The Star System and how it could improve the Franchise experience

Gave Franchise another shot and gotta say how not fun that was, but while playing i got some idears how some of the more frustrating aspects could be fixed.

The Nr 1. Issue i had was that the Game punishes me for playing the Game and that just is not fun. Its a zoo building game and while i get that you should save up money to expand how are you suppoused to save up money when you have no zoo and actually got standards regarding habitat design?

The way id fix that would be to have prices and stars be connected. As long as you have 1 Star or less the game can expect you to still have a not so great starter zoo, so to actually allow the player to build something, all building props and nature items have a discount, lets say 80%. Once you got 2 Stars 50% and once you hit 3 Stars either 30% or just normal prices. This would ensure that you can do what the game does best, creative building, from the start instead of having to settle for trash for the first whatever how long hours of the zoo. To add to that, i would make terrain tools till 1 star and below completly free, as the number 1 leading reason for a boring zoo is flatness and being able to make your own starting layout on the map would be a great QoL change. Its also not like it would impact the management part for those who enjoy that, as this wont bring you any money but is purely for a decoration and building purpose and just would allow players that do care about having a more interesting layout for their zoo to have that, while also not taking terrain as a money sink completly out as it only gives you a head start till 1 star. And before anyone says it, no the premade sculpted maps arnt a solution for this as they just look horrible to be frank.

So right now i only buffed the lower ranks and nerfed the higher ranks in comparison so why would you still have a high ranking zoo?
Besides the fact that you will most likly get one either way and wouldnt need that safety starting net anyways once you hit around 3 stars, theres currently in game also not much reason to rank higher so why not give it one?
For starters, having each star give extra 10% Research speed would be a neat QoL change and also add some numbers to the progression and if its not allready the marketing and loan options should also be different for each star rank, with for example a tv series about the zoo in the 5 star tier that is very effective advertisment but also costs a ton vs 1 star where you pay a little for an article in the local newspaper about your zoo.

Something im personally a bit iffy about but seems like a general popular thing would be to lock certain species and maybe even building themes behind star lvl, even if id personally argue that thats to much of an impact of the freedom of the player in what they want to build, so while for 1 and 2 stars to be restricted would be fine enough imo from 3 stars on everything should be unlocked, which would also feed in well with the end of the discounts.

Ngl i dont find many things that could be added to the higher end of the star system that would feel meaningfull to unlock without it being just finally gaining access to something that was taken away from you so if you guys got some idears to buff the higher ranks im all ears as i mostly just wanted to state my piece about the lower stars getting discounts
 
After thinking about it a little i got an idear how to both add more significance and gameplay to the game.

Starting of, we do introduce a star limit on animals, but instead of manually putting them onto ranks, we use a simple formula instead of animal popularity x its level of conservatiln, which are numbers between 1-7, 1 being a domestic, 2 least concern, ... and 7 being extinct in the wild.
For example the african savannah elephant is in the highest popularity group abd endangerd, so its rating is 6750x5 = 33.750.
As 2 more examples the bactrian camel is a domestic with 3000 popularity so its 1x 3000= 3000 and scimitar horneed oryx is extinct in the wild and has 1875 popularity, so 7 x 1875 = 13.125.

The star levels would then allow to buy animals until a certain number, for example:

1 Star =< 3.000
Examples: Bactrian Camel (3.000), White Faced Capuchin (3.000), Wild Boar (1.500)

2 Star =< 9.000
Examples: Racoon (3.750), African Wild Dog (7.500), Komodo Dragon (7.500)

3 Star =< 16.000
Examples: Scymitar Horned Oryx (13.125), Cali Sealion (11.250), Koala (11.250)

4 Star =< 24.000
Examples: Siamang (22.500), Hippo (18.000), Giant Panda (16.875)

5 Star > 24.000
Examples: African Savannah Elephant (33.750), Siberian Tiger (28.125), Reticulated Giraffe (26.250)


Do some animals like the komodo dragon seem a bit weirdly low? Yeah thats cause the guest appeal is all over the place and really should be reballanced. The racoon having 1.875 isnt something i mind in a nutshell, but why does the komodo dragon have below it with 1500?
The newer animals seem mostly fine but many base game and early dlc choices are questionable (Cassowary at 1135? Really?).

While this formula and borders ofcourse arnt perfect, its good enough to somewhat evenly group the animals along the games progression curve, with more popular abd "rarer" animals being pushed to the back, giving some progression and really purpose to the guest appeal, with many of the weirder placements also belonging to weird guest appeal ratings.

But im still of the opinion that just taking away isnt fun, so lets tickle some animals back in through quests.

These quests will be pop ups that offer you to take in animals along different requirements.
Once you accept a quest you have one year to build them a habitat that fits their requirements or they will be taken away again, with the star rating of your zoo taking a hit.
The first kind are to take in rescues. These rescues can only be domestics or animals which range overlaps with the placement of your zoo on the map. If that is to complicated the game just checks for your continent and biome. You can get any rescue of any star level that fullfills these requirements, with the higher star ones being rarer.
Rescues allways come in as pets, orphaned juveniles, elderly, injured and/or ill for you to care for.

Similar their can be tasks from the frontier zoo association.
Youd get a pop up to either give away certain animals you own, breed and either release or send to frontier zoo a certain number of animals or take in animals of your rank or below.
For example these quests could be that the studbook decided that your newly matured leopard would benefit the protection programm in another zoo more, they are preparing a project to release flamingos abd would like you to contribute 7 in the next year or that a baechlour group of 5 springbock need a forever home.
These quests would be an especally nice addition to challenge Mode as they act as smaller, more personalised interactions with a zoo association and the frontier community challenges, giving you some side objectives.

Lastly whenever you gain a star, your zoo gets a special rank up quest.
Here the frontier zoo association grows interested into your zoo and offers a test where they hand over the smallest suiteable group of a 4 or 5 star species for you to take care of.
After a year they check in on you, needing the animals to have their welfare in the green and gaining bonus points for each juvenile born.
These quests give alot of cc/money, aswell as bonus star rating as a reward so they are very lucrative but equally punishing if failed, deducting from your star rating.
When the quest pops up, there are 4 different animal groups to choose from, randomly selected from the 4 or 5 star animals, aswell as an option to decline.


So tdlr:
  • Animals get unlocked based on their appeal x their conservation level with each star uping the threshhold to a higher level.
  • Quests shake up the gameplay with side objectives based on star level
  • The location of the zoo on the map determines animal pool for rescue quests
  • With each star earned you get a chance to get a breeding group of high star animals as an optional challenge to not completly lock them away till the late game and to mix up builds by different animals being provided.

Also these changes might be much more suiteable for challenge mode then franchise , but either way they would add something to shakeup both the management and general game flow and give more a sense of building your zoo up from a tiny collection of domestics and rescues to a big and well known zoo.
 
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Do some animals like the komodo dragon seem a bit weirdly low? Yeah thats cause the guest appeal is all over the place and really should be reballanced. The racoon having 1.875 isnt something i mind in a nutshell, but why does the komodo dragon have below it with 1500?
The newer animals seem mostly fine but many base game and early dlc choices are questionable (Cassowary at 1135? Really?).
You wanna know why?
There wouldnt be problem, if base game actually had animals like wallaby or swan for proper balance, but since goal of every zoo game is to pump out popular animals there is no reason to think about common sense. This create situation where appeal of some of species essentially has to be dumbed down no matter what, because without it base game would stuck with reverse gameplay pyramid. Not enough proper early game species to reach high amount of high profile ones. PZ case is especially hilarious thanks to exhibits. Said cassowary is at bottom, because due to lack of low appeal habitat species it has to fill role of something like green iguana. Meanwhile said iguana is above it, because middle tier animal niche is open thanks to cassowary moving down. Like lol?
How one is supposed to balance something, which have been made with no balance in mind to begin with? Whats funny PK currently stucks with same problem. Not enough small critters so woolly rhino is doing small ornithopod job XD.
 
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I like the ideas, and increasing the gameplay complexity is something I've wanted for a long time now.
Random events to save/rescue/etc animals would be amazing, and something I really hope to see in a PZ2.

I do also like the Zoo Tycoon method of locking certain animals/features behind star level. Conservation and popularity are good criteria to achieve a "base level" rating. But I think other factors should then be used to tweak the positions of certain animals.
Here's a few:

  • Food Costs. The higher the food cost the less likely a smaller zoo would keep that animal.
  • Danger. The more dangerous animals require more expensive and complex security, which you don't have in smaller zoos(mostly).
  • Ease of keeping in captivity. Animals that are more difficult to adapt to captivity should be locked behind higher star levels.
  • Unique animals. Locking certain color morphs behind higher tiers - or maybe even research/challenge completions is something that may be cool. Example: Grey Wolf could be available in Star Level 2, but only in the basic grey-ish forms. The Black Melanistic variant is locked behind Star Level 4.

Of course all this is only for Franchise. Sandbox should all be available from the get-go.
 
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