Due to my limited knowledge of Cinema 4D I located a tutorial by MotionSquared which taught me a way to create a growing tree using Hair objects and tools.
The first thing I did when creating my tree was create a base for the tree to grow from. I created a small plane object in the centre of the screen. Following this step, With the plane selected I went to the Simulate dropdown and selected Hair Objects, Add hair.
After this I selected the Guides submenu in the Object Manager where most of the next steps occur.
With this step completed, the plane now has 4 hairs pointing upwards which fall when the animation is played. This is because of the way hair is affected by the gravity of the scene and shows that the hair is attached to the plane. To stop this select Dynamics and uncheck Enable.
Change the Root count of the object to 1 and change the Root drop down to Polygon Centre. This hair will serve as the tree trunk so the length should be adjusted to the height needed. I changed the root length to 500cm. Moving then to the Generate tab, I changed the render Type to Circle creating several hairs in a thicker shape.
In the Hairs tab, I clicked the Roots dropdown and changed the Root to As Guides which generates a basic line for my structure to be generated from.
Now selected the hair texture, I selected the Hair Thickness tab and adjusted the settings to create a trunk around the hair line.
With this tree trunks generated procedurally it lacks the imperfections which tree trunks have when they grow. To counter this, In the hair materials basic menu I checked the Kink box in that tab I changed the settings to the ones below which gave the tree trunk the imperfections which i wanted.
Until texturing or later on in the project, the tree trunk is completed for now.
I then set about creating the first set of branches which come from the tree and due to the fact they will work in a similar process I duplicated the Trunk object and renamed it Branches. I also duplicated and renamed the Material used as this is essential to the manipulation and animation of the secondary branches.
Inside the Branches object I went into the Guides tab and dragged Trunk into the Link box at the top of the menu.
The trunk then has a duplicate on the top of it which looks very out of place and to fix this I changed the Root area type to Polygon Area and the root count to however many branches I wanted, in this case 7.
With the branches now existing and being parented to the trunk, the next step would be the sizing and positioning of the branches.
In the Guides tab there is a dropdown named Editing which includes various buttons including Re-Root and Regrow which will be essential to the creation of the tree. By clicking Re-Root, the root area of the branches is randomly places and by clicking Regrow, the branches are reset to these root positions.
The branches can then be resized in the same way as the trunk.

With branches of trees generally being thinner than the main trunk, they naturally Kink more and subsequently in my animation I will have to adjust the Kink of the Branches until I am happy with the result. However, due to the generation process, the placement of the branches is quite uniform and gaps between look unnatural.
To fix this I selected the Simulate dropdown and used the Hair Selection and Hair Tools to reposition and move the branches.
With the branches created to a pleasing level of quality, I repeated the process for the tertiary branches which I named Twigs. The process used was exactly the same as before but the branches created were smaller and more existed. In the Guides tab rather than having the trunk as the Link, Branches became the Link.
At this point I realised that my object did not only look like a tree but also veins and changed from the initial concept deciding that if an extra layer of branches/twigs was added on top of the twigs, the growth would be significantly more visually striking.
With the versatility of veins in regards to the organic nature of my animation, they could be used frequently and with little effort as this asset will have already been created.
With the current purpose of this animation undecided, I decided that the model was complete and I could begin animation without colouring the object.