This idea is mainly based on the idea of cloning super soldiers and bio weapons. This should come with risks and flaws, at least in the beginning, rogue clones, mutations, abominations, etc. This tech shouldn't be limited to humans, imagine a Werewarg or a man bear with augmented armor plates, reinforced skeletal structure, Bionic ripping claws, using traits from your colonists and trained to destroy. The clones should still be mid to late game techs, and span into far late game, with advancement increasing the usefulness and safety of cloning, though costing more. A clone setup from earlier tech can be useful for mass production, but late game tech can make clones that live as long as normal pawns and even have better stats, its all down to what you are willing to pay.
First, I want to talk about flaws of this.
-Short Lifespan (Clones are prone to lower lifespans do to accelerated growth)
-At risk of genetic health problems
-Mutations (Not only a health risk, but can lead to other issues)
-Rogue primal anger (Keep guards posted in labs or your techies might be killed by their own creation)
-Expensive and time consuming. Both power and resources would be needed to advance this, as well as blood samples from colonists with the traits you want to use
-Volatile nature (Just because it didnt kill you right away, doesnt mean it cant still go rogue or develop a violent nature, especially if its part animal)
-Low Initial skills (They start from nothing, they are literally born yesterday, but this also means they can usually do anything)
-Mental defects (Some clones are limited in mental capacity, especially animal hybrids, the smarter the animal, the less likely this is to happen, but even human clones can be at risk)
-Clones are sterile (Clones make poor clones and can no longer be used for genetic research)
Pros
-Disposable soldiers, workers, or war beasts
-Selective traits
-Initial stats can be very high
-Can learn (In most cases, clones can learn like any other pawn, though some defects can restrict this)
-Usable Organs (All pure human clones should have usable organs)
-Research is Critical (Advancing research makes defects easier to counter and can make clones more useful, but tends to increase costs significantly)
Extra stuff
-Blood Bags (A medical supply to combat blood loss, donors take a hit and must recover and its not as efficient going in as coming out, but as long as its kept cold and usable it can save soldiers and other critically injured units. Human clones and prisoners make cheap blood banks, but always remember not to draw too much, or it will kill them)
-Blood Samples (Taken from living subjects, colonists, prisoners, and animals, it should store genetic dna of those creatures and affect what the clone will have as starting aspects)
-Harvest augments(And potentially organs/limbs) from corpses as long as they are fresh and not destroyed
First, I want to talk about flaws of this.
-Short Lifespan (Clones are prone to lower lifespans do to accelerated growth)
-At risk of genetic health problems
-Mutations (Not only a health risk, but can lead to other issues)
-Rogue primal anger (Keep guards posted in labs or your techies might be killed by their own creation)
-Expensive and time consuming. Both power and resources would be needed to advance this, as well as blood samples from colonists with the traits you want to use
-Volatile nature (Just because it didnt kill you right away, doesnt mean it cant still go rogue or develop a violent nature, especially if its part animal)
-Low Initial skills (They start from nothing, they are literally born yesterday, but this also means they can usually do anything)
-Mental defects (Some clones are limited in mental capacity, especially animal hybrids, the smarter the animal, the less likely this is to happen, but even human clones can be at risk)
-Clones are sterile (Clones make poor clones and can no longer be used for genetic research)
Pros
-Disposable soldiers, workers, or war beasts
-Selective traits
-Initial stats can be very high
-Can learn (In most cases, clones can learn like any other pawn, though some defects can restrict this)
-Usable Organs (All pure human clones should have usable organs)
-Research is Critical (Advancing research makes defects easier to counter and can make clones more useful, but tends to increase costs significantly)
Extra stuff
-Blood Bags (A medical supply to combat blood loss, donors take a hit and must recover and its not as efficient going in as coming out, but as long as its kept cold and usable it can save soldiers and other critically injured units. Human clones and prisoners make cheap blood banks, but always remember not to draw too much, or it will kill them)
-Blood Samples (Taken from living subjects, colonists, prisoners, and animals, it should store genetic dna of those creatures and affect what the clone will have as starting aspects)
-Harvest augments(And potentially organs/limbs) from corpses as long as they are fresh and not destroyed