Park Management Guide - Scientists

Jens Erik

Senior Community Manager
Frontier
Welcome Park Managers, to the first entry in our Park Management Series!

While the Species Field Guide focuses on the dinosaurs of Jurassic World Evolution 2, the Park Management series takes a deeper dive into the different mechanics and features you will use when managing your parks.

Today we're casting a spotlight on a brand new feature for Jurassic World Evolution 2: Scientists.


Spared no expense
To keep your park running in tip top shape you're going to need a little help! Good park managers know that creating and caring for prehistoric animals takes not only financial backing, but the greatest scientific minds available. Your scientists are the people responsible for taking on various tasks throughout your parks, from dinosaur creation and acquisition to park research.

Scientists can be hired as long as you have staff capacity and the budget to pay their salaries. Once they've joined your staff you can start assigning them to tasks, from fossil expeditions to bio-engineering new dinosaurs. Some scientists will be better suited to certain tasks than others based on three different skills - Logistics, Genetics, and Welfare - which will also influence how many scientists you might need for a specific task. Someone with a high Genetics skill will be more suited for dinosaur creation, and should be placed in your Hatcheries. A single scientist with a high enough skill level could even make up for an entire team with a low skill level!

In addition to their skills, your scientists also have special traits that further help them complete the tasks you assign them to, from cheaper or faster research, to faster synthesis, or a bigger yield during fossil excavations. Experiment with scientist management to find the combination of skills and traits that will have your parks running as smoothly as possible.

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Training and Stress
Be careful with how you manage your scientists though! With each task you assign them to, they will gain a little bit of stress. Giving them too much stress will cause them to burn out, and an unhappy scientist can lead to dire consequences where they sabotage parts of your park operations. They could decide to open up all the gates in your parks, unleashing your dinosaurs on unsuspecting guests. They could also poison your dinosaurs' food, or cause incubations to fail. These sabotages will need a quick response before the resulting chaos wrecks havoc on your park.

A Staff Center will let them get some rest when needed. It's also the place they go to in order to train and improve their skills. Sending them off to rest or train will make them unavailable for a certain period of time, so make sure you have enough staff to fill in for those who get time off. Improving their skills will also increase their salary, so keep an eye on your park budget and make sure you can afford it.

Now that you know a little more about managing your scientists, you are much better equipped to take on the challenges of running a dinosaur park when Jurassic World Evolution 2 launches later this year. Let us know your thoughts about this mechanic in the comments below. Don't forget to also follow us on Twitter, Facebook and Instagram, and join the discussions about the game on our forums!
 
In addition to their skills, your scientists also have special traits that further help them complete the tasks you assign them to, from cheaper or faster research, to faster synthesis, or a bigger yield during fossil excavations.
This reminds me fo the previous game's unlockable add-ons/modifications, like Ranger Accuracy 1 - 3.
I do wonder if the scientist's traiths and add-ons/modifications will work together, if the latter is still an unlockable technology in JWE 2. :)
 
So my question of if there was a designated preset pool of scientists got answered in the livestream at least after all. RNG and even bio's are pieced together. That's neat, that means each of my parks are going to have a unique set of staff <3
I'm actually getting more interested in this gameplay.
 
I just hope there is some kind of schedule option for those scientists where you can set them to automatically take breaks at a certain point, because if you have to do all that manually it sounds like a reskin of the tedious feeder refilling in big parks all over again >.<

Other than that it sounds pretty interesting. Though I'm not sure how I feel about normal people basically turning into potential serial killers just because they get a little stressed out and tired at work...maybe accidents and mistakes with a huge impact on the park and that can lead to escapes would be a better form of consequence for that. Or maybe espionage because another company offers them a ton of money and they're just unhappy enough to take that offer etc. But yeah "I'm stressed and tired so I'm gonna release the Rex!" seems kinda over the top xD

Then again, the head of security tells us to release the dinos and let them attack the guests so he can train his poeple in the first game...yeah...if they all follow that pattern maybe we should just stop hiring people in the first place... :unsure:
 
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