Kesqui's Quad Guides: How to Quad an Arabian
 What turn or prerequisite:

What to do:

BEFORE STARTING Start with an UNTOUCHED Arabian foal - preferably a colt, due to finishing age - that is:
0.1 years old
EG intelligence - 77 points minimum (Possibly 76 - I haven't tried quadding a VG intelligence Arab yet!)
EG Strength - 78 points minimum.
Fan Speed - No Minimum
Extro Stamina - helps if it's 111 points+
 Turn 1: Go to your veterinary skill/inventory and vaccinate. Then Apply Medicine or Cure deed to fix the lowered health.
Change diet to 35/15/35/15
Break twice.
Meth twice - use Meth deeds from the marketplace if you have to.
Break twice again.
Use three more meth deeds from the marketplace - you won't be able to meth using the vet skill, because 'this horse is not at good health'. Don't worry, you'll apply medicine next turn.
Break once more.
Your horse should now be ready to break into halter - don't break it yet, it won't let you.
Turn.
Turn 2: Check the foal's energy - if it's less than 100%, use one Meth deed on it.
Go to vet skills and apply medicine or use a Cure deed.
This should pop health back up - if not, no real worries.
Go and break into halter.
Return to the stable page - then train two speed laps.
Go back to Vet skills/Inventory, then meth at least twice if you can to get the energy back up to full.
Then train twice in speed lap again.
DO NOT TRAIN DISCIPLINES!
Turn.
Turns 3 to stat-cap (Blue message): EACH TURN:
Vet skills-> Apply Medicine (or cure deed).
Train three times in speed lap. Meth or Meth deed 3-4 times.
Three more speed laps - try to get six speed laps total out of each turn.
Stat-capping should occur somewhere between 1.1 and 1.6 years old.
Speed should wind up around 129 points, 132% when stat-cap occurs - but this isn't THAT important.
Stat-cap to 2.5 years old: EACH TURN:
Train in Driving - three or four per turn, but watch your energy bar!
You're trying to get Strength to be higher than Speed and Endurance.
This sets it up for rolling.
Ignore the red message that says your horse will only benefit if it's got disciplines - you're not training for level.
2.5 years old to Movement cap AND Strength just over 200 points: EACH TURN:
Train in Gaited.
By now the horse should have a high enough endurance (130) to take six Gaited trainings per turn.
If Strength hits 200 before Movement caps, don't worry - it'll only increase by .003 per training after that.
Don't keep training gaited until Surefoot caps, though - you don't want Strength any higher than necessary!
 Movement Cap to Endurance = 199 or 200 points: EACH TURN:
Switch to training Teamwork now, 6X per turn, until Endurance hits 199 points.
You CAN go to 200 points if and only if you keep Endurance lower than Strength.
During this time, you should get at least one and possibly two rolls out of Intelligence (untouched low number) and Strength (trained high number).
Endurance = 199 to intelligence percent=Intelligence decimal: EACH TURN:
Train ONE Teamwork per turn, nothing else.
This'll keep the stats rolling without touching their actual decimal numbers.
Around 14 years of age, your horse's Intelligence percent should equal the intelligence decimal number
(So, if the horse's intelligence is 78.6, the percent will be 78%). Keep your eye on these numbers every turn. It could save you half a year on the horse's breedable life!
Their Strength should be Fantastic, and hopefully around 208%
Intelligence % = Intelligence Decimal to Intelligence=199 EACH TURN:
Switch to training in Obstacle, six per turn.
Intelligence will roll to Extro before it reaches the Speed stat.
Once Intelligence's decimal number is higher than speed, speed should start rolling downward - and because you haven't touched it since stat-capping the horse, you only have three or four percent to roll down.
Stop training Obstacle when Intelligence hits 199... and switch back to one Teamwork per turn.
Speed % = Speed Decimal + 1.00 to Speed = Extro and 199 EACH TURN:
Training in Teamwork once per turn after Intelligence hits 199 should make Speed's percentage roll down.
Once Speed's percent equals the speed decimal plus one (If speed is 128, then the percent should be 129%)you can start training speed up.
Train in Polo (so it doesn't touch the Strength), six per turn, to get Speed up to 199.
It'll roll to Extro somewhere in there, don't worry!
Once Speed equals 199, change your horse's diet to 10/5/10/5 - you're going to raise endurance rapidly AND lower strength a bit to shove it from the -high- number to the -low- number, which, once you're over 200 points, is the fastest one to roll!
Turn.
1 turn after Speed = Extro and 199: You've changed your horse's diet, right?
Train two or three Obstacle to pop Intelligence up over Strength.
Train two or three Speed Laps - this should pop Speed and Stamina up over Strength.
Once ALL THREE are higher than strength (This may take more than one turn of training if you had a higher strength than the ideal), change the diet BACK to 35/15/35/15.
1 turn after Strength = Low Number : EACH TURN:
Train six teamwork per turn until Endurance maxes out at 211.
Then train in disciplines - since you didn't do it when the horse was a foal.
If level matters to you, train in obstacle to level the horse in Halter.
By now your horse should be 18 to 21 years of age.
Keep training in anything-but-strength until Strength rolls extro.... and voila, you have a quad Arabian!
Examples of horses I've trained using this method: Contrasts Monochrome Unknown - Mare, starting stats EG/EG/Fan/Extro, prior to refinements at 20.5
Contrasts Sunlight Hunter - Mare, starting stats EG/EG/Fan/Extro, completed at 19.45
Contrasts Spirit Quartet - Mare, starting stats EG/EG/Fan/Extro, completed at 19.2
.:R:. Ebony Perfection - Stallion, starting stats EG/EG/Fan/Extro, completed prior to 19.7
Contrasts Sodalite Carven - Stallion, starting stats EG/EG/Fan/Extro, completed at 19.45
Mεrlī∩ Access Denied - Stallion, starting stats EG/EG/Fan/Extro, with 77 Intelligence; completed around 21
This exact method should also work on: Anglo-Arabs, Pony of the Americas, Zebra, if at breed cap,
Any horse with EG/EG/Fan/Ext or higher - with lower stats being strength and intelligence, without extraordinary speed.

I've SEEN 16-year-old quads, but I have no idea how their owner did it... unless something was changed to make them more difficult to quad in the time between the Eyes of Stars quads and mine - possibly the change to the Arab birth cap to make them born with Fantastic speed, not Extro?

 

Kesqui's Quad Guides: How to Quad a Thoroughbred

 What turn or prerequisite:

What to do:

BEFORE STARTING Start with an UNTOUCHED Thoroughbred foal - filly or colt - that is:
0.1 years old
VG intelligence, the higher the decimal value is, the better.
Sup Strength minimum - though I'm betting an EG could roll quad, since Arabs do.
Extro Speed - no minimum value
Extro Stamina - the higher the decimal value is, the better
 Turn 1: Go to your veterinary skill/inventory and vaccinate. Then Apply Medicine or Cure deed to fix the lowered health.
Change diet to 35/15/35/15
Break twice.
Meth twice - use Meth deeds from the marketplace if you have to.
Break twice again.
Use three more meth deeds from the marketplace - you won't be able to meth using the vet skill, because 'this horse is not at good health'. Don't worry, you'll apply medicine next turn.
Break once more.
Your horse should now be ready to break into halter - don't break it yet, it won't let you.
Turn.
Turn 2: Check the foal's energy - if it's less than 100%, use one Meth deed on it.
Go to vet skills and apply medicine or use a Cure deed.
This should pop health back up - if not, no real worries.
Go and break into halter.
Return to the stable page - then train two speed laps.
Go back to Vet skills/Inventory, then meth at least twice if you can to get the energy back up to full.
Then train twice in speed lap again.
DO NOT TRAIN DISCIPLINES!
Turn.
Turns 3 to stat-cap (Blue message): EACH TURN:
Vet skills-> Apply Medicine (or cure deed).
Train twice in speed lap.
Meth or Meth deed 3 times.
Two more speed laps.
Meth Deed 3 times (you won't be able to vet-skill)
Two more speed laps - to get six speed laps total out of each turn.
Stat-capping should occur somewhere between 1.1 and 1.6 years old.
Speed should wind up around 129 points, 132% when stat-cap occurs - but this isn't THAT important.
Stat-cap to 2.5 years old: EACH TURN:
Train in Driving - three or four per turn, but watch your energy bar!
You're trying to get Strength to be higher than Speed and Endurance.
This sets it up for rolling.
Ignore the red message that says your horse will only benefit if it's got disciplines - you're not training for level.
2.5 years old to Movement cap AND Strength just over 200 points: EACH TURN:
Train in Gaited.
By now the horse should have a high enough endurance (130) to take six Gaited trainings per turn.
If Strength hits 200 before Movement caps, don't worry - it'll only increase by .003 per training after that.
Don't keep training gaited until Surefoot caps, though - you don't want Strength any higher than necessary!
 Movement Cap to Endurance = 199 or 200 points: EACH TURN:
Switch to training Teamwork now, 6X per turn, until Endurance hits 199 points.
You CAN go to 200 points if and only if you keep Endurance lower than Strength.
During this time, you should get at least one and possibly two rolls out of Intelligence (untouched low number) and Strength (trained high number).
Endurance = 199 to intelligence percent=Intelligence decimal: EACH TURN:
Train ONE Teamwork per turn, nothing else.
This'll keep the stats rolling without touching their actual decimal numbers.
Around 14 years of age, your horse's Intelligence percent should equal the intelligence decimal number
(So, if the horse's intelligence is 78.6, the percent will be 78%). Keep your eye on these numbers every turn. It could save you half a year on the horse's breedable life!
Their Strength should be Fantastic and may actually be Extro by now.
Intelligence % = Intelligence Decimal to Intelligence=199 EACH TURN:
Switch to training in Obstacle, six per turn.
Intelligence will roll to Extro before it reaches the Speed stat.
Once Intelligence's decimal number is higher than speed, speed should start rolling downward - and because you haven't touched it since stat-capping the horse, you only have three or four percent to roll down.
Stop training Obstacle when Intelligence hits 199... and switch back to one Teamwork per turn.
 Intelligence=199 to Strength=Extro EACH TURN:
Train in Polo (so it doesn't touch the Strength), six per turn, to get Speed up to 199.
Once Speed equals 199, if Strength hasn't gone extro yet, change your horse's diet to 10/5/10/5 - you're going to raise endurance rapidly AND lower strength a bit to shove it from the -high- number to the -low- number, which, once you're over 200 points, is the fastest one to roll!
If Strength has already gone Extro, ignore the last two steps and finish your horse off however you like - you've got a quad TB!
Turn.
1 turn after Speed = 199: Okay, you started with a lower strength stat. That's not so bad.
You've changed your horse's diet, right?
Train two or three Obstacle to pop Intelligence up over Strength.
Train two or three Speed Laps - this should pop Speed and Stamina up over Strength.
Once ALL THREE are higher than strength (This may take more than one turn of training if you had a higher strength than the ideal), change the diet BACK to 35/15/35/15.
1 turn after Strength = Low Number : EACH TURN:
Train six teamwork per turn until Endurance maxes out.
Then train in disciplines - since you didn't do it when the horse was a foal.
If level matters to you, train in obstacle to level the horse in Halter.
By now your horse should be 15 to 19 years of age.
Keep training in anything-but-strength until Strength rolls extro.... and voila, you have a quad Thoroughbred!
Examples of horses I've trained using this method: Contrasts Running in Sync -  Mare, starting stats Sup/VG/Extro/Extro, finishing age 17.4
Contrasts Synchronized Prize - Stallion, starting stats Sup/VG/Extro/Extro, finishing age 18.35
This exact method should also work on: Any horse with Superb/VG/Ext/Ext or higher, with lowest stat being intelligence and speed/stamina both extro.