Updated 5/22/24
As happy as I am to see Frontier respond positively to fencing feedback and make some great changes with JWE2, there are still some areas I really wish would get improved. Namely, the simplicity of fencing especially with Security Ratings makes it easier for new and casual players; however, I really feel like we can get some more gameplay out of the fencing. Three areas of improvement come to mind that ought to be a priority:
General Changes
References: Potential of Compsognathus, Potential of Dilophosaurus, Guest Management - Comprehensive Overhaul, Vehicle Management Systems, Vehicle Maintenance Facility
Fencing Types
I'll begin with providing a short table of each fence type's Security Rating for reference's sake then move onto a brief description of the role each fence type occupies including any special interactions it might have.
Light Steel Fence (1)
The weakest and first fence you have by default, it is the most basic of basics like the goat is to live bait. This fence has a meager Security Rating and is generally designed for relatively small and harmless starter animals. Aesthetically speaking, the light fencing does wonders for the appearance of a park while serving to provide visual cues to the player of the relative strength of the fence. If its relatively short and flimsy looking, it probably is so you aren't likely to want to put a large carnivore behind it.
Electrified Light Steel Fence (2)
As a rule of thumb, an electrified variant of an existing fence increases the Security Rating by 1. The Electrified Steel Fence; therefore, is bumped into a new class sitting alongside the Light Cable Fence. It can take a bit more of a beating, but incurs an operating cost for the electricity. It also ensures that all eras have a Security Rating 2 fence at their disposal. Disliked by Nature Guests.
Light Cable Fence (2)
Cable fencing is where things get more interesting. Functionally, as it stands, there is no difference whatsoever between a cable fence and steel one. As such, in addition to a visual makeover, these fences are going to be more high risk, high reward. You can acquire higher Security Rating cable fences quicker and cheaper than other conventional fence types; however, they are much more fickle. (excluding Light Steel Fence Types) If the power is disrupted, they automatically drop to Security Rating 1. Disliked by Nature Guests.
Heavy Steel Fence (3)
The true medium strength fence, it is likely to be the most used fence of all. It is perfectly balanced and accommodating to a large number of the game's species. Nothing remarkable about it, its just old reliable through and through. Your largest and most impressive animals, however, may not find it much of a deterrent.
Electrified Heavy Steel Fence (4)
When you need a little extra heft to your Heavy Steel Fence, you can electrify it and even the terrible Butcher of the Jurassic Allosaurus can be reeled in. This fence is when research and costs start to become more noticeable and isn't plopped down thoughtlessly. This is the beginning of where some big, dangerous animals start to really rear their heads. Disliked by Nature Guests.
Heavy Cable Fence (3)
While the Light Cable Fence might not seem like a huge upgrade over Light Steel Fencing, the same cannot be said for the Heavy Cable Fence. It punches above its weight class for its cost and relatively early acquisition. Just don't get ahead of yourself as this is the quintessential cable fence, the downside of cable fencing is felt acutely with it any power loss will drop it straight from Security Rating 3 to a meager Security Rating 1. It is really easy to wind up creating a chain reaction of cascading effects if you over rely on this fence without taking precautions and foreplanning.
Curiously, this fence also has some strange name conventions that breaks with the others found in the first JWE that should be rectified when bringing it over to JWE2. It is simply known as the Electrified Cable Fence in JWE which isn't very intuitive, so I have given it the "Heavy" tag to bring it line and renamed our next fence type for some clarity. Disliked by Nature Guests.
Perimeter Fence (5)
This fence is where things get real. It is both towering and imposing, it'll keep in just about anything. Your most terrifying and ferocious creatures should be kept safely behind the confines of the perimeter fence. Dreadnoughtus and the Indominus Rex are currently the only creatures that can surmount this behemoth of a fence. It is not only sturdy, free of the drawbacks of electrified fencing, but also comes equipped with Anti-Climb by default denying any form of Fence Climbing. It can additionally be upgraded with Chain-Link to keep blighters like Composgnathus out of your enclosures. Just beware this fence is extremely expensive and near the top of the research tree, it won't be something readily available to you. Furthermore, it is very slow building and off-putting to all except your Adventure Guests.
Concrete Wall (4)
The real tough stuff, nothing stops a raging animal quite like a solid wall. Not the most guest friendly fencing, its solid borders while effective are a mighty eyesore and block guest visibility. Plan accordingly when employing walls of concrete, it is pricey and guests hate the stuff, but its durability and inherent advantages more than make up for it. Just in eliminating the need for Chain-Link and reducing the necessity of Security Glass makes it invaluable. Moreover, only the Indoraptor has the ability to scale the smooth surfaces of this barrier to escape. Disliked by All Guest Types
Electrified Concrete Wall (5)
How do you make concrete better? Pump some electricity through it!! Electrified Concrete is the Jurassic World Era Equivalent of the Perimeter Fence. They are both Security Rating 5 heavy duty fences designed to keep the most powerful animals contained, but they do have inherent differences relevant to their eras. Electrified Concrete may require power to achieve its full potential, but it naturally stops Compies in their tracks and Dilos' projectile venom while the added electrical charge can keep the Indoraptor from exploiting its weakness. Disliked by All Guest Types
Invisible Fence (6)
While concrete walls are aesthetically unbecoming, invisible fences are a guest's best friend. If you ever wanted to feel like you could almost touch the animals in their enclosures look no further. The very pinnacle of the research tree, the Invisible Fence is nigh impervious to any terrestrial creature. It is ungodly expensive, research intensive, and comes with the almighty Achille's heel of becoming completely useless during power outages, so weighing the risks are important. Liked by All Guest Types
(New) Security Glass (1)
A brand new form of fencing, reinforced security glass meets a handful of special criteria both for functional and aesthetic purposes in your park. Next to Invisible Fencing, it offers the best visibility to guests. Additionally, it is both an alternative Compy guard and the primary shield against the Dilophosaurus' projectile venom. However, Security Glass is expensive, out of the way on the research tree, and it is very brittle. You may need to consider double layer fencing to make the most of it and line River Tours with Security Glass if you intend to have Dilophosaurs along the tour route. Liked by All Guest Types
Modular Fencing Upgrades
Being able to upgrade your fences with additional functionality makes them more robust, interesting, and reinforces the importance of the right fencing. However, rather than a hard lock out forcing you to acquire a specific fence, being able to upgrade some of your fences to extend their utility is prudent. We now have animals that interact with fences in the form of climbing, so there is precedent to tackle this problem from more than one angle. I've taken the liberty of listing every fence these upgrades can be applied to for convenience sake.
Anti-Climb
Anti-Climb is a deterrent more than a solution to dinosaurs climbing out of their enclosures. Electrified fences already serve to prohibit dinosaurs from fence climbing, so consider Anti-Climb as a back-up or alternative. Fence Climbing dinosaurs attacking fences with Anti-Climb can destroy the Anti-Climb with persistent attempts/attacks on the fence itself.
There will be a visual add-on component to your fences, so you can tell at a glance if a fence is upgraded or not. Tooltips may also be a good idea to add as a form of redundancy to ensure the player understands. Using the Light Cable Fence from the Return to Jurassic Park (RtJP) expansion to the first JWE as an example, the Anti-Climb visual will be clear. The exception is the Perimeter Fence which already has a unique Anti-Climb design. Finally, I remain of the opinion that only dromaeosaurs and the Indoraptor should have Fence Climbing capabilities as this makes them more distinct and have an interesting interaction in-game.
Chain-Link
Similar to the Anti-Climb, the chain-link will have a visual cue and tooltip that it is applied to a fence. Just as you were able to toggle whether to upgrade an unelectrified fence in the first game, there will be a secondary toggle for the fencing upgrades then you just click on a stretch of fence to apply the upgrade. This upgrade as it stands is dedicated to the Compy, see reference to my thread for more details. Essentially, chain-link merely creates a barrier so the new free-roaming Compy cannot enter an enclosure which can prevent the spread of disease. This upgrade can be applied to all fences except Concrete and Glass.
Motion Sensors
This last one is more experimental. In the Jurassic Park novel they used motion sensors and cameras to keep track of the species in the park. Seeing as Frontier has taken feedback and started toying around with how we gather information I think this has a reasonable possibility. Ranger Posts exist in order for Rangers to auto-resupply feeders and check dinosaur comfort information while snowstorms mess with dino tracking on the map screen. Being able to add motion sensors expands on this component a little bit.
Motion Sensors are all about the visibility of your dinosaurs. The Dominion Chaos Theory even has thermal sensors, so this isn't far from the tools Frontier has already created. The main thing we are doing is baking it into the fencing system and make it available in all game modes. In essence, your Ranger Post, and the various teams entering the enclosure have a cone/sphere of visibility that detects the dinosaurs in that radius. Anything outside of that radius leaves you blind to where your dinosaurs are and what they are doing.
Example: An Albertosaurus is attacking a fence outside of your vision, you still hear the audible creaking of a fence being attacked, but its not visible on the map screen, nor can you jump to it from the global notification icon at the top of the screen.
In the above example sure you could manually look and pray to get there in time, but why not have a secondary notification system? The Motion Sensors are placed at fix points on the fence say the vertical support beams and emits a radius around itself that grants vision of any animals in its area of effect. This will prove crucial if combined with my vehicle overhaul proposals in which case you don't want your various teams to be in the enclosures defenseless all the time.
Motion Sensors can be a Jurassic Park era feature only, but I included JW fences for maximum flexibility.
Security Ratings - [Rebalanced]
I routinely update this list after a new terrestrial species is added to the game, so check back after new releases for additional insights.
As happy as I am to see Frontier respond positively to fencing feedback and make some great changes with JWE2, there are still some areas I really wish would get improved. Namely, the simplicity of fencing especially with Security Ratings makes it easier for new and casual players; however, I really feel like we can get some more gameplay out of the fencing. Three areas of improvement come to mind that ought to be a priority:
- Distinction in Fencing Types & Utility (includes new fences)
- Modular Fencing Upgrades
- Security Rating Rebalancing
General Changes
- Light Fences Added
- Unelectrified Fences Toggle Added
- New Fence: Security Glass
- Cable Fences
- Remodeled to appear as actual cable
- Have unique breakout animations
- Quicker & Cheaper path to high Security Rating Fencing
- Excluding Light Steel Fencing Types
- Drop to Security Rating 1 upon losing power (all cable variants)
- Nature Guests despise electrified fencing
- Gaps in between fencing are exploitable
- Compsognathus
- Dilophosaurus
References: Potential of Compsognathus, Potential of Dilophosaurus, Guest Management - Comprehensive Overhaul, Vehicle Management Systems, Vehicle Maintenance Facility
Fencing Types
I'll begin with providing a short table of each fence type's Security Rating for reference's sake then move onto a brief description of the role each fence type occupies including any special interactions it might have.
Fence | Security Rating 1 | Security Rating 2 | Security Rating 3 | Security Rating 4 | Security Rating 5 | Security Rating 6 |
Light Steel Fence | ![]() | | | | | |
Light Steel Fence (Electrified) | | ![]() | | | | |
Light Cable Fence | | ![]() | | | | |
Heavy Steel Fence | | | ![]() | | | |
Heavy Steel Fence (Electrified) | | | | ![]() | | |
Heavy Cable Fence (Rex Paddock) | | | ![]() | | | |
Perimeter Fence (JP3) | | | | | ![]() | |
Concrete Wall | | | | ![]() | | |
Concrete Wall (Electrified) | | | | | ![]() | |
Invisible Fence | | | | | | ![]() |
Security Glass | ![]() | | | | | |
Light Steel Fence (1)
The weakest and first fence you have by default, it is the most basic of basics like the goat is to live bait. This fence has a meager Security Rating and is generally designed for relatively small and harmless starter animals. Aesthetically speaking, the light fencing does wonders for the appearance of a park while serving to provide visual cues to the player of the relative strength of the fence. If its relatively short and flimsy looking, it probably is so you aren't likely to want to put a large carnivore behind it.
Electrified Light Steel Fence (2)
As a rule of thumb, an electrified variant of an existing fence increases the Security Rating by 1. The Electrified Steel Fence; therefore, is bumped into a new class sitting alongside the Light Cable Fence. It can take a bit more of a beating, but incurs an operating cost for the electricity. It also ensures that all eras have a Security Rating 2 fence at their disposal. Disliked by Nature Guests.
Light Cable Fence (2)
Cable fencing is where things get more interesting. Functionally, as it stands, there is no difference whatsoever between a cable fence and steel one. As such, in addition to a visual makeover, these fences are going to be more high risk, high reward. You can acquire higher Security Rating cable fences quicker and cheaper than other conventional fence types; however, they are much more fickle. (excluding Light Steel Fence Types) If the power is disrupted, they automatically drop to Security Rating 1. Disliked by Nature Guests.
Heavy Steel Fence (3)
The true medium strength fence, it is likely to be the most used fence of all. It is perfectly balanced and accommodating to a large number of the game's species. Nothing remarkable about it, its just old reliable through and through. Your largest and most impressive animals, however, may not find it much of a deterrent.
Electrified Heavy Steel Fence (4)
When you need a little extra heft to your Heavy Steel Fence, you can electrify it and even the terrible Butcher of the Jurassic Allosaurus can be reeled in. This fence is when research and costs start to become more noticeable and isn't plopped down thoughtlessly. This is the beginning of where some big, dangerous animals start to really rear their heads. Disliked by Nature Guests.
Heavy Cable Fence (3)
While the Light Cable Fence might not seem like a huge upgrade over Light Steel Fencing, the same cannot be said for the Heavy Cable Fence. It punches above its weight class for its cost and relatively early acquisition. Just don't get ahead of yourself as this is the quintessential cable fence, the downside of cable fencing is felt acutely with it any power loss will drop it straight from Security Rating 3 to a meager Security Rating 1. It is really easy to wind up creating a chain reaction of cascading effects if you over rely on this fence without taking precautions and foreplanning.
Curiously, this fence also has some strange name conventions that breaks with the others found in the first JWE that should be rectified when bringing it over to JWE2. It is simply known as the Electrified Cable Fence in JWE which isn't very intuitive, so I have given it the "Heavy" tag to bring it line and renamed our next fence type for some clarity. Disliked by Nature Guests.
Perimeter Fence (5)
This fence is where things get real. It is both towering and imposing, it'll keep in just about anything. Your most terrifying and ferocious creatures should be kept safely behind the confines of the perimeter fence. Dreadnoughtus and the Indominus Rex are currently the only creatures that can surmount this behemoth of a fence. It is not only sturdy, free of the drawbacks of electrified fencing, but also comes equipped with Anti-Climb by default denying any form of Fence Climbing. It can additionally be upgraded with Chain-Link to keep blighters like Composgnathus out of your enclosures. Just beware this fence is extremely expensive and near the top of the research tree, it won't be something readily available to you. Furthermore, it is very slow building and off-putting to all except your Adventure Guests.
Concrete Wall (4)
The real tough stuff, nothing stops a raging animal quite like a solid wall. Not the most guest friendly fencing, its solid borders while effective are a mighty eyesore and block guest visibility. Plan accordingly when employing walls of concrete, it is pricey and guests hate the stuff, but its durability and inherent advantages more than make up for it. Just in eliminating the need for Chain-Link and reducing the necessity of Security Glass makes it invaluable. Moreover, only the Indoraptor has the ability to scale the smooth surfaces of this barrier to escape. Disliked by All Guest Types
Electrified Concrete Wall (5)
How do you make concrete better? Pump some electricity through it!! Electrified Concrete is the Jurassic World Era Equivalent of the Perimeter Fence. They are both Security Rating 5 heavy duty fences designed to keep the most powerful animals contained, but they do have inherent differences relevant to their eras. Electrified Concrete may require power to achieve its full potential, but it naturally stops Compies in their tracks and Dilos' projectile venom while the added electrical charge can keep the Indoraptor from exploiting its weakness. Disliked by All Guest Types
Invisible Fence (6)
While concrete walls are aesthetically unbecoming, invisible fences are a guest's best friend. If you ever wanted to feel like you could almost touch the animals in their enclosures look no further. The very pinnacle of the research tree, the Invisible Fence is nigh impervious to any terrestrial creature. It is ungodly expensive, research intensive, and comes with the almighty Achille's heel of becoming completely useless during power outages, so weighing the risks are important. Liked by All Guest Types
(New) Security Glass (1)
A brand new form of fencing, reinforced security glass meets a handful of special criteria both for functional and aesthetic purposes in your park. Next to Invisible Fencing, it offers the best visibility to guests. Additionally, it is both an alternative Compy guard and the primary shield against the Dilophosaurus' projectile venom. However, Security Glass is expensive, out of the way on the research tree, and it is very brittle. You may need to consider double layer fencing to make the most of it and line River Tours with Security Glass if you intend to have Dilophosaurs along the tour route. Liked by All Guest Types
Modular Fencing Upgrades
Being able to upgrade your fences with additional functionality makes them more robust, interesting, and reinforces the importance of the right fencing. However, rather than a hard lock out forcing you to acquire a specific fence, being able to upgrade some of your fences to extend their utility is prudent. We now have animals that interact with fences in the form of climbing, so there is precedent to tackle this problem from more than one angle. I've taken the liberty of listing every fence these upgrades can be applied to for convenience sake.
- Anti-Climb
- Chain-Link
- Motion Sensor
Anti-Climb | Chain-Link | Motion Sensor |
Light Steel Fence | Light Steel Fence | Light Steel Fence |
Light Steel Fence (Electrified) | Light Steel Fence (Electrified) | Light Steel Fence (Electrified) |
Light Cable Fence | Light Cable Fence | Light Cable Fence |
Heavy Steel Fence | Heavy Steel Fence | Heavy Steel Fence |
Heavy Steel Fence (Electrified) | Heavy Steel Fence (Electrified) | Heavy Steel Fence (Electrified) |
Heavy Cable Fence | Heavy Cable Fence | Heavy Cable Fence |
Concrete Wall | Perimeter Fence | Perimeter Fence |
Concrete Wall (Electrified) | N/A | Concrete Wall |
N/A | N/A | Concrete Wall (Electrified) |
The Perimeter Fence has Anti-Climb by default, so its not upgradeable, must be repaired or replaced with new fence if destroyed.
Anti-Climb
Anti-Climb is a deterrent more than a solution to dinosaurs climbing out of their enclosures. Electrified fences already serve to prohibit dinosaurs from fence climbing, so consider Anti-Climb as a back-up or alternative. Fence Climbing dinosaurs attacking fences with Anti-Climb can destroy the Anti-Climb with persistent attempts/attacks on the fence itself.
There will be a visual add-on component to your fences, so you can tell at a glance if a fence is upgraded or not. Tooltips may also be a good idea to add as a form of redundancy to ensure the player understands. Using the Light Cable Fence from the Return to Jurassic Park (RtJP) expansion to the first JWE as an example, the Anti-Climb visual will be clear. The exception is the Perimeter Fence which already has a unique Anti-Climb design. Finally, I remain of the opinion that only dromaeosaurs and the Indoraptor should have Fence Climbing capabilities as this makes them more distinct and have an interesting interaction in-game.
Chain-Link
Similar to the Anti-Climb, the chain-link will have a visual cue and tooltip that it is applied to a fence. Just as you were able to toggle whether to upgrade an unelectrified fence in the first game, there will be a secondary toggle for the fencing upgrades then you just click on a stretch of fence to apply the upgrade. This upgrade as it stands is dedicated to the Compy, see reference to my thread for more details. Essentially, chain-link merely creates a barrier so the new free-roaming Compy cannot enter an enclosure which can prevent the spread of disease. This upgrade can be applied to all fences except Concrete and Glass.
Motion Sensors
This last one is more experimental. In the Jurassic Park novel they used motion sensors and cameras to keep track of the species in the park. Seeing as Frontier has taken feedback and started toying around with how we gather information I think this has a reasonable possibility. Ranger Posts exist in order for Rangers to auto-resupply feeders and check dinosaur comfort information while snowstorms mess with dino tracking on the map screen. Being able to add motion sensors expands on this component a little bit.
Motion Sensors are all about the visibility of your dinosaurs. The Dominion Chaos Theory even has thermal sensors, so this isn't far from the tools Frontier has already created. The main thing we are doing is baking it into the fencing system and make it available in all game modes. In essence, your Ranger Post, and the various teams entering the enclosure have a cone/sphere of visibility that detects the dinosaurs in that radius. Anything outside of that radius leaves you blind to where your dinosaurs are and what they are doing.
Example: An Albertosaurus is attacking a fence outside of your vision, you still hear the audible creaking of a fence being attacked, but its not visible on the map screen, nor can you jump to it from the global notification icon at the top of the screen.
In the above example sure you could manually look and pray to get there in time, but why not have a secondary notification system? The Motion Sensors are placed at fix points on the fence say the vertical support beams and emits a radius around itself that grants vision of any animals in its area of effect. This will prove crucial if combined with my vehicle overhaul proposals in which case you don't want your various teams to be in the enclosures defenseless all the time.
Motion Sensors can be a Jurassic Park era feature only, but I included JW fences for maximum flexibility.
Security Ratings - [Rebalanced]
[Notice] This list factors in realism, game balance, in-game size, and species variety into account as well as special cases such as some film animals. It will make more logical sense as new species are added to fill gaps. (Ex: Gorgosaurus is added to JWE2 with Security Rating 4, so Tarbosaurus is bumped up to Security Rating 5)
Species | Security Rating 1 | Security Rating 2 | Security Rating 3 | Security Rating 4 | Security Rating 5 | Security Rating 6 |
Acrocanthosaurus | ![]() | |||||
Alamosaurus | ![]() | |||||
Albertosaurus | | ![]() | ||||
Allosaurus | ![]() | |||||
Amargasaurus | ![]() | |||||
Ankylosaurus | ![]() | |||||
Apatosaurus | | ![]() | ||||
Archaeornithomimus | ![]() | |||||
Atrociraptor | ![]() | | ||||
Australovenator | ![]() | |||||
Baryonyx | | ![]() | ||||
Brachiosaurus | ![]() | |||||
Camarasaurus | ![]() | | ||||
Carcharodontosaurus | ![]() | |||||
Carnotaurus | ![]() | |||||
Ceratosaurus | | ![]() | ||||
Chasmosaurus | ![]() | | ||||
Chungkingosaurus | ![]() | |||||
Coelophysis | ![]() | |||||
Compsognathus | ![]() | |||||
Concavenator | ![]() | |||||
Corythosaurus | ![]() | |||||
Crichtonsaurus | ![]() | |||||
Cryolophosaurus | ![]() | | ||||
Deinocheirus | | ![]() | ||||
Deinonychus | | ![]() | | |||
Dilophosaurus | ![]() | | ||||
Dimetrodon | ![]() | |||||
Diplodocus | ![]() | |||||
Dracorex | ![]() | |||||
Dreadnoughtus | | ![]() | ||||
Dryosaurus | ![]() | |||||
Edmontosaurus | ![]() | |||||
Euoplocephalus | | ![]() | ||||
Gallimimus | ![]() | |||||
Giganotosaurus | ![]() | |||||
Gigantoraptor | ![]() | |||||
Gigantspinosaurus | ![]() | | ||||
Herrerasaurus | ![]() | |||||
Homalocephale | ![]() | |||||
Huayangosaurus | ![]() | | ||||
Iguanodon | ![]() | | ||||
Indominus Rex | ![]() | |||||
Indoraptor | ![]() | | ||||
Kentrosaurus | | ![]() | ||||
Lystrosaurus | ![]() | |||||
Maiasaura | ![]() | |||||
Majungasaurus | ![]() | |||||
Mamenchisaurus | ![]() | |||||
Megalosaurus | ![]() | |||||
Metriacanthosaurus | ![]() | | ||||
Microceratus | ![]() | |||||
Minmi | ![]() | |||||
Monolophosaurus | ![]() | |||||
Moros Intrepidus | ![]() | |||||
Muttaburrasaurus | ![]() | |||||
Nasutoceratops | ![]() | |||||
Nigersaurus | | ![]() | ||||
Nodosaurus | ![]() | |||||
Olorotitan | ![]() | |||||
Ouranosaurus | ![]() | |||||
Oviraptor | ![]() | |||||
Pachycephalosaurus | ![]() | |||||
Pachyrhinosaurus | ![]() | |||||
Parasaurolophus | ![]() | |||||
Pentaceratops | ![]() | |||||
Polacanthus | ![]() | |||||
Proceratosaurus | ![]() | |||||
Pyroraptor | ![]() | | ||||
Qianzhousaurus | | ![]() | ||||
Sauropelta | ![]() | |||||
Scorpios Rex | ![]() | | ||||
Segisaurus | ![]() | |||||
Sinoceratops | ![]() | |||||
Sinosauropteryx | ![]() | |||||
Spinosaurus | ![]() | |||||
Stegosaurus | | ![]() | ||||
Struthiomimus | ![]() | |||||
Stygimoloch | ![]() | | ||||
Styracosaurus | ![]() | | ||||
Suchomimus | ![]() | |||||
Tarbosaurus | | | ![]() | |||
Therizinosaurus | ![]() | |||||
Torosaurus | | ![]() | ||||
Triceratops | ![]() | |||||
Troodon | ![]() | |||||
Tsintaosaurus | ![]() | |||||
Tyrannosaurus Rex | ![]() | |||||
Utahraptor | ![]() | |||||
Velociraptor | ![]() | |||||
Wuerhosaurus | | ![]() | ||||
Yutyrannus | ![]() | |
I routinely update this list after a new terrestrial species is added to the game, so check back after new releases for additional insights.
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