Tip:If you want to do a lot of stuff time skipping is a valid option, otherwise you will do as much as you can and it might have some unforeseen consequences.
The researcher finished Clones MK2. Your clones can all be upgraded for the cost of 1 bio-matter, upgrading would allow all your clones to have the same skills, getting them all the skills that were learned. One of the females comes back and harvests the chickens and checks the vegetables, the vegetables will be done in fall. You give the eggs to your neighbors, suspicion level dropped. The other females keep the people calm. When the police academy clone came back you created a variety of drones with that knowledge, called Internal Security drones, none were made.
You wanted to do so much this week that you decide to do something different every day. Day 1 you made rations, day 2 you work on the bunker, day 3 you get estimates on a solar power setup for all your power needs: $50,000, day 4 you look into stuff needed to dig a well: if you want to look:
https://www.wikihow.com/Dig-a-Well, day 5 you do yoga: paranoia dropped by 1, day 6 start the computer-making plan: $5,000 worth of supplies bought, day 7 you vaguely allude to some government plot to explain their suspicions: suspicion goes up.
You clones made $10,707.50, tuition and supplies cost $6,000, netting $4,707.50. Work on the underground bunker, will take a while. The Clone Machine in producing nothing. 1 Baby clone will be born in 3 months and 4 weeks..
The date: Week 28, 2020 (June)(Summer)
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(2/200): 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: 15/15; stronger, faster, tougher
Ration Masher upgrade(1->2):1/10
GMO plants: 0/5
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
$32,701.20 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:
1 general labor; 1 police academy gad
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 Researching
Mk1: 3 Female:
3 general labor:
1 Pregnant: due in 3 months and 4 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 3.08(people are starting to question what is going on)
Paranoid: level 2.4; each level of paranoia, above 1, increases suspicion level by 0.2.
Stress: 2; each point decreases your level gain and increases your paranoid level by .2
Skills:
Wood cutting: level 4: 3/16
Construction: level 4: 11/16
Managing: level 4: 1/16
Architecture: level 1: 7/10
Operator: level 2: 8/12
Barter: level 1: 8/10
Observation: level 1: 9/10