Warthogs reproduce every 5 real minutes.... this needs to be an option for non-exhibit animals.
it would be harder to code but I'd personally prefer this the most:
every exhibit has a new sub-tab under "genetics" or some other tab.
There is a togglable option (like the birth control pill toggle) which enables "auto trading" "auto release" and "put into storage"
Each of these will be a drop down menu with the sliders we also have for the buying animals tab.
These sliders will come with 2 slider bars, so that you can select a range ex: size: 20-80 , fertility 0-50 etc, each tab will have its own filter bars and will do said action based on the filter bar. There will also be an option for filtering ages ex:
under "auto quick sell" toggle: off
under "auto release" toggle: on
size: 0-80
life expectancy: 0-70
fertility:0-60
immunity: 0-100
auto -elderly animals: toggle: on
under: "put into storage" toggle: on
size: 50-100
life expectancy: 90-100
fertility: 90-100
immunity: 90-100
auto-elderly animals: toggle off
another drop down menu will enable you to auto-move baby animals once they are born:
Auto move female babies to: (select habitat) (toggleable)
Auto move male babies to: (select habitat) (togglable)
In habitats: the same thing
under "auto quick sell" toggle: on
life expectancy: 0-80
Fertility: 0-80
Auto - elderly animals: toggle on
under "auto release" toggle off
under "put in storage: toggle on
life expectancy: 100-100
fertility: 100-100
Each individual animal also has a "protect from auto actions" toggle
This would enable me to actually work on an enclosure without having to pause or do a "release round" every 5 minutes
I looove your idea of togable options ! They could implement this bit by bit (for exemple on the beginning, not giving us the possibility to send in another habitat, nor giving us different choices according to the age).
For all of those who say "just press pause", I do, I almost always play in pause. For 3 hours of irl playing, I spend a year or two in game. Because all of the time, I press pause to deal with a ton of issue.
This is not management, as many stated before. I have been studying management for 4 years now. Can you imagine a company where the manager would have to deal with sooo many little and repetitive things all the time ? It exists, but it is a huuge red flag. A good management and a good team is having people who can make micro decisions (for exemple, feeding starving animals without having me to order them to do so
), so that you, the manager, can focus on the bigger plan (Do I want inbreeding to have albinos, or avoid it for better stats ? Which animal should I add next in my Zoo, so that it is still financially stable ? What new service do my guests want ?).
According to their level of formation, keepers could deal with more and more things (eg level 3 of formation, when animal are starving, they automatically run to feed them), and at level 5, they could, as someone proposed earlier, become Senior Keeper, and thus have the experience to deal with offspring, according to the rules WE set (as soon as offspring with these kind of stats become adults, sell it to the automatic price already decided by the game in CC/money / release it).
It would thus be more focused on a real management thing, and give a stronger meaning to keeper going to formation, and be less a
click and play pseudo management. At the beginning, we would have to supervise everything a lot, as in real life, and as time goes by, we could focus more on what we WANT to do (for example, a fully endangered species breeding zoo). As many stated, the game lack of a rewarding effect, it is the stick and the carrot, except the carrot feels smaller and smaller compared to the stick.