of this, the level of technology and culture becomes beyond what was deemed possible before the war. The inhabitants build a device, which is more powerful than all computers ever seen, that connects them. This unique hive-like connection allows for accurate decisions and allows peace, for each thought is weighted equally. An age of great pacifism is ahead.
<<elseif _r == 1>>
<<set $Politics = "isocracy">>
/* Isocracy */
Because the database contains information which wasn't available before the great war, inhabitants can reflect on the mistakes from the past. They build a great civilization, with devices from science fiction movies. Their voices are equally heard and the people are united. There is no inequality, which they knew would bring an age of philosophical freedom without war.
<</if>>
<<elseif $Data > 109>>
<<set _r = random(0,1)>>
<<if _r == 0>>
/* Democracy */
<<set $Politics = "democracy">>
During the time the inhabitants were locked in, the database gained more information, both cultural and technological. The inhabitants can upgrade their civilization to a more advanced one with a better chance of success. This includes the right for all inhabitants to vote for a select group of people who will handle important decisions, giving room for more free time. This allows for great debates and higher reasoning, allowing trust and respect to grow.
<<elseif _r == 1>>
<<set $Politics = "geniocracy">>
/* Geniocracy */
With more knowledge inside the database, the inhabitants now know the shortcomings of their predecessors. Besides upgrading their civilization to have better tools of communication and more powerful computers, they also create a new way within their culture of how things will be decided. Only the elite, showing great wisdom, creativity and intellect, shall make the important decisions for their fellow inhabitants. This allows for a greater future.
<</if>>
<<elseif $Data > 99 && $Data < 110>>
/* Demarchy Old greek, or Aristocracy*/
<<set _r = random(0,1)>>
<<if _r == 0>>
/* Demarchy */
<<set $Politics = "demarchy">>
The inhabitants find the database filled with more information than before, and it contains a lot of useful handles on technology and culture, which allows the inhabitants to build without over exploiting nature and to design better tools, including low-level robotics, to aid them. Each lustrum, a random pool of new citizens is selected to rule over their fellow inhabitants. This system prevents the grip of corruption from spreading and allows for an era of great peace.
<<elseif _r == 1>>
<<set $Politics = "aristocracy">>
/* Aristocracy */
Great inventions are derived from the database, allowing quick technological advancements. This revolution fast forwards humanity and allows them to enter a new era, one filled with inventions to aid all inhabitants. To make sure everything stays peaceful, a group of high-ranking inhabitants create rules and define a new law. They listen to the lower-ranking inhabitants, but only pass power to others of their own class.
<</if>>
<<elseif $Data > 89 && $Data < 100>>
/* Electocracy United states*/
/* Cyberocracy */
<<set _r = random(0,1)>>
<<if _r == 0>>
/* Electocracy */
<<set $Politics = "electocracy">>
The database has sustained minor damage, and some important information is missing. The inhabitants can maintain a similar level of technology as before the war, but to maintain the advanced machinery inside the sanctuary would be impossible. They decide to have a few inhabitants rule so the others can focus on survival. This ruling class holds almost absolute power and is changed every few years.
<<elseif _r == 1>>
<<set $Politics = "cyberocracy">>
/* Cyberocracy */
Scared of the new era for humanity, the inhabitants decide they need a new way decisions are made, thus salvaging the computers inside the sanctuary seems logical. Because the database is slightly corrupted, they become subjected to their own creation. This creation was hypothetically possible, but the inhabitants proved it's not just speculative. Running on salvaged hardware, this AI makes all decisions based on presented information, and allows humanity to maintain peace, but at the cost of bias.
<</if>>
<<elseif $Data > 79 && $Data < 90>>
/* Oligarchy Russia, or communism*/
<<set _r = random(0,1)>>
<<if _r == 0>>
/* Oligarchy */
<<set $Politics = "oligarchy">>
Unsure how the future will look, the inhabitants try to rebuild civilization. Their technology isn't as advanced as the creators', but they build tools and small machinery. Power was given to a few inhabitants, claiming to be of nobility and fit to make laws and rules. This ruling class hoards technology made by the creators and spends their lives in luxury, distanced from the working lower classes.
<<elseif _r == 1>>
/* communism */
<<set $Politics = "communism">>
Fights break loose among the inhabitants because the few working devices made by the creators that are left benefit the owners unfairly. To prevent more fights, all inhabitants decide a new system should be applied. They agree everything should be split equally, and a few bold individuals become overseers. These individuals unknowingly introduce favoritism into the population and cause a not so equal split. They claim all inhabitants are equal, but some are more than others.
<</if>>
<<elseif $Data > 69 && $Data < 80>>
/* Capitalism */
<<set $Politics = "capitalism">>
Much technology was lost, and cultural aspects have been abandoned because of the lack of information. A few intelligent individuals lead all inhabitants and force them to create tools and machinery, which are then stockpiled in locked containers. In return for this labor, the working class gets stamped coins. They can freely exchange these coins for the build devices or trade them among others. The more coins one has, the better their future.
<<elseif $Data > 59 && $Data < 70>>
/* Bankocracy ruled by banks */
<<set $Politics = "bankocracy">>
The database was damaged a lot before the sanctuary was opened. People fear what's next and they demand answers. A few families found dangerous methods of control and manipulation in the database. They want their offspring to have a good life and decide to apply it while the others aren't prepared. Quickly, they introduce pieces of paper with numbers representing values. The other inhabitants fall for the trap and become slave to pieces of papers, for that's the only way to buy and trade goods.
<<elseif $Data > 49 && $Data < 60>>
/* Monarchy old spain */
<<set $Politics = "monarchy">>
A lot of information has been lost and if it isn't lost, it's corrupted. Many things become misinterpreted and most tools and machinery aren't maintained anymore, causing humanity to descend into a more simple state of life. One individual claims to be of nobility and seizes power. Soon after, he enforces that only people of his bloodline should rule. Other inhabitants don't fight it, because they are already struggling to keep all mouths fed, and the new leader guides them very well, actually.
<<elseif $Data > 39 && $Data < 50>>
/* Socialism China for example*/
<<set $Politics = "socialism">>
With a corrupted and broken database, the inhabitants are clueless. Inside the sanctuary, you made the calls, but now they are left on their own. Arguments and debates arise for the future of humanity and they decide there should be regular voting on who owns what. They keep track of ownership inside still working computers, and they maintain a rather peaceful life. Sometimes minor riots break out, especially after voting happened.
<<elseif $Data > 29 && $Data < 40>>
/* anocracy somalia like */
/* Kleptocracy */
<<set _r = random(0,1)>>
<<if _r == 0>>
<<set $Politics = "anocracy">>
The database has been partially destroyed, and many technologies have been lost. Besides the fact humanity has to regress to a simple form of living, they also can't find anything about who's in charge. In the sanctuary you were, but now, they are lost. Some individuals and families form unique groups and fight over the resources left. Wooden villages with spiked walls are built and as long as there isn't a reason for fighting, there is peace. Either the inhabitants join these groups, or become lonely nomads, doomed to die.
<<elseif _r == 1>>
<<set $Politics = "kleptocracy">>
With no guidance on the rebuilding of civilization, and no way of producing new machinery, the inhabitants quickly realize resources aren't limitless. Inside caves and wooden buildings, they raid and hoard each other's stocks. The wealthiest of thieves can defend themselves well and can even build small machinery again, at the cost of humanity. The database is catching dust, but the few things left within it aren't of much help, and the database becomes nothing more than an artefact of better times.
<</if>>
<<elseif $Data > 19 && $Data < 30>>
/* Country as North Korea */
/* Autocracy */
/* colonialism */
<<set _r = random(0,1)>>
<<if _r == 0>>
<<set $Politics = "autocracy">>
A grouping of certain individuals quickly realizes that humanity is doomed because of the lack of technological information and the cultural knowledge missing from the heavily damaged database. Rapidly, they steal the last information and become the sole group that can maintain certain devices and machinery to sustain life. With their oppression they force the people to take them as their leaders, and they live luxurious life while others have barely anything.
<<elseif _r == 1>>
<<set $Politics = "colonialism">>
With few methods of harvesting nearby resources and few ways of maintaining the machinery and devices made by the creators, the inhabitants decide to explore the surroundings. These explorers build settlements and harvest resources as food, wood or easy minerals. The capital city being near the sanctuary takes advantages of these smaller settlements and forces them to hand their produce to them. This causes a great split and many people live in oppression of the feared capital.
<</if>>
<<elseif $Data > 9 && $Data < 20>>
/* Feudalism medieval kings giving nobles an area*/
<<set $Politics = "feudalism">>
With almost no knowledge left of the world before the great war, the inhabitants become weary. A few intelligent individuals notice their fellow humans slacking and seize power. They forge a new way, the way of the kings and the nobles. The inhabitants aren't happy about this, but the same group stole all left technology to oppress and exploit everyone. Only the families of these so-called nobles are spared and live in bigger fortresses made by the oppressed.
<<elseif $Data > 0 && $Data < 10>>
/* tribalism africa tribes like*/
/* Theocracy */
<<set _r = random(0,1)>>
<<if _r == 0>>
<<set $Politics = "tribalism">>
With barely anything left, and the sanctuary turning into alien structures, the inhabitants are left desperate. Groups form due to non-alignment with opinions and, before they know it, many small settlements form all around the surroundings of the sanctuary. No-one remembers a time before the great war, and all technology is abandoned, causing humanity to regress into an age of no electricity. These groups barely communicate and deviate even further from a united humanity.
<<elseif _r == 1>>
<<set $Politics = "theocracy">>
The database is lost and humanity becomes scared. Knowledge of electricity is lost, and there is no way to build greater civilizations. Some individuals become delusional and start seeing other-wordly beings. One of these individuals is rather charismatic and sweet talks many into following them. Soon everyone converts to this faith and blindly follows everything this one individual preaches. The only fear is that of the beings that would punish the disobedient inhabitants through disease and natural events.
<</if>>
<<elseif $Data == 0>>
/* Total wipe of all knowledge */
/* Anarchy some no-law zones*/
<<set $Politics = "anarchy">>
There is no database left, and humanity is lost. No way of maintaining machinery, robotics or tools, and no way to guide themselves to a peaceful way of living. Great wars happen, fought with sticks and stones. Families flee and build simple houses scattered all over the surrounding areas. There are no rules, no laws, just steal and kill. Humanity is lost, and the sanctuary is forgotten and becomes nothing more than a legend.
<</if>>
/* End database statement */
</p>
<<set _nextText to "Again, the truth?">>
<<ctpNext t8n>>
/* summarize here */
<p class="passage-text" id="end-truth">
/* This will include some edge cases and a normal default text ending */
<<if $Rads > 4000 && $Data > 150>>
/* Survive even tho rads is very high */
Even though the planet is still dead, and it's still covered in an invisible layer of poison, the inhabitants survive. The database gifted them with methods of fighting this never sleeping enemy. Humanity will fight until the day comes when the radiation has disappeared.
<<elseif $Rads > 4000>>
/* Not survive, humanity fails, direct */
The radiation is too high, and soon all inhabitants fall into a deep sleep, one they can't wake up from.
<<elseif $Rads > 1000 && $Data > 110>>
/* Survive even tho rads is high */
The radiation is poisoning the inhabitants. Luckily, the database contained pieces of crucial information on how to fight this never sleeping enemy. Humanity has a slow start, but it could survive.
<<elseif $Rads > 1000>>
/* Not survive, humanity fails, weeks */
The radiation keeps poisoning the inhabitants, and some even returned to the sanctuary's deepest chambers. However, the initial blow of invisible poison was enough, and there is no way to recover for most. Humanity falls asleep and the light of civilization has extinguished.
<<elseif $Rads > 100 && $Data > 90>>
/* Survive even tho rads is high */
The never sleeping enemy isn't as strong anymore, but it could prove fatal in years. Luckily, the database has a healthy amount of information on how to protect humanity in case of radiation spikes. A few fall ill, but recover soon after, and the long-term effects are negligible.
<<elseif $Rads > 100>>
/* Not survive, years */
Years have passed, and the inhabitants really tried to row with the oars they've got. It was futile, for the never sleeping enemy slowly killed them, destroying life's most sacred tool, DNA.
<<elseif $Rads > 10 && $Data > 80>>
/* Survive even tho rads is high */
Radiation is still higher than it was before the war. To the convenience of the inhabitants, the database contains some knowledge of how to fight this poison. They would've died within decades of disease linked to destroyed DNA, but they could fight it and overcome this fate, thanks to the database the creators left behind.
<<elseif $Rads > 10>>
/* Not survive, decades */
Decades have been fruitful, even considering everything that has happened. Suddenly, the first few inhabitants fall ill to some mysterious disease. Soon they discover it is radiation poisoning, which delivers the final blow to humanity. Within years, most have fallen to this never sleeping enemy, finally getting rid of the plaque called humans.
<<else>>
/* Humanity survived */
Decades have passed, and despite all things that happened, humanity is thriving in its own way again. It's too soon to call it a happy ever after, but at least the species Homo Sapiens Sapiens hasn't gone extinct.
<</if>>
</p>
<p class="passage-text">
<<link "Score" "End">>
/* ID's end-future end-radiation end-survivors end-truth */
<<run $EndFuture = $('#end-future').html();>>
<<run $EndRadiation = $('#end-radiation').html();>>
<<run $EndSurvivors = $('#end-survivors').html();>>
<<run $EndTruth = $('#end-truth').html();>>
<<HighScoreCalcAndAdd>>
<</link>>
</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<ctpAdvance "EndingText">>
<</button>>
<</if>>
<</ctp>>
<</widget>>
<<widget endImage>>
<img id="imageModelCaller" class="end-image-child" @src="'images/gif/'+$Politics+'.png'">
/* gif or png here */
<</widget>>
<<widget modalImage>>
/*<div id="imageModal" class="modal">
<!-- The Close Button -->
<span id="close-modal" class="close">×</span>
<!-- Modal Content (The Image) -->
<img class="modal-content" id="modalImg">
</div>*/
<<done>>
<<script>>
$(document).on("click", "#imageModelCaller", function () {
var $div = $('<div />').appendTo('body');
$div.attr('id', 'imageModal');
$div.attr('class', 'modal');
var $span = $('<span />').appendTo($div);
$span.attr('id', 'close-modal');
$span.attr('class', 'close');
$span.append('×');
var $img = $('<img />').appendTo($div);
$img.attr('id', 'modalImg');
$img.attr('class', 'modal-content');
$("#imageModal").css("display", "block");
$("#modalImg").attr("src", $(this).attr('src'));
});
$(document).on("click", "#close-modal", function () {
$("#imageModal").css("display", "none");
$( "#imageModal" ).remove();
});
<</script>>
<</done>>
<</widget>><<removeclass "#passages" "nodisplay">>
<<addclass ".output" "nodisplay">>
<<ctp "Intro" nobr>>
<<set _ctp to CTP.getCTP("Intro")>>
<p class="passage-text">In the last few seconds, right before the blast hit the cosmodrome, mission control screamed T-0.</p>
<<set _nextText to "The truth?">>
<<ctpNext t8n nobr>>
<p class="passage-text">There was no time for goodbyes, questions, or even tears.</p>
<<set _nextText to "The launch?">>
<<ctpNext t8n nobr>>
<p class="passage-text">No briefings, coffee, inspections. The G-force pressed you deep into the chair while the atmosphere streamed past the windows.</p>
<<set _nextText to "Earth?">>
<<ctpNext t8n nobr>>
<p class="passage-text">That was days ago. Earth has been shrouded in a blanket of soot ever since.</p><<link "And you?" 'Intro2'>><</link>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<link `_nextText`>>
<<run setup.scrollToBottom("passages")>>
<<ctpAdvance "Intro">>
<</link>>
<</if>>
<</ctp>><<ctp "Intro2" nobr>>
<<set _ctp to CTP.getCTP("Intro2")>>
<<run setup.scrollToTop("passages");>>
<p class="passage-text">Your mission: to spend the rest of your life on board an unnamed space station, hidden from prying eyes while protecting the last sanctuary on Earth’s surface, so far below.</p>
<<set _nextText to "Your task?">>
<<ctpNext t8n nobr>>
<p class="passage-text">You are burdened with their moral and ethical questions, their administrative needs, and their infrastructure.</p>
<<set _nextText to "That's a lot...">>
<<ctpNext t8n nobr>>
<p class="passage-text">Basically anything a space janitor’s oath could include.</p>
<<set _nextText to "Jokes aside.">>
<<ctpNext t8n nobr>>
<p class="passage-text">The vast underground facility houses a thousand forlorn souls. They should be able to survive for 50 years, or until you open the doors.</p>
<<set _nextText to "So what?">>
<<ctpNext t8n nobr>>
<p class="passage-text">The facility was made to last. Complex mechanisms beat under the surface of the earth, some of them in your control.</p>
<<set _nextText to "But?">>
<<ctpNext t8n nobr>>
<p class="passage-text">You have full system permissions, but you are trapped up here alone, so you can’t succumb to favoritism.</p><<link "Your station?" 'Intro3'>><</link>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<link `_nextText`>>
<<run setup.scrollToBottom("passages")>>
<<ctpAdvance "Intro2">>
<</link>>
<</if>>
<</ctp>><<ctp "Intro3" nobr>>
<<set _ctp to CTP.getCTP("Intro3")>>
<p class="passage-text">You knew that if this mission ever happened, you would be alone. You would be expected to act objectively.</p>
<<set _nextText to "Take a sip.">>
<<ctpNext t8n nobr>>
<p class="passage-text">Maybe this is your last coffee? The space station is desolate and cold. It doesn’t need to be cozy, for most of your time you will be sleeping.</p>
<<set _nextText to "Time?">>
<<ctpNext t8n nobr>>
<p class="passage-text">It will be easier to hibernate, knowing that those clever mechanisms will awaken you when you are needed.</p><<link "The last sanctuary?" 'Station'>><<set $Time to random(1, 6)>><<set $Age += $Time>><<growthBunker>><</link>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<link `_nextText`>>
<<run setup.scrollToBottom("passages")>>
<<ctpAdvance "Intro3">>
<</link>>
<</if>>
<</ctp>><<run setup.scrollToBottom("computerScreen");>>
<<addclass "#passages" "nodisplay">>
<<removeclass ".output" "nodisplay">>
<<done>>
<<script>>
<</script>>
<</done>><<if recall("Reset", false)>>
<<removeclass "#passages" "nodisplay">>
<<addclass ".output" "nodisplay">>
<<timed 200ms>><<run setup.BootComputer();>><</timed>>
<<run forget("Reset")>>
<<timed 400ms>><<goto "Intro">><</timed>>
<<else>>
<<addclass "#turnScreenOn" "disabled">>
<<addclass "#turnComputerOn" "disabled">>
<</if>>
<<timed 500ms>>
<div class="splashIntro screenEffect">
<<link "Start the game" "ComputerScreen">>
<<addclass "#passages" "nodisplay">>
<<removeclass ".output" "nodisplay">>
<<removeclass "#turnScreenOn" "disabled">>
<<removeclass "#turnComputerOn" "disabled">>
<<run setup.BootComputer();>>
<</link>>
</div>
<</timed>><<cacheaudio "bgm" "audio/space.mp3">>
/* Defaults */
<<set $Turns = 1>>
<<set $TotalLost = 0>>
<<set $Morale = 0>>
<<set $CommsOffline = []>>
<<set $Cheats to "secret">>
<<set $EventFiveList = []>>
<<set $EventHistory = []>>
/* Event hierarchy */
<<set $CommonEvent to [
"Event Virus", "Event Database Breaks", "Event Space Object", "Event Drunk", "Event Fans Malfunction", "Event Local Cult", "Event Leave", "Event Nuclear Power", "Event Ant Infestation", "Event Waste Disposal", "Event Structural Damage", "Event Water Filtration", "Event Harvest Failure", "Event Prisoner", "Event Impact Choice", "Event Radiation Storm", "Event Food Thieves", "Event Working Class", "Event Traffic Jams", "Event Accidental Call"
]>>
/* 20 (around 30-ish events) */
<<set $UncommonEvent to [
"Event Smuggled Pet", "Event Hacker Genius", "Event Temp Dial", "Event Invention", "Event Stowaways", "Event Cockroach Infestation", "Event Earthquake", "Event Old Broadcast", "Event Inspiration", "Event Racist Purge",
]>>
/* 10 (around 14-ish events) */
<<set $RareEvent to [
"Event Pyromaniac", "Event Communication Malfunction", "Event Auxiliary Reboot", "Event Local Gang", "Event Mass Hysteria", "Event Rat Infestation", "Event Lava", "Event Serial Killer", "Event Cannibalism",
]>>
/* 9 (around 10-ish events) */
<<set $UltraRareEvent to [
"Event Psychedelic", "Event Sapper", "Event Alien", "Event Dictator"
]>>
/* 4 (around 5-ish) */
<<set $MoraleEventNeg to [
"Event Mild", "Event Angry", "Event Tantrum"
]>>
<<set $MoraleEventPos to [
"Event Content", "Event Happy", "Event Ecstatic"
]>>
/* Morale system */
<<set $randomEvent to [
"The space station has cleaned the thruster vents.","Cryopods have been reset to ensure maximum functionality.","Micrometeorites have been deflected during a shower.","The entire station has been sanitized.","Communication satellites switched to new modules.","Reactor core has been successfully depressurized.","Back-up batteries were almost depleted due to lower sun activity.","GPS correction for the location of the last sanctuary has been successful.","Carbon dioxide has been turned back into oxygen for breathing."
]>>
<<set $Pets to ["dog", "cat", "rabbit", "hamster", "dwarf cayman", "snake", "spider", "budgie"]>>
<<set $Pet = $Pets.random()>>
<<set $Cults to ["Children of the Two Gods", "Emissaries of the Flaming Sword", "Order of World Balance", "The Silent Divine", "The Phony Oracles", "The Phony Divine", "Oracles of Glezedo", "Angels of Clyasm", "Harbingers of Zuhesy", "Cult of Clijetism", "Order of Mortals", "Order of the Dying", "Gathering of the Attuned", "The Prime Oracles", "The Sleeping Paragons", "The Brilliant Emissaries", "Gathering of Jajusha", "Paragons of Lyzurity", "Order of Murohin", "Oracles of Strunity", "Oracles of the Night", "Oracles of Iron", "Cult of the Prodigy", "The Sanguine Paragons", "The Silent Oracles", "The Unknown Cult", "Messengers of Bristrani", "Cult of Aliclunity", "Divinity of Phestreni", "Divinity of Ilofesy", "Hands of Enoch", "Janmay"]>>
<<set $Cult = $Cults.random()>>
<<set $Inventions to ["Improved Chemical Possessor Mechanism", "Improved Crop Exchangomatic Doohickey", "Modified Shield Conveyor", "Versatile Road Modulator Apparatus", "Extended Strategy Concealotron Mechanism", "Heavy Rescue Separatron Matrix", "Modified Shield Conveyor", "Augmented Ice Rejuvenator Widget", "Robotic Blackout Communicator Widget", "Amplified Nutrition Enchanter Network", "Spirit Minimizer Mechanism", "Sun Circulator Interface", "Precise Blackout Transferator Kit", "Progressive Aid Attractomatic Doohickey", "Medical Smog Conveyor Engine", "Encrypted Tree Diagnoser Doodad", "Measurement Manipulator Tool", "Optimized Chemical Magnetizer Tool", "Blackout Transmogrifier", "Mini Probe Obscurator", "Portable Blood Augmentron Thingymajig", "Chemical Transmogrifier Network", "Medium Guidance Concealer Kit", "Mobile Soundwave Analyzer", "Experitron Security Morphomatic", "Optimized Mimic Transmitter", "Nutrition Refiner Doohickey", "Synthetic Barrier Mechanizer Network", "Mini Cooking Transmutator Interface", "Portable Stone Modificator Interface", "Versatile Aura Transmogrifier Tool", "Robotized Wound Assembler Engine", "Systematic Toxin Distrubutor Interface", "Medium Stealth Inducer Gizmo", "Superior Flood Refiner Gizmo", "Air Possessor Tool", "Optimal Assist Magnetizer Doohickey", "Support Transformer Interface", "Auxiliary Stone Jumbler Network", "Heal Rejuvenator MachineKit", "Mobile Food Evaluator Doodad", "Air Transfigurator Tool", "Ray Detectron Tool", "Animal Powered Transport Transmutator MachineKit", "Automated Luggage Automatron", "Nutrition Detectron Device", "Experimatic Broadcast Modulator Device", "Mini Spirit Processor Mechanism",]>>
<<set $Invention = $Inventions.random()>>
<<set $Diseases = ["Memory Poisoning", "Rodent Eyes", "Undead Swelling", "Chicken Scurvy", "Running Dehydration", "Dragon Anthrax", "Ugly Blindness", "Temporary Irritation", "Harmless Amnesia", "Trivial Swelling", "Stinging Epilepsy", "Sniffling Head", "Tree Aching", "Hellish Head", "Death\'s Decay", "Fatal Blight", "Brain Death", "Falling Depression", "Desert Delirium", "Temporary Cough", "Heaven\'s Epilepsy", "Hopeless Illness", "Milk Cold", "Silver Infection", "Twitching Blindness", "Withering Eye", "Pig Infertility", "Thorny Syndrome", "Witch Sores", "Permanent Amnesia", "Undead Stiffness", "Ghost Euphoria", "Stomach Syndrome", "Tree Head", "Canine Parasite", "Agitated Ulcers", "Smiling Blisters", "Black Leprosy", "Icy Fatigue", "Stinging Poisoning", "Avian Death", "Mild Fatique", "Stressed Hands", "Stunned Bronchitis", "Stunned Heart", "Tranquil Malaria", "Stimulated Infertility", "Withering Foot", "Fool\'s Mold"]>>
<<set $Disease = $Diseases.random()>>
<<set $Survivor = 1000>>
<<set $MaxSurvivor = 1400>>
<<set $MinSurvivor = 500>>
<<newmeter 'survivorBar'>>
<<animation 600ms>>
<<colors '#00AA00'>>
<<sizing '229px' '15px'>>
<<label '$Survivor inhabitants' 'white' center>>
<</newmeter>>
<<newmeter 'fakesurvivorbar'>>
<<sizing '229px' '15px'>>
<<label '?' 'white' center>>
<</newmeter>>
<<set $Shield = 300>>
<<set $MaxShield = 300>>
<<newmeter 'shieldBar'>>
<<animation 600ms>>
<<colors '#00AA00' '#AA0000'>>
<<sizing '70px' '20px'>>
<<label '$Shield <br> cm' 'white' center>>
<</newmeter>>
<<newmeter 'fakeshieldbar'>>
<<sizing '70px' '20px'>>
<<label '?' 'white' center>>
<</newmeter>>
<<set $Climate = 20>>
<<set $MaxClimate = 40>>
<<set $MinClimate = 4>>
<<newmeter 'climateBar'>>
<<animation 600ms>>
<<colors '#00AA00'>>
<<sizing '70px' '20px'>>
<<label '_tempClimate <br> C°' 'white' center>>
<</newmeter>>
<<newmeter 'fakeclimatebar'>>
<<sizing '70px' '20px'>>
<<label '?' 'white' center>>
<</newmeter>>
<<set $Air = 100>>
<<set $MaxAir = 100>>
<<newmeter 'airBar'>>
<<animation 600ms>>
<<colors '#00AA00' '#AA0000'>>
<<sizing '70px' '20px'>>
<<label '$Air <br> %' 'white' center>>
<</newmeter>>
<<newmeter 'fakeairbar'>>
<<sizing '70px' '20px'>>
<<label '?' 'white' center>>
<</newmeter>>
<<set $Water = 100>>
<<set $MaxWater = 100>>
<<newmeter 'waterBar'>>
<<animation 600ms>>
<<colors '#00AA00' '#AA0000'>>
<<sizing '70px' '20px'>>
<<label '$Water <br> %' 'white' center>>
<</newmeter>>
<<newmeter 'fakewaterbar'>>
<<sizing '70px' '20px'>>
<<label '?' 'white' center>>
<</newmeter>>
<<set $Food = 100>>
<<set $MaxFood = 100>>
<<newmeter 'foodBar'>>
<<animation 600ms>>
<<colors '#00AA00' '#AA0000'>>
<<sizing '70px' '20px'>>
<<label '$Food <br> %' 'white' center>>
<</newmeter>>
<<newmeter 'fakefoodbar'>>
<<sizing '70px' '20px'>>
<<label '?' 'white' center>>
<</newmeter>>
<<set $Meds = 100>>
<<set $MaxMeds = 100>>
<<newmeter 'medsBar'>>
<<animation 600ms>>
<<colors '#00AA00' '#AA0000'>>
<<sizing '70px' '20px'>>
<<label '$Meds <br> %' 'white' center>>
<</newmeter>>
<<newmeter 'fakemedsbar'>>
<<sizing '70px' '20px'>>
<<label '?' 'white' center>>
<</newmeter>>
<<set $Comms = 100>>
<<set $MaxComms = 100>>
<<set $Data = 100>>
<<set $MaxData = 100>>
<<set $Rads = random(4500, 5000)>>
<<set $MaxRads = 5000>>
<<newmeter 'radsBar'>>
<<animation 600ms>>
<<colors '#AA0000' '#00AA00'>>
<<sizing '176px' '15px'>>
<<label '$Rads Rad' 'white' center>>
<</newmeter>>
<<newmeter 'fakeradsbar'>>
<<sizing '176px' '15px'>>
<<label '?' 'white' center>>
<</newmeter>>
<<set $Age = random(18, 25)>>
<<set $MaxAge = random(80, 100)>><<if !tags().includes("no-save")>>
<<removeclass "#footerGroup" "nodisplay">>
<<else>>
<<addclass "#footerGroup" "nodisplay">>
<</if>>
<<if tags().includes("event")>>
<<achEvents>>
<</if>>
<<audio "bgm" play loop>>
<<run $('#passages').css("pointer-events","auto");>>
<<morale>><<link "Console" "ComputerScreen">><</link>><<if tags().includes("intro")>>
<<removeclass "#skipIntro" "nodisplay">>
<<link "Skip" "Station">>
<<set $Time to random(1, 6)>>
<<set $Age += $Time>>
<<growthBunker>>
<</link>>
<<else>>
<<addclass "#skipIntro" "nodisplay">>
<</if>><<if tags().includes("allowData")>>
<<removeclass "#dataPage" "nodisplay">>
<<link "Data" "Statistics">><</link>>
<<else>>
<<addclass "#dataPage" "nodisplay">>
<</if>><<if tags().includes("allowStation")>>
<<removeclass "#stationPage" "nodisplay">>
<<if $EventDone == true>>
<<link "Station" "Event Done">><</link>>
<<else>>
<<link "Station" "Station">><</link>>
<</if>>
<<else>>
<<addclass "#stationPage" "nodisplay">>
<</if>><<if tags().includes("allowReport")>>
<<removeclass "#reportPage" "nodisplay">>
<<link "Report" "Report">><</link>>
<<else>>
<<addclass "#reportPage" "nodisplay">>
<</if>><<if tags().includes("allowConsole")>>
<<removeclass "#consolePage" "nodisplay">>
<<removeclass "#footerGroup" "nodisplay">>
<<link "Console" "ComputerScreen">><<addclass "#footerGroup" "nodisplay">><</link>>
<<else>>
<<addclass "#consolePage" "nodisplay">>
<</if>><<if tags().includes("allowBack")>>
<<removeclass "#backPage" "nodisplay">>
<<addclass "#footer" "nodisplay">>
<<link [[Back|previous()]]>><<addclass "#footerGroup" "nodisplay">><<removeclass "#footer" "nodisplay">><</link>>
<<else>>
<<addclass "#backPage" "nodisplay">>
<</if>><div id="bg-layer">
<div class="stars"></div>
</div>
<div class="center scale" id="completeScreen">
<div class="screenBackground">
<div class="behind"></div>
</div>
<div class="screenBox">
<div class="frame">
<div class="screenBox2">
<div class="screenBox3">
<div class="screen">
<div class="output"></div>
<div id="passages"></div>
<div id="footerGroup">
<div id="footer" data-passage="Footer"></div>
<div id="skipIntro" class="skipIntroFix" data-passage="skipIntro"></div>
<div id="dataPage" class="dataPageFix" data-passage="Data"></div>
<div id="stationPage" class="stationPageFix" data-passage="allowStation"></div>
<div id="reportPage" class="reportPageFix" data-passage="AnnualReport"></div>
<div id="consolePage" data-passage="allowConsole"></div>
<div id="backPage" data-passage="allowBack"></div>
</div>
</div>
</div>
</div>
<div class="bottomFrame">
<div class="fan">
</div>
<img id="ibmLogo" class="logo" src="images/logo/ibm.png"/>
<div id="turnScreenOn" class="powerButton">
<div class="powerIcon">
</div>
</div>
<div class="powerLight lightOff">
</div>
</div>
</div>
</div>
<div class="screenFoot"></div>
<div class="computer">
<div class="computerFrame">
<div class="computerFan1"></div>
<div class="computerFan2"></div>
<div class="screw1"></div>
<div class="screw2"></div>
<div class="computerFrame2">
<div class="floppy">
<div class="fingerGrip"></div>
<div class="slot"></div>
</div>
<div class="socket1"></div>
<div class="socket2"></div>
</div>
<div class="screw3"></div>
<div class="screw4"></div>
<div class="screw5"></div>
<div class="powerButton">
<div class="buttonSlide">
<div id="turnComputerOn" class="computerButton computerButtonOff"></div>
</div>
<div class="offIndicator"></div>
<div class="onIndicator"></div>
</div>
<div id="" class="powerLight lightOff">
</div>
</div>
</div><<removeclass "#passages" "nodisplay">>
<<addclass ".output" "nodisplay">>
<div class="SettingsMenu">
<div class="settingsItem">Volume:</div>
<div class="settingsItem2"><<volume>></div>
<div class="settingsItem3">Scale:</div>
<div class="settingsItem4"><<scale>></div>
<div class="settingsItem5">Stars:</div>
<div class="settingsItem6"><<stars>></div>
<div class="settingsItem7">Font size:</div>
<div class="settingsItem8"><<font>></div>
<p class="passage-text center-correction">Here is an example text.</p>
</div><<removeclass "#passages" "nodisplay">>
<<addclass ".output" "nodisplay">>
<<if Save.autosave.has()>>
<div class="menuLoading">
<<link "Continue">>
<<run Save.autosave.load();>>
<</link>>
</div>
<div class="menuLoading2">
<<linkreplace "Start a new game" t8n>>
Reset?
<<link "Yes!">>
<<run memorize("Reset", true)>>
<<run Save.autosave.delete() >>
<<run Engine.restart();>>
<</link>>
<</linkreplace>>
</div>
<<else>>
<div class="menuLoadingNoSave">
<<link "Create a save" "Intro">>
<</link>>
</div>
<</if>><<run setup.scrollToTop("passages")>>
<<removeclass "#passages" "nodisplay">>
<<addclass ".output" "nodisplay">>
<<set _HighscoreObjects = recall("HighscoreObjects", []).sort((a, b) => b.finalscore - a.finalscore)>>
<<if _HighscoreObjects == 0>>
No score has been unlocked
<<else>>
<div id="highscore-board">
<div id="date">
<label for="date-list">Date</label>
</div>
<div id="turns">
<label for="turn-list">Turns</label>
</div>
<div id="score">
<label for="score-list">Score</label>
</div>
<div id="date-list" class="board-list">
<<for _i = 0; _i < _HighscoreObjects.length; _i++>>
<div class="box-high"><<print _HighscoreObjects[_i].time>></div>
<</for>>
</div>
<div id="turn-list" class="board-list">
<<for _i = 0; _i < _HighscoreObjects.length; _i++>>
<div class="box-high"><<print _HighscoreObjects[_i].turns>></div>
<</for>>
</div>
<div id="score-list" class="board-list">
<<for _i = 0; _i < _HighscoreObjects.length; _i++>>
<<capture _i>>
<div class="box-high">
<<link _HighscoreObjects[_i].finalscore>>
<<set $HighscoreLoad = _i>>
<<goto "LoadOldScore">>
<</link>>
</div>
<</capture>>
<</for>>
</div>
</div>
<p class="passage-text center-correction" id="resetHighscore">
<<link "Reset scores?">>
<<replace "#resetHighscore">>
<p class="passage-text center-correction">Are you sure? <<link "Yes" "Highscore">><<run forget('HighscoreObjects')>><</link>>.</p>
<</replace>>
<</link>>
</p>
<p class="passage-text center-correction">
<<link "Export scores">>
<<run setup.download('TLS-'+ setup.date() +'-Itch-'+ setup.randomNumber() +'-RandomID', Encryption.CeasarCipher(btoa(unescape(encodeURIComponent(JSON.stringify(_HighscoreObjects))))))>>
<</link>>
</p>
<</if>>
<p class="passage-text center-correction">
<<link "Import scores" "ImportScores">>
<</link>>
</p><div class="passage-text center-correction">
<input type="file" id="selectFiles" value="Import"/>
<p class="passage-text"><button id="import">Import</button></p>
<p class="passage-text" id="errorLoading"></p>
<p class="passage-text">(This overwrites all current scores)</p>
</div>
<p class="passage-text center-correction">
<<link "Back" "Highscore">>
<</link>>
</p>
<<done>>
<<script>>
document.getElementById('import').onclick = function() {
/* selects a file for input */
var files = document.getElementById('selectFiles').files;
const base64regex = /^([0-9a-zA-Z+/]{4})*(([0-9a-zA-Z+/]{2}==)|([0-9a-zA-Z+/]{3}=))?$/;
/* break if file is not there */
if (files.length <= 0) {
document.getElementById('errorLoading').textContent="No file was submitted!";
return false;
}
if (files[0].type != "text/plain") {
/* This will execute when the extension is NOT one of the expected*/
document.getElementById('errorLoading').textContent="Only \'.txt\' is allowed!";
return false;
}
/* makes a new file reader */
var fr = new FileReader();
/* on load function to load file into metadata key */
fr.onload = function(e) {
if (e.total > 1000000) {
document.getElementById('errorLoading').textContent="Too big, please try another file!";
return false;
}
if (!e.target.result.match(/[SO]==\d+;/)) {
document.getElementById('errorLoading').textContent="Incorrect format, please try another file!";
return false;
}
if (!base64regex.test(Encryption.DeCeasarCipher(e.target.result))) {
document.getElementById('errorLoading').textContent="Incorrect format, please try another file!";
return false;
}
var result = Encryption.DeCeasarCipher(e.target.result);
var result = atob(result);
var key = "HighscoreObjects";
var result = JSON.parse(result);
var abort = false;
for (let i = 0; i < result.length; i++) {
if (result[i].integrity != 1) {
var abort = true
}
}
if (abort == false) {
State.metadata.delete(key);
State.metadata.set(key, result);
Engine.play("Highscore");
} else {
document.getElementById('errorLoading').textContent="Corrupted scores, please try another file!";
}
};
fr.readAsText(files.item(0));
};
<</script>>
<</done>><<run setup.scrollToTop("passages")>>
<<set _HighscoreObjects = recall("HighscoreObjects", []).sort((a, b) => b.finalscore - a.finalscore)>>
<<set _loadedHighscore = _HighscoreObjects[$HighscoreLoad]>>
<<set $Politics = _loadedHighscore.politics>>
<p class="passage-text center-correction">Your score was: _loadedHighscore.finalscore</p>
<div class="end-image">
<<endImage>>
</div>
<<modalImage>>
<p class="passage-text"><<print _loadedHighscore.end1>></p>
<p class="passage-text"><<print _loadedHighscore.end2>></p>
<p class="passage-text"><<print _loadedHighscore.end3>></p>
<p class="passage-text"><<print _loadedHighscore.end4>></p>
<p class="passage-text center-correction">
<<link "back">>
<<unset $HighscoreLoad>>
<<unset $Radtext>>
<<unset $Politics>>
<<goto "Highscore">>
<</link>>
</p><<run setup.scrollToTop("passages")>>
<<removeclass "#passages" "nodisplay">>
<<addclass ".output" "nodisplay">>
<div class="ach-outer">
<div class="ach-inner">
<<set _tempAchPolitics = recall('Politics', [])>>
<<if recall('Politics2')>>
<p class="ach-text">Unlocked: (22/22) Endings</p>
<<else>>
<p class="ach-text grey">Locked: (<<print _tempAchPolitics.length>>/22) Endings</p>
<</if>>
</div>
</div>
<div class="ach-outer">
<div class="ach-inner">
<<set _tempAchEvents = recall('Events', [])>>
<<if recall('Events2')>>
<p class="ach-text">Unlocked: (43/43) Events</p>
<<else>>
<p class="ach-text grey">Locked: (<<print _tempAchEvents.length>>/43) Events</p>
<</if>>
</div>
</div>
<div class="ach-outer">
<div class="ach-inner">
<<if recall('Age')>>
<p class="ach-text">Unlocked: Old Age Ending</p>
<<else>>
<p class="ach-text grey">Locked: Secret Ending</p>
<</if>>
</div>
</div>
<div class="ach-outer">
<div class="ach-inner">
<<if recall('Survivor')>>
<p class="ach-text">Unlocked: 0 Inhabitants Ending</p>
<<else>>
<p class="ach-text grey">Locked: Secret Ending</p>
<</if>>
</div>
</div>
<div class="ach-outer">
<div class="ach-inner">
<<if recall('Psy')>>
<p class="ach-text">Unlocked: Psychedelic hive mind</p>
<<else>>
<p class="ach-text grey">Locked: Secret Event</p>
<</if>>
</div>
</div>
<div class="ach-outer">
<div class="ach-inner">
<<if recall('Sap')>>
<p class="ach-text">Unlocked: Breaching sappers</p>
<<else>>
<p class="ach-text grey">Locked: Secret Event</p>
<</if>>
</div>
</div>
<div class="ach-outer">
<div class="ach-inner">
<<if recall('Ali')>>
<p class="ach-text">Unlocked: Alien observers</p>
<<else>>
<p class="ach-text grey">Locked: Secret Event</p>
<</if>>
</div>
</div>
<div class="ach-outer">
<div class="ach-inner">
<<if recall('Dic')>>
<p class="ach-text">Unlocked: The Tyrant</p>
<<else>>
<p class="ach-text grey">Locked: Secret Event</p>
<</if>>
</div>
</div>
<div class="ach-outer">
<div class="ach-inner">
<<if recall('Pla')>>
<p class="ach-text">Unlocked: Observe earth</p>
<<else>>
<p class="ach-text grey">Locked: Secret console command</p>
<</if>>
</div>
</div>
<p class="passage-text center-correction" id="resetAch">
<<link "Reset achievements?">>
<<replace "#resetAch">>
<p class="passage-text center-correction">Are you sure? <<link "Yes" "Achievements">><<run forget('Politics')>><<run forget('Politics2')>><<run forget('Age')>><<run forget('Survivor')>><<run forget('Events')>><<run forget('Events2')>><<run forget('Psy')>><<run forget('Sap')>><<run forget('Ali')>><<run forget('Dic')>><<run forget('Pla')>><</link>>.</p>
<</replace>>
<</link>>
</p><<run setup.scrollToTop("passages")>>
<<removeclass "#passages" "nodisplay">>
<<addclass ".output" "nodisplay">>
<p class="passage-text">
'The Last Sanctuary' created by: SjoerdHekking
</p>
<hr>
<p class="passage-text">
'Audio' created by: Cryochamber
</p>
<hr>
<p class="passage-text">
'Special Thanks to': TRBRY, Bogdan, Hituro, Litrouke and Gwen
</p>
<hr>
<p class="passage-text">
'With the help of': Cyrus and Chapel
</p>
<hr>
<p class="passage-text">
'Tested by': Manonamora, Litrouke and Maliface
</p>
<hr>
<p class="passage-text">
'Proofread by': Litrouke and Andrakthuin
</p><<widget externalLink>>
/% $args[0] should be link text %/
/% $args[1] should be link URL %/
<<print "<a href='" + $args[1] + "' target='_blank'>" + $args[0] + "</a>">>
<</widget>>
/* Plural widgets */
<<widget timePlural>>
<<if $Time === 1>>$Time year<<else>>$Time years<</if>>\
<</widget>>
/* End plural widgets */
/* Wakeup widget */
<<widget wakeUp>>
<<link _args[0]>><<set $Random to random(1, 20)>><<goto "WakeUp">><</link>>\
<</widget>>
/* Return widgets */
<<widget returnStation>>
<<if !_args[0]>>
<<set _args[0] to "Station">>
<</if>>
<<link _args[0] "Station">>
<<set $Turns += 1>>
<<set $Time = random(1, 6)>>
<<set $Age += $Time>>
<<growthClamp>>
<<growthBunker>>
<<growthClamp>>
<<destroyEvents>>
<<set $EventDone = false>>
<</link>>\
<</widget>>
<<widget growthClamp>>
/* clamp all stats to assure none get below certain amount. */
<<set $Survivor = Math.clamp($Survivor, 0, 2000)>>
<<set $Shield = Math.clamp($Shield, 0, 300)>>
<<set $Climate = Math.clamp($Climate, 4, 40)>>
<<set $Air = Math.clamp($Air, 0, 100)>>
<<set $Water = Math.clamp($Water, 0, 100)>>
<<set $Food = Math.clamp($Food, 0, 100)>>
<<set $Meds = Math.clamp($Meds, 0, 100)>>
<<set $Rads = Math.clamp($Rads, 0, 5000)>>
<<set $Comms = Math.clamp($Comms, 0 ,100)>>
<<set $Data = Math.clamp($Data, 0, 200)>>
<</widget>>
<<widget destroyEvents>>
<<if $Data === 0>>
<<set $CommonEvent.delete("Event Database Breaks")>>
<<else>>
<<if !$CommonEvent.includes("Event Database Breaks")>>
<<set $CommonEvent.push("Event Database Breaks")>>
<</if>>
<</if>>
<</widget>>
<<widget growthBunker>>
/* unset,to make sure if(var) works */
<<unset $ClimateChange>>
<<unset $FoodChange>>
<<unset $FoodShortageKills>>
<<unset $RadsLeakKill>>
<<unset $ClimateHotKill>>
<<unset $ClimateColdKill>>
<<set _tempSurvivor = $Survivor>>
<<set _r to random(1,2)>>
<<set _tempSurvivor = _r === 1 ? _tempSurvivor * Math.pow(1.007, $Time) : _tempSurvivor / Math.pow(1.007, $Time)>>
<<set $AnnualGrowth = Math.round((_tempSurvivor - $Survivor))>>
<<set $Survivor = Math.round(_tempSurvivor)>>
<<if !($AnnualGrowth >= 0)>>
<<set $TotalLost += $AnnualGrowth>>
<</if>>
<<set _r to random(1,2)>>
<<if _r === 1>>
<<set _tempFood = $Food>>
<<set _tempFood *= Math.pow(1.007, $Time)>>
<<set $AnnualFood = Math.round((_tempFood - $Food))>>
<<set $Food = Math.round(_tempFood)>>
<<if $Food >= 100>>
<<set $AnnualFoodCorrection = ($Food - 100)>>
<<set $AnnualFood -= $AnnualFoodCorrection>>
<<set $Food = 100>>
<</if>>
<<elseif _r === 2>>
<<set _tempFood = $Food>>
<<set _tempFood /= Math.pow(1.007, $Time)>>
<<set $AnnualFood = Math.round((_tempFood - $Food))>>
<<set $Food = Math.round(_tempFood)>>
<</if>>
<<if $Survivor > 1400>>
/* lower food supplies*/
<<set $OverPopulation = true>>
<<set _tempFood = $Food>>
<<set _tempFood /= Math.pow(1.014, $Time)>>
<<set $AnnualFoodOverPopulation = Math.round((_tempFood - $Food))>>
<<set $Food = Math.round(_tempFood)>>
<<else>>
<<set $OverPopulation = false>>
<</if>>
<<set _tempRads = $Rads>>
<<set _tempRads -= random(90, 500)>>
<<set $AnnualRads = ($Rads - _tempRads)>>
<<if $Rads == 0>>
<<set $AnnualRads = 0>>
<</if>>
<<set $Rads = _tempRads>>
<<if $Water < 25>>
/* food resource goes down a bit */
<<set _tempFood = random(1,4)>>
<<set $Food -= _tempFood>>
<<set $FoodChange = _tempFood>>
<<elseif $Water < 50>>
<<set _tempFood = random(1,2)>>
<<set $Food -= _tempFood>>
<<set $FoodChange to _tempFood>>
<<elseif $Water < 75>>
<<set _tempFood = 1>>
<<set $Food -= _tempFood>>
<<set $FoodChange = _tempFood>>
<</if>>
<<if $Air < 25>>
/* degrees in bunker goes up a little */
<<set _tempClimate = random(1,4)>>
<<set $Climate += _tempClimate>>
<<set $ClimateChange = _tempClimate>>
<<elseif $Air < 50>>
<<set _tempClimate = random(1,2)>>
<<set $Climate += _tempClimate>>
<<set $ClimateChange = _tempClimate>>
<<elseif $Air < 75>>
<<set _r = random(1,2)>>
<<if _r === 1>>
<<set _tempClimate = 1>>
<<set $Climate += _tempClimate>>
<<set $ClimateChange = _tempClimate>>
<</if>>
<</if>>
<<if $Food < 10>>
/* food lower than 10, start killing survivors incrementally, make formula which makes 10 kill little, and 1 kill many, and 0 kill tons */
<<set _tempSurvivor = $Survivor>>
<<set _tempSurvivor -= random(2, (102 - ($Food * 10)))>>
<<set $FoodShortageKills = (_tempSurvivor - $Survivor)>>
<<set $TotalLost += $FoodShortageKills>>
<<set $Survivor = _tempSurvivor>>
<</if>>
<<if $Shield < 10>>
/* Kill people if radation shielding is starting to get low, below 200 a few, below 100 a lot, if it's below 10 kill tons. This is also dependent on outside radiation*/
<<set _tempSurvivor = $Survivor>>
<<set _tempSurvivor -= random(0, Math.round($Rads / 100))>>
<<set $RadsLeakKill = ($Survivor - _tempSurvivor)>>
<<set $TotalLost += $RadsLeakKill>>
<<set $Survivor = _tempSurvivor>>
<<if $RadsLeakKill === 0>><<unset $RadsLeakKill>><</if>>
<<elseif $Shield < 100>>
<<set _tempSurvivor = $Survivor>>
<<set _tempSurvivor -= random(0, Math.round($Rads / 200))>>
<<set $RadsLeakKill = ($Survivor - _tempSurvivor)>>
<<set $TotalLost += $RadsLeakKill>>
<<set $Survivor = _tempSurvivor>>
<<if $RadsLeakKill === 0>><<unset $RadsLeakKill>><</if>>
<<elseif $Shield < 200>>
<<set _tempSurvivor = $Survivor>>
<<set _tempSurvivor -= random(0, Math.round($Rads / 400))>>
<<set $RadsLeakKill = ($Survivor - _tempSurvivor)>>
<<set $TotalLost += $RadsLeakKill>>
<<set $Survivor = _tempSurvivor>>
<<if $RadsLeakKill === 0>><<unset $RadsLeakKill>><</if>>
<</if>>
/* if temp high orr low kill inhabitants +40 or +4*/
<<if $Climate >= 40>>
<<set _tempSurvivor = $Survivor>>
<<set _tempSurvivor -= random(0, 50)>>
<<set $ClimateHotKill = ($Survivor - _tempSurvivor)>>
<<set $TotalLost -= $ClimateHotKill>>
<<set $Survivor = _tempSurvivor>>
<<elseif $Climate <= 4>>
<<set _tempSurvivor = $Survivor>>
<<set _tempSurvivor -= random(0, 50)>>
<<set $ClimateColdKill = ($Survivor - _tempSurvivor)>>
<<set $TotalLost -= $ClimateColdKill>>
<<set $Survivor = _tempSurvivor>>
<</if>>
<<set $CommsOffline = []>>
<<set _tempCommsOffline = ["survivorBar", "climateBar", "shieldBar", "airBar", "waterBar", "foodBar", "medsBar", "radsBar", "pie1", "pie2"]>>
<<set _r = random(1,2), _r1 = random(1,2), _r2 = random(1,2), _r3 = random(1,2)>>
<<if $Comms < 90 && $Comms > 80>>
/* push one item */
<<if _r === 1>>
<<set $CommsOffline.push(_tempCommsOffline.pluck())>>
<</if>>
<<elseif $Comms > 60 && $Comms <= 80>>
/* push two items independend*/
<<if _r === 1>>
<<set $CommsOffline.push(_tempCommsOffline.pluck())>>
<</if>>
<<if _r1 === 1>>
<<set $CommsOffline.push(_tempCommsOffline.pluck())>>
<</if>>
<<elseif $Comms > 40 && $Comms <= 60>>
/* push three items independend*/
<<if _r === 1>>
<<set $CommsOffline.push(_tempCommsOffline.pluck())>>
<</if>>
<<if _r1 === 1>>
<<set $CommsOffline.push(_tempCommsOffline.pluck())>>
<</if>>
<<if _r2 === 1>>
<<set $CommsOffline.push(_tempCommsOffline.pluck())>>
<</if>>
<<elseif $Comms > 20 && $Comms <= 40>>
/* push three items depended*/
<<if _r === 1>>
<<set $CommsOffline.push(...(_tempCommsOffline.pluckMany(3)))>>
<</if>>
<<elseif $Comms > 0 && $Comms <= 20>>
/* push four items */
<<set $CommsOffline.push(...(_tempCommsOffline.pluckMany(4)))>>
<<elseif $Comms === 0>>
/* push all items */
<<set $CommsOffline = _tempCommsOffline>>
<</if>>
<</widget>>
/* End return widgets */
/*
ALL IMPORTANT EVENTS AND THEIR STRUCTURES
use + $ + low/medium/high -> target single systems
killSurvivor + low/medium/high -> kill survivors
*/
/* Medicine widgets */
<<widget useMedicineLow>>
<<set _tempMedicine = Math.round(random(2, $MaxMeds * 0.10))>>
<<if _tempMedcine > $Meds>>
<<set _tempMedcine = $Meds>>
<</if>>
<<set $Meds = Math.clamp(($Meds -= _tempMedicine), 0, 100)>>
<</widget>>
<<widget useMedicineMedium>>
<<set _tempMedicine = Math.round(random($MaxMeds * 0.10, $MaxMeds * 0.20))>>
<<if _tempMedcine > $Meds>>
<<set _tempMedcine = $Meds>>
<</if>>
<<set $Meds = Math.clamp(($Meds -= _tempMedicine), 0, 100)>>
<</widget>>
<<widget useMedicineHigh>>
<<set _tempMedicine = Math.round(random($MaxMeds * 0.20, $MaxMeds * 0.30))>>
<<if _tempMedcine > $Meds>>
<<set _tempMedcine = $Meds>>
<</if>>
<<set $Meds = Math.clamp(($Meds -= _tempMedicine), 0, 100)>>
<</widget>>
<<widget addMedicineLow>>
<<set _tempMedicine = Math.round(random(2, $MaxMeds * 0.10))>>
<<set _tempMedsCheck = $MaxMeds - $Meds>>
<<if _tempMedicine > _tempMedsCheck>>
<<set _tempMedicine = _tempMedsCheck>>
<</if>>
<<set $Meds = Math.clamp(($Meds += _tempMedicine), 0, 100)>>
<</widget>>
<<widget addMedicineMedium>>
<<set _tempMedicine = Math.round(random($MaxMeds * 0.10, $MaxMeds * 0.20))>>
<<set _tempMedsCheck = $MaxMeds - $Meds>>
<<if _tempMedicine > _tempMedsCheck>>
<<set _tempMedicine = _tempMedsCheck>>
<</if>>
<<set $Meds = Math.clamp(($Meds += _tempMedicine), 0, 100)>>
<</widget>>
<<widget addMedicineHigh>>
<<set _tempMedicine = Math.round(random($MaxMeds * 0.20, $MaxMeds * 0.30))>>
<<set _tempMedsCheck = $MaxMeds - $Meds>>
<<if _tempMedicine > _tempMedsCheck>>
<<set _tempMedicine = _tempMedsCheck>>
<</if>>
<<set $Meds = Math.clamp(($Meds += _tempMedicine), 0, 100)>>
<</widget>>
/* End medicine widgets */
/* Survivor widgets */
<<widget killSurvivorLow>>
<<set _tempSurvivor = Math.round(random(2, $MaxSurvivor * 0.05))>>
<<if _tempSurvivor >= $Survivor - 1>>
<<set _tempSurvivor = $Survivor>>
<</if>>
<<set $TotalLost -= _tempSurvivor>>
<<set $Survivor = Math.clamp(($Survivor - _tempSurvivor), 0, 1400)>>
<</widget>>
<<widget killSurvivorMedium>>
<<set _tempSurvivor = Math.round(random($MaxSurvivor * 0.05, $MaxSurvivor * 0.15))>>
<<if _tempSurvivor >= $Survivor - 1>>
<<set _tempSurvivor = $Survivor>>
<</if>>
<<set $TotalLost -= _tempSurvivor>>
<<set $Survivor = Math.clamp(($Survivor - _tempSurvivor), 0, 1400)>>
<</widget>>
<<widget killSurvivorHigh>>
<<set _tempSurvivor = Math.round(random($MaxSurvivor * 0.15, $MaxSurvivor * 0.25))>>
<<if _tempSurvivor >= $Survivor - 1>>
<<set _tempSurvivor = $Survivor>>
<</if>>
<<set $TotalLost -= _tempSurvivor>>
<<set $Survivor = Math.clamp(($Survivor - _tempSurvivor), 0, 1400)>>
<</widget>>
<<widget addSurvivorLow>>
<<set _tempSurvivor = Math.round(random(2, $MaxSurvivor * 0.05))>>
<<set $Survivor = Math.clamp(($Survivor + _tempSurvivor), 0, 2000)>>
<</widget>>
<<widget addSurvivorMedium>>
<<set _tempSurvivor = Math.round(random($MaxSurvivor * 0.05, $MaxSurvivor * 0.15))>>
<<set $Survivor = Math.clamp(($Survivor + _tempSurvivor), 0, 2000)>>
<</widget>>
<<widget addSurvivorHigh>>
<<set _tempSurvivor = Math.round(random($MaxSurvivor * 0.15, $MaxSurvivor * 0.25))>>
<<set $Survivor = Math.clamp(($Survivor + _tempSurvivor), 0, 2000)>>
<</widget>>
/* End survivor widgets */
/* data widgets */
<<widget useDataLow>>
<<set _tempData = Math.round(random(2, $MaxData * 0.10))>>
<<if _tempData > $Data>>
<<set _tempData = $Data>>
<</if>>
<<set $Data = Math.clamp(($Data -= _tempData), 0, 200)>>
<</widget>>
<<widget useDataLow2>>
<<set _tempData = Math.round(random(2, $MaxData * 0.10))>>
<<if _tempData > $Data>>
<<set _tempData = $Data>>
<</if>>
<<set $Data = Math.clamp(($Data -= _tempData), 0, 200)>>
<</widget>>
<<widget useDataMedium>>
<<set _tempData = Math.round(random($MaxData * 0.10, $MaxData * 0.20))>>
<<if _tempData > $Data>>
<<set _tempData = $Data>>
<</if>>
<<set $Data = Math.clamp(($Data -= _tempData), 0, 200)>>
<</widget>>
<<widget useDataHigh>>
<<set _tempData = Math.round(random($MaxData * 0.20, $MaxData * 0.30))>>
<<if _tempData > $Data>>
<<set _tempData = $Data>>
<</if>>
<<set $Data = Math.clamp(($Data -= _tempData), 0, 200)>>
<</widget>>
<<widget addDataLow>>
<<set _tempData = Math.round(random(2, $MaxData * 0.10))>>
<<set _tempDataCheck = 200 - $Data>>
<<if _tempData > _tempDataCheck>>
<<set _tempData = _tempDataCheck>>
<</if>>
<<set $Data = Math.clamp(($Data += _tempData), 0, 200)>>
<</widget>>
<<widget addDataLow2>>
<<set _tempData = Math.round(random(2, $MaxData * 0.10))>>
<<set _tempDataCheck = 200 - $Data>>
<<if _tempData > _tempDataCheck>>
<<set _tempData = _tempDataCheck>>
<</if>>
<<set $Data = Math.clamp(($Data += _tempData), 0, 200)>>
<</widget>>
<<widget addDataMedium>>
<<set _tempData = Math.round(random($MaxData * 0.10, $MaxData * 0.20))>>
<<set _tempDataCheck = 200 - $Data>>
<<if _tempData > _tempDataCheck>>
<<set _tempData = _tempDataCheck>>
<</if>>
<<set $Data = Math.clamp(($Data += _tempData), 0, 200)>>
<</widget>>
<<widget addDataHigh>>
<<set _tempData = Math.round(random($MaxData * 0.20, $MaxData * 0.30))>>
<<set _tempDataCheck = 200 - $Data>>
<<if _tempData > _tempDataCheck>>
<<set _tempData = _tempDataCheck>>
<</if>>
<<set $Data = Math.clamp(($Data += _tempData), 0, 200)>>
<</widget>>
<<widget addDataExtreme>>
<<set _tempData = Math.round(random($MaxData * 0.30, $MaxData * 0.40))>>
<<set _tempDataCheck = 200 - $Data>>
<<if _tempData > _tempDataCheck>>
<<set _tempData = _tempDataCheck>>
<</if>>
<<set $Data = Math.clamp(($Data += _tempData), 0, 200)>>
<</widget>>
/* End data widget */
/* comms widgets */
<<widget useCommsLow>>
<<set _tempComms = Math.round(random(2, $MaxComms * 0.10))>>
<<if _tempComms > $Comms>>
<<set _tempComms = $Comms>>
<</if>>
<<set $Comms = Math.clamp(($Comms -= _tempComms), 0, 100)>>
<</widget>>
<<widget useCommsMedium>>
<<set _tempComms = Math.round(random($MaxComms * 0.10, $MaxComms * 0.20))>>
<<if _tempComms > $Comms>>
<<set _tempComms = $Comms>>
<</if>>
<<set $Comms = Math.clamp(($Comms -= _tempComms), 0, 100)>>
<</widget>>
<<widget useCommsHigh>>
<<set _tempComms = Math.round(random($MaxComms * 0.20, $MaxComms * 0.30))>>
<<if _tempComms > $Comms>>
<<set _tempComms = $Comms>>
<</if>>
<<set $Comms = Math.clamp(($Comms -= _tempComms), 0, 100)>>
<</widget>>
<<widget addCommsLow>>
<<set _tempComms = Math.round(random(2, $MaxComms * 0.10))>>
<<set _tempCommsCheck = $MaxComms - $Comms>>
<<if _tempComms > _tempCommsCheck>>
<<set _tempComms = _tempCommsCheck>>
<</if>>
<<set $Comms = Math.clamp(($Comms += _tempComms), 0, 100)>>
<</widget>>
<<widget addCommsMedium>>
<<set _tempComms = Math.round(random($MaxComms * 0.10, $MaxComms * 0.20))>>
<<set _tempCommsCheck = $MaxComms - $Comms>>
<<if _tempComms > _tempCommsCheck>>
<<set _tempComms = _tempCommsCheck>>
<</if>>
<<set $Comms = Math.clamp(($Comms += _tempComms), 0, 100)>>
<</widget>>
<<widget addCommsHigh>>
<<set _tempComms = Math.round(random($MaxComms * 0.20, $MaxComms * 0.30))>>
<<set _tempCommsCheck = $MaxComms - $Comms>>
<<if _tempComms > _tempCommsCheck>>
<<set _tempComms = _tempCommsCheck>>
<</if>>
<<set $Comms = Math.clamp(($Comms += _tempComms), 0, 100)>>
<</widget>>
/* End comms widget */
/* water widgets */
<<widget useWaterLow>>
<<set _tempWater = Math.round(random(2, $MaxWater * 0.10))>>
<<if _tempWater > $Water>>
<<set _tempWater = $Water>>
<</if>>
<<set $Water = Math.clamp(($Water -= _tempWater), 0, 100)>>
<</widget>>
<<widget useWaterMedium>>
<<set _tempWater = Math.round(random($MaxWater * 0.10, $MaxWater * 0.20))>>
<<if _tempWater > $Water>>
<<set _tempWater = $Water>>
<</if>>
<<set $Water = Math.clamp(($Water -= _tempWater), 0, 100)>>
<</widget>>
<<widget useWaterHigh>>
<<set _tempWater = Math.round(random($MaxWater * 0.20, $MaxWater * 0.30))>>
<<if _tempWater > $Water>>
<<set _tempWater = $Water>>
<</if>>
<<set $Water = Math.clamp(($Water -= _tempWater), 0, 100)>>
<</widget>>
<<widget addWaterLow>>
<<set _tempWater = Math.round(random(2, $MaxWater * 0.10))>>
<<set _tempWaterCheck = $MaxWater - $Water>>
<<if _tempWater > _tempWaterCheck>>
<<set _tempWater = _tempWaterCheck>>
<</if>>
<<set $Water = Math.clamp(($Water += _tempWater), 0, 100)>>
<</widget>>
<<widget addWaterMedium>>
<<set _tempWater = Math.round(random($MaxWater * 0.10, $MaxWater * 0.20))>>
<<set _tempWaterCheck = $MaxWater - $Water>>
<<if _tempWater > _tempWaterCheck>>
<<set _tempWater = _tempWaterCheck>>
<</if>>
<<set $Water = Math.clamp(($Water += _tempWater), 0, 100)>>
<</widget>>
<<widget addWaterHigh>>
<<set _tempWater = Math.round(random($MaxWater * 0.20, $MaxWater * 0.30))>>
<<set _tempWaterCheck = $MaxWater - $Water>>
<<if _tempWater > _tempWaterCheck>>
<<set _tempWater = _tempWaterCheck>>
<</if>>
<<set $Water = Math.clamp(($Water += _tempWater), 0, 100)>>
<</widget>>
/* End water widget */
/* Air widgets */
<<widget useAirLow>>
<<set _tempAir = Math.round(random(2, $MaxAir * 0.10))>>
<<if _tempAir > $Air>>
<<set _tempAir = $Air>>
<</if>>
<<set $Air = Math.clamp(($Air -= _tempAir), 0, 100)>>
<</widget>>
<<widget useAirMedium>>
<<set _tempAir = Math.round(random($MaxAir * 0.10, $MaxAir * 0.20))>>
<<if _tempAir > $Air>>
<<set _tempAir = $Air>>
<</if>>
<<set $Air = Math.clamp(($Air -= _tempAir), 0, 100)>>
<</widget>>
<<widget useAirHigh>>
<<set _tempAir = Math.round(random($MaxAir * 0.20, $MaxAir * 0.30))>>
<<if _tempAir > $Air>>
<<set _tempAir = $Air>>
<</if>>
<<set $Air = Math.clamp(($Air -= _tempAir), 0, 100)>>
<</widget>>
<<widget addAirLow>>
<<set _tempAir = Math.round(random(2, $MaxAir * 0.10))>>
<<set _tempAirCheck = $MaxAir - $Air>>
<<if _tempAir > _tempAirCheck>>
<<set _tempAir = _tempAirCheck>>
<</if>>
<<set $Air = Math.clamp(($Air += _tempAir), 0, 100)>>
<</widget>>
<<widget addAirMedium>>
<<set _tempAir = Math.round(random($MaxAir * 0.10, $MaxAir * 0.20))>>
<<set _tempAirCheck = $MaxAir - $Air>>
<<if _tempAir > _tempAirCheck>>
<<set _tempAir = _tempAirCheck>>
<</if>>
<<set $Air = Math.clamp(($Air += _tempAir), 0, 100)>>
<</widget>>
<<widget addAirHigh>>
<<set _tempAir = Math.round(random($MaxAir * 0.20, $MaxAir * 0.30))>>
<<set _tempAirCheck = $MaxAir - $Air>>
<<if _tempAir > _tempAirCheck>>
<<set _tempAir = _tempAirCheck>>
<</if>>
<<set $Air = Math.clamp(($Air += _tempAir), 0, 100)>>
<</widget>>
/* End air widget */
/* Shield widget */
<<widget useShieldLow>>
<<set _tempShield = Math.round(random(2, $MaxShield * 0.10))>>
<<if _tempShield > $Shield>>
<<set _tempShield = $Shield>>
<</if>>
<<set $Shield = Math.clamp(($Shield -= _tempShield), 0, 300)>>
<</widget>>
<<widget useShieldMedium>>
<<set _tempShield = Math.round(random($MaxShield * 0.10, $MaxShield * 0.20))>>
<<if _tempShield > $Shield>>
<<set _tempShield = $Shield>>
<</if>>
<<set $Shield = Math.clamp(($Shield -= _tempShield), 0, 300)>>
<</widget>>
<<widget useShieldHigh>>
<<set _tempShield = Math.round(random($MaxShield * 0.20, $MaxShield * 0.30))>>
<<if _tempShield > $Shield>>
<<set _tempShield = $Shield>>
<</if>>
<<set $Shield = Math.clamp(($Shield -= _tempShield), 0, 300)>>
<</widget>>
<<widget addShieldLow>>
<<set _tempShield = Math.round(random(2, $MaxShield * 0.10))>>
<<set _tempShieldCheck = $MaxShield - $Shield>>
<<if _tempShield > _tempShieldCheck>>
<<set _tempShield = _tempShieldCheck>>
<</if>>
<<set $Shield = Math.clamp(($Shield += _tempShield), 0, 300)>>
<</widget>>
<<widget addShieldMedium>>
<<set _tempShield = Math.round(random($MaxShield * 0.10, $MaxShield * 0.20))>>
<<set _tempShieldCheck = $MaxShield - $Shield>>
<<if _tempShield > _tempShieldCheck>>
<<set _tempShield = _tempShieldCheck>>
<</if>>
<<set $Shield = Math.clamp(($Shield += _tempShield), 0, 300)>>
<</widget>>
<<widget addShieldHigh>>
<<set _tempShield = Math.round(random($MaxShield * 0.20, $MaxShield * 0.30))>>
<<set _tempShieldCheck = $MaxShield - $Shield>>
<<if _tempShield > _tempShieldCheck>>
<<set _tempShield = _tempShieldCheck>>
<</if>>
<<set $Shield = Math.clamp(($Shield += _tempShield), 0, 300)>>
<</widget>>
/* End shield widget */
/* Food widget */
<<widget useFoodLow>>
<<set _tempFood = Math.round(random(2, $MaxFood * 0.10))>>
<<if _tempFood > $Food>>
<<set _tempFood = $Food>>
<</if>>
<<set $Food = Math.clamp(($Food -= _tempFood), 0, 300)>>
<</widget>>
<<widget useFoodMedium>>
<<set _tempFood = Math.round(random($MaxFood * 0.10, $MaxFood * 0.20))>>
<<if _tempFood > $Food>>
<<set _tempFood = $Food>>
<</if>>
<<set $Food = Math.clamp(($Food -= _tempFood), 0, 300)>>
<</widget>>
<<widget useFoodHigh>>
<<set _tempFood = Math.round(random($MaxFood * 0.20, $MaxFood * 0.30))>>
<<if _tempFood > $Food>>
<<set _tempFood = $Food>>
<</if>>
<<set $Food = Math.clamp(($Food -= _tempFood), 0, 300)>>
<</widget>>
<<widget addFoodLow>>
<<set _tempFood = Math.round(random(2, $MaxFood * 0.10))>>
<<set _tempFoodCheck = $MaxFood - $Food>>
<<if _tempFood > _tempFoodCheck>>
<<set _tempFood = _tempFoodCheck>>
<</if>>
<<set $Food = Math.clamp(($Food += _tempFood), 0, 300)>>
<</widget>>
<<widget addFoodMedium>>
<<set _tempFood = Math.round(random($MaxFood * 0.10, $MaxFood * 0.20))>>
<<set _tempFoodCheck = $MaxFood - $Food>>
<<if _tempFood > _tempFoodCheck>>
<<set _tempFood = _tempFoodCheck>>
<</if>>
<<set $Food = Math.clamp(($Food += _tempFood), 0, 300)>>
<</widget>>
<<widget addFoodHigh>>
<<set _tempFood = Math.round(random($MaxFood * 0.20, $MaxFood * 0.30))>>
<<set _tempFoodCheck = $MaxFood - $Food>>
<<if _tempFood > _tempFoodCheck>>
<<set _tempFood = _tempFoodCheck>>
<</if>>
<<set $Food = Math.clamp(($Food += _tempFood), 0, 300)>>
<</widget>>
/* End food widget */
/* Climate widget */
/* Food widget */
<<widget lowerClimateLow>>
<<set _tempClimate = random(-4, -1)>>
<<set $Climate = $Climate += _tempClimate>>
<</widget>>
<<widget lowerClimateMedium>>
<<set _tempClimate = random(-8, -4)>>
<<set $Climate = $Climate += _tempClimate>>
<</widget>>
<<widget lowerClimateHigh>>
<<set _tempClimate = random(-12, -8)>>
<<set $Climate = $Climate += _tempClimate>>
<</widget>>
<<widget raiseClimateLow>>
<<set _tempClimate = random(1, 4)>>
<<set $Climate = $Climate += _tempClimate>>
<</widget>>
<<widget raiseClimateMedium>>
<<set _tempClimate = random(4, 8)>>
<<set $Climate = $Climate += _tempClimate>>
<</widget>>
<<widget raiseClimateHigh>>
<<set _tempClimate = random(8, 12)>>
<<set $Climate = $Climate += _tempClimate>>
<</widget>>
/* End climate widget */
/* Random system damage */
<<widget randomSystemUse>>
/*
Args0 = low/medium/high
Args1 = amount of systems to do, max 6, min 1
*/
<<set _system = ["useShield" + _args[0], "useAir" + _args[0], "useWater" + _args[0], "useComms" + _args[0], "useData" + _args[0], "useMedicine" + _args[0], "useFood" + _args[0]]>>
<<set _picked = []>>
<<set _picked.push(...(_system.pluckMany(_args[1])))>>
<<for _i = 0; _i < _picked.length; _i++>>
<<run $.wiki('<<'+_picked[_i]+'>>')>>
<<if _picked[_i].replace(_args[0], "") == "useShield">>
<<print State.temporary['temp'+(_picked[_i].replace('use','').replace('High','').replace('Medium','').replace('Low',''))]>>cm broke of from the radiation shield,
<<else>>
<<print State.temporary['temp'+(_picked[_i].replace('use','').replace('High','').replace('Medium','').replace('Low',''))]>>% damage to the functionality of the <<print _picked[_i].replace("use", "").replace(_args[0], "").toLowerCase()>> system,
<</if>>
<</for>>
<</widget>>
<<widget randomSystemAdd>>
/*
Args0 = low/medium/high
Args1 = amount of systems to do, max 6, min 1
*/
<<set _system = ["addShield" + _args[0], "addAir" + _args[0], "addWater" + _args[0], "addComms" + _args[0], "addData" + _args[0], "addMedicine" + _args[0], "addFood" + _args[0]]>>
<<set _picked = []>>
<<set _picked.push(...(_system.pluckMany(_args[1])))>>
<<for _i = 0; _i < _picked.length; _i++>>
<<run $.wiki('<<'+_picked[_i]+'>>')>>
<<if _picked[_i].replace(_args[0], "") == "addShield">>
<<print State.temporary['temp'+(_picked[_i].replace('add','').replace('High','').replace('Medium','').replace('Low',''))]>>cm was repaired,
<<else>>
<<print State.temporary['temp'+(_picked[_i].replace('add','').replace('High','').replace('Medium','').replace('Low',''))]>>% repaired for the <<print _picked[_i].replace("add", "").replace(_args[0], "").toLowerCase()>> system,
<</if>>
<</for>>
<</widget>>
<<widget restart>>
<<link "Restart">>
<<run Save.autosave.delete()>>
<<run Engine.restart();>>
<</link>>
<</widget>>
<<widget achAge>>
<<if recall('Age')>>
<<else>>
<<notify>>Achievement unlocked!<</notify>>
<<run memorize('Age', true)>>
<</if>>
<</widget>>
<<widget achSurvivor>>
<<if recall('Survivor')>>
<<else>>
<<notify>>Achievement unlocked!<</notify>>
<<run memorize('Survivor', true)>>
<</if>>
<</widget>>
<<widget achPolitics>>
<<set _tempAchPolitics = recall('Politics', [])>>
<<if !_tempAchPolitics.includes($Politics) && !(_tempAchPolitics.length == 22)>>
<<set _tempAchPolitics.push($Politics)>>
<<run memorize('Politics', _tempAchPolitics)>>
<<if _tempAchPolitics.length == 22>>
<<run memorize('Politics2', true)>>
<<notify>>Achievement unlocked!<</notify>>
<</if>>
<</if>>
<</widget>>
<<widget achEvents>>
<<if tags().includes("ultra-rare") || tags().includes("morale")>>
<<else>>
<<set _tempAchEvents = recall('Events', [])>>
<<if !_tempAchEvents.includes(passage())>>
<<set _tempAchEvents.push(passage())>>
<<run memorize('Events', _tempAchEvents)>>
<<if _tempAchEvents.length == 43>>
<<run memorize('Events2', true)>>
<<notify>>Achievement unlocked!<</notify>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget achPsy>>
<<if recall('Psy')>>
<<else>>
<<notify>>Achievement unlocked!<</notify>>
<<run memorize('Psy', true)>>
<</if>>
<</widget>>
<<widget achSap>>
<<if recall('Sap')>>
<<else>>
<<notify>>Achievement unlocked!<</notify>>
<<run memorize('Sap', true)>>
<</if>>
<</widget>>
<<widget achAli>>
<<if recall('Ali')>>
<<else>>
<<notify>>Achievement unlocked!<</notify>>
<<run memorize('Ali', true)>>
<</if>>
<</widget>>
<<widget achDic>>
<<if recall('Dic')>>
<<else>>
<<notify>>Achievement unlocked!<</notify>>
<<run memorize('Dic', true)>>
<</if>>
<</widget>>
<<widget achPla>>
<<if recall('Pla')>>
<<else>>
<<notify>>Achievement unlocked!<</notify>>
<<run memorize('Pla', true)>>
<</if>>
<</widget>>
<<widget morale>>
<<if $Morale == 3>>
<<if !$EventHistory.includes($MoraleEventPos[0])>>
<<set $MoraleEvent = true>>
<<set $Event = $MoraleEventPos[0]>>
<<else>>
<<set $MoraleEvent = false>>
<</if>>
<<elseif $Morale == 5>>
<<if !$EventHistory.includes($MoraleEventPos[1])>>
<<set $MoraleEvent = true>>
<<set $Event = $MoraleEventPos[1]>>
<<else>>
<<set $MoraleEvent = false>>
<</if>>
<<elseif $Morale == 8>>
<<if !$EventHistory.includes($MoraleEventPos[2])>>
<<set $MoraleEvent = true>>
<<set $Event = $MoraleEventPos[2]>>
<<else>>
<<set $MoraleEvent = false>>
<</if>>
<<elseif $Morale == -3>>
<<if !$EventHistory.includes($MoraleEventNeg[0])>>
<<set $MoraleEvent = true>>
<<set $Event = $MoraleEventNeg[0]>>
<<else>>
<<set $MoraleEvent = false>>
<</if>>
<<elseif $Morale == -5>>
<<if !$EventHistory.includes($MoraleEventNeg[1])>>
<<set $MoraleEvent = true>>
<<set $Event = $MoraleEventNeg[1]>>
<<else>>
<<set $MoraleEvent = false>>
<</if>>
<<elseif $Morale == -8>>
<<if !$EventHistory.includes($MoraleEventNeg[2])>>
<<set $MoraleEvent = true>>
<<set $Event = $MoraleEventNeg[2]>>
<<else>>
<<set $MoraleEvent = false>>
<</if>>
<</if>>
<</widget>><<achPla>>
<<run setup.scrollToTop("passages")>>
<<removeclass "#passages" "nodisplay">>
<<addclass ".output" "nodisplay">>
<div class="earth" id="earth"></div>
<<done>>
<<if $Rads > 4000>>
<<run document.getElementById("earth").style.setProperty('--earthVar', 'url(images/earth/earth5.jpg) repeat-x');>>
<<elseif $Rads > 1000>>
<<run document.getElementById("earth").style.setProperty('--earthVar', 'url(images/earth/earth4.jpg) repeat-x')>>
<<elseif $Rads > 100>>
<<run document.getElementById("earth").style.setProperty('--earthVar', 'url(images/earth/earth3.jpg) repeat-x')>>
<<elseif $Rads > 10>>
<<run document.getElementById("earth").style.setProperty('--earthVar', 'url(images/earth/earth2.jpg) repeat-x')>>
<<else>>
<<run document.getElementById("earth").style.setProperty('--earthVar', 'url(images/earth/earth1.jpg) repeat-x')>>
<</if>>
<</done>>