Has any one managed to achieve 90% on every aspect of customer ratings in Franchise mode?

Hi all,

I'm just curious: Is it even possible to achieve 90% on every aspect of customer ratings in Franchise mode (at least medium difficulty)?.

I once got Satisfaction level at 85%....but all the other aspects always below 80%...

Thank you!!
 
Pretty sure more people achieved this.

From the start and later on (playing on hard) most zoos of mine are between 90%-95%. Does get lower sometimes when I don't pay attention or mess something up but on average 90% would apply to my zoos.
 
Pretty sure more people achieved this.

From the start and later on (playing on hard) most zoos of mine are between 90%-95%. Does get lower sometimes when I don't pay attention or mess something up but on average 90% would apply to my zoos.
I absolutely believe in you but still...what is the number of guests in your zoos that you are talking about? Mine is about 2000. And the sample time frame I'm considering is 10 years ish. From my experience....if you play in hard mode, the thirst & hunger needs become hard to maintain at 90% even if you place many shops. And it seems to me that the only solution for achieving 90% on thirst and hunger needs is to place more & more & more shops, which would explode the zoo...

I know there are other factors affecting customers needs such as path design... But yeah...don't know why....

Anyway, thank you~
 
Approx. 7000 guests, I got a few smaller themed ones which are about 2000

And it seems to me that the only solution for achieving 90% on thirst and hunger needs is to place more & more & more shops, which would explode the zoo
You are right about that one. I got a lot of shops (way too many than I would like)

I play management games since Theme Park and Theme Hospital in the 90s. There aren't many management games that are a real challenge for me :D
Thinking out your zoo's lay-out beforehand is a big thing. Especially with the pathing system in PZ.
The 7000 zoos (i got 3 of them) all have boring pathing - very structured. Almost all paths look the same. The smaller ones are more creative and therefore smaller.
 
I know there are other factors affecting customers needs such as path design

Interesting. Anyone know any good tips or tutorials on how path design impacts customer needs? I do shops, bins, benches, picnic tables, atm, etc. But never occurred to me that the design of the path itself might be the problem. (unless we just mean using 10 meters instead of 4).

I don't think I've ever hit 90% satisfaction in all guest categories. But i did get happiness up that high once. In fairness, I tend to focus on the animals more than guests, so only think about them enough to keep them spending money and not complaining. But would be interested to learn more if there's a way to make them happier.
 
Interesting. Anyone know any good tips or tutorials on how path design impacts customer needs? I do shops, bins, benches, picnic tables, atm, etc. But never occurred to me that the design of the path itself might be the problem. (unless we just mean using 10 meters instead of 4).

I don't think I've ever hit 90% satisfaction in all guest categories. But i did get happiness up that high once. In fairness, I tend to focus on the animals more than guests, so only think about them enough to keep them spending money and not complaining. But would be interested to learn more if there's a way to make them happier.


I guess the way the devs developed the guest happiness system is to set it as a function, maybe a complex one, of all those needs...and each need is a function of many other factors. For example, hunger & thirst needs may be determined by the length of time a guest walk in the zoo without eating & drinking anything, which, as we can expect, should be indirectly determined by how you design your path.

NL_Mutso's zoo, as mentioned, have relatively "boring" paths, which should be thought of as standard & structured one that allows guests to walk through the zoo easily and effortlessly, decreasing the length of time a guest walks in the zoo without eating & drinking anything and consequently improving guests hunger and thirst needs.

I guess the only way to figure out those REAL tips is to experiment: having two identical scenarios and tweak one of the things to see the change in overall happiness or needs...which would be cumbersome and the job of YouTubers...Really wish someone would post a list of effective actions that can instantly improve each customer need under different scenarios..like when you have boring paths vs when you have creative paths...

Anyway, you can delve into the career mode. I believe there are some tips you can find out there.
 
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Haha...I guess what I need is just more gaming experience!
Yes, it's a trial and error and imo part of the fun to explore those features on your own. I understand not everybody feels the same way.
And there aren't many players on this forum who focus a lot on the management part - and there are too many variables.
Difficult to explain.

Some things won't work on some biomes and require more attention - temperature controle, shelters/protection against rain for visitors.
But also the amount of animals in habitats / amount of animals of certain species / amount of zoo keepers / how do you set up your workzones - all factor in your ratings.

My first zoo is approx 6 to 6.5k visitors and the average rating for most stats is 80-85 but made a lot of mistakes in the lay-out (not enough space for all needs)
The vending machines increased the ratings in that zoo but the mix of having too many high maintenance animals in 1 area with not enough space for all zoo keeper huts means I have to redesign a large part of that area if I wanted higher ratings.
 
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