That simply is not true. Modelling even one day's worth of tree growth on a large forested biomes taxes the RAM (or is it processing power?) of most modern computers, as I know from bitter experience. What you are proposing is that during embark the RAM cope with the whole growth of a forest over years in a single moment! There is a way around it however, the way round is to take 'time out' of the embark (or when loading a new area of the adventurer map) and dedicate the whole memory to filling the loaded area with trees that did not need to exist before. At the end of tree-gen the trees are simply saved into the save-game file and can then be loaded into the game since static trees take far less memory to load than the process needed to grow them does.
That's very doubtfully due to just simulating tree growth. There's all sorts of background history stuff going on, pathing, tree litter tracking, and growing branches off the existing ones. The problem is that trees are
not static after they've been loaded into the game, but must continue to grow. (Also, as PatrikLundell stated, that's CPU, not memory.)
I think you'd be hard-pressed to argue that a set of Cartesian coordinates, a bounding box (length & width,) and a value for age take as much memory/CPU as these same things
plus a physical layout. It is more optimal to do everything up front with the former (and then turn them into physical forms,) than it is to have the physical trees and
model every physical stage of their growth while also making sure the player didn't go and build something there.
They have clearly rejected the tree-farm model, which even if randomised can still only manage a very limited array of shapes compared to the dynamic and competitive growth model which makes very interesting trees indeed.
No, it's actually not clear at all. While I'm not sure if one would actually notice the difference, the trees would start to grow through each other post-embark anyway. (I can only assume this is what you think makes them interesting. Everything else boils down to placement, which you wouldn't be able to discern from a proper pre-embark algorithm.)
None of those are DF pictures so I have no idea what the final situation in those biomes looks like.
Me neither. Unfortunately I don't have a whole lot of spare time to find out at the moment. Word of mouth says low tree density isn't enforced. Edit: Vattic posted pics below.
I do not see much of a cluster effect at all, there a small amount of clustering only because the dots are small and the number of them is small. If the dots were large and they were free to multiply across the board, placing new dots at random locations in the white area it would not take very long until we end up not with a distribution of dots but a black sheet of total uniformity.
Try imagining the dots as tree trunks, not leaves. Compare with your ground-level picture.
That isn't sufficient proof if it's randomized. Suppose you have a twenty-sided die. How many rolls does it take to land on every number at least once?
400 rolls, is this supposed to be a mathematics puzzle?
Statistics trick question used as an example. There's no guarantee you won't roll 400 ones, however unlikely.
The metaphor extends as thus: Each embark tile is 48x48 = 2304 game tiles. That's 9216 tiles on the default 4x4 embark. If the game attempts to place saplings randomly without respect to existing trees (my assertion based on Occam's Razor), then for each sapling placed there is a 1/9216 chance per viable spot to place it such that it will grow. As the trees fill the map, it gets less likely to find a remaining good spot. I assert that this is why we see these 'clusters'. While I have not sufficiently proven this assertion, neither have you disproven it. It exists as an alternative explanation.
If the distribution of something is indeed truly random then as the number of the item placed increases, the clustering in the placement of the items *must* decrease or else the situation is not truly random. That there are, in an sapling-less area after 7 years of uninterrupted sapling placement then something is clearly going on.
Eventually, yes, but there are no guarantees as to when that will happen. It depends on how frequently placement occurs for those 7 years. We lack the information for statistical analysis.
I have already identified such a zone Bumber, there is clearly one to the west of the lake in the south-east of the map; I could draw them if I wished by drawing around all the saplings and tree trunks on the map. At the end of the day it does not matter, because I do not have to prove a negative, you have to prove that treesplosion exists and not I the reverse, especially given how extraordinary a claim it is to have the devs make such a detailed tree-growth model without putting in place any checks on tree growth even in arid treeless areas.
If your argument is simply that 7 years is not long enough for random increase to result in uniformity then come up with a 20-30 year map that shows the resulting uniform distribution of trees with no clusters in site. Mere hearsay that such a thing as treesplosion exists is not sufficient.
What I meant was
do these zones persist? If you clear the map of trees and vegetation, will no trees grow in that zone? If it happens once, your assertion is disproven. It's easy enough to test, and I would expect at least one of your zones to get a tree within the first year or so without the interference of existing foliage. It's not practical for me to test this because I don't have your map, nor a complete understanding as to what you consider a zone.
I have to prove treesplosion occurs on arid embarks (
which I might do during winter break, if someone else doesn't Edit: Vattic did below.) You have to defend the existence of clusters, as well as your "clearly working as intended" assertion.
It's definitely false that new saplings do not appear right beside existing trees. I've manually (using dirt roads) killed off all unwanted vegetation in an orchard on a different embark from the tree farm above. Saplings have appeared right next to existing trees.
The question was whether or not they could grow anywhere away from other trees, with regards to the statement:
What random chance? The trees are supposed to exponentially spread across the map, without any checks or limitations...
(Emphasis and misunderstanding mine.)
It was clarified that he meant that there are areas where saplings simply won't grow. Spread quickly, not spread starting from other trees.