1,268 bytes added,
19:54, 15 January 2007 Trying to make some sense of the nonsense.
== "Facts" ==
; Trees do not prevent generation : Grass in the middle of dense forest almost always has generated.
; Civilization prevents generation : Grass in pens, on deeds, etc rarely generates. The exact cause or causes is unknown. Suspects: on-deed, near-deed, near-house, near-altar, closed-fence, near-fence.
; Only the first try counts : If you fail the first attempt, no further attempts will succeed (until the tile regenerates).
; New grass tiles start empty : Chopping down a tree, or letting grass spread, results in an empty tile.
; Botanize and forage are independent : One action does not affect the other, successful or not.
== "Hypotheses" ==
; Generation happens independently of skill : Some areas have near 100% generation, while others have 0% even though they have been untouched for a long time. If skill mattered, one would expect more consistent results.
; Generation happens once a day : Based on folklore. However, not well tested in any way due to civilization impact on generation.
; Generation is not a static event : Some areas will have almost full generation, but not quite. This suggests there's either a chance an area will or will not generate, or that the generation time is random.