Cows are livestocks that gives us several things:
- Milk- This is the primary usage, mostly with cheese and butter (mostly for buttered cave bulbs). The former, however, relies very little on the curd quality in which I will discuss in a future post.
Meat- Cow Chorizo are a source of pure
Intestine- Not as useful if you have high survival and can hunt level X bears.
Bone- Same as above
Hide- Same as above
Problem:
When a cow gives birth, the attribute of each of the calf is the (average of the respective attribute of the parents) +- 5, the same incremental system used by the crop farming system. This is dandy for crops since you can be able to mass them and sort out the stronger crops and replant them to ensure a growing quality. You do not have to luxury when it comes to cows. They take severals days to produce one and, unlike crops, they come out at a very slow rate. In addition to this there is also the variance factor that may cause the desired attribute to increase or decrease (in which you will need to cull the weaker one). All of this is assuming that the player is able to maining a constant full trough especially during the high fooder-consumption pregnancy stage.
Because of this, the current rate of the quality increase of cow is entirely too slow compare to many things such as metal, equipment, leather, and even wood and pumpkins! I made a little c++ program that simulates the growth of the quality of the cow (assuming player is responsible enough for feeding cows and culling weaker Q ones). The c++ source code is available upon PM. Upon usage, here are some of the example results that I receive upon running the program. Now I do not know how many days it takes for a cow to give birth so I am assuming 4.5 days for the sake of this topic.
It takes an average of 23 generations to reach q40. (103.5 days)
It takes an average of 60 generations to reach q100. (270 days)
In 15 generations, the average quality is 29. (67.5 days)
In 30 generations, the average quality is 49. (135 days)
Note: Results in-game may vary due to randomness.
Upon results, there is a bigger chance of a reset than a high quality milk. This needs to change.
Solution:
Instead of a variance factor of -5 to 5. You could set it as 0 to 5 to cut the required time to increase quality by half. Because of the fact that you would need a cow to be pregnant in the first place to obtain milk. This will allow people to start actively trying to get the higher quality as opposed to having 1 bull with a harem.
Also an alternative or even adding with the above mentioned one, you can have the attribute have a chance to increment by 1 ( plus or minus based on fodder quality as opposed to cow attribute) each time they eat from the fodder. This allows the casual players to increase the quality of their cows so they are not forced to constantly fill fodder on a binging pregnant cow.
The above solutions are not set in stones as suggestion and can be molded. Other suggestions are welcome as well to address this problem.