Idea for new content, free update and/or DLC for Evolution 2/3:
The idea of this would be to add details to make the dinosaurs and other animals look more natural
Free update (for the base game or some previous DLC) or base content for Evolution 3:
Content for future DLC or base content for Evolution 3:
The idea of this would be to add details to make the dinosaurs and other animals look more natural
Free update (for the base game or some previous DLC) or base content for Evolution 3:
- Attacks from the water: since marine reptiles are capable of attacking the pond, it would be good if if they manage to damage it they could hunt a dinosaur that passes too close or a visitor, this will have the possibility of failing and even leaving them stranded, except For plesiosaurs that have a long neck (Plesiosaur is too small and its neck is too short) or for Nothosaur and possibly Archelon, they would not be out of the water for long and in a short time they would return to their pond or enter another and in doing so would allow that the animals there are a danger to other animals and to visitors, even to the one who entered. Those that can feed on sharks or are large in size could hunt medium-sized dinosaurs (large-sized ones could do the same with Therizinosaur but with difficulty), Mosasaur will be able to hunt large carnivores. This mechanic extends to the pterosaurs that fly over the pond and also to the animals that are on the rocks, which can also be used by pterosaurs, this can break the structure that will have to be repaired, this is inspired by when the Mosasaur married a pterosaur in flight and the Indominus Rex in Jurassic World.
- Insectivores: That some carnivores or small herbivores are capable of eating from the insectivorous feeder.
- Higher quality prey: If there is an automated hatchery that leaves an animal that can be considered prey in the predator's territory, it serves to count the well-being of prey, depending on the prey it will count as more or less than a goat dispenser, also It will count if there is a great variety of Prey but if none is automated it will mark the welfare indicator with a signal, the same if the prey can seriously harm or kill the predator, the same will happen with the scavengers, but they will need a non-scavenger carnivore and it will have to leave a corpse, they could also clean its mouth after it eats
- Better forests: It will allow you to pass the camera through all the forests and not just those of BioSyn and Malta, it would also make some plants count as forests, it would be a very low amount
- Changes in tolerance: in the case of sauropes between themselves and Ceratopsids, ankylosaurids and Stegosaurids could tolerate each other if they have a different diet, this would make the fights less lethal and rarer, as long as they have a different diet. and in the case of Amargasaurus and Nigerasauruio they will not have problems with the large sauropods (I do not understand why they get along badly, they feed at different heights), if the food is very abundant this would also affect those who have a similar diet, but it will have an effect minor
- Be able to see what the dinosaur looks like while modifying the appearance
- Improvement in the hunting system: allows ambushes to be made either by being alone and hiding in the ground or by working together so that when a predator makes the prey escape, it ends up reaching other members of the pack so that it can attack it. , burrows can be made by any carnivore but it only works if the person doing it is not discovered. There could also be chases and if the hervivor cannot escape it will try to fight, some may be helped by the herd.
- Marine plants: Allows you to put algae and sea grass in the lagoons and, even if they are animals, coral reefs, like plants.
- Transport: Smaller pterosaurs could perch on some large dinosaurs to rest
Content for future DLC or base content for Evolution 3:
- Deep lagoons: Allows you to make the lagoons more or shallower, this can increase the comfort of some animals, make them safer and other functions that will be mentioned later.
- Domain expansion!: An option that would allow the plants to expand to other parts of the enclosure and even outside of it, depending on the plant and the fence, the dinosaurs can influence by transporting their seeds to other parts, reduce their expansion or make that recedes depending on the availability of food and the number of hervivors
- Greenhouse: Returning from the DLC of the first game (The Sanctuary of Cler), it is a structure that will allow for the improvement of plants, enabling more fibrous plants, soft-leaved plants, fruits, and nuts. It could also increase the quality of these for certain animals, create more open space in these areas, or even count as a forest. For this, a fertilizer, plant, or fungus will need to be created similarly to the animals. Then, using a team of guards, it will need to be placed in a compatible area. For example, if it is an improvement for nuts, it will need to be placed in a location where they are found. It will take some time to cover the entire area and could expand to parts where that food is not present, depending on the actions of the dinosaurs. if the player does something (you can make it not expand to an area), this will take up space in the greenhouse in case you want to add it elsewhere or if the upgrade disappears because the herbivores ate too much from that food source or due to some plague, it also makes it easier to expand this food source, if it is removed from the greenhouse it will have to be created from scratch if something happens to it but it will allow you to create another one. This helps to increase well-being, score, improve health, and display more natural behaviors (which will attract more visitors, especially in walk-through attractions), although care must be taken as some plants can be toxic to certain species. If they have another option, herbivores will try to avoid them, but it will decrease their score and health, not as much as if they were poisoned (which can range from a slight stomach upset to fatal poisoning), if they have a toxic option and a non-toxic one. they will prefer the non-toxic one, which can cause one to prevail over the other (depending on the number of herbivores and the effectiveness of the plants), this can be countered by introducing a herbivore that is not toxic to those plants, making it easier for animals that would normally not get along to get along relatively well, for example, Triceratops and Stegosaurus
- Requirements: For the plant's improvement to be possible, certain requirements will be needed depending on what you placed. If all the requirements are not met, that plant will expand more slowly or may even disappear. Some requirements may include the presence of fungi, rotten wood, some insect (not super locust), proximity to water, a certain number of herbivores (varies according to the number of plants), nearby forests, and/or the type of herbivores.
- Rotten wood: The greenhouse will also be able to produce rotten wood, which will take a long time to produce, serve as a requirement for some plants, and as food for herbivores. Rotten wood can also be produced when a herbivore (mainly large sauropods) knocks down a tree. After some time, it will turn into rotten wood. This process can be accelerated with the presence of fungi and some herbivores.
- Mushrooms: There will be several varieties, some of which will be toxic to animals. They will not eat them unless they have vision or smell problems, or, mainly, if they are very hungry. These can randomly appear in forests, mainly in the generated ore, helping them to expand.
- Forests: Occasionally, tree sprouts will emerge that allow the forest to continue existing and expanding, in addition to serving as a food source for herbivores. The presence of mushrooms and some greenhouse plants can make them more welcoming for animals. This is not a factor that will have much influence, so you won't need to pay much attention to it except in very exceptional cases (you have to be very unlucky or play on a very high difficulty).
- This can vary: Initially, there can only be one greenhouse, but research will need to be done to obtain more (like with scientists). In the case that there is only one, it could be made to have several plants simultaneously (+5).
- Breeding Facility: It is a structure that will allow you to breed small animals such as insects, small reptiles, and fish to release in the enclosures or for the insectivore or fish feeder. Be careful with which ones you breed; they won't be super locusts, but they can cause disasters and give you a hefty fine that can be repeated if that problem is not solved. This will come with a food welfare bar like the one herbivores have. Omnivores can achieve a higher score if both needs are met. This can be complemented with bones, fat, and supplements if needed. Giving other dinosaurs improves more than anything else.
- Dome: The aviaries can be used to add a roof to the habitats, these will come with a system that mimics the outside climate, but reduces the intensity of the simulated storms. These domes can contain dinosaurs and flying reptiles, and they would also prevent a prehistoric species from being introduced into current ecosystems, a problem that does not exist in places like Isla Nublar and Sorna. They will also come with an improvement that will allow them to withstand storms better. It is also useful for animals that require a temperature and precipitation very different from the park's location (Ice Age or desert animals) or also Carboniferous animals.
- Lakes: it allows for the creation of rias and deeper lakes or the use of lagoons and making them freshwater to be used by dinosaurs that lived near rivers and lakes, and for river attraction, it is preferable that they are not very deep, this will allow for larger or a greater number of fish to swim, it is especially useful for animals that feed on fish. Here are some suggestions for river species, some may come ashore:
- Sturgeon
- Paddlefish
- Alligator gar
- Sawfish
- Koolasuchus
- Eryops
- Sarcosuchus
- Prionosuchus
- Shore: Allows normal dinosaurs (not flying non-marine reptiles) to interact in other ways with aquatic ones, if the water is shallow, it is considered a beach, but if it is deep, it is considered a rocky beach (the idea may change) the animals that can enter the water and return to land can come there to rest
- Babies!: After so much time, there will be baby dinos, they can hatch from incubation or through the reproduction of the dinos (without a sex scene), for this to happen, there needs to be two nests and in one or some of each that include males, they cannot reproduce with the same nest. For them to reproduce, they must be comfortable (100%) and if they have a good diet, it will be easier, and meet some requirements such as having a specific amount of space, a certain type of food, a certain amount of open space, forest, or available water, having beaches, reefs, kelp forests, seagrass beds, and (in the case of carnivores) a population of prey (which counts if it is automated by the breeding facility), one or both parents can care for their offspring up to a certain point or leave them on their own, the offspring can be an opportunity for predators to get food more easily. The young could have several growth stages: baby, juvenile, and adult. Baby and adult are already understood, they are the first and the last. Juvenile is an intermediate stage that is similar to an adult but smaller and with some differences, including the inability to reproduce. Once they become adults, they can be expelled from the pack. The courtship could vary from a small dance, bringing a prey, or even some combat; moreover, the eggs will serve as a source of food. Some will have live births.
- Safari mode: It is a special mode in which you will have to make the dinosaurs adapt to an ecosystem and ensure that it is as natural as possible. You can only have rescued species unless they are very necessary to maintain the ecosystem or are in sandbox mode. All will be able to reproduce, and you will have to ensure that the food corresponds to the biome, unless you have to create a dome. If the food is significantly more or less than required, it can cause problems. Carnivores can cause problems if there are no stable populations, and if there are few prey, they may end up dying. The idea is that it be a more difficult mode.
- Suggested Dinos (not all are dinosaurs):
- Mononincus
- Zalmoxes
- Hesperornis
- Terror birds
- Smilodon
- Mammoth
- Woolly rhinoceros
- Paraceratherium
- Procoptodon
- Entelodon
- Dodo
- Inostransevia
- Scutosaurus
- Edaphosaurus
- Placerias
- Arthropleura
- Meganeura
- Megarachne
- Ammonites
- Trilobites
- Anteosaurus
- Megaterio
- The ones mentioned in the lakes section