Documente Academic
Documente Profesional
Documente Cultură
Animal Group: All animals in Marine Mania are classified as "Marine" animals
Fence: All Marine animal formulas are based on 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 "Marine" or "Exhibit". The default value of the Marine fence is black bar and glass, and the default exhibit fence is
Iron Bar, however you can enter a different fence cost at the top of the sheet 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.
Hybrid animals have two fenced in areas: A tank, and an exhibit on land. Hybrid animals have their tank dimensions
listed first, then a number for any additional irregular tank fence that is not in the dimension number, then a number that
represents the exhibit fencing (noted on the formula with an "E.F." next to the number). So a Hybrid Fence that is listed
10 by 5 +4 +8EF has a Tank that is 10 by 5 with a 2 extra units of tank space jutting out (becuase 4 tank fence units would
cover 3 sides of a2 space square). Then there is 8 unis of exhibit fence surrounding the rest of the exhibit. This is a
complicated figure to understand, and it is encouraged to download a sample .zoo file to see exactly how this is made.
If Tank is listed instead of Terrain, the animal listed is a full marine animal. When a tank is built, the default depth is 4
levels. Some animals require higher/lower levels, and if this is the case the level is listed here. An animal that wants a
tank 10 spaces deep needs a level 10 tank, and therefore you need to increase the tank depth 6 levels. The cost per
level differs with tank size, and the cost to increase the depth of the tank listed in listed next to the tank level. Hybrid
animals need to be able to move between their land exhibit and their tank, so the cost to reduce the tank to a level 3 is
already figured into their cost. That way the tank wall is level with their exhibit.
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).
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).
*Note: Most Marine animals use trees/foilage that is 1 full unit, as all undersea plants are not subunits.
Rock: Type of Rocks in the exhibit, the rocks are listed line by line
Shelter: In other zoo tycoon games, a shelter does not play a vital role in suitability. However, in Marine Mania, animals that
require a shelter will have a much lower suitability until their preferred shelter is added.
Tank Filter: Most marine animals require a tank filter to achieve consistentantly high suitability. Not using a tank filter will result in the
animal suitability fluxuating 2-4 points, so it is important to impliment a tank filter when needed.
Toy: As with shelters, other zoo tycoon games do not give suitability points for an animals toy, however in
Marine Mania, animals that would like a toy will basically require one to achieve high suitability.
Marine Mania, animals that would like a toy will basically require one to achieve high suitability.
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 4 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/pollution 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/marine specialist.
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
Marine Fence: 130 /per fence unit Exhibit Fence: 180 /per fence unit
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