Does anyone know what effect Muscle size has on butchering, milking, etc.? I know that there was some research on that way back when, but it doesn't seem to have been recorded on the Wiki.
Does "Muscle size" actually have a token in the raws? I looked on
DF2010:Creature token, but could not find such a token. Perhaps you are referring to the
Strength Attribute?
Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry.
I was under the impression that what actually affects the quantity of products from butchering is the body size. (See
DF2010 Talk:Butcher.) But due to the limited genetics simulation, there can be a great deal of variation in butchering the same creature. Just look at the
DF2010:Creature token page and do a text search for "BODY_APPEARANCE_MODIFIER". This can be defined to specify a range of randomness for a species' height, broadness, and length.
Even a comparatively small range seems to allow for a surprising degree of variation. There are stories of unusually large dogs in DF that can be butchered for more meat than unusually small donkeys. And on
this discussion on cat meat, some were complaining that they only got a skull, with absolutely no meat or fat, while the wiki (originally) said that butchering cats is supposed to give 6 or 7 meat/fat. There's that much variation.
...the next major step is to filter out weak breeding stock; if you have anything less than "gigantic", you'll want to slaughter them before they breed.
The problem with filtering out weak breading stock is that this would need to be done every time, for each new Fortress. But this can be a long term project involving considerable effort. And the starting animals for use in breeding have random attributes.
Yes, one could breed some very strong, very large animals that yield a lot of butcher products every time. And one could breed war and/or hunting animals that are unusually big and strong. But, wouldn't it be
preferable if we could continue our line of carefully bred animals on our next embark, taking them with us when we strike the earth someplace else?
What I'd like to see is a "Successive Embark", or the option to continue the existence of a Fortress after the player tires of it or reaches a certain FPS death/breakpoint. What I mean is that instead of abandoning the Fortress or intentionally killing it off in a blaze of glory, the player can instead choose to select from among their current dwarves and resources to build a new embark party to strike the earth elsewhere, leaving the old Fortress more or less intact. I'd like to eventually be able to play a generated world from year 0 to year 500+ through successive fortress embarks and successive adventure embarks.
This could be a lot more interesting because the player could choose to bring along their prized breed of super-sized llamas, war-grizzly bears and/or hunter-giant lions to continue breeding them on their next site. Hopefully, they'd even be able to bring along a couple of such super animals as companions in Adventure Mode.