Professional Documents
Culture Documents
Management: Each animal is given a grade (Default animals' grade taken from Sybex Official Strategy Guide), of how easy they are to care for:
A = Very Easy B = Easy C= Average C-= Slightly Difficult D= Somewhat Difficult F= Difficult F-=Very Difficult
General Layout:
Savannah 17
Grassland 1
Deciduous 2
Coniferous 3
Rainforest 10 Note: Mystery Animals, the Unicorn and Triceratops,
Highland 5 belong to the deciduous and savannah groups,
Polar 3 respectavly, but Microsoft puts these animals in a speical
Desert 2 category to denote the fact that they have to be unlocked.
Saltwater 2
Mystery 2
Total: 47
Fence: All formulas are given with square fences (with 1 exception), so the width and length values
are given. NOTE: the dimension of your exhibit has NO effect on the animal's suitability. A
1x50 exhibit is just as suitable as a 5x10 exhibit. Fences are either "Tall" or "Short". The
default value of the fence is Iron Bar and Short Iron Bar, but enter a different fence cost to
see how this adjusts exhibit costs on the formula sheets. The fence costs (and
recommended fences for each animal) are listed on the Fence Formulas tab.
Terrain: BR= Brown Rock/Stone $60.00 per tile
CF= Coniferous Forest $80.00 per tile
D= Dirt $20.00 per tile
DF= Deciduous Forest $80.00 per tile
FW= Fresh Water $30.00 per tile
G= Grass $40.00 per tile
GR= Grey Rock/Stone $60.00 per tile
RF= Rain Forest $50.00 per tile
S= Sand $30.00 per tile
SG= Savannah Grass $70.00 per tile
SN= Snow $100.00 per tile
SW= Salt Water $60.00 per tile
Note: Terrain Calculations in the formulas assume that ALL terrain the exhibit is standing on is unsuitable, and
everything has to be made (so, if you are building an exhibit on an area that already has rainforest for a
rainforest animal, the exhibit cost will be less then the formula's estimated cost for that exhibit).
Tree: 100% suitability in most animals can only be obtained by using the 'tree trick'. Trees that only take up one quarter of a
square (4 trees to a space) when bunched together on one square, increase suitability but does not anger the animal. It
is important that there are the right amount of trees on the proper number of spaces to repeat the formulas listed As an
example:
It is recommended that when building an exhibit for the olive baboon, that it's favorite tree is the Baobab.
When I put down Baobab's, I can only put 1 tree on each space (due to the Baobab's size). The Olive baboon
complains when I put more then 7 Baobab trees in its exhibit, but with 7 Baobab trees, the suitability is in the
low 90's. However, if I use Thorn Bushes, I can put down 4 of them on their own space, and put 12 thorn
bushes in three spaces (4 bushes per space). The Game counts the 12 thorn bushes as only 3 spaces, so it
does not penalize me for having more foilage, but I get 100% suitability. This is due to the way the animal was
"made." (This makes sense after reading the APE editor manual).
Shelter: In most cases, the cheapest shelter is used for the animal, without angering it (see: no sad face). 99% of the time, the shelter has
no impact on suitability when you are in the mid-high 90's. In some cases, you can have 100% suitability without even having a
shelter. However, an animal's shelter DOES affect its happiness, so in most cases, it is probably better to use the animal's preferred
shelter (Note: the Giant Panda Needs a Panda Cave to reach 100% suitability).
Elevation:
It is very difficult to document hills and valleys (see: sloped hills, smooth valleys). So elevation is given in cliff levels. Most of the
time, cliffs are cheaper then hills ($8/level of cliff compared to $32 for a small hill, where the hill exponenantly increases in cost). All
animals that like elevation can have 100% suitable exhibits by following these formulas, however from an asetics point of view, I
would recommend trying to use the hill tool to make your exhibit look a bit better (Some of the exhibits, when using the cliff tool
exclusivley, start to look like a level in Q-bert (see the Marhkor zoo file)). Also, most of the time, hills can be tuned to exact animal
specifications, which can mean less trees/rocks purchased for the exhibit. Remember, too, that your zookeeper needs to get in the
exhibit to rake poo, and while the siberian tiger can jump 3 levels and do its buisness, your zookeeper can't, so always "staircase"
your hills when possible.
Example of Elevation:
Means: Go into the exhibit, and using the cliff tool, raise 5 spaces to the first "notch" or "level". Then,
take 3 spaces at ground level and raise them two levels (use spaces next to your level 1 spaces as a
guide). Find 3 more spaces at ground level and raise each of them three levels high.
Animal: Number of Animals the exhibit will hold and the cost of each animal. All semi-solitary animal exhibits are built to hold 2 animals.
Pack animal exhibits are designed to hold a minimum of 3 animals. Some instances, high suitability levels can only be achived by
building a larger exhibit, so to to make sure you are getting the most bang for your buck, the number of animals in that exhibit is
increased to fit the larger exhibit size.
Note: Some people might criticize the additonal cost involved in making an exhibit that holds two animals when that animal is
perfectly happy alone. Some times, when you are low on space, the larger exhibit is not an option, but remember these formulas can
still help you (just divide everything in the formula in half). Building an exhibit that holds two animals compared to an individual
exhibit is a small cost that is quickly paid back: A 100% suitable exhibit means very happy animals, very happy animals mean high
reproduction chance. When the animals have a baby, the attractiveness alone will attract twice as many guests to that exhibit, the
babies are not seen as taking up space, untill they are fully grown. When they do become fully grown, you can sell the parents and
not have to worry about repopulating the exhibit.
Suitability:
This is the maximum achieved suitability for that animal. This does not mean that this suitability level can be reached another way,
however these formulas do represent the more cost effective ways to get this suitability level. A highly suitable exhibit greatly
increases animal happiness, which also affects reproduction chance, animal health, affect on guests, etc. Althought suitability and
happiness are related, one does not necessairly mean the other. Animal happiness, however, is based of many factors, including
random variables (some times animals "realize" they are in captivity and their happiness suffers, which can happen at any time,
regardless of other factors). Suitability, however is a static formula based on what is within the fence walls of the exhibit, and it can
be recreated, and repeated. Note: While lack of food affects animal happiness, it does not affect suitability for the exhibit. A large
amount of Poo DOES affect suitability, as much as 3 points, so if you are not at the suitability level you want to be, make sure the
exhibit gets a raking by your zookeeper.
Out of the 47 Default Animals, only 70% of these animals achieve a 100% suitability rating, the remaing 30% (14 animals) can only
achieve a suitability between 94-99. The reason why a good portion of these animals cannot achive 100% suitability is their
"resistance to the tree trick." Several variables define an animal, and in some instances a "tree count" variable and a "total
vegitation" variable conflict when using the tree trick. As an example, the Dromedary Camel approves of two fully filled spaces of
palm trees. When you go to put in a tree in the third space, the Dromedary Camel disapproves (red sad face). But, if you put 3 more
trees in that space, the Camel approves each of them! In the end, the camel will give 9 approvals for each disapproval for 3 more
spaces (before he begins disapproving every tree addition). The Camel does not want those 6 spaces filled with trees, however,
"foilage spaces" are only allocated at the first tree, so when the 3 additional trees go into that space, there is no penality deducted,
only suitability points. The overall effect is a space that adds two more suitable trees to the exhibit (the first tree cancelling out one of
the other
trees). This is why the 'tree trick' is considered a bug in many circles. The end result is that due to the approval/disaproval
cancellation, you lose those 6 points you need to get 100% suitable. For animals like these, the only thing you can do is make sure
that exhibit size, terrain percentages, etc. are all at their most effective level. In the end, a 94% suitable exhibit will meet any
scenario goal, and do a pretty good job of keeping the animal happy. If you ever do find a formula that gives a higher level of
suitablity for an animal listed here, please contact us!
Zoo Tycoon Formula Sheet - Default Animals
See the FAQ Sheet (use excel tabs at bottom of screen), to see a key and help info
Change these numbers and the fence cost will update automatically
Tall Fence: 180 /per fence unit Short Fence: 120 /per fence unit
See the FAQ Sheet (use excel tabs at bottom of screen), to see a key and help info
Change these numbers and the fence cost will update automatically
Tall Fence: 180 /per fence unit Short Fence: 120 /per fence unit
Yeti Polar
Fence Tall 10 by ### 9720
Terrain 17GR, 153SN 16320
Tree None 0
Rock Ex Sm Snowy Rock 60
Snowy Rock (Wall) 5 8000
Shelter Snowy Rock Cave 600
Animal 2 @ ### EA 20000
Total Cost: $54,640.00
Suitability: 99% Cost Per Animal: $27,320.00
Savannah
6120
4080
1650
600
450
1800
$14,700.00
$4,900.00
Rainforest
6480
3904
1800
450
500
3000
$16,134.00
$8,067.00
Highland
5760
3430
390
880
125
l 3: 4 - Lvl 4: 3
440
1400
$12,425.00
$6,212.50
9720
15700
11600
1125
1000
2400
$41,545.00
$6,924.17
The Compost Heap - Fence Formulas
Cost/unit Can be Can be Bash Strength (has Min Life Max Life Fence
of fence Jumped? Climbed? to be > then animals (in (in Life Value
Fence Type bash strength) months) months) (months)
Concrete 200 No No 300 21 53 37
Iron Bar 180 No No 290 20 50 35
Rock (window and non) 150 No Yes 280 20 50 35
Concrete Chain 150 No No 275 20 50 35
Plexiglass 150 No No 270 19 47 33
Wooden Slat (window and non) 110 No Yes 240 19 43 31
Post and Rail 90 No Yes 250 17 43 30
Stick Pole (window and non) 75 No Yes 225 17 43 30
Chain Link 70 No Yes 200 15 37 26