You can adjust it, but most times it doesnt look good.Ĭlick to expand.Funny you should say that! The raised paths and viewing platforms are already involved in the zoo pictured above, it's just zoomed out so far you can't really make out all of that. If you build a few habitats, you'll always need to be sure you leave enough space for enough shops. The number of drinks shops you need for your zoo is a bit too much (imo) but that's a game feature and you need to work around such high demanding features. Someday soon, I'll make a "pretty" zoo with a more natural look, once I mastered building more. Most likely I lost my main zoo (corrupt file), so I have to start over with that idea, so i'm making a few smaller zoos with specific species. But this will be a small zoo compared to my second one. Mine is just a basic zoo (South America) meant for breeding animals for my other zoos. Or raise that path, to make a viewing platform. Might add those in future habitats except with a roof on top, so it would look like a viewing building. I like the viewing areas for some habitats from Jaggid Edje's zoo. ![]() For a small zoo it looks great, nice structured zoo with a nice flow throughout.īut expanding such a zoo would be a trial and error experience.Ī bit curious, having ostriches and warthogs habitats next to each other, isn't this a 24/7 job for 1 zookeeper? Or do keep a low population of those animals to avoid constant notifications? I really like Klinn's one… I'm glad Klinn already commented about expanding such a zoo. Can't exactly put drink shops in the middle of a habitat (well you can.but I don't like how it looks) and I'm not ready to expand more to the west to give them a rest stop there. I'm well aware that the main reason for it hitting yellow is that area along the western edge where an elevated walkway is talking visitors through the 2 very large habitats. As long as it's hitting green some of the time though I'm satisfied there are enough drink shops. It bounces between them being fully (green) happy and having thirst in the yellow. Having a place for both food and drink always within no more than ~2 habitats worth of distance (unless they are really small habitats). And that seems to be what works the best. Next expansions are going north-center and to the east in the north east corner and in both instances another group of 1-2 drink and 1 food shop will be added with the 2-3 habitats in each of those areas. Where there are clusters of 3 or more shops together it's almost always 1 or 2 drink shops, 1 food shop and a souvenir shop. 1st image is so you get a general idea of the myriad of options for direction that guests get (the branching paths) and the 2nd image is to show where all the shops are. In the zoo I made last week for Cheetahs, my layout looked like this by the end of the challenge. Scattering them also helps attract people to different habitats nearby that might not get as much traffic otherwise.) (The problem with food courts is they attract a lot of people which leads to that congestion issue along the most common routes. I experiment with different ideas of layout on ever zoo and what I've learned works best for keeping folks happiest is to have a lot of branching paths and to scatter the food and drink throughout the park rather than building food-court like places. Choosing if its terrain only, or include buildings and habitats.The key is more about frequency of the shop placement and minimizing congestion so people aren't getting stuck for long periods of times due to the crowds more than overall layout.Player can pick a scenario that player can access (owning and finish previous scenarios).You start with $40,000 and 300 Conservation Points each time.Choosing Terrain Type: Flat, Sculpted (not include Diorama). ![]()
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