Will it be a good idea to keep breading goblins with non skill mothers? is that even possible?
wonder how can I control the skill that a goblin will have
also what happen if a goblin without a skill that was born from a skill owner mom? will he still have the skills later on?
From the Reference Sheet included with the superior fan translation.
Magic skills are stored in a list that is inherited from the
goblin parent. If the mother has a magical skill, it is
added to the list.
When a goblin is born, two random skills in their magic skill list are selected. Spells are never removed from the list, they are only ever diluted.
In terms of strategy. At the beginning, it is irrelevant, but if you want to be a real min-maxer, then you need to start a new save, and favourite a single goblin from Gen 1, I call him Steve. This will prevent him from being used in combat. Once you have a Burrow that can sustain itself, breed Steve's lineage, separate from your main lineage, only with seedbeds that have skills you want and seedbeds with no skills. You can continue using the main lineage to keep your burrow alive, but Steve's lineage will only have a few skills in it, and only good skills that you want. You can also accelerate Steve's lineage by feeding a lot of food items to his lineage. Once the generation numbers start to get messy, stop breeding the main lineage so it's easier to keep Steve's lineage pure. Eventually, the Steve lineage will overtake your main lineage in power, and as long as you never breed seedbeds with shitty skills, you'll always get powerful, useful goblins.
Note, if you are playing any of the other Goblin Burrow games and posting in the wrong thread, the method changes. In all other Goblin Burrow games, the magic skill list is capped at 10 skills long. When you add an 11th skill, it deletes one. Creating a Steve style lineage can still be useful to improve the odds, but is less necessary. Other Goblin Burrow games also introduce Combination Skills, with a variety of unlock requirements.