In the beginning, growing trees is extremely rewarding: you grow fir for pick axes and bonesaws, use blocks and branches fore hgiher quality axes, make tanning tubs for the leather, herbalist tables for higher quality output from WWW and etc.
The tree quality grows cosiderably fast at first: you discover the new water, soil and clay nodes; higher quality coal lets you to make higher quality treepots that feeds into the progress and you cannot get top quality coal yet until you'll reach level 5 minehole.
Strategy: you grow olive trees, since they grow faster and give more seeds and you need to mass-plant, since a lot of trees have a chance to stop growing; you grow mulberry trees for the silk; you grow fir or spruce for boughs. You might start mass-planting the apple trees as well, for the purpose of making apple pies somewhere in the future when you'll have enough cows.
There is no need to work on other trees, since most of them do not grow fast enough and they do not benefit you as much as the listed trees (like, feeding silk or providing boughs). You also do not need to grow the species that have higher wood material output, since you have to mass-plant your trees in order to make sure that you will have enough of them growing to the late-stage, since 10-15% of the trees you plant tend to stop their growth. As a result, you face the situation when you have a lot of wood material stockpiled, even if you have been planting trees with low wood output (mulberry).
Item sinks: The lack of wood sinks is also an issue, in my point of view. Taar kilns could be a great salvation. However, due to the taar kiln formula, the highest taar kilns and good quality boards could provide only quality 120 coal at max. Therefore, it is more convenient to keep using the underground nodes (which are not that rare). As for the average player, they cannot normally afford top quality tar kilns or bone saws, as a result they get even lower quality coal from the taar kilns.
As for the curiosity sink, the majority of the wood-requiring curios are either too hard to craft (seer's spindle depends on how many sheep you have), or long-lasting, or useless (feather duster and bark boat) for the advanced players. For the average players: they do not need that many curios either (lowers the wood usage).
The stuff such as workstations and tubs could be updated every 2-3 weeks and do not require that much wood either.
The ovens do not need that much wood either. Simply, people do not mass-bake to feel the shortage of wood. + wood could be replaced by the coal. Same for the steel crucibles.
In conclusion,
-advanced players tend to narrow down to 3-4 tree types and do not grow other species. There are some nooby players that attempt to grow something like cherry or king's oaks as well.
-people do not plant trees based on how much wooden logs, blocks and boards they get from the tree type, but rather how fast it grows and the requirement for crafting (boughs for tools). The wood tends to pile up endlessly.
During the late game, you have reached your potential maximum in terms of clay, water, coal, soil qualities. At this point you stop mass-planting trees, since they stop growing in quality as well (hard-capped by the quality of the materials used). You might begin to grow other types of trees for knarrs, but currently it is quite unrewarding investing in something so valuable that can be easily stolen. This is the only item in the game that encourages growing different species.
The current situation: I have more than 100 trees planted a while ago for the selection purposes. We've got enough top quality trees (90-100), as well as the mid quality ones (70-90) to last us for several months. Basically, we have stopped planting trees completely. Since we've reached our quality growth potential and our trees are being capped by the resources.
We've used a fair amount of high quality trees for making cheese racks, but that was only one-time solution for getting rid of excess wood. Ship building could be an option, but knarrs are hard to secure and you do not need that many. Fueling and curio craft consumption just does not consume enough wood either. Our apple tree orchard has around 150 trees and we do not need to keep to replanting them, since the average quality is more than enough. We've stopped growing the cork tree after we've gathered more than 6 cupboards of cork. The only guild that consumes wood is the chef's pin and we do not need that many chef's sets either.
We're selling a fair amount of wood at the market, but it is still not enough to continue planting new trees or different tree species.
Things that could be improved:
- I think the tree quality should not be stopped by the materials you have. It is just quite frustrating when you cannot get your hands on higher quality bone saw and get stuck with the same quality stuff for ages.
- There should be more item sinks in terms of curio and guild craft. Something that would constantly urge you to plant more trees and get rid of the old wood.
- The new items that would require specific wood would encourage growing and progressing the quality of different wood types, (extending the gameplay time).