Beruflich Dokumente
Kultur Dokumente
A = Very Easy B = Easy C= Average C-= Slightly Difficult D= Somewhat Difficult F= DifficF-=Very Difficult
Name Attractiveness Cost # Animals. Shelter Mgt. Tiles per Animal Suitability
Habitat Settings Favorite Trees
SG
Bash
SG
Bash
GL
Bash
CF
Bash
CF
Bash
CF
Bash
CF
Bash
CF
Bash
CF
Bash
CF
Bash
DF
Bash
DF
Bash
DF
Bash
DF
Bash
RF
Bash
RF
Bash
RF
Bash
RF
Bash
HL
Bash
HL
Bash
HL
Bash
AQ
Bash
AQ
Bash
AQ
Bash
Zoo Tycoon Dino Digs Formula Spreadsheet by the Compost Heap - v.1.4
General Layout:
Savannah 2
Grassland 1
Coniferous 7
Deciduous 4
Rainforest 4
Highland/Arctic 3
Aquatic 3
Total: 24
Fence: All formulas are given with square fences, 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 Electrified 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 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: The "Tree Trick" used to increase suitability in the original Zoo Tycoon animals still exists, however the Dino
Digs add on pack seems to have a "cap" on how far you can do this. It seems that after a certain point,
adding trees to a square that already has a tree makes no difference in suitability, although the animal
approves the addition. The same goes for "special" rocks, such as arctic rock wall or waterfall.
Tree CODE
Rock: Type of Rocks in the exhibit, the rocks are listed line by line
Note: Due to the fact that there are two types of "Small Rock" and "Small Snowy Rock", the terms "SM" (small) and "EX SM" (extra
small) are used, extra small being the cheaper of the two. In most instances, it makes no difference in the animals suitability if you
use small rocks or extra small rocks. Consider this more of a "cosmetic feature" that, if you have the money, can alternate between
the two.
Shelter: In most cases, the cheapest shelter is used for the animal, without angering it (see: no sad face).
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. Also, most of the time, hills can be tuned to exact animal specifications, which can
mean less trees/rocks purchased for the exhibit. There is a good possibility that you can spend less money on elevation then in
these guides, because elevation is based on location within the exhibit as well as how much of it exists.
Example of Elevation:
Means: Starting in the upper right hand corner, make 3 spaces 3 levels high, 3 spaces 2 levels high,
and 5 spaces 1 level high, spreading them out evenly from the corner.
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 the minimum amount of animals. This allows for formulas that will work on scenarios, as
well in freeform.
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 cleaned by staff.
Zoo Tycoon Formula Sheet - Dinosaur Dig Animals
BR= Brown Rock/St
See the FAQ Sheet (use excel tabs at bottom of screen), to see a key and help info CF= Coniferous For
D= Dirt
Change these numbers and the fence cost will update automatically DF= Deciduous For
FW= Fresh Water
Tall Fence: 350 /per fence unit Short Fence: 120 /per fence unit G= Grass
GR= Grey Rock/Sto
Change Terrian Costs at the right to compensate for default terrain RF= Rain Forest
(if exhibit is built on grass, change Grass cost on the right to 0, etc) S= Sand
SG= Savannah Gras
SN= Snow
SW= Salt Water
18200
5,850.00
4750
450
8000
$37,250.00
$18,625.00
erious Forest
21000
14,280.00
3000
600
1200
5000
$45,080.00
$22,540.00
erious Forest
21700
13,750.00
4940
600
11100
$52,090.00
$17,363.33
erious Forest
21000
12,900.00
4930
110
1800
8200
$48,940.00
$24,470.00
erious Forest
6240
11,750.00
2940
300
500
7000
$28,730.00
$14,365.00
dious Forest
21700
14,510.00
3145
150
1800
11100
$52,405.00
$17,468.33
dious Forest
24500
19,620.00
3000
210
13000
$60,330.00
$12,066.00
11200
2,520.00
400
705
500
32
4500
$19,857.00
$6,619.00
21000
9,400.00
3250
150
4000
$37,800.00
$18,900.00
and/Arctic
17500
11,790.00
2200
825
1500
6400
$40,215.00
$20,107.50
23100
12,880.00
6250
750
10000
$52,980.00
$52,980.00
16800
7,980.00
1750
1050
5600
$33,180.00
$16,590.00
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)
Electrified Iron Bar 350 No No 400 25 63 44
Electrified Chain Link 300 No No 480 25 63 44
Reinforced Concrete 225 No No 460 23 57 40
Concrete and Iron Bar 240 No No 440 21 53 37
Reinforced Concrete and glass 225 No No 420 21 53 37
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