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WR Simulated Vine Tends
Ok, I'm currently working on simulating tending 1000 vineyards for each possible tend combination, which is 7^7 or 823543 combinations, for each vine type. I am then averaging the results for each tend. I am also keeping track of the number of tends, averaging gr/qu/su (gqs) and a/c/gr/qu/sk/su. I am also saving a ratio of tends to qgs for those wanting to find quicker results.
- I am also saving min/max on each field per tend, and doing a quick standard deviation. Not sure if this will be of any use.
- I will also try to provide the raw csv files (quite large) for anyone that wants them. I am just planning on doing top ten tends per stat and ratio for the wiki.
These results are assuming random vine events, and run till either grapes hit zero or vitality hits zero, however the results so far have matched up ok with my real world results. My real world results are a little off as I bounced back and forth on Musty, sometimes doing a PO, other times, SL. Looking at results I should have stuck with SL, but reflects the increase in sugar, decrease in quality and grapes.
This is on Balance vines:
Tend | Acid | Color | Grapes | Quality | Skin | Sugar | Vitality | |
---|---|---|---|---|---|---|---|---|
65 Real Vines | 6636411 | 29.71 | 69.37 | 178.33 | 92.71 | 12.20 | 72.57 | 2.67 |
1000 Sim'd Vines | 6636411 | 33.11 | 73.28 | 200.20 | 110.40 | 16.12 | 61.69 | 2.81 |
A quick explanation of the 'tend' number, it is seven digits, representing the seven events that can happen, in order from the wiki, the number is the tending action, based on 0, again from the wiki..
So 6636411 would work out to Sag:TL, Wilt:TL, Must:SL, Fat:TL, Rustle:SV, Shrivel:MG, Shimmer:MG
First digit for Saggin, being a 6, would be seventh tend action, Trim the lower vines.
Second digit is Wilting, a 6 means the seventh tend action, Trim the lower vines.
etc...
How I use these tending results
There are many different strategies for tending vines. Looking at each vineyard, evaluating which tend will maximize the desired goal will always produce the best results. However if you have many vineyards, and you want to do something in the game besides spending all your time checking tending charts and your vineyards, I suggest making a tending cheat sheet based on your desired result. This was the purpose of these charts.
I do it old school, I have 3x5 cards, I label at the top with vine type and goal, so for example "Balance - Grape/Qual/Sugar" I then have a column of each possible tend event, next column is the tend I will use, final column is the vitality cost. This way I know when a vineyard is down to five vitality, and the tend I want to use will cost six, I stop, mark the vineyard for harvest and continue. It is possible to then go to the tending charts to see if you can squeeze out one more tend for higher results, but I stick to my card and the averages for time sake.
One Note: On these numbers run, I did some more statistics, and some tends, the standard deviation in the number of tends is very high, hence some tends probably kill the vine before producing good results. I'm fine with this, as it only occurs, normally, in the first tend or two, and then you can just replant without loosing much time, and stick to the average results.
So now some numbers: