Hey there,
I just wanted to share some thoughts on the beloved AI of our little zookeepers and mechanics.
Here I'd like to focus on the setting in the last tab of the habitat overview menu.
If everything is set to default, a zookeeper will check the habitat every month, while the vet is visiting every three months and the mechanic only once a year.
Set aside that these intervals are, to put it mildly, a bit optimistic (those wooden barriers tend to break down every other week it feels),
they also seem not to affect the behaviour of our staff at all.
I tried multiple work roster configurations, namely:
- a roster including one habitat, one staff room, one keepers hut for a zookeeper and separately a roster with the workshop, the habitat and a staff room for a mechanic
- a roster including all of the above that both the keeper and the mechanic are assigned to
- a roster including two habitats (and the necessary buildings) assigned to two staff members with each of them having unchecked different tasks in their menu (i.e. one for cleaning, one for feeding...)
- several combinations either including or excluding certain buildings, also experimenting with distance and training level
Still - the results are the following:
- barriers break
- animals are hungry and require a keeper to be manually called to the habitat
- the time since last routine checkup is - in every habitat and in every configuration - always heavily exceeding the routine interval (I'm talking two years for a three-monthly basis)
- the staff members show a remarkable amount of idling time (mostly around 40-55 percent)
I can only suspect from that, that the game wants us to have to manually call a keeper or mechanic to the habitats every now and then (assumingly to make it feel like "micromanaging"?).
However, personally I think this is not how things should work. I'm fine having to care a bit more about maintaining barriers if I want to cut expenses for mechanic salaries, don't get me wrong here.
It's just that the game is suggesting I had the option to get rid of such events even if I don't.
Please let me know if you experience the same problem (and whether you think it's a problem - maybe it's just me?) - and Frontier: Please do something about it. My guests are tired of cheetas constantly
threatening their lives. Thank you.
I just wanted to share some thoughts on the beloved AI of our little zookeepers and mechanics.
Here I'd like to focus on the setting in the last tab of the habitat overview menu.
If everything is set to default, a zookeeper will check the habitat every month, while the vet is visiting every three months and the mechanic only once a year.
Set aside that these intervals are, to put it mildly, a bit optimistic (those wooden barriers tend to break down every other week it feels),
they also seem not to affect the behaviour of our staff at all.
I tried multiple work roster configurations, namely:
- a roster including one habitat, one staff room, one keepers hut for a zookeeper and separately a roster with the workshop, the habitat and a staff room for a mechanic
- a roster including all of the above that both the keeper and the mechanic are assigned to
- a roster including two habitats (and the necessary buildings) assigned to two staff members with each of them having unchecked different tasks in their menu (i.e. one for cleaning, one for feeding...)
- several combinations either including or excluding certain buildings, also experimenting with distance and training level
Still - the results are the following:
- barriers break
- animals are hungry and require a keeper to be manually called to the habitat
- the time since last routine checkup is - in every habitat and in every configuration - always heavily exceeding the routine interval (I'm talking two years for a three-monthly basis)
- the staff members show a remarkable amount of idling time (mostly around 40-55 percent)
I can only suspect from that, that the game wants us to have to manually call a keeper or mechanic to the habitats every now and then (assumingly to make it feel like "micromanaging"?).
However, personally I think this is not how things should work. I'm fine having to care a bit more about maintaining barriers if I want to cut expenses for mechanic salaries, don't get me wrong here.
It's just that the game is suggesting I had the option to get rid of such events even if I don't.
Please let me know if you experience the same problem (and whether you think it's a problem - maybe it's just me?) - and Frontier: Please do something about it. My guests are tired of cheetas constantly
threatening their lives. Thank you.