hide results

    Animal Care Guide by Volitionist

    Version: 1.0 | Updated: 01/08/06 | Search Guide | Bookmark Guide

    Rollercoaster Tycoon 3: Wild! Expansion Animal Care Guide
    Version: 1.0
    Author: Volitionist
    E-mail: chairface@gmail.com
    Created on: 1/7/05
    Last updated: 1/7/05
    
    -----------------------------------------------------------------------------
    
    About this Guide:
    This guide is meant to help those already familiar with Rollercoaster Tycoon 
    3 to become familiar with the Zoo aspect introduced by the Wild! Expansion 
    Pack.  If something in here is confusing, feel free to e-mail me directly, 
    but if your question is fairly basic, you may find it best to consult your 
    instruction booklet or the community RCT3 forums at 
    http://www.ataricommunity.com/forums/forumdisplay.php?forumid=315.  I welcome 
    criticism, corrections, suggestions, questions, or desperate pleas for 
    scenario help at the above-mentioned e-mail address.  As far as use of this 
    guide is concerned, just give credit where credit is due if you plan to use 
    all or part of this guide.  I took a lot of silly trouble to figure out the 
    specifics of the animal care here, and would shed a single tear if proper 
    credit were not applied.  Don't be a jerk, and I'll try not to be a jerk too.
    
    -----------------------------------------------------------------------------
    
    Contents
    I. The Basics
         A. How to make enclosures and get animals
         B. Features and common problems
    II. Specific Animal Requirements/Setups
         A. Camels
         B. Chimps
         C. Elephants
         D. Gazelles
         E. Giraffes
         F. Gorillas
         G. Grizzly Bears
         H. Hippos
         I. Horses
         J. Kangaroos
         K. Leopards
         L. Lions
         M. Mandrills
         N. Orangutans
         O. Ostriches
         P. Pandas
         Q. Panthers
         R. Polar Bears
         S. Rhinos
         T. Tigers
         U. Zebras
    III. Wild! Scenario General Advice and Frequently Asked Questions
         A. Scenario Goals and Advice
         B. Mixing Species
         C. What Happens When...?
         D. Does It Matter If I...?
         E. Roads and Buildings in Enclosures
    
    -----------------------------------------------------------------------------
    --
    
    I. The Basics
       A. How to...
    If you're already familiar with Rollercoaster Tycoon 3 as far as game play 
    and how things work, the "zoo" aspect will snuggle in very nicely as a 
    feature of the game without great difficulty.  Everything concerning animals 
    is found under the "rides" icon (which is morally vexing, at least for me, 
    but let us not dally).  The actual animals can be purchased in the second to 
    last icon, and the enclosures, viewing galleries, animal houses, and 
    enrichment items are under the last icon.  The greatest feature of all of 
    this is its relative simplicity.
    
    In order to setup an enclosure, simply pick an animal; the purchase window 
    will tell you what fence is needed.  When you discover this, place the fence 
    first.  Let's use horses as an example.  After you have laid the wooden fence 
    (8x8 squares or greater is a good starting size), place the correct type of 
    house.  In this case, it is the small herbivore house, though if you're not 
    sure, you can mouse over each house's icon and figure it out.  After the 
    fence and house are down, you can feel free to purchase animals.  I would 
    recommend starting with two to six as a general rule to make sure you know 
    what you're doing before you go crazy.  After that, place viewing galleries 
    as you like.  These come in three sizes and can be placed all along the fence 
    to any enclosure.  They automatically conform to the type of fence you are 
    assigning it to, so don't worry about that.  The price and frequency of 
    inspection for any given enclosure is automatically made uniform for every 
    viewing gallery.  Prices range from a dollar to perhaps five or six if you 
    have a very popular enclosure, but generally two to three dollars seems fair.
    
    In some scenarios, the animals in the purchase window are "rescued": this 
    simply means they will arrive at your park in poor health and need attention 
    to make sure they are well fed and cared for.  There is nothing particularly 
    special about them, and they will behave and breed like any non-rescued 
    animal.  In any case, babies always cost more than adults, but bring the 
    "cute" factor to the enclosure and can rake in serious cash in both gallery 
    tickets and adoption fees.  Essentially, adoption fees are small amounts of 
    cash that come in from patrons who wish to help care for a given animal.  The 
    number of adopters for a given animal only matters if you are trying to 
    decide which animal to get rid of and are looking to maximize your profit.  
    Animals in poor health will lose adopters if you're not careful.
    
       B. Features and Problems
    Animal enclosures, with a few notable exceptions, are far simpler to deal 
    with than many other aspects of your park.  They are relatively self-
    sustaining if you set them up properly, with enough room, housing, and 
    trainer care for your animals.  However, animals do breed and interact, which 
    means you must pay attention to the health and safety of every animal (and 
    guest) in your park.  Below are many issues you may expect to experience in 
    playing:
    
    -Johnny P is stuck in an enclosure! - one problem I come across often is 
    someone getting stuck in enclosures for no particular reason.  My frustration 
    with these apparently very dumb park goers has led me to leave them in 
    carnivore enclosures for extended periods of time; alas, they do not get 
    mauled.  They simply act frightened until you pick them up and put them back 
    on the road.  I am not sure if it's a game glitch or something I'm doing 
    wrong, but the only problem is causes has to do with user sanity.
    
    -A fence is broken! - shame on you!  This means a certain enclosure isn't 
    inspected often enough and now you've wrecked it for everyone.  But do not 
    despair.  While it is now possible for the animals of a given enclosure to 
    escape, they may or may not.  If they do before you get the fence fixed (by 
    calling a mechanic to any of the galleries of that enclosure), you can click 
    on the flashing dart icon on the upper right of the blue menu bar at the top 
    of the screen.  This will take you into a helicopter hunt mode in which you 
    have to tranquilize your animals in order to get them back home.  Find an 
    animal in the large view and then right click to zoom in.  The shooting is a 
    little wacky, but not very difficult and I do not suspect it will cause you 
    much trouble.  I have never had an animal escape, so I can't tell you if 
    peeps will get hurt, but I'd rather not know.
    
    -They're going to take Connie the Chimp away! - when the Man threatens to 
    confiscate your animals due to poor health, you know you've taken a wrong 
    turn.  Usually, one type of animal is adversely affected by one specific 
    thing and it's relatively easy to fix.  However, if an animal is starving but 
    just keeps playing with other animals instead of eating, there's not much you 
    can do besides make sure the house is stocked with food and hope the animal 
    smartens up.  Getting an animal taken away is not a big deal in the long run, 
    but you lose the value of the animal and it doesn't look good for your park.  
    Repeated offenses get you seriously bad publicity and probably go hand in 
    hand with the Most Neglected Animals fine.
    
    -Low Health - this score is the overall wellbeing of your animal.  It is 
    affected by all of the other information in the chart screen for that animal 
    and can influence the money made indirectly and directly by that animal.  
    Also, if you plan to release animals into the wild for good publicity or for 
    a scenario goal, you must have the animal's health to 95%, so it's good to 
    keep them happy.  If you are experiencing problems with this score, look for 
    problems in the other areas of the chart, as I will now list.
    
    -Low Habitat - this is usually easy to fix.  The enclosure is not big enough 
    for the species you've put in, and adding a few more rows of fence will 
    usually fix that right up, no problem.  If the enclosure is already 
    entrenched in a full park, consider swapping animals from one enclosure to 
    the other to make everyone happy or getting rid of that species altogether if 
    you can't care for it properly.
    
    -Hunger and Thirst - if your animal houses are stocked and not overrun with 
    too many animals, there is not much you can do about these scores other than 
    wait for the animal to snap out of its daze and go eat/drink.  If you 
    constantly get messages that animals are very hungry or can't feed because 
    their houses are full, you can increase the frequency of feeding and/or add 
    another house to the enclosure.
    
    -Social - this is easily the most complicated and frustrating aspect of 
    animal welfare, and will be dealt with on a case-by-case basis later in this 
    guide.  Essentially, you must "guess and check" to see what makes your animal 
    happy.  Apes love dozens of friends, and pandas get mad when there are three 
    of them, so knowing each animal's needs and being vigilant will help here.  
    Scroll down for each animal's ideal enclosure numbers and gender ratios.
    
    -Cleanliness - there's probably crap everywhere.  If you set your texture 
    detail low in your game settings, you may have to zoom in a bit to see it, 
    but it's there.  Some animals poop a whole lot more than others, and if such 
    is the case, hire more animal trainers, preferably assigning one or more of 
    them to poo-only duties (the same way you assign mechanics to fix-only 
    duties).
    
    -Insufficient breeding - check the general consensus of the animals: are they 
    happy?  healthy?  socially all set?  If the animals are annoyed, they won't 
    want to copulate, just like humans.  Use the above fixes to try and solve 
    this and pay attention to gender ratios when doing so.  Some animals will get 
    very upset if there are too many males, and you will get no babies.  It also 
    helps to make sure you have at least one male and one non-pregnant female.
    
    -Too much breeding - this is particularly a problem with apes, ostriches, and 
    horses (as well as some others).  They just keep...doing it.  If you're 
    looking to maintain a population rather than expand it, there isn't much you 
    can do other than getting rid of all of one gender or selling the new 
    offspring once they are born.  I tend to keep track of what animals are 
    pregnant, and before they give birth I sell them and buy a non-pregnant 
    replacement.  Sure, she will likely get pregnant, but there are no new kids, 
    and that's what counts.
    
    -----------------------------------------------------------------------------
    
    II. Specific Animal Info
       This section will (hopefully) help you solve any problems with one 
    particular species or get an idea of what animals make for a successful park.  
    The ideal population numbers and ratios come from my game play research and 
    nothing official.  The total population numbers represent the minimums and 
    maximums of FULL social bars, not just sufficiently filled bars.  Animals 
    will often tolerate fewer or more animals just fine, but these numbers 
    represent the ideals.  Also, animals are individuals and some will express 
    displeasure when others do not.  Hence, there is room for leeway on all these 
    numbers; however, they should be fairly accurate and can help figuring out 
    why certain animals are consistently miserable.
    
      A. Camels
         Ideal Population: 3-9 animals with a 2:1 female:male ratio.  Widely    
         flexible.
         Enclosure: large herbivore house with wooden fences.  100 tiles required.
         Breeding: gestation period of 13 months with 1 baby on average.  Approx. 
         53 months to maturity.
         Cost: $300 for adults and $400 for babies; moderately rare.
         Notes: these guys poop a lot, but generally make good residents.  They 
         are popular and have cute babies, which always helps.  They require very 
         little work, just an extra trainer for the doodie work.
    
      B. Chimps
         Ideal Population: 8-64 animals with a 3:1 female:male ratio.  Widely    
         flexible.
         Enclosure: ape house with chain fences.  60 tiles required.
         Breeding: gestation period of 8 months with 1 baby on average.  Approx. 
         90 months to maturity.
         Cost: $420 for adults and $560 for babies; rare.
         Notes: an excellent choice for an enclosure as they are popular and 
         adorable.  They breed constantly so keep an eye on numbers.  While they 
         will accept ridiculous numbers of animals in one enclosure, no more than 
         20 or so is recommended just for sanity's sake.  Use your judgment.
    
      C. Elephants
         Ideal Population: 6-35 animals with a 1:1 female:male ratio.  Ratio 
         should be fairly static, but population size can vary greatly.
         Enclosure: elephant house with electric fences.  110 tiles required.
         Breeding: gestation period of 21 months with 1 baby on average.  Approx. 
         96 months to maturity.
         Cost: $480 for adults and $640 for babies; endangered.
         Notes: Pretty poop-y, but also popular.  Long gestation and maturation 
         periods make them easy to maintain without great care, but they need at 
         least one additional trainer for poo issues.
    
      D. Gazelles
         Ideal Population: 4-20 animals with a 2:1 female:male ratio.  Somewhat 
         flexible.
         Enclosure: small herbivore house with chain fences.  100 tiles required.
         Breeding: gestation period of 6 months with 1 baby on average.  Approx. 
         9 months to maturity.
         Cost: $240 for adults and $320 for babies; common.
         Notes: I find these guys boring, but they bring in a good amount of 
         revenue for the price.  I wouldn't use them as a centerpiece for a park, 
         but they make a good addition to one and are fairly easy to maintain.
    
      E. Giraffes
         Ideal Population: 5-22 animals with a 2:1 female:male ratio.  Fairly    
         flexible.
         Enclosure: giraffe house with chain fences.  100 tiles required.
         Breeding: gestation period of 14 months with 1 baby on average.  Approx. 
         25 months to maturity.
         Cost: $330 for adults and $440 for babies; moderately rare.
         Notes: Very popular with guests and fun to stare at, these animals are a 
         great choice for any park.  They do require extra pooper-scooping, but 
         it's a small price to pay for such a cool-looking species.
    
      F. Gorillas
         Ideal Population: 9-60 animals with a 2:1 female:male ratio.  Widely    
         flexible.
         Enclosure: ape house with electric fences.  80 tiles required.
         Breeding: gestation period of 9 months with 1 baby on average.  Approx. 
         74 months to maturity.
         Cost: $510 for adults and $680 for babies; endangered.
         Notes: As with all apes, these guys aren't very picky about their cage-
         mates, but can get upset when breeding goes unchecked and the enclosure 
         fills up past capacity with children and/or poop.  Otherwise, they're 
         cool.
    
      G. Grizzly Bears
         Ideal Population: 4-6 animals with a 1:1 female:male ratio.  Not very    
         flexible.
         Enclosure: carnivore house with electric fences.  100 tiles required.
         Breeding: gestation period of 18 months with 2 babies on average.       
         Approx. 30 months to maturity.
         Cost: $330 for adults and $440 for babies; moderately rare.
         Notes: I find these guys to be too picky and socially sensitive to be 
         worth my trouble, but the kids seem to like them.  They're not a bad 
         addition to a park, but certainly not a must-have as far as I'm 
         concerned.
    
      H. Hippos
         Ideal Population: 6-30 animals with a 1:1 female:male ratio.  Somewhat    
         flexible.
         Enclosure: large herbivore house with electric fences.  100 tiles   
         required.
         Breeding: gestation period of 8 months with 1 baby on average.  Approx. 
         52 months to maturity.
         Cost: $360 for adults and $480 for babies; moderately rare.
         Notes: Somewhat socially sensitive where ratios are concerned, but cool 
         to have and popular with peeps.  A bit poop-y.
    
      I. Horses
         Ideal Population: 4-12 animals with a 1:1 female:male ratio.  Fairly    
         flexible.
         Enclosure: small herbivore house with wooden fences.  60 tiles required.
         Breeding: gestation period of 11 months with 1 baby on average.  Approx. 
         11 months to maturity.
         Cost: $90 for adults and $120 for babies; common.
         Notes: The easiest and cheapest animals, and great for starters.  They 
         are not the most popular, but provide entertainment enough for your 
         peeps and, when cared for well, and actually bring a tidy profit when 
         resold. A bit socially sensitive, but nothing too hard to keep track of.
    
      J. Kangaroos
         Ideal Population: 4-8 animals with a 1:1 female:male ratio.  Not very    
         flexible.
         Enclosure: small herbivore house with chain fences.  100 tiles required.
         Breeding: gestation period of 8 months with 1 baby on average.  Approx. 
         12 months to maturity.
         Cost: $360 for adults and $480 for babies; moderately rare.
         Notes: Very popular and fairly easy to maintain, these guys are probably 
         the least social of the smaller animals, but flourish in small groups.  
         Watch for excessive breeding, as short gestation and maturation periods 
         mean lots of extra 'roos and bad social meters if you're not careful.
    
      K. Leopards
         Ideal Population: 2-4 animals with preferably one male only.  Not very
         flexible.
         Enclosure: carnivore house with chain fences.  120 tiles required.
         Breeding: gestation period of 3 months with 3 babies on average.  Approx. 
         18 months to maturity.
         Cost: $360 for adults and $480 for babies; moderately rare.
         Notes: Socially sensitive but generally popular, these cats require a 
         balancing act with gender ratios but can prove worth it for your profits 
         and park rating.
    
      L. Lions
         Ideal Population: 2-7 animals with preferably one male only.  Not very    
         flexible.
         Enclosure: carnivore house with chain fences.  90 tiles required.
         Breeding: gestation period of 4 months with 4 babies on average.  Approx. 
         24 months to maturity.
         Cost: $420 for adults and $560 for babies; rare.
         Notes: Breeding machines, these guys can be a very popular and 
         profitable attraction.  Watch for too many maturing males with the 
         passage of time and you should be fine.
    
      M. Mandrills
         Ideal Population: 9-64 animals with a 2:1 female:male ratio.  Widely    
         flexible.
         Enclosure: ape house with chain fences.  60 tiles required.
         Breeding: gestation period of 6 months with 1 baby on average.  Approx. 
         35 months to maturity.
         Cost: $390 for adults and $520 for babies; rare.
         Notes: My favorite ape, these are social and hard to displease, but do 
         multiply quickly and need to be housed and fed properly in keeping up 
         with their ever-increasing population.  They also have arguably the 
         cutest babies in the entire game, adding to their park-rating and 
         aesthetic value.
    
      N. Orangutans
         Ideal Population: 9-64 animals with a 2:1 female:male ratio.  Widely    
         flexible.
         Enclosure: ape house with wooden fences.  70 tiles required.
         Breeding: gestation period of 9 months with 1 baby on average.  Approx. 
         84 months to maturity.
         Cost: $480 for adults and $640 for babies; endangered.
         Notes: The same as all the other apes, these guys love being social and 
         making children.  Just pay attention to them and you'll do just great.
    
      O. Ostriches
         Ideal Population: 3-18 animals with basically a "whatever" female:male 
         ratio.  Widely flexible.
         Enclosure: small herbivore house with wooden fences.  70 tiles required.
         Breeding: gestation period of 1 month with 2 babies on average.  Approx. 
         12 months to maturity.
         Cost: $150 for adults and $200 for babies; common.
         Notes: Though they are poop machines, they are also baby machines, and 
         can make you ridiculous amounts of cash if you can afford to clean up 
         after their prolific bowels.  With adorable babies, loose social 
         requirements, and a cheap asking price, these guys are ideal for any 
         park.
    
      P. Pandas
         Ideal Population: basically 1 animal.  A pair does alright, but the 
         social bar is only full with either a lone panda or a parent and 
         child(ren) together.
         Enclosure: large herbivore house with chain fences.  130 tiles required.
         Breeding: gestation period of 36 months with 2 babies on average.  
         Approx. 14 months to maturity.
         Cost: $600 for adults and $800 for babies; endangered.
         Notes: Because they prefer to be so solitary, most guests will find your 
         panda enclosure boring.  However, a baby or two can spice up the joint 
         and moderately compromising the panda's social happiness can bring 
         greater profit.  I only recommend them when necessary, in sandbox levels, 
         or if you really want one.
    
      Q. Panthers
         Ideal Population: 2 animals with a 1:1 female:male ratio plus any 
         children, preferably female.  Essentially one family does great.
         Enclosure: carnivore house with chain fences.  120 tiles required.
         Breeding: gestation period of 3 months with 3 babies on average.  Approx. 
         28 months to maturity.
         Cost: $360 for adults and $480 for babies; moderately rare.
         Notes: Not the most popular or flexible cats, panthers are not a bad 
         investment but can be a bit annoying as they keep breeding themselves 
         into social discomfort.  Great as profit machines if you intend to keep 
         selling the babies, though I always find this tactic a bit mean.
    
      R. Polar Bears
         Ideal Population: 4-12 animals with a 1:1 female:male ratio.  Not very    
         flexible.
         Enclosure: carnivore house with electric fences.  110 tiles required.
         Breeding: gestation period of 7 months with 2 babies on average.  Approx. 
         48 months to maturity.
         Cost: $360 for adults and $480 for babies; moderately rare.
         Notes: exotic and popular, these bears bring an arctic element to your 
         park that seems to call out to peeps, which is fine with me.  They breed 
         fairly often and need looking after in that respect, but are otherwise 
         great residents.
    
      S. Rhinos
         Ideal Population: 2-4 animals with preferably one male only.  Not very 
         flexible.
         Enclosure: large herbivore house with electric fences.  100 tiles 
         required.
         Breeding: gestation period of 16 months with 1 baby on average.  Approx. 
         40 months to maturity.
         Cost: $510 for adults and $680 for babies; endangered.
         Notes: Though expensive and socially uptight, these animals are often 
         very popular and profitable, and usually worth the trouble.
    
      T. Tigers
         Ideal Population: 2 animals with a 1:1 female:male ratio plus any 
         children, preferably female.  Essentially one family does great.
         Enclosure: carnivore house with chain fences.  100 tiles required.
         Breeding: gestation period of 4 months with 3 babies on average.  Approx. 
         30 months to maturity.
         Cost: $540 for adults and $720 for babies; endangered.
         Notes: Socially picky and breed-happy, these animals require a great 
         deal of attention to keep them happy but can often bring in a crapload 
         of money. They, like the other big cats, have their ups and downs but 
         are popular so it's up to you if you feel like dealing with it.
    
      U. Zebras
         Ideal Population: 4-22 animals with basically a "whatever" female:male 
         ratio.  Widely flexible.
         Enclosure: small herbivore house with wooden fences.  100 tiles required.
         Breeding: gestation period of 30 months with 1 baby on average.  Approx. 
         30 months to maturity.
         Cost: $210 for adults and $280 for babies; common.
         Notes: Similar to horses in many aspects, but are less socially picky 
         and more popular with the peeps.  They have babies less often than 
         horses as well, not that the social balance is that delicate in any case.  
         I recommend them as a relatively inexpensive but popular and profitable 
         species.
    
    -----------------------------------------------------------------------------
    
    III. Wild! Advice and FAQs
      A. Scenario Stuff
    There are three basic tasks you are asked to perform with animals in the Wild! 
    scenarios.  You will have to have a certain number of animals of a certain 
    breed in your park, release a certain number of a certain breed, or make a 
    specific profit off of a certain breed.  The first is the easiest, as you can 
    always buy more animals and just let them make a bunch of babies; this task 
    often requires patience when money is tight and the only way to get more 
    animals is to let nature take its course, but I wouldn't say that this task 
    is difficult by any means.
    
    Releasing animals into the wild can be difficult because of the many factors 
    at play.  As the annoying popup will undoubtedly tell you, only 95%+ healthy 
    adults can be released, so babies and less-than-awesome animals will have to 
    wait this one out.  Because of this, using breeding to get your numbers high 
    enough for the release quota can be a painstakingly slow process, unless they 
    mature in a couple of months, which is rarely the case.  Scenarios in which 
    you are expected to perform this task make you purchase "rescued" animals, 
    which means your work is cut out for you.  I would not say that this task is 
    too hard, but if you don't follow each animal's requirements (see each 
    species' write-up above) and don't take pay attention to the health of the 
    animals, you'll never get through this task.  Patience and knowledge are 
    required for this task.
    
    Making a profit from a certain species is possibly the most annoying task, 
    because you often start with no animals and are forced to dip into the 
    negative just to create a stock of animals from which you can make a profit 
    later.  Animals who are well cared for will increase in value tremendously 
    over a short period of time, but often the profit you're required to get 
    increases with each level of difficulty in the scenario, so you have to make 
    sure you don't sell all your animals and come shy of the final profit 
    required, forcing you to start over.  It's always a good idea to look ahead 
    to the tasks you'll be asked to perform throughout a scenario in any case, 
    and this is no different.  While you can sell animals of any age or health, 
    as opposed to the rules for releasing them, your profits will be much greater 
    for the healthiest animals.  As proportional to their purchase prices, babies 
    always get more on the market but will often get you more viewing gallery 
    revenue, so sell with care.
    
    General Advice: many of the conditions you must meet with your animals can be 
    satisfied "at any time", which means you can make your highest required 
    profit off of horses in the first month of your park, sell them all, and 
    disregard horses for the rest of the scenario.  Once you move on to the later 
    difficulty levels, those conditions will have already been met because of 
    your business savvy in the first part of the scenario.  Because not all 
    animals or situations are profitable in a park, be sure to take care with how 
    much you incorporate the "zoo" aspect into your park.  If you need to have a 
    high number of guests to viewing galleries, you may not want to have a bunch 
    of very popular rollercoasters with long queues, as your peeps will all be 
    held up in line rather than adding to your gallery totals.
    
    It is important to know how to go about completing a task and then meet those 
    conditions without screwing yourself over for other scenario requirements.  
    If you need to pay back a loan later, don't max yourself out just to get the 
    "number of gorillas in park" problem taken care of.  Exercise patience and 
    care, and everything will work out just dandy.
    
      B. Mixing Species
    You can mix different types of animals in the same enclosure as long as they 
    are inside the right fence and have enough housing of the appropriate type 
    for all species.  Some animals are fine with other species sharing with them 
    (apes tend to do well with this, not surprisingly) and others get very upset 
    in any mixing situation.  Each species' preferences in this area are not 
    currently listed in this FAQ because that requires a lot of work, but I may 
    add them later.  At this point, use your judgment and watch the social stats 
    of all animals in any mixed environment, and you'll be fine.
    
    
      C. What Happens When...?
    As I stated above, when peeps get caught in enclosures, nothing will happen.  
    However, if you stick a zebra in the lion enclosure, chaos ensues.  Any prey 
    animal will be hunted within a few seconds and reduced to a pile of meat to 
    be eaten by the animals involved in the kill.  It costs money (the value of 
    the animal) and is fairly mean, but it does increase peep interest in the 
    carnivore enclosure.  I wouldn't recommend doing this for any real reason, 
    but if you just want to see what happens, you won't get yelled at by the game 
    for doing it, you'll just be short one animal.
    
    You are not allowed to release wild animals into the park without an 
    enclosure, however, which makes me a bit sad.  If you try to delete the fence 
    of an enclosure that has animals in it, you will be thwarted by the game.  I 
    suppose it is a good thing that the amount of chaos you can cause with these 
    animals is minimal.
    
      D. Does It Matter If I...?
    Each species' data includes its home habitat and the environment it comes 
    from.  However, this seems to be for our knowledge rather than any practical 
    use.  The animals don't care what ground or scenery you use in their 
    enclosures.  You could put polar bears in a desert and they'd be just fine.  
    The only scenery items that matter are trees.  Animals will sometimes look 
    for something against which to scratch, and if there are no trees for this 
    purpose, they will scratch against the fence, which will break it down faster.  
    Any tree seems to fit the bill here, including cacti (ow!).  You are free to 
    add other scenery in the enclosure, but remember that any scenery objects, 
    water, or steep grades in hills will create less space for yours animals to 
    walk around in their own enclosures.  While I like using some scenery and 
    even putting water for animals that would normally spend some time in water 
    (hippos, anyone?), it's important to remember that everything you put in must 
    be considered for space for the animals.  If scenery seems to dominate the 
    enclosure, it's probably way too much and you need to delete some of it or 
    make the enclosure much bigger.
    
      E. Roads and Attractions in Enclosures
    While you can't build walking paths through enclosures, you can make certain 
    transport rides go through them.  This presents a great opportunity for 
    "safari" type rides, though one must be careful not to make them too lengthy, 
    else peeps will become frustrated and wish to exit the ride.  I do not know 
    if there are any safety issues concerning the more attack-prone animals, but 
    I suspect that such problems would become apparent immediately, so if you 
    plan to have a ride go through a tiger pen, just watch the first round of 
    cars and if no one dies, then you're fine.
    
    If you feel like cheating the system a little bit, MaxximvS on the RCT3 
    forums posted a great tutorial for placing rides and paths essentially within 
    your enclosures.  Using the shovel tool and some clever organization, you can 
    make your entire park surrounded by various animals.  This method is 
    essentially for aesthetic purposes only and has no real bearing on game play, 
    but it looks cool, and that's what counts.  You can find the tutorial here: 
    http://www.ataricommunity.com/forums/showthread.php?t=509054.
    
    Keeping within the standard game rules, however, enclosures and everything 
    else are meant to be separate, which is not such a bad thing.  Scenery and 
    MaxximvS' tricks can jazz up a park visually, but generally do not affect how 
    the game is played.  The most important aspects are those that affect the 
    health and safety of the beings in your park, both human and animal.
    
    If there's anything not answered or answered incorrectly in here, please e-
    mail me at chairface@gmail.com and I'll be sure to include or correct 
    anything that needs it.  Happy tycooning.
    

    FAQ Display Options: Printable Version