jorb wrote:Granger wrote:all the quality inflation issues (that the last ones, and the current, had) so we don't end up (again) with a world containing overpowered quality within the first few weeks.
Namely? Iron spiraling, and...?
As one can easily cheese kill deer, moose and bear without impacting their quality a q100+ bonesaw (thus q50+ boards) is available as soon as survival allows, Icicles and contemplation will make sure that this happens very quickly. Gems will add to this
massively as their LP/h are completely overpowered, even today in a 900 day old world.
Being able to compost the remnants of high quality animals - especially their bones, as these are not capped by tool quality - gives soil for tree planting way above of what can be naturally found in the world, even when initially using q10 quality compost bins. As q~50 clay and water sources will be located by then (and most likely similar quality coal from the mines will arrive to burn the pots): The first generation of trees, sprouted on the first herbalist table, will most likely plant near q50.
The first surviving bough tree will raise the bonesaw by another 25 points, fruit/nut trees (where seeds can be harvested early) multiply quickly and so quality logs will soon be available in quantity and tree quality will increase even more (as boards can go into both tables and compost bins, raising both soil and table for the next tree generation).
Sure, this is a faction progression scenario.
One option to remove the impact of individual outliner high quality ingredients could be changing the quality formula for items and builings from (q1+q2+...+qn)/n to (q1*q2*...*qn)^(1/n), which would reduce a bone saw made of q10 bough and q200 bone from q105 down to q~45.
This should cut down progression speed quite nicely.