With only two Qs to worry about, the math describing their interactions becomes MUCH easier, especially if you want to make it so that increasing one has some kind of effect on the other. The core idea is to have branches of development for given materials or objects, where you can focus on raising one Q for faster gains at the cost of the other, or you can try to raise both about equal to each other, but at a slower rate than specializing in one.
Depending on implementation and assuming good balance, this could lead to substantive and interesting gameplay changes & player choices. When planting crops, a player would have to decide if they wanted to plant two separate crops for Substance and Essence maximization, or to plant a single field and try to raise both at the same time. The first choice would work great for the more hardcore players, who wouldn't have any reason not to double-specialize, and the second option would be for the more casual or lazy players who don't have the time or energy to focus on Q micromanagement.
A few examples off the top of my head how this might work:
- Barley - Similar to two-row and six-row barley IRL, high Essence could be better for malting and baking (low protein/high sugar), and high Substance could be better for animal feed (high protein).
- Metal - High Substance = better weapons, armor, tools, anything that requires metal to be strong and hold an edge or form. High Essence = better curios, symbelware, etc.
- Wood - High Substance could mean better constructions, maybe higher soak or HP for palisades or other buildings made of wood, while high Essence could mean better curios, food, or anything non-construction-related.
- Cows - Dairy & beef quality. Cows bred for dairy or meat would give excellent Q for their given products, but middling at best for the other. High dairy Q cow = bonus to milk Q, penalty to meat Q, and vice versa. Similar concept would apply to other animals.
This idea came to me because I was reading about the dichotomy sliders in the old, before-my-time Haven, and they sounded pretty neat. I figured taking a similar concept and applying it to quality could help fix the tri-Q problem while also being in line with the spirit of H&H. The examples above are just scratching the surface of what's possible, and maybe if I get some sleep tonight I'll have some better ideas to elaborate on tomorrow, hah.
What do y'all think?