Work Rosters / Areas - A Must?

You'll get more regular checks of the habitats, so for the keepers I'd strongly advise doing it.

As soon as I set work zone's for my keepers, my alerts for animals starving etc. where almost completely gone.
 
Once you get a bigger zoo you really do have to start managing your staff better, and work zones help a LOT.

They ensure that keepers and vets stay near habitats (so you can distribute your staff evenly across the park to limit travel times). Caretakers and security need to be spread across heavily populated guest areas. Maintenance is the one that I'd say you don't NEED to have in work zones. I usually try to keep little pockets of staff buildings tucked in the middle of a circle of a few exhibits, and assign staff specifically to each pocket so that "Zookeeper Eddy" doesn't decide to go fill a food bowl all the way across the zoo and none of my animals starve in the two months it takes him to get there.
 
Looks something like this. Notice that all the gates are pretty close to the staff buildings so there's hardly any travel time
 

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What buildings do you specifically assign to caretakers? Just the staff buildings, bathrooms? exhibits? habitats? I'm not really sure I seem to have a few areas that are just trash magnets despite having multiple caretakers assigned to staff buildings and bathrooms in between the areas. I had read caretakers and guards should just clean between the staff buildings, but now I'm not sure, any help is appreciated!
 
Small parks no, as they get bigger mostly yes depending on how many staff you have. I start right from the initial build of a park and add new exhibits/facilities in as they are built until I need to create a new work group. I also use the following ratios on the whole and it seems OK but no checks at all on being optimal or long term testing:

1 Keeper for 1 enclosure or per 4-6 exhibits depending on how close they are.
1 Mechanic for 3-4 enclosures and 3-4 utilities/atm/toilets
1 Vet for 3-4 enclosures
Janitors - a guess at size really and see if it works
6 Vendors for a group of 4 shops, this means there is always 1 waiting when the others needs a break so no loss of revenue

I use the vets above for research but get a dedicated mechanic to do the research. I also add in the keeper huts and staff rooms I want them to use.

I would like to know if I need to put Quarantine, Vet Surgery, Research, Workshop, shops in any groups for maintenance have found I didn't need to so far.
 
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This is a tricky one retainedkitten I am not sure on exactly either, I have been adding in Exhibits, Enclosures, Shops, Toilets, Entrance to show where I want them to clean. I have no idea if they do all around it or how it is calculated. Generally put 2-3 exhibits and some things close by.

I don't put any of the staff areas in as they never seem to get rubbish for me and I also have no bins there. Would be interested to know more on the Janitor mechanics in the game.
 
At a certain size you will get eaten alive without them.
The game is way too complex for the AI/KI to handle that stuff if you don't take its hand and carefully tells
it what to do and when to do it.
The system is one of the best i saw in a game so far (or would be, if it would work bug free :p), but yea, it
require some time investment to get used to it.

Other than that, i agree with the numbers Garyd73 postet.
Security as well as janitors, depends on the circumstances, but those are not too expensive and you can tinker around with it.
 
What buildings do you specifically assign to caretakers? Just the staff buildings, bathrooms? exhibits? habitats? I'm not really sure I seem to have a few areas that are just trash magnets despite having multiple caretakers assigned to staff buildings and bathrooms in between the areas. I had read caretakers and guards should just clean between the staff buildings, but now I'm not sure, any help is appreciated!

The problem atm is, that the shops are causing an ungodly amount of trash (no matter how many trashcans you place).
In general i put my caretakers in exactly the same group as my mechanics, so as much space as possible is supplies.
Then i add as many as i see fitting.
 
I have three mechanics for two habitats, and it seems like I have to always tell them to repair the barriers, and all the mechanical equipment like transformers and water treatment. Setting the visit times down doesn't do anything either. It seems to me like they aren't doing anything without me directing them to the specific job. :unsure: Not sure why that is. A large park will be a nightmare. Oh, and they aren't in a any work groups.
 
I also go in and change my mechanic visits to every 3 months, vets to every 6 months and keepers every month. This seems to keep the barriers in good condition, i think the default is a 6 month or yearly inspection.
 
I have three mechanics for two habitats, and it seems like I have to always tell them to repair the barriers, and all the mechanical equipment like transformers and water treatment. Setting the visit times down doesn't do anything either. It seems to me like they aren't doing anything without me directing them to the specific job. :unsure: Not sure why that is. A large park will be a nightmare. Oh, and they aren't in a any work groups.
After I told my mechanics to visit every month I dont have to call a machanic to repair the barriers anymore. But the power and the water I usualy have to manually click.
 
After I told my mechanics to visit every month I dont have to call a machanic to repair the barriers anymore. But the power and the water I usualy have to manually click.

All a matter of setup i guess.
I have very small working zones that i named in a way i have half-way oversight.
I don't change the visit times, i also very seldom have to call a mechanic manually.
35 habitats 300+ animals and... way too many shops <.<
 
Looks like having them doing research causes this issue. I put one on research, and left the other two free. Stuff started getting fixed then. I thought that they would only research if they had nothing else to do. I guess that only works if you are assigning them directly, so leave some free to work on their schedule.
 
All a matter of setup i guess.
I have very small working zones that i named in a way i have half-way oversight.
I don't change the visit times, i also very seldom have to call a mechanic manually.
35 habitats 300+ animals and... way too many shops <.<

Same here,
Never need to call a mechanic manually and don't bother with the visit times either..
I got the same amount of habitats/animals (maybe a bit more)
Btw when you get big enough and money keeps rolling in you can afford 1 or 2 mechanics extra.

I got around 15 workzones, with almost the same exhibits/building in their zone.. Really depends on the type of animal, some animals/exhibits need more cleaning/feeding.
You need to find a balance between those and tweak the work zones...

I would highly recommend starting with work zones early on.. For example, I almost never had any issues with keepers not feeding my animals..
Once you get used to this, it's not a big thing - I personally wouldn't even call it micromanagement.
 
Looks like having them doing research causes this issue. I put one on research, and left the other two free. Stuff started getting fixed then. I thought that they would only research if they had nothing else to do. I guess that only works if you are assigning them directly, so leave some free to work on their schedule.

Oh well, i forgot about that one, yes indeed.
I have always seperate mechanics and veterinarians for research work.
Before i realized that you can give each employee individiual tasks i did that with research-workzones.

Vets are a little more flexibel, they will let the research suffer if they're overworked, but mechanics are stubborn.
I guess they find it nicer to sit in the workshop with coffee than fixing the crap that the vanadal zombie horde out there is destroying.
 
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