zoo-tycoon game sourced
Zoo Tycoon
A zoo management game in which the player builds exhibits whose terrain, foliage, shelters, and toys must suit each species, balancing animal happiness against guest happiness and income.
core loop
fence an exhibit -> match terrain, foliage, rocks, shelter, and toys to the species -> animals grow happy and breed -> guests visit, spend, and react -> awards and income -> research and adopt more animals
design notes
Zoo Tycoon's core rule is exhibit suitability: each species reports how well its exhibit's terrain mix, foliage, rocks, shelters, toys, and keeper care match its needs, and that suitability drives animal happiness. Guest happiness depends on animal happiness, the species on show, buildings, and scenery, so the two satisfaction meters are chained. Failures are physical: incompatible species in one exhibit kill each other, fences decay, and escaped animals attack guests and staff. Too many complaints about unhappy animals block new adoptions until habitats are fixed.
relations
11 stored edgesCrowd preferences
Guest happiness depends on the animals on show, their happiness, buildings such as restrooms and shops, and scenery.
Habitat suitability
Each species has preferred terrain types, foliage, rocks, shelters, toys, and companions; suitability drives happiness, and incompatible species in one exhibit kill each other.
Needs decay
Animals need food, water, cleaning, and keeper attention that keepers supply on rounds.
Decoration and beauty
Scenery such as topiary, lamp posts, and benches gives a small guest happiness boost.
Building placement
Fences, paths, buildings, foliage, and scenery are placed on a tile map.
Scenario objectives
Scenarios set targets such as a guest happiness level, exhibit suitability, animal count, or breeding a species.
Tech tree
In freeform mode, money spent on research unlocks animals, buildings, and scenery.
Wear and breakdown
Fences decay and must be repaired by maintenance workers to prevent escapes.