Zoo Keepers to function as Zoo Keepers...

I accept that this will not be for everyone, so readers please accept my suggestion would allow you to disable the advanced function of Zoo Keepers so that they operate as they currently do (up to announcement of v1.5)

WHY? - Currently Zoo Keepers carry out basic functions such as feeding and cleaning. In reality, a Zoo Keeper is so much more and the more senior keepers are responsible for breeding and conservation programs as well as sourcing animals. Introducing a Senior Zoo Keeper role (or function for fully trained Zoo Keepers) would allow some automation and avoid the need to constantly monitor populations and apply the pill or purchase new animals once a population has died out.

WHAT? - Enabling a Senior role would bring new possibilities such as:
- Prevent in-breeding / Limit habitat population size through
- Use of pill
- Moving animals between habitats (same zoo)
- Moving animals between zoos (same franchise)
- Further limit habitat population size through
- Sale/Release/Trade of animals
- Purchase of animals

HOW? - Similar to the game setting for number of guests in the Zoo, a maximum (and minimum) setting could be set for each species in a habitat.

e.g. A habitat with Zebra and Ostrich would have an adult population min and max for each species (e.g. 6 Zebra and 10 Ostrich) which would then break down into males and females (e.g. 1 / 5 Zebra & 1 / 9 Ostrich). A check-box against each species for prevention of in-breeding and a further check-box to limit population size would then allow you to select how to prioritise each of these settings for each species

So when you select the habitat and click on the animals in habitat tab (or a new Zoo Keeper tab) would show something along the lines of:

Species: Zebra (select from drop-down list of animals in habitat) - These could default to the settings in Zoopedia for example
Max adult population: 6
Max adult male population: 1
Max adult female population: 5

Prevent in-breeding?: Check-box (yes/no)
Method p1: Move animals between habitats
Method p2: Move animals between zoos
Method p3: Use Pill
Method p4: Sell excess (mandatory default)

Limit habitat population?: Check-box (yes/no)
How to prioritise what to sell/trade/release: Release as reach maturity except when breeding pair is >80% max life expectancy
Method p1: Trade for default game value of cc
Method p2: Release to Wild
Method p3: Sell for cash

Purchase animals?: Check-box (yes/no)
Minimum spec: e.g. Gold
Max age: e.g. 50% of max life expectancy
 
This is a neat idea. I don't know if Frontier could implement it because it's kinda complicated in some ways (engine, but I'm assuming). I would totally get this, though, if it were available
 
I was thinking the Zoo Keeper would be mapped to the current base parameters of the Vet role. For example when an animal is hurt the vet function can be automatic. If the Zoo Keeper mapped onto this principle, they could be summoned when population parameters are exceeded and, based on priorities (which I agree would be new coding) take animals out of the habitat to trade centres / release / sell. Moving between habitats, zoos, avoiding inbreeding etc would all be new.

It's a group of new features but would avoid my current situation of having to run the game on pause most of the time (I only have around 20 species so imagine it with 40, 60 or even 100!). The game becomes an admin sim
 
I also should add that it could result in a much healthier trade platform too, with lots of animals being added at a game-recommended price rather than cheap for crap or 10,000 for anything half decent.

I mean if we want to go crazy, anything auto-traded could go to auction rather than the current system where you set a price. Therefore you will likely get less cc but that offsets the reduction in effort due to automation
 
Optional automatisms sound neat, great for anyone like me who spends like 80% of the time on big scale constructions, Landscaping and designing that perfect habitat in several sessions. But i think those automatisms should cost a high amount of money in the long run so its a reward for those players that already managed to run a profitable zoo manually. Otherwise you would end up smashing one automated habitat after habitat into your park and basically have a self running zoo from the start of the game.
 
Back
Top Bottom