Deadly Encounters DLC concept

The idea for this is a shift in things as a DLC concept, a research based DLC with other options for things mixed into it that would be cohesive. It has more than the 4+1 setup because it's heavier on the exhibit side of things in order to put more of the focus type of animals that are poisonous/venomous along with research options.

Habitat Animals
Platypus

Exhibit Animals
Asian Tiger Snake
Black Mamba
Spitting Cobra
Rough Skinned Newt
Cane Toad
Deathstalker Scorpion
Funnel-Web Spider
Brown Recluse

Staffing
Researcher
(New Staff): Would be heavily putting in things for various types of research. Things like various antivenom developments to more general upgrades and enhancements.

Lab (New Staff Building): This would be where the Researchers would work out of. Research options would be either antitoxin options specific to different species, general upgrades for staff, or species specific effects (Advanced Research). With antitoxins, you would be able to add a small income increase based on the researchers and collecting the poison/venom from the species, this would first go to reducing the species upkeep, more research, the better the results there. You might also be able to focus research on a species to grant an upgrade to one of its stats by a small amount as an advanced research. Poison/Venom research would apply to new effects from such creatures for Vets.

CryoBank (New Staff Building): This is something of a zoo project for you, storing embryos of various zoo species. The bank would store a stockpile of potentials that you could build up that would grant a conservation bonus in the long run. In sandbox and similar modes, you would be able to get the full bonus from the facility with just your zoo. In franchise, you would gain up to 50% from a single zoo, but each zoo in the franchise, you would gain an additional 10% up to the 100% to the other zoos in your franchise. You could also sacrifice some of the stockpile of specific animals to have an unrelated individual of the species bred from an existing female of the species, could be related to any of the species in your zoos (or with missions, from outside of it).

Operations Center (New Staff Building): This would be the center for the missions system, and be a place to keep track of bonus' from it.

Plants
Several poisonous plants would be involved, such as the Gympie-Gympie tree, poison ivy, and the like.

Education
There would be some new education boards for the poisonous plants and venomous animals.

Decor
Hazard signs and stripes, warning options. There would also be heavier barriers.

Lasting Injuries
Existing animals might have lasting effects from fights and disease...or poisons if they encounter the wrong other animal. These would effect their stats and, potentially, their appearance. Research in the Lab can help mitigate some effects.

Missions
Missions are a way to add things to do if you want them. Having an Operations Center is where you get them from and could take available ones. These are more than just objectives and can effect various things in the game. These could vary from being sent a sick and/or injured animal and needing to heal them, to researching a rare disease (would use a vet to do the research, completion on reaching a stage and it disappears), breeding projects with rare animal skins where you need to breed them in your zoo with an animal you already have, sending to breed (temporarily loose an animal if accepted, getting embryos for the CryoBank as a reward). Something like focused advertising or promotional agreements would be here as well...something like maintain your zoo ratings high enough while a show has something in it...or a celebrity/politician wants to see their favorite animal. Perhaps sending a keeper to a school for an event.

Either way, you would have a few possible missions available, and can only pick one at a time. You would still have the normal challenges and such in addition to these. It's more of an additional thing to do that might give some interesting bonus or things to scramble for if you want them.
 
I have mixed feelings about this. On the one hand, I wouldn't mind getting a Venom pack with exhibit animals only, some venom plants and a few building items (of course at a cheaper price than the classic dlc and not waiting 3 months for the next normal one).

However, the part about the new staff and staff buildings and missions... That doesn't sound interesting to me, sorry.
 
Good idea, but I don’t think I’d include cane toad - they have poison but, unless you eat one or squirt it in your eye they’re not exactly ‘deadly’
 
This is a really interesting idea - the diversity and number of toxic species is fascinating. I know there are some smaller places dedicated to showing toxic animals and being able to recreate that, even if that is within a larger zoo setting, would be great. There are a few other species that could be included as habitat animals:

  • Bengal slow loris: The largest of the lorises - although not as long overall as a meerkat, their head and body length is longer than that of the meerkat and they are also a rather chunkier animal, able to weight twice as much. I have seen pictures of these animals being kept in nocturnal house enclosures, outdoor enclosures and even in outdoor free-roaming areas, so they could have some versatility.
  • Spur winged goose: One of the biggest toxic animals, these get their poison from feeding on toxic blister beetles and then store it in their flesh - ten milligrams of their poison is enough to kill a person. The geese are pretty fascinating animals by themselves, as they also have a large spike on their wings that they use to fight with and are one of the largest goose-type birds, even though they are more closely related to ducks.
  • Several Australian animals, including the brush tailed bettong, the common brushtail possum and the malleefowl can all store the poisons from toxic Gastrolobium plants in their bones and flesh; I have seen some suggestion that the prevalence of these plants and their poisonous herbivores in southwest Australia were able to keep down numbers of non-native predators which in turn allowed animals like numbats to survive there until the present day.
 
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