Your cloning machine finished the first batch of female clones. You set them to gather wood and help build the fence. Your clones made $2,156.40. With the females out and about your suspicion jumped, this did not help your paranoia. You get tea but that did not help either. You buy a police scanner for $80, nothing on the scanner about you. You think about conventional acts of procreation, well you have female clones now soo.
After an interesting night with a female clone you discover that she is pregnant. You think that this might not be the best idea, incest and all that. You could send your clones to 'pacify' the locals, tho this could have unforeseen consequences. With this pregnant clone you discover that the clones have an accelerated rate of fetal grow and faster maturity. 10 years to maturity and 5 months for fetal growth! Yicks! New Long term projects research projects unlocked. You also discover that if you change the genes slightly you can negate any 'incest'.
Long term projects that are opposite of each others, yet the same production type aka passive vs active, can only have 1 going at a time, until the chosen one goes up a level. Than you can continue are chose a different 1.
Hive mind almost done.
Work on the fence will be done soon, no point trying to estimate. The Clone Machine in producing nothing. 1 Baby clone will be born in 5 months.
The date: Week 23, 2020 (May)(Spring)
Base Stats:
Lab: Cloning setups: 1; grow 4 clones in one month
Ration Masher: 1; creates 100 rations from 1 bio-matter
Shed: level 1; each level doubles your Stockpiles
Barracks: level 1; each level houses 30 clones.
Printing Machine: 1; each print 1 of something a day/week(depending on what it is) for materials
fence: 344/400
Research:
instinct-level zombies: 10/10; does not take room in housing, requires 1 week in the Cloning Machine.
female clones: 7/7; allows you to change the sex of any number of clones, requires 1 bio-matter per change.
Genetic Engineering: 20/20; allows you to changes the DNA of your clones, requires 1 bio-matter per change. May do other things, research required.
drones: 7/7; a clone striped of all intelligence, requires 1 bio-matter per change. Unlocked hive mind.
hive mind: 12/14
Long Term Projects:(chose 1)
fetal growth and clone maturity: fast passive reproduction
clone machine faster growth: faster active reproduction
Stockpiles:
Bio-Matter 53.2/200
Wood 47.2/200 (each 'unit' is worth ~ 5 Bio-Matter and/or ~10 planks)(one tree gives, on average, 12 'units')
Planks 44.2/200
Materials 10/200 (each 'unit' is gotten from everything else)
Rations: ~ 5 months (2,018)(clones only need 1 a day)(did I mention you are a clone)
100 disguises
$13,132.90 money
1:10 planks
1:5 Bio-Matter
1:100 money(buying them)
1:1 Wood
more to be updated as you get them
Clones: 11:
5 out 'working'; 1 welding(600/week), 1 structural engineer(1200/week), 3 day jobs
1 general labors; 1 carpenter: wood related tasks 50% easier(50% more gains)
1 Researching
1 learning plastic surgery
Mk1: 3: Female: general labor: 1 building fence, 2 gathering wood
Pregnant: 1; due in 5 months
Clones=basic
Mk1=carpentry skills(wood related tasks 50% easier(50% more gains)), welding skills(metal related tasks 50% easier(50% more gains)), structural engineering skills(construction related tasks 50% easier(50% more gains))
more to be updated as you get them
Housing: 12/40
Person Stats:
Suspicion: level 3.9(people are starting to question what is going on)
Paranoid: level 3; each level of paranoia, above 1, increases suspicion level by 0.2.
Skills:
Wood cutting: level 4: 3/16
Construction: level 3: 9/14
Managing: level 2: 11/12
Architecture: level 1: 5/10
Operator: level 1: 9/10
Barter: level 1: 2/10
Observation: level 1: 3/10