Self Sustaining Ecosystems, Family trees, Baby Stages, more Coat Variants, and Slower Time

Let me start off by saying I adore this game. However, there are some things I'd like to see added in. The title says it all, but I want to go into detail. It's a lot to read, but I worked hard on putting everything together nicely, so I'd appreciate any feedback!

-Self Sustaining Ecosystems:
I like to build involved detailed environments for my animals, more like a Nature Reserve instead of a zoo. However, It always bothers me that animals cannot feed themselves within their environment. I spend a lot of time crafting an enclosure that feels natural and accurate for the animals that live in them, and it would be the perfect finishing detail that animals could then forage, hunt and graze in those enclosures.

Now I admit I haven't tried mixing predators in with prey, so meat eating animals might be able to hunt their own prey. But herbivores, insectivores, and anything else can't feed themselves either. Animals don't graze to feed themselves, or forage in their environment. To that end, adding in trees/plants that spawn in bugs, the ability to add small fish into the water, smaller animals like Hares and Rodents that could help tide a predator over, grass actually feeding animals that are grazing...those things would make things feel complete for me. Add in some some water based plants (like water weeds and algae, and herbs and grasses for the small animals) to feed on, and you could create an entire ecosystem that feeds and waters itself. I think this would be the best way to experience the animals in the game, if you decided you didn't want to do a classic zoo.

I think this would really drive home the conservation aspect of the game as well, allowing players to create complete environments and see how the animals behave within them, letting them live their most natural lives. It'd be a great addition to classic zoos as well, a different way for animals to feed themselves takes some of the strain off of the zoo keepers, and adds an interesting feature to any enclosure.

-Family Trees:
The animals in game breed often. Obviously, this is a good thing! We need more offspring to continue our breeding projects, sell on the market, and to release into the wild. But inbreeding is dangerous- breeding too closely negatively impact the animals in game, making them weaker, more susceptible to illness, and short lived. I've been taking careful notes, in a little book by my computer, of each animal. Who gave birth to who, and who would make a good mate. This isn't really sustainable though- as soon as a breeding project gets bigger, or multiple young are born in a litter, or you don't pause as soon as you get the birth notification, it's so easy to loose track of who's who. (My flamingo habitats are a disaster...) The ability to pop open the genealogy panel and see who gave birth to who would be a game changer. It'd be possible to run an actual breeding program, and keep things in order. A grayed out portrait or animal name would indicate death, and a family member could be removed from the tree if they were traded out, reducing bloat. Animals in the trade center would have clean family trees, again, reducing memory usage. I think this is a small but important change, and would make things easier for every person who plays that game, not just breeders. It'd be easier to get better genes, helping us run successful conservation programs in our zoo, and help us feel attached to our animals more. Who wouldn't be delighted to know for sure that the elephant you have in your enclosure is the direct descendant of your first one? It'd help the animals feel even more important, and prominent.

-Baby Stages:
I was slightly bummed out to learn that there were no nesting behavior in game, and that when babies were born they were already old enough to be weaned and roam around on their own. For me, a big part of being attached to an animal and running a breeding program is to see them start out as newborns, or hatch from an egg. I wouldn't expect them to grow gradually, (while that would be awesome, I know it's a lot of work to get that working and looking right) just go from one stage to another. Here's how, if I had the skill to make the program, I'd go about it:

0) All animals would have a nesting behavior- looking for a safe place to have their babies/make their nest. This could be any hard shelter with bedding added in, or somewhere the temperature was just right.

1) The egg laying animals would then build a nest, and lay their eggs. The live birth animals would make a small nest in their shelter, and give birth to their young. Maybe a small nest with the number of babies born 'stuck' there? Newborns wouldn't really leave their nests anyway until they were old enough, and it would be easier than animating individual newborn animals that could wriggle around and get lost. Mammals would nurse their babies (curl up around the nest and the babies would move to her side?) and egg layers would feed their young (grab food from a food source and bring it over to them?).

2) The next stage would be a slightly older animal, eyes just opened/independence just gained. They would then all become individual animals, and not 'stuck' to the nest anymore. They would stick close to a parent or guardian animal, need to sleep a lot, and would eat solid foods. (maybe with the help of a parent?)

3) The next stage would be what we have now in game- the independent energetic young we know and love. Lots of (non wound inducing) scrapping between litter mates to establish the pecking order would be a cool add on!

4) The last stage before adulthood- the 'awkward teen' phase. Animals would be pretty much adults, just slightly out of proportion, and not quite up to their adult size. The one who was at the top of the pecking order is a contender for alpha status.

5) and then- adulthood! Animals are able to reproduce and behave as the adult animals in game do.

-More Coat Variants:
I've seen this mentioned a lot with wolves, and I think it'd be a great addition to all the animals. Not every animal has as much variation as wolves do, but it'd be amazing to see different shades added to the existing coat colors, as well as a few different colors added for each animal. Something as varied as AWD or Wolves would take a bit more work, but adding to say, Bison, would be less. I've already seen that animals with markings mix it up fairly often, and I think just a few more of each thing that makes up an animal's appearance would make a big difference overall. Again, it'd be easier to get attached to an animal if you can easily pick it out of the herd from a distance- "ah, that's the bison with a small white star on it's head!" For example, I adore the freckles on a snow leopards' nose, and think more features like that, along with more coat colors and variation, would have a big impact.

-Slower Time
A slider, or several preset options to allow users to slow down time or animal aging would be great. The patches slowing things down have been helpful, but I think more individualized control would be appreciated. I'd like to slow things down by quite a lot, myself, and really take the time to get to know my animals. I almost never let time advance if i'm tweaking an exhibit or building something, because I end up missing too much. I think this would work out well even in Franchise mode, it would only impact how often someone was able to trade animals, and that could be left up entirely to the player. An animal would just age however the zoo they're living in currently has it set. This would be very helpful for people who want to build while time goes on, to keep making money while not being flooded with notifications and things that need to be fixed.

Thanks for reading all this way! I'd love it if I could get some feedback from anyone interested (or opposed) to these ideas. What do you all think?
 
- Slower Time
I think time should be slowed down significantly and universally for all players - at least in a few ways. Animals seem to breed and die often, and we don't get to enjoy them. It's like i'm trying to garden and things are drying up in seconds instead of days.

- Less Guests makes the game more personal.
Yes, the engine is impressive and can handle crowds. But consider that less guests (perhaps 25%-50% less) come to the park. Each one is now more special, their opinion and money more valuable. Of coarse the finance system is balanced according to the changes.

- The Game is like gardening
It's in the music, its in the gameplay - patience and care and that ideal flow state. Game difficulty seems to come from positioning, planning, and managing systems that could otherwise tangle. Giving players time, and asking them to be patient, allows us to focus on these puzzles instead of frantically dashing around the map with our heads full of stress hormones.
 
Let me start off by saying I adore this game. However, there are some things I'd like to see added in. The title says it all, but I want to go into detail. It's a lot to read, but I worked hard on putting everything together nicely, so I'd appreciate any feedback!

-Self Sustaining Ecosystems:
I like to build involved detailed environments for my animals, more like a Nature Reserve instead of a zoo. However, It always bothers me that animals cannot feed themselves within their environment. I spend a lot of time crafting an enclosure that feels natural and accurate for the animals that live in them, and it would be the perfect finishing detail that animals could then forage, hunt and graze in those enclosures.

...snip...

i LOVE this idea, and is something I hope is worked on behind the scenes. The prey / predator mechanic is too arbitrary at the moment.
 
Let me start off by saying I adore this game. However, there are some things I'd like to see added in. The title says it all, but I want to go into detail. It's a lot to read, but I worked hard on putting everything together nicely, so I'd appreciate any feedback!

-Self Sustaining Ecosystems:
I like to build involved detailed environments for my animals, more like a Nature Reserve instead of a zoo. However, It always bothers me that animals cannot feed themselves within their environment. I spend a lot of time crafting an enclosure that feels natural and accurate for the animals that live in them, and it would be the perfect finishing detail that animals could then forage, hunt and graze in those enclosures.

Now I admit I haven't tried mixing predators in with prey, so meat eating animals might be able to hunt their own prey. But herbivores, insectivores, and anything else can't feed themselves either. Animals don't graze to feed themselves, or forage in their environment. To that end, adding in trees/plants that spawn in bugs, the ability to add small fish into the water, smaller animals like Hares and Rodents that could help tide a predator over, grass actually feeding animals that are grazing...those things would make things feel complete for me. Add in some some water based plants (like water weeds and algae, and herbs and grasses for the small animals) to feed on, and you could create an entire ecosystem that feeds and waters itself. I think this would be the best way to experience the animals in the game, if you decided you didn't want to do a classic zoo.

I think this would really drive home the conservation aspect of the game as well, allowing players to create complete environments and see how the animals behave within them, letting them live their most natural lives. It'd be a great addition to classic zoos as well, a different way for animals to feed themselves takes some of the strain off of the zoo keepers, and adds an interesting feature to any enclosure.

-Family Trees:
The animals in game breed often. Obviously, this is a good thing! We need more offspring to continue our breeding projects, sell on the market, and to release into the wild. But inbreeding is dangerous- breeding too closely negatively impact the animals in game, making them weaker, more susceptible to illness, and short lived. I've been taking careful notes, in a little book by my computer, of each animal. Who gave birth to who, and who would make a good mate. This isn't really sustainable though- as soon as a breeding project gets bigger, or multiple young are born in a litter, or you don't pause as soon as you get the birth notification, it's so easy to loose track of who's who. (My flamingo habitats are a disaster...) The ability to pop open the genealogy panel and see who gave birth to who would be a game changer. It'd be possible to run an actual breeding program, and keep things in order. A grayed out portrait or animal name would indicate death, and a family member could be removed from the tree if they were traded out, reducing bloat. Animals in the trade center would have clean family trees, again, reducing memory usage. I think this is a small but important change, and would make things easier for every person who plays that game, not just breeders. It'd be easier to get better genes, helping us run successful conservation programs in our zoo, and help us feel attached to our animals more. Who wouldn't be delighted to know for sure that the elephant you have in your enclosure is the direct descendant of your first one? It'd help the animals feel even more important, and prominent.

-Baby Stages:
I was slightly bummed out to learn that there were no nesting behavior in game, and that when babies were born they were already old enough to be weaned and roam around on their own. For me, a big part of being attached to an animal and running a breeding program is to see them start out as newborns, or hatch from an egg. I wouldn't expect them to grow gradually, (while that would be awesome, I know it's a lot of work to get that working and looking right) just go from one stage to another. Here's how, if I had the skill to make the program, I'd go about it:

0) All animals would have a nesting behavior- looking for a safe place to have their babies/make their nest. This could be any hard shelter with bedding added in, or somewhere the temperature was just right.

1) The egg laying animals would then build a nest, and lay their eggs. The live birth animals would make a small nest in their shelter, and give birth to their young. Maybe a small nest with the number of babies born 'stuck' there? Newborns wouldn't really leave their nests anyway until they were old enough, and it would be easier than animating individual newborn animals that could wriggle around and get lost. Mammals would nurse their babies (curl up around the nest and the babies would move to her side?) and egg layers would feed their young (grab food from a food source and bring it over to them?).

2) The next stage would be a slightly older animal, eyes just opened/independence just gained. They would then all become individual animals, and not 'stuck' to the nest anymore. They would stick close to a parent or guardian animal, need to sleep a lot, and would eat solid foods. (maybe with the help of a parent?)

3) The next stage would be what we have now in game- the independent energetic young we know and love. Lots of (non wound inducing) scrapping between litter mates to establish the pecking order would be a cool add on!

4) The last stage before adulthood- the 'awkward teen' phase. Animals would be pretty much adults, just slightly out of proportion, and not quite up to their adult size. The one who was at the top of the pecking order is a contender for alpha status.

5) and then- adulthood! Animals are able to reproduce and behave as the adult animals in game do.

-More Coat Variants:
I've seen this mentioned a lot with wolves, and I think it'd be a great addition to all the animals. Not every animal has as much variation as wolves do, but it'd be amazing to see different shades added to the existing coat colors, as well as a few different colors added for each animal. Something as varied as AWD or Wolves would take a bit more work, but adding to say, Bison, would be less. I've already seen that animals with markings mix it up fairly often, and I think just a few more of each thing that makes up an animal's appearance would make a big difference overall. Again, it'd be easier to get attached to an animal if you can easily pick it out of the herd from a distance- "ah, that's the bison with a small white star on it's head!" For example, I adore the freckles on a snow leopards' nose, and think more features like that, along with more coat colors and variation, would have a big impact.

-Slower Time
A slider, or several preset options to allow users to slow down time or animal aging would be great. The patches slowing things down have been helpful, but I think more individualized control would be appreciated. I'd like to slow things down by quite a lot, myself, and really take the time to get to know my animals. I almost never let time advance if i'm tweaking an exhibit or building something, because I end up missing too much. I think this would work out well even in Franchise mode, it would only impact how often someone was able to trade animals, and that could be left up entirely to the player. An animal would just age however the zoo they're living in currently has it set. This would be very helpful for people who want to build while time goes on, to keep making money while not being flooded with notifications and things that need to be fixed.

Thanks for reading all this way! I'd love it if I could get some feedback from anyone interested (or opposed) to these ideas. What do you all think?

I think it would be really cool to have baby stages but first I want them to get the game, as it is now, working. Adjusting the behavior of the baby stage we have now would go a long way towards my enjoyment of the game and would hopefully help Frontier develop a base for appropriate behavior of multiple baby stages. If we see multiple baby stages I think it's going to be a long way off.
 
- Slower Time
I think time should be slowed down significantly and universally for all players - at least in a few ways. Animals seem to breed and die often, and we don't get to enjoy them. It's like i'm trying to garden and things are drying up in seconds instead of days.

- Less Guests makes the game more personal.
Yes, the engine is impressive and can handle crowds. But consider that less guests (perhaps 25%-50% less) come to the park. Each one is now more special, their opinion and money more valuable. Of coarse the finance system is balanced according to the changes.

- The Game is like gardening
It's in the music, its in the gameplay - patience and care and that ideal flow state. Game difficulty seems to come from positioning, planning, and managing systems that could otherwise tangle. Giving players time, and asking them to be patient, allows us to focus on these puzzles instead of frantically dashing around the map with our heads full of stress hormones.
I really like your analogy, it’s a cool way to look at things.
 
I agree with all of this, especially the bit with self sustaining ecosystems- it makes perfect sense that, in a game about conservation with a goal of releasing animals into the wild, we should be able to simulate a wildlife environment and run our zoo as a "wildlife park" instead of a typical zoo- complete with herbivores that can graze to feed themselves, and predators that will realistically hunt prey animals only when hungry, and so on.

Hell, this could even be implemented through methods that still seem "artificial" enough that it still fits the "zoo idea" of the game but can be USED to run as a wildlife park instead bc Freedom- i.e. automatic herbivore feeders that have an extra running cost to them, but refill automatically on a regular basis, and appear as normal plants/bushes and can blend in seamlessly with foliage.

This would also help with making large 'safari' habitats sustainable as well, with the way the keepers currently work and the fact only one can feed at a time making it impossible to actually upkeep a large habitat- if you can monetarily afford the extra costs, you could use automatic feeders in place of keepers having to manually refill food.

And likewise, predator animals could be altered the same as they've been in JWE, in that they hunt only when hungry, not for sport, and then eat the carcass, which actually refills hunger- carcasses could have food levels same as in games such as Zt2, that deplete as animals eat, and it would still decay over time as well and pose a disease risk if left uneaten or not picked up by a vet for too long, as it is now. I'm not sure if carcasses naturally disappear after being eaten by carnivores as it is currently, however- they should, though. Would be nice to have a realistic simulated ecosystem without constantly having to pick up dead bodies with the vets.

Also, carnivores should not "hunt" eachother the same way as they would hunt an antellope. A tiger jumping at a lion and killing it in one hit is honestly ridiculous, there should be realistic fights and competition. They have proper fighting among same species, I'm sure they can implement it for rival species as well. A lion in a fight with a tiger should not be 100% guaranteed to die. Yes, the tiger would likely win the fight, but that's besides the point.
 
Thank you! I'm glad to hear other people are interested in this kind of thing for various reasons. I hadn't tried a safari exhibit yet- you raise an excellent point. A few other more natural ways of feeding animals, especially ones that look the part, would be an awesome way to keep animals near the rides and give guests a good experience, without massive metal feeders spoiling the view.

I like your ideas for carcasses and fighting behaviors as well- it would be great if (especially in pride/pack behavior) one member kills and animal and the entire group could feed from the carcass. I'm not sure I'd want carcasses to rot at all, or at least not too quickly, to make sure that keeping prey animals at decent levels wouldn't bee too hard. It'd be great if a carcass depleted while being eaten, for both realism and to give you a visual on how much food is left.

I definitely agree that carnivores shouldn't hunt each other like they would prey- a carnivore has to be extremely desperate to risk so much harm to themselves by hunting another one, and it should be an absolute last resort (and certainly not a one hit kill).
 
Yes to all of this, I agree so much. If they disregard everything I hope they at least slow down time, for god's sake a year lasts 18 minutes on normal speed...
BTW the pray/predator hunting works but animals can't fight back (obviously don't protect young), instantly die and a predator will kill even if it's not hungry. I loved this in zt2 where a lion could try to kill a baby elephant (or hippo - one or both of these had this feature) but the parent would protect it (it was so cool!), the animals only went hunting when hungry and the pray animal could run away.
If the "wildlife reserve" style is in a dlc (or even a separate game) I'm happy, but it would be a shame if none existed except a 20-year-old game without expansions (in the expansions they removed the animal's ability to eat from trees sadly).
 
I don’t exactly think having an entire ecosystem mechanic is doable. You’d need to have every species in that ecosystem to make it work. Herbivores also don’t breed fast enough to sustain their populations (not to mention that the presence of carnivores may make then stop breeding entirely due to low welfare).
Perhaps something like Planet Reserve with dedicated AI and mechanics would be better.
 
I don’t exactly think having an entire ecosystem mechanic is doable. You’d need to have every species in that ecosystem to make it work. Herbivores also don’t breed fast enough to sustain their populations (not to mention that the presence of carnivores may make then stop breeding entirely due to low welfare).
Perhaps something like Planet Reserve with dedicated AI and mechanics would be better.
I disagree you'd need every species for it to work, it is, after all, a game. A sim game, that doesn't need to be 100% realistic because that's not just playing god, that's actually trying to BE god. Welfare and numbers would be fine if proximity was a thing (not just in the same "habitat"), by having that you could have multiple herds and them running away to safety.
But I do agree it would be hard to nearly impossible to implement with planet zoo, "planet reserve" (or something) - would buy 10/10 :D
 
I don’t exactly think having an entire ecosystem mechanic is doable. You’d need to have every species in that ecosystem to make it work. Herbivores also don’t breed fast enough to sustain their populations (not to mention that the presence of carnivores may make then stop breeding entirely due to low welfare).
Perhaps something like Planet Reserve with dedicated AI and mechanics would be better.
This isn't really true at all, actually. You wouldn't need "every" species, you'd just need: automatic herbivore feeders so herbivores can seem to be grazing and can feed themselves, OR give them the ability to ACTUALLY graze from shrubbery, grass, etc like in Zt2, rivers and lakes for drinking, terrain that is suitable for all animals present, and a few predators. Boom, simulated wildlife park where the animals act like wild animals.

If predators hunted entirely realistically, i.e. only when actually hungry instead of for sport, and predators would opt for an already-dropped carcass before hunting, prey populations would be perfectly sustainable, if you keep a large enough herd. For example, a bison herd can grow pretty rapidly, with a male and a ton of females. The only problem right now is that, if housed with wolves, the wolves hunt all the babies like a sport rather than only hunting when hungry, and thus none have a chance to grow up and continue to reproduce. If that were fixed, though, this would definitely be a possible and even viable style of gameplay.
 
This isn't really true at all, actually. You wouldn't need "every" species, you'd just need: automatic herbivore feeders so herbivores can seem to be grazing and can feed themselves, OR give them the ability to ACTUALLY graze from shrubbery, grass, etc like in Zt2, rivers and lakes for drinking, terrain that is suitable for all animals present, and a few predators. Boom, simulated wildlife park where the animals act like wild animals.

If predators hunted entirely realistically, i.e. only when actually hungry instead of for sport, and predators would opt for an already-dropped carcass before hunting, prey populations would be perfectly sustainable, if you keep a large enough herd. For example, a bison herd can grow pretty rapidly, with a male and a ton of females. The only problem right now is that, if housed with wolves, the wolves hunt all the babies like a sport rather than only hunting when hungry, and thus none have a chance to grow up and continue to reproduce. If that were fixed, though, this would definitely be a possible and even viable style of gameplay.

Agreed! This is what I was going for- automated feeders and spawners that allow animals to feed themselves. Regarding Prey species, I was also thinking an an object (like a burrow, log, bush, plant or warren) that spawned small animals (like mice, hares, small fish, etc, anything that could be eaten by a carnivore) that weren't necessarily visible, but could be interacted with to fill the hunger need. Like, you couldn't see the prey, but the predator could go up to the object, an animation where they dig around/bite around on the ground and they would be less hungry. That way you wouldn't have to worry about keeping up prey populations if you didn't want to. I'm thinking about the system in place in Wildlife Park, where you could have an exhibit that fed itself by placing natural looking food spawners around the enclosure, and the animals would use it every once in awhile to feed themselves.

Of course, In Wildlife Park you could also have a population of Prey species living in an enclosure and generally, as long as they were a quick breeding animal, the population would stay stable as long as the predator population didn't get too big. It's an excellent game- but it's very dated, and I found it frustrating to do most everything due to the controls. But this natural feeding system is something I miss very very much, and the only area that Wildlife Park beats out Planet Zoo.
 
heck! zoo tycoon 2 had baby stages

the crocks would build nests

the beavers had dams

The peacocks had little coops which they could fly up on (really, why can't the fowl interact with climbing equipment, I think it would be nice for them to require 2sqm of climbing space

Herbivores could graze (I think...) and carnivores could eat from fake carcasses

enrichment food involved live lizard prey and fish...

I really miss the eggs thoguh
 
It’s a zoo game, not a wildlife reserve game, sorry but imo they shouldn’t waste time on needless things.

People can play as they want, but honestly the devs can do a lot more interesting and fulfilling things that this.

The time however does go faaar to fast, like one second I’m in November and the next it’s July?
 
It’s a zoo game, not a wildlife reserve game, sorry but imo they shouldn’t waste time on needless things.

People can play as they want, but honestly the devs can do a lot more interesting and fulfilling things that this.

The time however does go faaar to fast, like one second I’m in November and the next it’s July?
Okay, but just because "IS A ZOO GAME" isn't a reason to specifically avoid adding in extra options for fun gameplay for people who may not want to run a conventional zoo. It's literally as simple as adding in an automatic natural-looking feeder that has an extra running cost associated with it for herbivores (and potentially give them the ability to recover hunger by grazing from shrubbery and bushes or long grass) and tweak carnivore hunting behavior to be "only when hungry". They did it for JWE, they can do it here, too, and JWE wasn't a "wildlife reserve game" either, it's a Jurassic Park game.

They also did the whole "grazing" and "hunting only when hungry" in Zoo Tycoon 2, too. Which was also a zoo game, not a wildlife reserve game, AND YET, it was POSSIBLE to feasibly run your zoo as a wildlife reserve. You could even reasonably feed most herbivores on nothing but plants you place down, bc they'd graze from it naturally and the plant would disappear. All you'd have to do is replace the plants now and then.

I am also curious as to what you think of as "more interesting and fulfilling" than more gameplay options and freedom to be more creative in zoo design?
 
That's the great thing about a game like this- different people find different things appealing. I'm sure there are plenty of people who wouldn't use a feature like the ones I've suggested in the way I've suggested them, but this game is so flexible that adding things like this in would add even more options to different people. Just today I watched a youtube video where a professional landscaper taught some folks how to use the terrain options to make more realistic enclosures- he plays the game with a big interest in landscaping and plants. But I know for a fact that other people hardly care about landscaping in this game. But having those options there makes for deeper gameplay, and with how creative people are, I'm sure there will constantly be new discoveries/ways to play.
 
I love these ideas. Especially nerfing predator aggression and having them hunt when hungry, and giving the prey species more natural protective behavior; e.g., being able to (attempt to) outrun predators. I'd love to be able to have productive and sustainable predator-prey enclosures, especially since (as mentioned above) the one-keeper-feeds-at-a-time mechanic really limits your ability to create large enclosures.
 
heck! zoo tycoon 2 had baby stages

the crocks would build nests

the beavers had dams

The peacocks had little coops which they could fly up on (really, why can't the fowl interact with climbing equipment, I think it would be nice for them to require 2sqm of climbing space

Herbivores could graze (I think...) and carnivores could eat from fake carcasses

enrichment food involved live lizard prey and fish...

I really miss the eggs thoguh


YES! You can't tell me these things can't be done because they were! The herbivores would eat the grass. I can't tell you how many times I would have to replace grass in habitats because they would eat it! I'm seriously considering loading my ZT2 game onto my computer. It will be far less in-depth but there's some of that realism that PZ is still missing that ZT2 had. I mean they even had 4/5 different zebra skins for cripes sake!
 
I'm glad some people are liking my suggestions, I was kind of thinking I might be the only one who was interested in stuff like this. Now with the new announcements for patch 1.1, both Family Trees and Slower Time have been taken care of! Awesome!! Now, for a self sustaining ecosystem and life stages pack. ;)
 
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