I understand part of the reasoning for the scarceness of trees is that they are resource-intensive, as they are as complex as any other normal object. Giving them the ability to reproduce would lead to exponential server demand.
How can this be avoided?
One potential would be to not treat distant trees as individuals; trees that haven't been seen in the past 24 or 48 hours are erased and only re-drawn when visited, and planted randomly; potentially the number of trees in an area is stored, so that only that many plus a reasonable amount of growth appears (long-term deforestation remains possible). Thus only trees near players would be kept where they where and at full detail. While simple, it's inaccurate and may have less effect as the number of players increases.
Other potentials include storing a simplified tree map that treats each tile as either having a specific tree or not, and gradually stepping through this map adding new plants like a CA while players trim them out- in this case, only trees actually in vision range of a player are "real", and are only as complex as trees are now, all others, no matter how many there where, would have the same total server weight, as they are represented solely by a pixel or single database entry. This would trade computational complexity for a large map that is gradually scanned. Potentially only subsections could be parsed at once.
Other thoughts?