You buy one more female chicken and some heat lamps for the chicken coop and a cheap mini van for taking people to work. The researcher informs you that he has been researching, he just forgot to tell you, he made some progress. Your clones made $7,234.40, tuition and supplies cost $4,853, netting $2,379.40. You finish the wire fence. You make a little more rations then consumed. You start working on making the underground bunker bigger using hand tools. The females keep the people calm.
Work on the wire fence finished; started increasing the underground bunker, will take a while. The Clone Machine in producing nothing. 1 Baby clone will be born in 4 months and 0 weeks. 1 clone at police academy to be done next week.
The date: Week 27, 2020 (June)(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:stops people from seeing what you are doing, and stops them from coming in.
Green House: level 1: each level is able to grow 20 vegetables at a time; turnaround of 3 months. 20 tomato and potato plants
chicken coop: level 1: each level is able to house 10 chickens
wire fence: level 1: each level encompasses 2 sq meters
Underground Bunker: level 1->2(1/200): each level give more space to hold your equipment.
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: 14/14; you have a latent ability to control you clones without talking to them, requires 1 bio-matter per change to activate the ability.
Clones MK2: 13/15; stronger, faster, tougher
Long Term Projects:(chose 1)
fetal growth and clone maturity: fast passive reproduction
clone machine faster growth: faster active reproduction
Stockpiles:
Bio-Matter 45.2/200
Wood 41.2/200 (each 'unit' is worth ~ 5 Bio-Matter and/or ~10 planks)(one tree gives, on average, 12 'units')
Planks 45.5/200
Materials 10/200 (each 'unit' is gotten from everything else)
Rations: ~ 7 months (2,629)(clones only need 1 a day)(did I mention you are a clone)
100 disguises
$27,993.70 money
1:10 planks
1:5 Bio-Matter
1:100 money(buying them)
1:1 Wood
more to be updated as you get them
Vehicles:
1 Truck
1 mini van
Clones: 11:
basic: 8 men:
6 out 'working'; 1 welding(600/week), 1 structural engineer(1200/week), 1 carpenter: wood related tasks 50% easier(50% more gains), 1 plastic surgeon, 2 day jobs(1D7*D10*13.5)
1 at the police academy; 2 more weeks.
1 Researching
Mk1: 3 Female:
3 general labor:
1 Pregnant: due in 4 months and 1 weeks
basic=basic skills
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
welder==600
structural engineer==1200
carpenter==1200
plastic surgeon==4400
Housing: 12/40
Person Stats:
Suspicion: level 3.2(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 4: 10/16
Managing: level 3: 10/14
Architecture: level 1: 5/10
Operator: level 2: 8/12
Barter: level 1: 5/10
Observation: level 1: 5/10