Conservation Center (does not relate to the DLC nor a Animal Wishlist)

Before that, I don't know if anyone had this idea but I thought of a Conservation Center.
Note: as I said in the title, this is not an Animal Wishlist nor its relate a lot to the new Conservation Pack DLC.
I had this idea for a while and it would be as a Facility, presumably Staff Facility.
ok, let me explain!
so nowadays Zoos and Aquariums take part in ensuring conservation, not only through animals but through Protection or taking part in stopping Man-made/Natural problems (like Plastic, Deforestation, etc).
so my idea is that the Conservation Center acts as a way that our zoo can help prevent/ stop these problems.
it can be as a Minigames for us or just sending a bunch of our vets or a new staff called the Conservationist...
let's just say it could be a Community Challenge in Franchise. example "Borneo is Burning" (Forest Fire)
so we as Zoo "Managers/Owners" should take part in helping it, for example Rescuing injured animals or sending vets or others (for example helicopters/Planes that are designed to stop fires) to the area, or fix other problems we can face, (Poaching, Oil Leak, Deforestation, Climate Change, Natural Disasters, Etc)
or it could also be available in Sandbox and other modes

new staff Conservationist!
so my idea is similar to the Zoo rater (I forgot the name, the Rater in a way, the one that makes sure you kept your animals well, please do tell me in the comment). Similarly, it would make sure that the welfare is still the best and would be sent with the vet to the area in distress. it could also help vets research and make Breeding Easier, or as the Notification if there is the Problem.


so the minigame idea...
the idea is like the game suggests as a minigame, for example being in the Helicopter and shooting fire down below (highly unlikely).

so the UI system would be near the"Research/animal/Zoo UI" having a map, presumably a world map showing where the staff we send is and the news from them, for example, how many animals they found injured, Could be orphans, so we can prepare or deny.
those animals can be an eye-opener to the guest, making them want to learn more about the problem and possibly donate more.
also can be a way to get animals, other than getting them from the market...

so that's my idea! feel free to give flaws or your idea in the Forum.
I would love to hear it!
oh, and Thank you for Reading!
@Eltanin Casciani @Francesca Falcini
 
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By the "rater", do you mean the inspector that comes by?...
I think the same one could be used and get an update at the same time as well, since it should really be updated in terms of the report.
It looks like it was an idea they couldn't flesh out completely, so it got kinda left as what it is, very barebones.
There should just be a more expansive report and then also this idea could be combined into it.
 
I really like the idea! It would bring an element of surprise to the game, which I miss currently. For instance, your staff member could report back from, I don't know, the burning forest of Borneo and offer you injured (young) animals you must nurse back to health and then release to the wild as adults.
 
I'd like an overhaul to the entire management system - with a deeper dive into animal care and much less attention paid to the guests. (like, I guess this was imported wholesale from planco but ... who the heck cares what each guest is holding in each hand?!?!? - give that processing space to better animal behaviors!).

I'd like to see an overhaul of the health/illness aspect of animal care:
  • animal illness costs money to treat
  • the sicker the animal the more expensive and more time consuming it is to treat
  • the longer fights go on, the more serious the injuries and more expensive to treat. Animals can die of injuries
  • different illnesses are more difficult to treat and for some especially difficult illnesses, low lever vets cannot successfully treat it - resulting either in animal death or the animal has to stay in quarantine/the vet clinic, clogging up your buildings and giving a more significant reason to have skilled vets in the zoo.
  • change 'immunity' to 'health' so it can also reflect injury recovery - and the lower the animals health gene, the longer they take to recover, the more likely they are to get injured and ill, and the increased chance they may die
  • death through illness, even if the animal is taken for treatment, can happen (not graphic obv)
I'd like to see a significant change to breeding
  • A much more obvious difficulty breeding hard to breed animals; some require perfect conditions, or cannot have guests see them (ie; you're forced to have breeding habitats that cost money but don't gain it via donations), must have a special 'breeding' diet (that must be researched), skill level of vets affects success
  • Some breeding animals cannot be kept in pairs - they must be separated as soon as the breeding is successful (again, increasing complexity as you need to have separate enclosures for males and females most of the time).
    • It's extremely un-'natural' to keep some animals in mixed sex groups - elephants spring to mind and the game should reflect that, requiring a separate enclosure for bulls and cows.
  • Sometimes a pregnancy isn't successful (ie: the animal gets pregnant but sometimes, if conditions get bad or whatever instead of giving birth the pregnancy simply ends - no visuals added, to avoid the misery of dead young). Animals that get ill/injured during pregnancy have a higher chance of their pregnancy disappearing.
  • Artificial insemination is an optional research possibility (or, in some cases, required depending on the animal's breeding difficulties). Either each animal who can have it is a separate track or a 'IVF' research box. Only vets with 3 or above can research IVF
A better conservation system would be great too
  • Releasing tons of albino animals affects your inspection report/zoo reputation - that's not considered good conservation behavior
  • A conservation building which has some educational value/a specialized educator or something like that - increases both guest education and zoo reputation
    • a conservation building could have a little drop down menu with periodic options like: boreno zoo flooded - accept rescue animals? and you have a chance of getting very random, and randomly healthy, animals for free.
  • Animals that are extremely endangered are very hard to get - you have to have a three or four star zoo, good inspection reports, etc. And they give you much higher ccs when you release them than the game currently supports. And/or, to have things like pangolins or such, you have to have a 'conservation' research completed/specially trained vet or somesuch.
  • You can spend zoo cash or cc's to do 'field conservation' - wouldn't even have to have an interactive component (though that would be nice), and you zoo rep goes up if you do it/you get access to certain animals.

I don't think any of the above would require entirely new mechanics, mostly. Though, in the mytical PZ2, I'd love to see at least the same mapping system that is currently present in JWE - you can send teams to certain areas to either capture wild animals or 'work with' a conservation group to rescue at risk animals - possibly the rescue option gives you rep or something.
 
And to that above I would add more use of the buildings we have, or upgrades to them. Some of them even have a black void inside, like Quarantine I believe. - I would like more interaction of function to them, which some of the ideas above could be used for.
 
I don't care too much about the inside of the buildings, since we cannot interact with it, or affect it in any way - if, for example, increasing your level of health the building interior changed somehow, that'd be more worthwhile. I guess, for me, if there's no interactivity to something, I don't want to spend much space or effort in it.
 
By the "rater", do you mean the inspector that comes by?...
I think the same one could be used and get an update at the same time as well, since it should really be updated in terms of the report.
It looks like it was an idea they couldn't flesh out completely, so it got kinda left as what it is, very barebones.
There should just be a more expansive report and then also this idea could be combined into it.
Sorry for the late response but yeah! Thats what i meant, thanks...
 
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I'd like an overhaul to the entire management system - with a deeper dive into animal care and much less attention paid to the guests. (like, I guess this was imported wholesale from planco but ... who the heck cares what each guest is holding in each hand?!?!? - give that processing space to better animal behaviors!).

I'd like to see an overhaul of the health/illness aspect of animal care:
  • animal illness costs money to treat
  • the sicker the animal the more expensive and more time consuming it is to treat
  • the longer fights go on, the more serious the injuries and more expensive to treat. Animals can die of injuries
  • different illnesses are more difficult to treat and for some especially difficult illnesses, low lever vets cannot successfully treat it - resulting either in animal death or the animal has to stay in quarantine/the vet clinic, clogging up your buildings and giving a more significant reason to have skilled vets in the zoo.
  • change 'immunity' to 'health' so it can also reflect injury recovery - and the lower the animals health gene, the longer they take to recover, the more likely they are to get injured and ill, and the increased chance they may die
  • death through illness, even if the animal is taken for treatment, can happen (not graphic obv)
I'd like to see a significant change to breeding
  • A much more obvious difficulty breeding hard to breed animals; some require perfect conditions, or cannot have guests see them (ie; you're forced to have breeding habitats that cost money but don't gain it via donations), must have a special 'breeding' diet (that must be researched), skill level of vets affects success
  • Some breeding animals cannot be kept in pairs - they must be separated as soon as the breeding is successful (again, increasing complexity as you need to have separate enclosures for males and females most of the time).
    • It's extremely un-'natural' to keep some animals in mixed sex groups - elephants spring to mind and the game should reflect that, requiring a separate enclosure for bulls and cows.
  • Sometimes a pregnancy isn't successful (ie: the animal gets pregnant but sometimes, if conditions get bad or whatever instead of giving birth the pregnancy simply ends - no visuals added, to avoid the misery of dead young). Animals that get ill/injured during pregnancy have a higher chance of their pregnancy disappearing.
  • Artificial insemination is an optional research possibility (or, in some cases, required depending on the animal's breeding difficulties). Either each animal who can have it is a separate track or a 'IVF' research box. Only vets with 3 or above can research IVF
A better conservation system would be great too
  • Releasing tons of albino animals affects your inspection report/zoo reputation - that's not considered good conservation behavior
  • A conservation building which has some educational value/a specialized educator or something like that - increases both guest education and zoo reputation
    • a conservation building could have a little drop down menu with periodic options like: boreno zoo flooded - accept rescue animals? and you have a chance of getting very random, and randomly healthy, animals for free.
  • Animals that are extremely endangered are very hard to get - you have to have a three or four star zoo, good inspection reports, etc. And they give you much higher ccs when you release them than the game currently supports. And/or, to have things like pangolins or such, you have to have a 'conservation' research completed/specially trained vet or somesuch.
  • You can spend zoo cash or cc's to do 'field conservation' - wouldn't even have to have an interactive component (though that would be nice), and you zoo rep goes up if you do it/you get access to certain animals.

I don't think any of the above would require entirely new mechanics, mostly. Though, in the mytical PZ2, I'd love to see at least the same mapping system that is currently present in JWE - you can send teams to certain areas to either capture wild animals or 'work with' a conservation group to rescue at risk animals - possibly the rescue option gives you rep or something.
Oh... i love that idea, immunity and breeding advancement, that would be harder but funner in a way. I agree escpecially on the conservation building and the albino animals one, i always get confused about releasing white tigers (which is not technically albino)...
Personally i think vets should be 4 or higher, isn't IVF pretty hard to do? But either way i would love that.
And Im glad you liked the idea, and yes it was inspired by JWE's Expeditions.
Thank you!
 
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I really like the idea! It would bring an element of surprise to the game, which I miss currently. For instance, your staff member could report back from, I don't know, the burning forest of Borneo and offer you injured (young) animals you must nurse back to health and then release to the wild as adults.
Yea thats exactly my idea... Glad you liked it!
 
I don't care too much about the inside of the buildings, since we cannot interact with it, or affect it in any way - if, for example, increasing your level of health the building interior changed somehow, that'd be more worthwhile. I guess, for me, if there's no interactivity to something, I don't want to spend much space or effort in it.
That's why I said, add it. - To me, a lot of the buildings are just there for aesthetics than function, and they could have more function to add to gameplay.
I was just using the example of the interiors sometimes being non-existent as to indicate how light on function they also are.

I mean like, Trade Center?... Why don't animals just spawn in a box anywhere else?... Quarantine?... They are there for a moment, not even filling it up, just to quickly move on to the Surgery. - That's all I'm saying.
 
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