vatas wrote:gravesmerch wrote:For a 400q sheep hide, how much hide% and Q would you need to achieve that?
I mean, isn't hide% just a (non-multiplicative) modifier? A q400 sheep with 100% hideQ should simply yield q400 hide, while a q500 sheep with 80% hideQ should also result in a q400 hide.
That's a multiplicative multiplier, but since we don't have any other weird variables multiplying stuff it doesn't go crazy.
Sevenless wrote:You complete a generation once every ~1.5 weeks (~3.5 pregnancy with herder, 7 days maturing). The maximum you can gain on Q% herds is 5 per gen, and the max you can gain on Q is 20. For the sake of realism, lets assum you get 50% of those gains per week. So roughly 10Q and 2.5% per week. Assuming you really get this rolling 1 month into the world. After 5 months of this, it's reasonable to say you'll have ~200Q and ~150% herds. Your 200Q might be held up somewhat by fodder quality since it seems easier to get animal quality than crop quality this world for most things. This lands us at Q300 bones, replacing natural sources for most non-faction villages. At 12 months into the world we can have animals Q440 base, but I'm extremely doubtful foddering those will be reasonable. Our Q% will be up to 210% at this point, giving us a maximum theoretical bone of 924. I'm not sure if natural bones that high are possible, but if they were the supply would be so small it'd be meaningless compared to the amount a herd of animals could produce.
6 months after world start would be 300Q (200q base, 150% mult). 7.25 months into world you'd get 250q*1.625=406 final quality
Give or take about that. The quality starts scaling faster later world compared to the start. I just checked, highest Q seed on the market for brodgar is a Q422 pumpkin seed after 12 months. Confirms my suspicions that animals are likely capped by fodder quality.