First experiment to find the spread. The bark are taken from stage 5 fir trees, one bark from each tree is picked and below is the result.
It points out that trees have a Q spread from the base Q they come out as -5 / +2. These trees had to have come out Q10 as all the materials used was Q10. Another interesting thing to note was the way the Q dropped when an alt with lower farming put the seeds into the pots but the high farming char planted the trees. It points towards the fact that the persons stats placing the seeds into the pots matter. Both nature and farming matters during seeding of the pots. I didn't get to test if low or high farming mattered when planting the trees into the ground but from what others have told me it seams to not matter. Only when you place the seeds int the pots it seams to matter.
When using 1 farming the base came out as Q6. ( Q10 base + 1 farming ) / 2 = Qbase 5.5 normal rounded up to Qbase 6.0
One last interesting thing is how the tree equation normal rounds and not rounds down like always. If it was rounded downwards the trees planted with 1 farming should have been 1Q lower but as it was normal rounded it came out 1Q higher.
In this experiment I used Q10 materials in all the materials used except for the individual material that I wanted to test.
I used Q50 soil when I was doing the soil test and Q10 in all of the other materials, seeds, pots, water and table to find how big of a weight soil had on the equation.
I tested soil, water, pots and tables first. Then collected enough Q100 seeds to test the seeds as well. Materials used was Q50 soil, Q50 water, Q50 pots, Q50 tables and Q100 seeds when trying to find the individual weight of the specific material.
The base of each result:
Soil: 13Q
Water 13Q
Pots: 15Q
Tables 15Q
Seeds 64Q
From that the equation of trees comes out as:
( Qsoil * 1 + Qwater * 1 + Qpot * 2 + Qtable * 2 + Qseed * 9 ) / 15 = Qbase of tree (normal rounded) - 5 / + 2
Putting the individual experiments into that equation the exact base comes out as:
Soil: 12.67
Water 12.67
Pots: 15.33
Tables 15.33
Seeds 64.0
Yet again according to soil and water experiment the trees rounded normally.
I tried to look up the equation from other trees we had previously planted to compare. But it wasn't easy to find enough trees that was of similar Q to find a proper base Q to get the exact Q and compare to the equation. All I could see was that other trees we had recorded was fitting perfectly in the -5 +2 range of the base coming from the equation used above.
To make 100% sure the tables had the correct Q I used tea leaves to check all of them.
Using simple math and previously known herbalist table equation, all tables indicated to have the correct table Q.
I also did minor tree experiments on other trees to see how fast they grow.
Oak and Maple grows 4x slower then Berch, Fir and Apple.
Trees also take 4x longer to grow if they are not planted on native terrain.
Conclusion:
The equation I estimate on trees
( Qsoil * 1 + Qwater * 1 + Qpot * 2 + Qtable * 2 + Qseed * 9 ) / 15 = Qbase of tree (normal rounded) + range: -5 / +2
- Pots and Table seam to matter more then water and soil apparently.
- The person seeding the pots stats matter, both farming and nature/industry slider.
Obviously more data is needed to confirm the equation but as of now that's the best model I could come up with. To test any base Q I think about 12-24 trees are needed. What the aim is is to catch the top and bottom Q of the range giving the exact range so the base can be calculated out of it. You need to plant enough trees of exact same materials used to find 2 trees with 7 Q difference.
One last thing I want to experiment on and test is if other types of trees behave the same way. Maybe other tree types have different behaviors. It would be very interesting if other tree types had different weights so you could for example use a specific type of tree to plant with if your soil was of better quality then the other materials used.
I will also post an extensive explanation on terraforming and how to terraform different terrains later on. Or rather how the server functionality behind grids and tiles behave. But more on that later as its bit more complicated then simple tree equations.