Hello everyone! 
With Update 8 on the horizon on the 30th of November, I felt inspired and wanted to initiate a thread of Tips, Tricks, and Park ideas the community could share with one another when it comes to Jurassic World Evolution 2.
This could be a thread where newcomers could learn what could be done with the game, experienced players could share their wisdom in challenge mode, and creative minds could share their ideas on how to build a park and freshen up the place with decoration placement, enclosure layout and ideas, and whatever else comes to mind!
I want to share some Tips, Tricks, and Park ideas of my own that I like to use a lot when it comes to building parks in Jurassic World Evolution 2. I tend to like playing in Custom Challenge mode as I really like the progress of laying out a foundation and growing from there to earn new dinosaurs and park appeal while dealing with any form of obstacle the game throws at me or from silly mistakes on my end. So what I will share should work on custom challenge games, and no special sandbox settings are necessary to make them possible. If you have any ideas that do use sandbox settings, share them here as well!
TINY DINOSAUR ISLAND
With update 5, a select number of small and tiny dinosaurs could no longer cross bodies of water. They include:
These dinosaurs for the most part are too small to raise their head above water, and would once lead to odd moments where the animal would casually walk through the water fully submerged. With update 5, these dinosaurs would navigate around water instead, and in certain circumstances, they could even be enclosed in a tiny island, with no worry of them being a threat to your guests!
The ability to enclose them on a tiny island would bring about the same appeal as those tiny mini islands that are found in lakes that are populated with multiple species of birds and ducks (you know what I am talking about



). They really bring about a nice open space to your parks that is very roomy, and you really do not need to worry about them rampaging and terrorizing your guests. You could make these islands viewable by a disconnected attraction or large hotel, and they would be part of your park's overall appeal! Your ranger and medical team would have a much easier time reaching them and tending to their feeders as well, making this the most seamless enclosure in your parks.
DECORATING CLASSIC JP GATE WITH CLASSIC JP FENCING
One thing I loved about the JP 30th anniversary update was the inclusion of many JP-inspired items, including the JP classic gate. It was a weird point for me that, unlike the default gate we have in the game, the JP-classic gate would always have the level 4 JP-fencing as a part of its design, which would not aesthetically blend that well with any other fence that isn't the level 4 fencing.
However, I did this trick which makes me like using the JP-gate more often, and that is simply by adding a short level 1 JP-fence on its side, facing away and into the enclosure. Oddly enough, to make it blend into the enclosure, I added to it to make it stand out. It complements the small cage that sticks out in the gate, and the "V" shaped ends of the JP-classic fence are a nice endpoint, and it draws less attention to the level 4-JP fence it is utilizing in its design. Plus, while I have not tested it, I do like the idea that the extended fence also pushes dinosaurs away from the gate which is great for a clean getaway. One nice touch you could do is also include classic lights at the end of the fencing so that it would illuminate ever so slightly at night if you want to know where to enter or more appropriately exit the enclosure.
ROCKS ARE YOUR BEST FRIEND
Rocks could be easily ignored as a decoration item, but they do bring about a great deal of decoration, especially with the recent inclusion of the random rock placement tool. They help remove the empty feeling of a flat open space.
One tip I like is to use the desert rocks alongside the biome's sand tool when placing down the Sand Diego Amphitheater. The Amphitheater would always use the desert rock which could clash with the park's natural biome, but if you were to treat it as an attraction that is imported from San Diego itself and place it with sand and rock, it helps blend the attraction with the biome. I like to use rocks like the image above for the amphitheater because it looks like the building was literally dropped in and the rocks are the shards from the impact, and at the same time, the use of the sand and rocks helps it gradually blend the amphitheater space with the natural environment of the park, so as to not look so out of place.
You could also use rocks for other attractions, like small ones around galleries, viewing domes, or hotels, as I like the idea that in order to place those buildings, construction would require digging for the foundation, and these rocks were dug up from setting the foundation.
FREE ROAMING PTEROSAURS
This enclosure idea is something I discovered when experimenting with how pterosaurs could now be airlifted to areas outside of the aviary. It really is the next level of enclosing pterosaurs outside of your park, and I really recommend players try it out themselves if they are confident with their park-building skills. Best part? This could be done outside of Sandbox mode.
To house pterosaurs outside of their aviaries, I really recommend figuring out the best place in your park to place them in. Maps like Canada, San Diego, and Isla Sorna would have these areas that pop out a bit from the center of the map, and I recommend building in such areas as you could contain these pterosaurs safely away from the mainland while still being close enough to be observable. As long as the enclosure is away from guest paths for quite a distance, you are more likely to lower the risk of them being a threat to your guests.
To make sure they do not stray away, I suggest placing the body of water, alongside feeders and perchable assets (rocks, attractions, decorations) exclusively in that area. Pterosaurs have the need to perch on assets above landing on the ground, so use that to your advantage to enclose them. If you were to place perchable assets like rocks or water sources around your enclosure without much thought, you may tempt the pterosaurs to expand their territory closer to your guests by having them move closer to your paths.
As for cohabitation, I suggest incubating the pterosaur with a leader that has a high cohabitation threshold, as they are neutral to your dinosaurs and would get agitated if there are a lot. The good news is that there are 5 species of the 11 pterosaurs that live peacefully with your dinosaurs, they are:
These pterosaurs would live peacefully among your dinosaurs. Not even the homalocephale would panic in fear of these animals. They would solely eat from their feeders, and would not attempt to hunt down your dinosaurs.
The remaining pterosaurs, however:
These pterosaurs are more of a threat to your dinosaurs, particularly the herbivores that do not defend themselves such as small herbivores, ornithomimids, and ornithopods. Your small herbivores like homalocephale, dryosaurus, and struthiomimus would be hunted down by these pterosaurs, whereas the ornithopods like muttaburrasaurus and parasaurolophus would simply panic in their presence, they get hunted down by the Quetzalcoatlus.
Dangerous as they are compared to the smaller flying reptiles, they could be housed with herbivores that could defend themselves like dracorex, chasmosaurus, stegosaurus, and brachiosaurus. If you are confident in your guests' security, you could make enclosures that really feel prehistoric with pterosaurs occupying the same space as your dinosaurs.
HOTEL MERGED ENCLOSURE
Do you know about the Giraffe Manor? It is a hotel that would have the residential giraffes nearby and poke their heads in the rooms when the windows are open. Now.... instead of giraffes... we instead use dinosaurs.
The hotels in Jurassic World Evolution 2 have a radius where guests can observe nearby dinosaurs and thus act like an attraction in itself. You could safely house any animal in this enclosure that is close to your hotel. The only trick here is that the fencing should be as close to the hotel as possible, as the dinosaurs could not pass through the hotel, it acts as a barrier to them. If you are not that confident that your fence is as airtight as your hotel, you could place in tiny decorations or rocks to wedge between your fence and the hotel.
This way, you could make the most out of your hotel viewing radius. Maybe a tiny JP hotel with tiny herbivores, or even the large Jurassic World hotels with sauropods able to pass by and peek into your guests. With this attraction, your dinosaurs could better observe your guests' enclosures! I have done this so many times since I learned about this trick, and it really helps planning new enclosure layouts outside of the typical gallery.
INTELLIGENT DINOSAUR RADIUS IS NO LONGER THAN A PATH'S MAXIMUM LENGTH
Are you worried about intelligent dinosaurs spotting their next target? Once they pick up a spot where guests are near their enclosure, they will attempt to break through, or hurt themselves trying!
A good rule of thumb is to use a path's maximum length to distance an intelligent dinosaur's enclosure from the park's main path. More often than not, that dinosaur's intelligent radius would not be able to identify its next target from the places your guests reside. You could then safely add a gallery to make sure your dinosaurs are at least observable if you have yet to research a viewing platform or underground attraction.
If you are uncertain that it would be enough, I also recommend placing down a small fence structure that faces inward near the gallery, so as to divert the radius away from the path leading up to the attraction.
A FUSSY TRAIT IS A BLESSING IN DISGUISE
Fussy dinosaurs are among some of the hardest to contain due to their low comfort tolerance, all it would take is a single storm and the dinosaur would attempt to break out.
Personally, I love this addition, as it would make dinosaurs much scarier in storm situations, and would prompt me to increase security and manage multiple breakouts after a storm breaks the park. While this may sound terrible, the moment you invest in high-security fencing and better understand how to manage breakouts, this makes the negative trait a positive one!
In default games, all dinosaurs are limited to three traits at a time, The likelihood of certain traits would also determine which ones are to occupy those slots. A fussy trait would always be 100%, so in essence, you are then limited to two traits.
If you are resourceful with only needing dinosaurs with 2 traits to fit into your parks, this is a blessing. Above is an example of this trick with the proceratosaurus. Proceratosaurus have some negative traits but are 75% likely to have the intelligent trait. If you have 100% genome of this species, you could then have 6 gene splices to modify your dinosaur. In this case, I boosted the lifespan to 100% with 4 splices and boosted the fit trait to 100% as well with the last two splices. Having three traits to be guaranteed 100% means that all proceratosaurs eggs would have the fussy, long-lived, and fit trait, effectively eliminating the intelligent trait altogether!
This is a neat trick if you do not have enough splices to remove all negative traits or have to deal with a dinosaur's unmodifiable trait. Simply use the fussy trait to make sure you can at least guarantee the results of the remaining two traits, removing the worry that you get a batch of dinosaur eggs with traits worse than the fussy one.
PLAY WITH TERRAIN BEFORE BUILDING YOUR PARKS
Flat maps are easier to work with, but after a while, you lose that bit of creativity when it comes to working around a messy canvas. Mountains, rivers, lakes, valleys, these are terrain ideas you could implement in your map before you are building your park. This way, your park could stick out more than what dinosaurs you could contain.
This would make for more dynamic perspectives of your park, as well as some building choices that would complement your park's terrain. You may want to build the entrance at the top of a mountain and have the path and enclosures spiral downwards until you reach the base, You could have zip lines travel across valleys and lakes for a more scenic experience, and you could also plan enclosures that play with elevation more often and have your dinosaurs occupy parts of the map that may occupy the niches they were adapted for way back when.
There is a level of fun to be had when building a park on a map that is not a flat surface. Sure it is easier to work on a flat square map, but it is also just as satisfying to pull off a park where the terrain does not make it easier, and the decisions made to overcome the odd terrain would be just as creative.
DEDICATED LAGOON SECTION FOR FEEDING
For those housing shark-loving marine creatures, you may often want to find the best place to build your feeders so that your guests can see the action up close.
One layout I like to make is having a lagoon module stick out in order to isolate it from the main lagoon. This way, the isolated lagoon section could have a dedicated gallery where you could place the feeders up close for your guests to see the feeding in action.
This is a fun layout I like doing, as you could place down shark feeders directly on the left and right views of the gallery. This is not only great because of how close the feeders could get to the gallery, but also because you could get double the show if you are housing multiple animals that like to jump for their next meal. The remainder of the lagoon could then house either a gallery that is fully underwater, or a viewing dome that is able to cover the open space away from the feeding frenzy.
PLACE THE MONORAIL TRACK BEFORE THE STATION
This is an old trick I like to use ever since Jurassic World Evolution 1.
I like to keep my park in a tidy fashion, and as such, I like it if paths and tracks are as straight as possible to maintain a consistent level of tidyness. One this I do recommend is placing down the monorail track before placing down additional stop stations for your park.
This would allow your monorail to have as smooth of a transition between stations, where it would look super neat when going over your park. You do not have to deal with the awkward wiggle as much if you work with stations that were placed on the monorail track itself.
These are some tips, tricks, and park ideas I wanted to share, hopefully, they are helpful and will give you guys a fresh look when playing Jurassic World Evolution 2!
Let me know if you want me to share more, and do share any of your own! It could be anything from sandbox ideas, park rosters to fit a theme, or hints and tricks for challenge mode to better handle the chaos in these parks. I will be looking forward to any ideas from the community and I want to come back and share some new ones once the latest update launches this Thursday!
Thanks for reading!

With Update 8 on the horizon on the 30th of November, I felt inspired and wanted to initiate a thread of Tips, Tricks, and Park ideas the community could share with one another when it comes to Jurassic World Evolution 2.
This could be a thread where newcomers could learn what could be done with the game, experienced players could share their wisdom in challenge mode, and creative minds could share their ideas on how to build a park and freshen up the place with decoration placement, enclosure layout and ideas, and whatever else comes to mind!
I want to share some Tips, Tricks, and Park ideas of my own that I like to use a lot when it comes to building parks in Jurassic World Evolution 2. I tend to like playing in Custom Challenge mode as I really like the progress of laying out a foundation and growing from there to earn new dinosaurs and park appeal while dealing with any form of obstacle the game throws at me or from silly mistakes on my end. So what I will share should work on custom challenge games, and no special sandbox settings are necessary to make them possible. If you have any ideas that do use sandbox settings, share them here as well!
TINY DINOSAUR ISLAND
With update 5, a select number of small and tiny dinosaurs could no longer cross bodies of water. They include:
- Coelophysis
- Compsognathus
- Homalocephale
- Huayangosaurus*
- Lystrosaurus
- Minmi
- Moros Intrepidus
- Oviraptor
- Pyroraptor*
- Sinosauropteryx
- Troodon*
These dinosaurs for the most part are too small to raise their head above water, and would once lead to odd moments where the animal would casually walk through the water fully submerged. With update 5, these dinosaurs would navigate around water instead, and in certain circumstances, they could even be enclosed in a tiny island, with no worry of them being a threat to your guests!
The ability to enclose them on a tiny island would bring about the same appeal as those tiny mini islands that are found in lakes that are populated with multiple species of birds and ducks (you know what I am talking about





I like the direction of having these animals be containable in water as they are indeed too small to make it look natural walking through water. With that said, three of these animals should be able to walk through water, being the Huayangosaurus, Troodon, and Pyroraptor.
The Huayangosaurus has a low-bearing head, but it is technically larger than the Chritonsaurus which is able to lift its head. I believe the Huayangosaurus should be given the same in the water animation where she raises her head while navigating through water. Troodon is actually able to keep her head comfortably high above the water, but that above-water head position is lost when she starts running. I say she should be able to walk through water but never run until she leaves the water.
Pyroraptor....why???
This is an odd choice, but I could guess why it was made. Pyroraptor is a feathered raptor, and feathered birds may not like to be wet (unless the bird is a duck or seabird). However, there are two things about the Jurassic World's pyroraptor that would indicate that she could cross the current bodies of water. The first is that similar to velociraptor, she is much larger than her real-life counterpart, so much so that she is always comfortably positioning her head way above the water. The second and more obvious is that this depiction of pyroraptor is more than capable of swimming, with semi-webbed feet and being able to quickly submerge itself with no hesitation and swim effortlessly underwater in the Dominion movie, this animal should not be deterred by meter-high water.
And not just because of character, but also because it really removes a lot of the danger this dinosaur would impose on players. Having a dromeosaur that could pack hunt and climb over fencing to be easily contained by a ring of water and not level 5 fencing is a bit silly, especially when other small carnivores like the dilophosaurus, proceratosaurus, and velociraptor would not care that there is water between them and their prey.
The Huayangosaurus has a low-bearing head, but it is technically larger than the Chritonsaurus which is able to lift its head. I believe the Huayangosaurus should be given the same in the water animation where she raises her head while navigating through water. Troodon is actually able to keep her head comfortably high above the water, but that above-water head position is lost when she starts running. I say she should be able to walk through water but never run until she leaves the water.
Pyroraptor....why???
This is an odd choice, but I could guess why it was made. Pyroraptor is a feathered raptor, and feathered birds may not like to be wet (unless the bird is a duck or seabird). However, there are two things about the Jurassic World's pyroraptor that would indicate that she could cross the current bodies of water. The first is that similar to velociraptor, she is much larger than her real-life counterpart, so much so that she is always comfortably positioning her head way above the water. The second and more obvious is that this depiction of pyroraptor is more than capable of swimming, with semi-webbed feet and being able to quickly submerge itself with no hesitation and swim effortlessly underwater in the Dominion movie, this animal should not be deterred by meter-high water.
And not just because of character, but also because it really removes a lot of the danger this dinosaur would impose on players. Having a dromeosaur that could pack hunt and climb over fencing to be easily contained by a ring of water and not level 5 fencing is a bit silly, especially when other small carnivores like the dilophosaurus, proceratosaurus, and velociraptor would not care that there is water between them and their prey.
DECORATING CLASSIC JP GATE WITH CLASSIC JP FENCING
One thing I loved about the JP 30th anniversary update was the inclusion of many JP-inspired items, including the JP classic gate. It was a weird point for me that, unlike the default gate we have in the game, the JP-classic gate would always have the level 4 JP-fencing as a part of its design, which would not aesthetically blend that well with any other fence that isn't the level 4 fencing.
However, I did this trick which makes me like using the JP-gate more often, and that is simply by adding a short level 1 JP-fence on its side, facing away and into the enclosure. Oddly enough, to make it blend into the enclosure, I added to it to make it stand out. It complements the small cage that sticks out in the gate, and the "V" shaped ends of the JP-classic fence are a nice endpoint, and it draws less attention to the level 4-JP fence it is utilizing in its design. Plus, while I have not tested it, I do like the idea that the extended fence also pushes dinosaurs away from the gate which is great for a clean getaway. One nice touch you could do is also include classic lights at the end of the fencing so that it would illuminate ever so slightly at night if you want to know where to enter or more appropriately exit the enclosure.
ROCKS ARE YOUR BEST FRIEND
Rocks could be easily ignored as a decoration item, but they do bring about a great deal of decoration, especially with the recent inclusion of the random rock placement tool. They help remove the empty feeling of a flat open space.
One tip I like is to use the desert rocks alongside the biome's sand tool when placing down the Sand Diego Amphitheater. The Amphitheater would always use the desert rock which could clash with the park's natural biome, but if you were to treat it as an attraction that is imported from San Diego itself and place it with sand and rock, it helps blend the attraction with the biome. I like to use rocks like the image above for the amphitheater because it looks like the building was literally dropped in and the rocks are the shards from the impact, and at the same time, the use of the sand and rocks helps it gradually blend the amphitheater space with the natural environment of the park, so as to not look so out of place.
You could also use rocks for other attractions, like small ones around galleries, viewing domes, or hotels, as I like the idea that in order to place those buildings, construction would require digging for the foundation, and these rocks were dug up from setting the foundation.
FREE ROAMING PTEROSAURS
This enclosure idea is something I discovered when experimenting with how pterosaurs could now be airlifted to areas outside of the aviary. It really is the next level of enclosing pterosaurs outside of your park, and I really recommend players try it out themselves if they are confident with their park-building skills. Best part? This could be done outside of Sandbox mode.
To house pterosaurs outside of their aviaries, I really recommend figuring out the best place in your park to place them in. Maps like Canada, San Diego, and Isla Sorna would have these areas that pop out a bit from the center of the map, and I recommend building in such areas as you could contain these pterosaurs safely away from the mainland while still being close enough to be observable. As long as the enclosure is away from guest paths for quite a distance, you are more likely to lower the risk of them being a threat to your guests.
To make sure they do not stray away, I suggest placing the body of water, alongside feeders and perchable assets (rocks, attractions, decorations) exclusively in that area. Pterosaurs have the need to perch on assets above landing on the ground, so use that to your advantage to enclose them. If you were to place perchable assets like rocks or water sources around your enclosure without much thought, you may tempt the pterosaurs to expand their territory closer to your guests by having them move closer to your paths.
As for cohabitation, I suggest incubating the pterosaur with a leader that has a high cohabitation threshold, as they are neutral to your dinosaurs and would get agitated if there are a lot. The good news is that there are 5 species of the 11 pterosaurs that live peacefully with your dinosaurs, they are:
- Barbaradactylus
- Dimorphodon
- Dsungaripterus
- Jeholopterus
- Tapejara
These pterosaurs would live peacefully among your dinosaurs. Not even the homalocephale would panic in fear of these animals. They would solely eat from their feeders, and would not attempt to hunt down your dinosaurs.
The remaining pterosaurs, however:
- Cearadactylus
- Geosternbergia
- Maaradactylus
- Pteranodon
- Quetzalcoatlus
- Tropeognathus
These pterosaurs are more of a threat to your dinosaurs, particularly the herbivores that do not defend themselves such as small herbivores, ornithomimids, and ornithopods. Your small herbivores like homalocephale, dryosaurus, and struthiomimus would be hunted down by these pterosaurs, whereas the ornithopods like muttaburrasaurus and parasaurolophus would simply panic in their presence, they get hunted down by the Quetzalcoatlus.
Dangerous as they are compared to the smaller flying reptiles, they could be housed with herbivores that could defend themselves like dracorex, chasmosaurus, stegosaurus, and brachiosaurus. If you are confident in your guests' security, you could make enclosures that really feel prehistoric with pterosaurs occupying the same space as your dinosaurs.
If you have developed this game and reading this, I want to say... hello! Thank you for working on this wonderful game and for reading my suggestions and this thread. it has been my favorite timesink since 2018 
With that said, this trick is too much fun! I definitely see this as a potential to be incorporated into the game with these two adjustments for your pterosaurs:
The first is to adjust their cohabitation so they do not mind the presence of other dinosaurs, this could include more herbivores and spinosaurids into their likes category so that players could try to mix and match the pterosaurs with their dinosaurs. The larger pterosaurs may not be as tolerant and may not have as much liked species as a result, and I think it would be fitting if the Quetzalcoatlus would be the Therizinosaurus of the sky and dislike every dinosaur but scavengers. The giant pterosaurs already have such high appeal at 2400, that it would be game-breaking to house them with any other dinosaur that would further bolster the enclosure's appeal.
Second, if possible, having Biosyn's invisible fencing to contain them would be phenomenal. It would match the feel of Biosyn being able to contain pterosaurs in the movies and would be fun to see players having control of a pterosaur's enclosure in similar freedom to how players design dinosaur enclosures.
Lastly... to see some of the small pterosaurs perch on the backs of sauropods would be magical if possible!
Thanks for reading my request!
With that said, this trick is too much fun! I definitely see this as a potential to be incorporated into the game with these two adjustments for your pterosaurs:
The first is to adjust their cohabitation so they do not mind the presence of other dinosaurs, this could include more herbivores and spinosaurids into their likes category so that players could try to mix and match the pterosaurs with their dinosaurs. The larger pterosaurs may not be as tolerant and may not have as much liked species as a result, and I think it would be fitting if the Quetzalcoatlus would be the Therizinosaurus of the sky and dislike every dinosaur but scavengers. The giant pterosaurs already have such high appeal at 2400, that it would be game-breaking to house them with any other dinosaur that would further bolster the enclosure's appeal.
Second, if possible, having Biosyn's invisible fencing to contain them would be phenomenal. It would match the feel of Biosyn being able to contain pterosaurs in the movies and would be fun to see players having control of a pterosaur's enclosure in similar freedom to how players design dinosaur enclosures.
Lastly... to see some of the small pterosaurs perch on the backs of sauropods would be magical if possible!
Thanks for reading my request!

HOTEL MERGED ENCLOSURE
Do you know about the Giraffe Manor? It is a hotel that would have the residential giraffes nearby and poke their heads in the rooms when the windows are open. Now.... instead of giraffes... we instead use dinosaurs.
The hotels in Jurassic World Evolution 2 have a radius where guests can observe nearby dinosaurs and thus act like an attraction in itself. You could safely house any animal in this enclosure that is close to your hotel. The only trick here is that the fencing should be as close to the hotel as possible, as the dinosaurs could not pass through the hotel, it acts as a barrier to them. If you are not that confident that your fence is as airtight as your hotel, you could place in tiny decorations or rocks to wedge between your fence and the hotel.
This way, you could make the most out of your hotel viewing radius. Maybe a tiny JP hotel with tiny herbivores, or even the large Jurassic World hotels with sauropods able to pass by and peek into your guests. With this attraction, your dinosaurs could better observe your guests' enclosures! I have done this so many times since I learned about this trick, and it really helps planning new enclosure layouts outside of the typical gallery.
INTELLIGENT DINOSAUR RADIUS IS NO LONGER THAN A PATH'S MAXIMUM LENGTH
Are you worried about intelligent dinosaurs spotting their next target? Once they pick up a spot where guests are near their enclosure, they will attempt to break through, or hurt themselves trying!
A good rule of thumb is to use a path's maximum length to distance an intelligent dinosaur's enclosure from the park's main path. More often than not, that dinosaur's intelligent radius would not be able to identify its next target from the places your guests reside. You could then safely add a gallery to make sure your dinosaurs are at least observable if you have yet to research a viewing platform or underground attraction.
If you are uncertain that it would be enough, I also recommend placing down a small fence structure that faces inward near the gallery, so as to divert the radius away from the path leading up to the attraction.
A FUSSY TRAIT IS A BLESSING IN DISGUISE
Fussy dinosaurs are among some of the hardest to contain due to their low comfort tolerance, all it would take is a single storm and the dinosaur would attempt to break out.
Personally, I love this addition, as it would make dinosaurs much scarier in storm situations, and would prompt me to increase security and manage multiple breakouts after a storm breaks the park. While this may sound terrible, the moment you invest in high-security fencing and better understand how to manage breakouts, this makes the negative trait a positive one!
In default games, all dinosaurs are limited to three traits at a time, The likelihood of certain traits would also determine which ones are to occupy those slots. A fussy trait would always be 100%, so in essence, you are then limited to two traits.
If you are resourceful with only needing dinosaurs with 2 traits to fit into your parks, this is a blessing. Above is an example of this trick with the proceratosaurus. Proceratosaurus have some negative traits but are 75% likely to have the intelligent trait. If you have 100% genome of this species, you could then have 6 gene splices to modify your dinosaur. In this case, I boosted the lifespan to 100% with 4 splices and boosted the fit trait to 100% as well with the last two splices. Having three traits to be guaranteed 100% means that all proceratosaurs eggs would have the fussy, long-lived, and fit trait, effectively eliminating the intelligent trait altogether!
This is a neat trick if you do not have enough splices to remove all negative traits or have to deal with a dinosaur's unmodifiable trait. Simply use the fussy trait to make sure you can at least guarantee the results of the remaining two traits, removing the worry that you get a batch of dinosaur eggs with traits worse than the fussy one.
PLAY WITH TERRAIN BEFORE BUILDING YOUR PARKS
Flat maps are easier to work with, but after a while, you lose that bit of creativity when it comes to working around a messy canvas. Mountains, rivers, lakes, valleys, these are terrain ideas you could implement in your map before you are building your park. This way, your park could stick out more than what dinosaurs you could contain.
This would make for more dynamic perspectives of your park, as well as some building choices that would complement your park's terrain. You may want to build the entrance at the top of a mountain and have the path and enclosures spiral downwards until you reach the base, You could have zip lines travel across valleys and lakes for a more scenic experience, and you could also plan enclosures that play with elevation more often and have your dinosaurs occupy parts of the map that may occupy the niches they were adapted for way back when.
There is a level of fun to be had when building a park on a map that is not a flat surface. Sure it is easier to work on a flat square map, but it is also just as satisfying to pull off a park where the terrain does not make it easier, and the decisions made to overcome the odd terrain would be just as creative.
DEDICATED LAGOON SECTION FOR FEEDING
For those housing shark-loving marine creatures, you may often want to find the best place to build your feeders so that your guests can see the action up close.
One layout I like to make is having a lagoon module stick out in order to isolate it from the main lagoon. This way, the isolated lagoon section could have a dedicated gallery where you could place the feeders up close for your guests to see the feeding in action.
This is a fun layout I like doing, as you could place down shark feeders directly on the left and right views of the gallery. This is not only great because of how close the feeders could get to the gallery, but also because you could get double the show if you are housing multiple animals that like to jump for their next meal. The remainder of the lagoon could then house either a gallery that is fully underwater, or a viewing dome that is able to cover the open space away from the feeding frenzy.
PLACE THE MONORAIL TRACK BEFORE THE STATION
This is an old trick I like to use ever since Jurassic World Evolution 1.
I like to keep my park in a tidy fashion, and as such, I like it if paths and tracks are as straight as possible to maintain a consistent level of tidyness. One this I do recommend is placing down the monorail track before placing down additional stop stations for your park.
This would allow your monorail to have as smooth of a transition between stations, where it would look super neat when going over your park. You do not have to deal with the awkward wiggle as much if you work with stations that were placed on the monorail track itself.
These are some tips, tricks, and park ideas I wanted to share, hopefully, they are helpful and will give you guys a fresh look when playing Jurassic World Evolution 2!
Let me know if you want me to share more, and do share any of your own! It could be anything from sandbox ideas, park rosters to fit a theme, or hints and tricks for challenge mode to better handle the chaos in these parks. I will be looking forward to any ideas from the community and I want to come back and share some new ones once the latest update launches this Thursday!
Thanks for reading!
