GamePretty

Let’s Build a Zoo: Technology Guide (All Tech Tree)

A guide for the technology tree in Let’s Build a Zoo

This guide is basic information complete, but I will edit later for better formatting and to add more information on specific techs.

  • Part 1  [Full Tree] Shows images of the full tree with highlights based on specific types of tech
  • Format: The number of the tech going from left to right – [Research cost] Name – description and requirements (if applicable)
  • Naming Convention: 1-8d, 1-8u. D means down. U means up. Starting from the first two lines you have access to when starting the game.

let's build a zoo research

About Robins Chew

I'm Robins, who love to play the mobile games from Google Play, I will share the gift codes in this website, if you also love mobile games, come play with me. Besides, I will also play some video games relresed from Steam.

Leave a Comment Cancel reply

  • Let's Build A Zoo Trophies
  • Let's Build A Zoo News
  • Walkthrough *

5. Let's Build a Zoo Research Information

There's way too much information to share about the research grid in the same page as one of the two playthroughs, so you can find it all here instead. The research hub is unlocked very early on into your game and you can very easily plan things out in a short amount of time.

Note: If you have just started playing, locate the Desert Enclosure tile (one of the starting four tiles). from there, unlock three tiles south from it to gain access to the Researcher +1 tile. This will essentially double your research speed and is one of the most important tiles in the whole grid purely because it affects how early you can get the other tiles.

cn_T

Research 20 things.

Researcher

Research 233 things.

Superior Researcher

There are two types of research tiles in this set. First, the light grayish tiles unlock new types of enclosure (desert, savannah, arctic, etc.). The yellow tiles unlock new enrichment items for your animal enclosures. The benefit of unlocking these tiles is that enrichment items will become more effective. This increase is pretty substantial and will noticeably reduce the amount of enrichment items you need to make your animals happy.

There are two orange enclosure tiles. These add new types of water basins you can place down. The new ones work just the same as the previous, but all your basins will increase in functionality by +25% for each orange tile you unlock. That means you'd be placing fewer basins in enclosures and will have more room to put other things down!

Pretty self-explanatory. Unlocking shops will allow you to place them in your zoo for more profit. The bonuses provided by these are a little complicated to specifically seek out since seemingly random stores will have other bonuses than the standard ones. First, unlocking enough of certain groups of stores will allow you to employ two shopkeepers there for faster (and hypothetically more) profits. Most stores contribute to increasing the speed at which customers are served, which is also related to profits of course. There are two blue tiles that will automate drink shops, which will serve customers 10% faster.

One purple tile in the north will add a credit card option to vending machines, which means they'll be able to spend more money than just what they're carrying. The same goes for the ATM, which for some reason has its own category in the research menu. There are also three gift shops you can unlock that serve the same purpose, just applied to gift shops instead. Finally, one light green tile in the southeast contributes to food shop speed, but it's not actually a shop - instead, this tile converts your sold meat to lab-grown meat, which is better for the environment.

People need to rest at benches to recover their energy. It is VERY important to have benches in your zoo; otherwise, your visitors will leave much faster. Unlocking bench tiles will give you more types of benches to put down and the speed at which people regenerate energy will also increase. It is possible for benches to have a queue of people waiting to sit down at it, so make sure you place lots of benches down!

The four restroom tiles add new variations to place down, similar to decorations and most enrichment item tiles. Two of these tiles speed up visitors' bathroom time by 40%, which is a huge deal. The other two tiles, when both are obtained, increase toilet capacity to 2. Both of these are very important sets of tiles to have.

Most bin tiles will increase the range of bins by an amount of tiles, meaning you won't need as many bins in your zoo to stay clean. Three of these tiles are a slightly darker shade of red when highlighted and increases the amount of trash a bin can hold by a LOT. One non-bin tile is bin-related and is located in the northeast. This tile is in the Energy (Good) group and converts every type of bin to a recycling bin - this means you can use the other variations of bins around your zoo without having to worry about specifically placing down recycling bins.

All of these tiles unlock new types of lamppost to place down. With each tile you unlock, your zoo gets to stay open one hour longer than it currently is. This is a grand total of eight hours! That's almost a 24-hour zoo!

Lampposts are extremely important to have around if you actually want guests to stay after the sun sets. You can view each plot of land's light coverage - the higher this is, the more people will be okay with walking around. One lamppost (regardless of using the same type or not) will increase your light coverage by 10%. You can theoretically place 10 lampposts in a chunk of your land but that won't be aesthetically pleasing to anyone you show your zoo to. Light coverage can exceed 100% but that probably doesn't do anything.

All signpost tiles unlock signposts. Unlocking more of these tiles increase their effectiveness up to 25% if you have all eight tiles. Signs help people behave and keep visitors going where they're trying to go. Additionally, signs increase your publicity, which in turn increases your park rating. These should be an important piece of your overall decor.

There is one ATM tile. It's directly north of Signboard Pack - Navigational (which is one of the four starting tiles) and it allows people to regain money after they've already spent some.

There are a few groups of decoration tiles that give their own benefits. Obviously, all of the tiles unlock more decoration items, but most of them adhere towards gaining some money back when you demolish things. Some tiles like air dancers or zoo signs will increase the perceived value of zoo tickets by 15% once you have all of them. Four rock item tiles increase the decoration score of rocks the more you've gotten, archway tiles increase visitors' happiness by 15% if you have them all, and some tiles decrease the cost of purchasing decorations by a similar percentage.

By checking the heat maps, you can view a decoration score and efficiency for every plot of land you own. Try to keep this number near 100% so your visitors actually enjoy using their eyes when they're at the zoo.

Plants/Tree

These tiles unlock plants and trees. There are only two groups of tiles - some increase the decoration score of trees, and some increase the decoration score of plants. Both groups are obviously super important to unlock considering that they help a lot with CO2, so having them double as more decor-efficient would be great.

Shelters increase decoration by a fair amount and can also be used to regenerate visitors' energy. Make sure you place these down!

There aren't many of these tiles around. Three of them - the darker colored ones if you're highlighting the transport tiles - unlock new types of bus for your bus routes. If you collect all of these tiles, buses will cost 10% less. That's a $9,000 price reduction on double deckers! The rest of these tiles unlock new subway entrances and will reduce the cost of building them by a good amount. It would be wise to unlock at least three of these tiles before you actually start using subways.

Farming is a system for those with good morality.

Most farm tiles unlock new crops for you to grow. A select few increase vegetable processing speed for their bonus bar. This latter category includes unlocking goat dairy and cow dairy, a wool farm, etc. This also includes the tile that unlocks farming and the farm processor, among other things. Farming is supposed to be used to reduce your food costs but can also be used to make fat stacks of cash on the side. It could theoretically be possible to start a new game and just make money off farming, but that remains to be seen.

Energy (Good)

These tiles are usable by people with a certain amount of good morality.

This set is awesome. The least important in the early game are two tiles that increase the efficiency of recycling centers (up to 50%). This is excellent, but you won't be in a rush to get these. You should unlock the recycling center, though, as this will reduce trash output if combined with the unlockable recycling bin. Pivotal to the early game with good morality are the water tower and wind turbine, both of which produce green resources and reduce the costs of running the zoo if you build enough of them.

A bit northeast of the center is a water pump upgrade tile. This will allow you to select any water pump and upgrade it for $700 so it can absorb methane, causing even fewer pollutants from your zoo to escape. Another crucial tile is the All Bins Recycle tile, which does as it says and lets you recycle trash from any bin, not just the recycling bin item specifically.

Energy (Evil)

These tiles are usable by people with a certain amount of evil morality.

Early into the chart from the center are the evil versions of energy efficiency. The elecricity siphon steals electricity from the government so you don't have to pay for as much of it, and the sewage recirculator just northwest of it reduces your water costs by reusing the same water all over the zoo. These two, in tandem with the furnace below the center, will cause your buses to go up to 30% faster by using illegal fuel mixtures. The furnace burns your trash into CO2 and removing the need to pay for trash collection. The other two tiles increase the speed at which the furnace burns trash.

To sum this category up, these factories are used to turn animals into animal products like handbags, glue, and meat, but are also related to treating animals poorly while collecting milk, eggs, wool, etc. Basically, these tiles are the tiles you'd want if you would like to be as capitalist as possible.

In this category, there are four yellow tiles and two green tiles. One near the center unlocks mascots, who receive donations from visitors as they do their thing around the park. The other green tile lets you hire from an agency for a small price, but you won't have to wait for applicants. The other tiles let you hire more people per structure. One example of this is the farmhouse - if you get the Extra Farmers tile, you can hire up to 10 Junior Farmers per farmhouse built. This is a massive increase in what you'll be able to do while farming.

Breeding is very important for growing your zoo and mapping the genomes of animals. There are 10 varieties of an animal per species. Some of the pairs of them, if they breed, can produce a new variety of that species. Having a new variety born in your zoo (or purchased and delivered to it) will add its information to your genome-mapping progress. You can also clone any variety you've previously owned, so it's ideal to get new varities from the world map just so you can have access to them later.

The tile below the starting tiles reduces pregnancy time down to just one day. The first tile to the east unlocks the nursery, where breeding takes place, and two tiles east of that is the ultrasound. The ultrasound is used to predict the variety of offspring before it's born, allowing you to make more educated decisions about aborting unwanted fetuses. The lonesome breeding tile way to the northwest unlocks two more breeding rooms to the nurseries you've built for a total of four possible pairs breeding at once.

Advertising

There are only two advertising tiles. One of them increases visitors' money by 25% and the other increases the amount of visitors by 5%. The only downside to these tiles is that they're pretty far away from the center, so you're going to take a while getting to just one of them.

There are loads of facility buildings in this game. The nearest ones are the furnace, which gets rid of animal corpses; the vet office to check on animal health; the processor, which converts dead animals into useful resources (for evil people only); and the release hub, which lets you send back animals into the wild. Lots of other facilities exist and every single one is important enough to hunt down as soon as possible.

There are five fountain tiles that unlock new types of fountains. These are another type of decoration. The more of these tiles you have, the farther range your water pumps will have for filling water basins. That's about all there is to these ones.

Lakes were added to the game later in its lifetime, hence why all the lake tiles are on the border of the research grid. Most of these tiles unlock lake decorations. Fortunately, the tile that unlocks lake features is revealed no matter what and is located at the northern border of the grid. Lakes can drastically increase enrichment in enclosures, so it's definitely worth unlocking.

Staff Entrances

Another later feature to the game. Staff entrances can only be passed through by zoo staff. Each tile unlocks new styles of these entrances. These things are super handy - if you have built a subway leading to some facilities or famland and don't want visitors walking around looking for animals in areas like that, you can build a staff entrance gate slightly in front of a subway. You'll have to block it off just a little bit more before absolutely zero visitors go through these subways, making truly-blocked-off areas inaccessible to visitors.

Attractions

There are currently two attractions: Sleepy Sloth and a bathhouse. By unlocking both, visitors will be more willing to spend money at these places. Guests can simply relax at these two places.

Exhibit Control

When you finally fill out the entire research grid, you'll be able to unlock the exhibit control building. This building detects your total amount of enclosures and allows you to precisely select the animals you want in a pen, down to the species, variant, and sex. No longer will you have to tediously manage every little pen as you can now hire multiple employees per exhibit control building to do the work for you (as long as you set the specifications). This is a critically important building and will make your life a breeze. Just make sure you're putting one of each variant in an enclosure that can fit 10 of that species, turn contraceptives on for that pen, and sit back!

  • Let's Build a Zoo Achievements
  • Let's Build a Zoo News
  • Walkthrough *

7. Let's Build a Zoo DLC: Aquarium Odyssey

cn_Y

Introduction

In this game, you acquire new fish by going to the world map and grabbing fish from either The Megaship (unethical) or The Sea Warrior (ethical). Buy two clownfish from either boat, ideally The Sea Warrior this time, and put them in the enclosure you start out with.

Get first fish from either boat

First Catch

Set up the following immediately:

  • Build a store room
  • Build a researach hub
  • Build a CRISPR splicer
  • Hire a few animal keepers
  • Hire a janitor

Continue with the tutorial tasks and buy one or two more plots of land to expand the zoo. It won't be long until both fishing boats offer new types of fish - buy any new ones you can from either boat to speed up your collection process and put them in new enclosures. You can ignore the warning about morality changes. Just dump fish into an enclosure and let fate play itself out, as long as your zoo is managing a profit. You can also occasionally buy a fish from an FFBI agent, hopefully a new one.

That's about it. You'll just be playing the game as you did before, this time starting with the knowledge of how to properly set up a zoo. This DLC shouldn't take very long to complete since you get a new species of fish about every five minutes, so just enjoy the ride while you can!

The best starting research paths are to go east of Animal Enrichment Pack - Small Ball to unlock a boat upgrade. One tile south of this upgrade is the tile to give you one more researcher, doubling research speed. After that point, just unlock stuff as you improve your zoo. Focus on moving east, then filling in the southeast corner, then moving to the southwest and moving clockwise around the research grid. You can also focus solely on getting boat upgrades by highlighting them. Do whatever you feel like. Just know that you'll need one of the shop upgrades in the southwest to unlock a jeweler for an achievement.

Wrapping It Up

As you build your zoo out more and more, you'll eventually be able to hire mascots if you research to the southwest. Despite what the achievement description might say at the time of writing, you need to hire six different types of mascots to unlock the below achievement. You should hire one of the following:

  • Shark (w/ Face Showing)

Hire 4 different types of mascots

GORSD

Make a hybrid fish at some point using your CRISPR.

Create your first marine hybrid

Sea Monster

After unlocking a jeweler in the southwest region of the research grid, place one down.

Build a Jeweller

Pearlfect

Because your fish variants are tied to the amount of fish upgrades you have, you'll complete the DLC as you get more research done and wait for new fish to appear. This means the DLC is a waiting game more than anything as a result. You'll get the two achievements below as you eventually own each type of fish at least once.

Get a blue whale

Whale Done

Collect 50 Aquatic Animals

Seas the Day!

Let's Build A Zoo Beginner's Guide | Tips & Tricks

Last Update: November 5, 2021 12:01 AM /

By: Brittni Finley

let's build a zoo park entrance

As a management and building simulator,  Let's Build A Zoo  has many gameplay mechanics involved, which can make the indie title seem hectic when you're first starting out. Furthermore, when things start to go south, whether it be evil morality or piling debt, it can be a bit difficult to dig yourself out of the hole, so here are some helpful tips to keep in mind when starting a new zoo in  Let's Build A Zoo .

You Cannot Have Both Positive and Negative Morality

The morality system starts immediately. This includes both ongoing effects like how well you feed your animals and pay your staff as well as choices that you a required to participate in, such as painting a goose to look like a peacock to attract more guests. As funny as this might sound, it inflicts negative morality and can quickly send your score into the negative, closing you off to any Research Hub upgrades that require good morality. 

But don't worry too much -- even if you get off on the wrong foot or decide to go in the opposite direction, it's not difficult to dig yourself out of the hole early on, but it can be later. Moving from positive to negative is as easy as firing employees without severance and feeding your animals with low-quality food. However, if you've participated in black market sales, it'll weigh down on your positive score but will disappear after 30 days. 

How to Get New Species in Let's Build A Zoo

Getting new species can happen in a couple of different ways. Click on the World Map in the top right-hand corner, and here you can view several zoos around the world that are willing to trade their animals for a specific species. Keep in mind that they will want a specific variant of the species, which can be done by discovering new variants via breeding in the Nursery. 

let's build a zoo desert

The other method of getting new species is by rescuing animals from disasters like wildfires when prompted. These are considered critical decisions that you must participate in, and it'll award you positive morality, but overall it's an easy way of getting new animals like rhinos and donkeys. Keep in mind that they'll be delivered to you immediately and will probably all be of the same variation. 

You Need to Trade With Other Zoos in Let's Build A Zoo

Trading your animals with other zoos can be done by clicking the World Map button on the top right corner, and it's  essential to progress this part of the game. Even if you notice that the zoo would like to trade animals that you already have, this "quest" won't change to another animal until you've completed the trade. 

Tip: Check on the Animal Shelter in Florida Regularly

You should check the World Map in general frequently, but the Animal Shelter will sell you mostly animals you've already come across. However, it can be a useful tool in getting new variants. You'll know a variant is new to your save file if it has "NEW" on the animal's icon, and buying them will help accelerate the breeding process, which uncovers even more new variants.

The Animals in  Let's Build A Zoo  Breed Like Rabbits (Including the Rabbits)

Be mindful about how many animals you have at any given time and keep track of how many are in a single enclosure. Some breeds multiple especially quickly, like the capybaras and geese. When you have dozens -- if not hundreds -- of animals, you won't notice every time an animal gives birth, and it can get out of control quickly, which can cause space issues or result in enough water for all the animals.

let's build a zoo greenery

Luckily, the game doesn't punish you or serve negative morality for donating animals. Click on an animal and at the bottom of the window will be an option to donate next to the option to euthanize. Donating will give you good morality points while euthanizing will of course give you evil points. You can donate animals endlessly without consequence if you need to make space or keep food costs down. 

Additionally, if you're following the good morality path, you can purchase a Release Hub at 40 good morality points through the Research Hub. This allows you to release any number of animals into the wild, which awards even more good morality points. And, unlike donating, you can select animals in bulk, making it a lot easier to get rid of excess animals when it gets out of control. 

Don't Expand Too Quickly in  Let's Build A Zoo

As tempting as it may be to house every new breed in its own enclosure, be careful about expanding your zoo too quickly. The bigger your park gets, the more employees you'll need to employ, and you'll need to build necessities like bathrooms and benches as well. As more enclosures are built, especially larger ones, animal keepers will have more to do per day and eventually will have too many enclosures on their daily rounds that more animal keepers will need to be hired. The same will happen with janitors as the zoo gets bigger. 

let's build a zoo pretty zoo

Paying employees is easily your biggest weekly expense, especially if you want positive morality by paying your employees well. If you run out of money at the end of the week, you'll have to take out loans, which require weekly payments. Maximizing employee efficiency by not over-expanding is the best way to avoid taking out loans and keeping costs down. 

Tip: You can house certain species together

When you get a new species or if you're trying to figure out how to save space, you can view if two or more species will live together fine while moving them. Keep an eye on their threat levels and the enclosure's space, though. But otherwise, lots of species can be held in the same enclosure without an issue. For example, capybaras and geese can live together as can bunnies and pigs, horses and rhinos, camels and porcupines, and so on. 

More Let's Build a Zoo Guides

  • Let's Build a Zoo Beginner's Guide
  • Let's Build a Zoo Morality Guide
  • Let's Build a Zoo Breeding and Splicing Guide
  • Let's Build A Zoo Visitor Attraction Guide
  • Let's Build A Zoo Money Making Guide

Have a tip, or want to point out something we missed? Leave a Comment or e-mail us at [email protected]

ss

8 Pro Tips For Let's Build A Zoo

4

Your changes have been saved

Email Is sent

Please verify your email address.

You’ve reached your account maximum for followed topics.

New Steam Game With Very Positive Reviews Has Strong Stardew Valley Vibes

Hades: all hidden weapon aspects & how to unlock them, pc and xbox gamers have 5 free games to claim, but they have to act fast.

Games like Zoo Tycoon really dove into the idea of people wanting to play a game where they could design their own animal park, letting them set up the exhibits and bring in whatever animals they liked. Let's Build A Zoo is a new indie game that takes that same goal and interjects it into a pixel-art top-down experience.

Let's Build A Zoo is to Zoo Tycoon what Stardew Valley is to Harvest Moon . The game has so many options and tools to build the zoo of one's dreams. The best part is that it is available on Xbox Game Pass , and this indie game is simply a download away.

8 Lean Into Customization & Creativity

Lets Build A Zoo Tips 8

People can often get caught up in the non-stop management in a game like Let's Build A Zoo, and forget some of its other aspects. Many of the buildings and decorations in the game have several aesthetic choices players can select between, and that's part of its appeal.

RELATED: Planet Zoo: Things Every New Player Should Do First

Each choice allows the zoo manager to fit every new addition into the look and feel they're trying to create for their zoo. Players should make sure to lean into their creative side and come up with something that feels unique and personal.

7 Manage Expenses & Income

Lets Build A Zoo Tips 7

Management games can be overwhelming for players who might not know what they're getting into. Players need to learn (unless they're playing in a creative building mode) that income and expenses are crucial. Knowing how much money one can spend is critical in both maintaining and expanding a zoo in Let's Build A Zoo.

Take things slowly at first and avoid falling into the trap of spending every dollar earned. Also, don't be afraid to slightly raise ticket prices from time to time in order to generate a bit of extra income from visitors.

6 Bathrooms & Trash Cans

Lets Build A Zoo Tips 6

The best theme parks are the ones that seamlessly fit trash cans and restrooms into their design in a way that doesn't feel intrusive or off-putting. Zoo owners should do the same in Let's Build A Zoo. Both location and direction are pivotal, and the game lets the player know from which direction the building or trash can will be utilized.

RELATED: Secrets Many Players Still Haven't Found In Planet Zoo

It's best to space out these items in a way that covers the entire park, but at the same time, it shouldn't become an eyesore for people. The balance isn't something that comes easy, but once learned, it starts to feel like second nature.

5 Take Time To Decorate

Lets Build A Zoo Tips 5

Sure, placing animal exhibits and research centers can be quite exciting, but a zoo is much more than that. Despite Let's Build A Zoo being a smaller indie game, it offers plenty of options when it comes to decorating the zoo. Between flowers, shrubbery, benches, and signs, there are dozens of ways to spruce up the look of the overall park.

Finding a way to make the spaces between the points of interest just as meaningful fleshes out the zoo and makes it feel like a more immersive experience. Have visitors feel as if they're always in the wild on a safari or exhibition, instead of having the animal exhibits stand out as the only exotic part of the experience.

4 Pausing & Fast-Forwarding

Lets Build A Zoo Tips 4

Simulation management games offer plenty of tools that serve as both a blessing and a curse. One of these tools in Let's Build A Zoo is the time manipulation tool. Players can either speed up time or stop it completely, with each option having unique benefits. Speeding up time can solve several issues, including waiting for the delivery of newly acquired animals or getting to a point where a new structure is built.

RELATED: Sim Games That Have Amazing Lore

A go-to strategy is to pause time when looking to make several changes in terms of layout, building, or staff. Only fast-forward time when a critical juncture needs to be reached. Staying on the normal passage of time is most beneficial, but the ability to change that on a whim can be a real lifesaver for those looking to deep dive into Let's Build A Zoo.

3 Consider Diversity & Happiness

Lets Build A Zoo Tips 3

Players who manage to keep their animals happy and stimulated will in turn see their parkgoers more entertained and excited to visit the zoo. Having a diverse selection of animals also helps, unless of course the idea is to maintain a reserve or rehabilitation center of sorts for certain endangered species.

The reality is that zoos are glorified animal shelters. People like to turn off their brains and just see happy animals being animals. Let's Build A Zoo allows players to create captivating and engaging exhibits, but it's up to the player to meet the needs of the animals inside their park.

2 Pathing Is Essential

Lets Build A Zoo Tips 2

An overlooked part of theme parks is the pathing that designers institute for visitors and how that can dictate someone's experience. Making the transition from an attraction to a vendor to a restroom should be a natural feeling. There's also magic to zoos where a path can set the stage for the building of hype and anticipation.

One neat idea is to have the parkgoers start by walking by animal exhibits featuring more familiar creatures and then have them gradually walk towards the larger-than-life ones that people rush to the zoo to see. Let's Build A Zoo has plenty of choices when it comes to the style of pathing, but it's up to the player to lay it out in a way that benefits both the income of the zoo and the experience of visitors.

1 Plan The Outline

Lets Build A Zoo Tips 1

Some people like to take things as they come, and love a more chaotic and spontaneous approach. With Let's Build A Zoo, all that approach is going to do is make the future version of the player hate their past self.

No one is asking for a complete outline covering pages on pages, but having even a small idea of how things should eventually look will be such a benefit. Zoos are complicated machinations full of moving parts and can become overwhelming to manage. The best part about Let's Build A Zoo is that overcoming and fixing mistakes or issues is pretty easy, but that doesn't mean one should skip preparations.

Let's Build A Zoo is available on PS5, PS4, Xbox Series X/S, Xbox One, Nintendo Switch and PC.

MORE: Let's Build A Zoo: How To Get Positive Morality Points

  • indie games

GuiasTeam

Let’s Build a Zoo - Technology Guide

November 11, 2021

Let’s Build a Zoo - Technology Guide

Follow us on Telegram , Facebook , Instagram , Twitter and so you will be aware of the best guides! Also, if you want to support us, just check out these Amazon game deals here !

If you are playing Let’s Build a Zoo, in this guide you will find the complete technological tree of the game, todor can be found below, let's take a look.

Tech Tree of Let’s Build a Zoo

This guide contains complete background information, but I will edit it later to improve the format and add more information on specific technologies.

  • Step 1 — [Whole Tree] Displays images of the entire tree with highlights based on specific types of technology.
  • Format: the number of the technician that goes from left to right. [Research cost] Name: description and requirements (if applicable)
  • Naming convention: 1-8d, 1-8u. D means down. U means up. From the first two lines that you have access to when you start the game.

let's build a zoo research

Aliens: Fireteam Elite - How to play it in Windows 7

August 26 2021

Amnesia: Rebirth How to Play with No Crosshair

Amnesia: Rebirth Cistern Walkthrough: How To Solve The Water Tank Puzzle

October 23, 2020

Serious Sam 4 How to Fix Crash when Switching to Vulkan

Serious Sam 4 Mod guide "Serious Carnage"

28 September, 2020

let's build a zoo research

How to activate the statue of the three slots in Assassin's Creed Valhalla

November 25, 2020

how to make sam fall in love with stardew valley and what are their schedules

Stardew Valley - How to make Sam fall in love: Best Gifts and Schedule

January 25, 2021

Roblox Zombie Uprising - Code List June 2024

Roblox Zombie Uprising – Code List (June 2024)

March 26th, 2021

How to Clean Your Phone Safely and Effectively

How to Clean Your Phone Safely and Effectively

October 9, 2023

Tongits Go Codes (June 2024)

Tongits Go Codes (June 2024)

June 9, 2022

Dying Light 2 - Locations of todthe airdrops

Dying Light 2 – Locations of todthe airdrops

February 19

How to save takemura in the mission will death visit you in cyberpunk 2077

Cyberpunk 2077 - How to save Takemura in the mission «Death will visit you»

December 18, 2020

© 2024 GUIASTEAM

Get the Reddit app

It's time to Build a Zoo! Construct and decorate enclosures, buy and breed animals, hire zookeepers and vets... then try your hand at DNA splicing, and stitch together over 300,000 different types of animal. This can only go smoothly... COMING THIS SUMMER

I have tested a bunch of decorations, here are some of my findings

I wanted to set the goal of trying to achieve 100% decoration score on every land tile. When I organicaly design my zoo and check the decoration score, it is always lacking. I decorate a whole tile to my satisfaction, then I check the score... 30% if I'm lucky. So I wanted to figure out which decorations gave the biggest bang for their buck. What is the absolute minimum amount I need to hit 100% using the least amount of floor space, without out any serious regard for the actual appearance of what I end up with. I keep proving that what I think looks good is inadequate, so i tested all the things I have that give decoration score.

I tested each item on any empty land tile and inspected the amount of space it took and the decoration score value. I took note of any decoration items that had secondary benefits on top of their decoration score.

There are several decorative items that provide light as well as decoration score, so regardless of their decoration score they have secondary uses as light sources. We want 100% light on each land tile so any decorations that give light well take away the space needed for actual lights. Lights are cool for aesthetics but you need to cram 10 on each tile and when you consider how much space your pens and decorations are going to take you really need a lot of space. I find if it don't take advantage of the best decoration options, I quickly run out of tiles to stick junk decorations to try to hit a decent decoration score.

All the stats for any of these items are based on my mostly complete research tree and could potentially be increased further if there is any research i am missing.

The items people have pointed out that provide light and decoration score are:

Rock Elephant: 160% light, 12.9 decoration score, 4x4

Ice Bear: 40% light, 5.2 decoration score, 2x2

Ice Flamingo: 40% light, 5.2 decoration score, 2x2

Ice Giraffe: 40% light, 5.2 decoration score, 2x2

Fairy Light Tree: 10% light, 1.3 Decoration score, 1x1

Crispr Flower: 10% light, 1.3 decoration score, 1x1

These items I feel are significant because every time you place one it reduces the number of lamps you need to place on a given land tile. For example if you plop down a Rock Elephant statue on a land tile, you won't need to add any lamps to that land tile. If you do add lamps, it is only decorative. Same goes for the rest of the items, there is little need to stick an ice bear AND a rock elephant on a land tile, because the extra light doesn't do anything for you. If you stick an ice bear on a land tile, now you just need 6 lamps, or maybe add an ice giraffe and two fairy trees. The combinations are there, and if you are trying to boost your score and running out of space, consider implementing these tastefully to eliminate the need for so many lamps.

So in my testing i discovered a number of things about how decoration score works, but I still think i am missing a vital piece to the puzzle to fully understand how it all works, and anyone please feel free to correct any of my assumptions or fill me in on anything I am missing here.

So I checked every single item i have that adds decoration and recorded the amount of space it uses as well as its decoration score value. I am mostly looking at the decoration score per square of space it uses to see what is the most space efficient. This will mostly determine the individual value of a piece.

I also pieced together the best explanation i could come up with for how the diminishing returns on duplicate items work.

I'll start with trees. Trees provide cleaner air, and they mostly take up just one land space, and pound for pound they provide the highest decoration score out of all the items i tested. Each tree provides 1.5 decoration score on a land tile. So what happens when you add a second identical tree to that one? The decoration score goes to 3.1. This means that having two of the same trees on a land tile is actually MORE decoration than only having a single copy of that tree on a land tile. Only .1 more, but it's still something. So wtf happens when we add a third copy of the tree? The score goes up to 4.6 decoration score. It didn't increase this time, but it did go up by the same value as the very first tree. What happens when we add a 4th copy of that tree? We get 6% decoration score value. If you have been keeping track of the amount each additional tree increases the decoration score, you are going to notice that this is the first time we added a duplicate tree where the amount diminishes. First one was 1.5, second one added 1.6 to that, third one added 1.5 again, and the fourth one is only adding 1.4. Hopefully you see the pattern here. After the third copy of a tree, the individual score value starts to drop.

So the lesson I learned here is trees add the highest decoration score value per area they take up, but their value diminishes after the third copy of each tree type on a given land tile.

This also appears to work the exact same way with plants and the values should be the same if you have all the decoration research bonuses.

I will now mention some of the other decoration items that stand out amongst their peers. I quickly discovered that the decoration value for almost all items simply appears to be based on its dimensions.

Here are some findings.

Flags: A 1x1 flag gives 1.3 decoration. This means it never makes sense to put a flag as opposed to a flower or a tree, because it is simply .2 decoration value less. As far as i can tell flags provide no additional benefit over flowers or trees that give air AND a higher decoration score. So I opt to never use them personally

Flowers and Trees: Specifically all the ones that take up 1x1 area. These appear to both give 1.5 decoration each and diminish like I outlined above. As long as you place 3 of each one you are basically using the highest per square decoration you can come up with.

Using the Ice bear from above as an example of how trees and flowers are higher than other items, the ice bear is a 2x2 decoration that gives 5.2 score. Sticking 4 different trees down gives 6% decoration. When you look ate ALL the decorations that are 2x2 profile, they are all 5.2. Interestingly, the one 2x2 item i discovered that adds more than 5.2 is the Winter Tree, which adds 6% decoration.

Another interesting one to point out is that the fairy tree appears to be the only tree that only adds just 1.3 decoration. So if you use these for lights considered that from the get go they give a bit less than all other 1x1 trees do, and if you plan on using 10 to get all your lighting on a land tile, just know that the diminished value starts to make them even less valuable as decoration. I have been using 3 fairy trees, 3 crispr plants and one of them 40% ice statues for lighting on each land tile and it is a pretty potent combo. You get all your lighting and relatively efficient decoration values.

Now is where i point out the bad news. You know how 1x1 trees and plants have a diminished value after you place 3 on a given land tile? Well near as i can tell, every single other type of decoration item diminishes after the first one is placed. So placing two winter trees does not yield 12% decoration, but only 10.3. The takeaway there is that rather than put down two winter trees on a land tile, it is better to put one winter tree per land tile and 4 other trees, which would give you the 12%+ for the same amount of space used. Hopefully all that makes sense.

So here are the basics I found.

2x2 decorations have base value of 5.2 decoration. The exception i found was the winter tree and the Cassia tree which are 6%.

Like I said before, 1x1 stuff is a base of 1.3, so with bonuses from research, plants and trees are better than all the other 1x1 decorations score value wise.

As far as 1x2 decorations, I noticed the mossy rock and the desert rock give 3.1 decoration, so the equivalent of two of the same trees. When you place multiples the value diminishes right away like i said about all non trees and plants, so it's possibly worth putting one mossy rock and one desert rock per land tile and treat them as the equivalent of 4 trees worth of decoration. All other 1x2 decorations gave less score at just 2.7 decoration.

As for 3x3 decorations the prize goes to the giant tree. which gives 11.1. Now what i noticed that through off the whole thing is that 9 trees in 3 sets of 3 equal 13.8 decoration. So you can see that normal trees are better than one giant tree.

This appears to hold up for all the decorations. No matter how much a decoration seems to add to a land tile, if you look at it as a per square value, normal trees and plants are king. 3 of each type before their value diminishes. All other items appear to diminish after the first one. The decorations that add light have added value, but are still less decoration score per tile they take up than trees or plants.

So what is the most efficient way to get 100% decoration score on a land tile? 66 or so trees and plants, but no more than 3 of a single type. I have been using trees and plants as walls between my pens in places where they dont use up my precious open space. Trees and plants DO NOT seem to use up your pen space. So if you have a long rectangular pen, place a wall along the straight side and just pretend that colorful wall is now your pen wall. The land tiles are what, 24x25? Thats 600 squares and 66+ or so need to be decorations. So 10% of your land space must be trees and plants. This is with the research decoration bunuses, so early in the game you need even more trees and plants.

I am done rambling on, if anyone knows any better ways to get 100% decoration score, or maybe there is a combination i haven't tried yet, please let me know. There is no information about decorations in this game anywhere i can find on the internet. If anyone has any resources for this game please start sharing them. What are the best value decorations you have found so far? 1.5 decoration score per square seems to be the highest so far with trees and plants. Good luck

One last thing to add is that decorations that straddle two land tiles will not both get decoration. The land tile that has the largest amount of the decoration is going to get a percentage of the value and the other tile won't get anything. If a decoration is split 50 50 it just picks one and gives half the value and the other half of the value is wasted. So if you stick a rock elephant between two land tiles, you will get less light and decoration value on whichever land tile has the most of the rock elephant in it, the other tile gets nothing at all.

let's build a zoo research

Let’s Build a Zoo Technology Guide

' data-src=

Welcome to our Let’s Build a Zoo Technology Guide. A guide for the technology tree in […]

Welcome to our Let’s Build a Zoo Technology Guide . A guide for the technology tree in Let’s Build a Zoo. This is a guide for the tech tree. In this game, the tech tree is shown progressively as you unlock techs.

You can only see directly next to the techs that you’ve unlocked–save for a few specific ones. This makes it difficult to find a tech if you say, want to unlock 2 researchers, as they do not follow distinct and separate branches. To get a researcher, you have to go down the biome path or down from the Nursery path. Examples like this are all throughout the game, so I hope to help people find out which research is actually important to them based on their goals in the game.

Full Tech Tree

Let's Build a Zoo Technology Guide

Advertising

Let's Build a Zoo Technology Guide

Decorations

Technology Guide

Energy (Bad)

Technology Guide

Energy (Good)

Technology Guide

Floor Tiles

Technology Guide

Transportation

Technology Guide

Part 2 – Descriptions – Let’s Build a Zoo Technology Guide

  • [16] Crop Seeds – Watermelon [Requires: Farm Plot | Farmhouse]
  • [14] Plant Pack – Animal Hedges
  • [15] Employee Unlock – Mascots
  • [18] Factory – Abattair (turn live animals into dead animals – best way to get meat quickly) [Requires: 40 Immorality]
  • [9] Subway Pack – Classic
  • [2] Shelter Back (Special)
  • [1] Bench Pack – Garden Benches
  • [1] Desert Enclosure
  • [5] Nursery
  • [6] Deco Pack – Animal Statues
  • [7] Breeding Facility – Utrasound (allows you to predict the appearance of any offspring before it is born)
  • [9] Animal Enrichment – Cliff
  • [14] Deco Pack – Zoo Sign
  • [20] Sundae Shop
  • [16] Deco Pack – Themed Archways
  • [25] Zoo Bus Upgrade – Upsized White Bus
  • [9] Deco Pack – Banners
  • [12] Tropical Juice
  • [5] Animal Enrichment – Leaf Pile
  • [2] Signboard Pack – Navigational
  • [3] Floor Pack – Stone
  • [5] Cotton Candy
  • [2] Plant Pack – Bushes
  • [6] Choco Vendor
  • [6] Floor Pack – Nature
  • [10] Fountain Pack – Tall Fountains
  • [20] Lamppost Pack – Twin Lights
  • [14] Water Basin – Large, Natural
  • [23] Advertising – Richer Visitors
  • [15] Plant Pack – Special Forest Plants
  • [18] Burger Shop
  • [17] Barn [Requires: Warehouse | Cow | 50 Morality]
  • [6] Floor Pack – Blue/Orange
  • [10] Processor (convert deceased animals into useful resources) [Requires: Warehouse | 5 Immorality]
  • [7] Ice Cream Van
  • [5] Savannah Enclosure
  • [4] Crop – Soybeans [Requires: Farm Plot | Farmhouse]
  • [5] Animal Enrichment – Scent Markers
  • [6] Incenerator (burn deceased animals to dispose of unsightly corpses)
  • [10] Bins Pack – Recycling Bin [Requires: Recycling Center | 30 Morality]
  • [18] Recycling Center
  • [10] Rock Pack – Ice Rocks
  • [14] Floor Pack – Special
  • [22] Subway Pack – Animal Subway
  • [21] Park Bin Capacity
  • [12] Animal Enrichment – High Beams
  • [9] Animal Enrichment – Chew Toys
  • [8] Crop Seeds – Sugarcane
  • [7] Animal Enrichment – Water Sprinkler
  • [8] Reduce Pregnancy Time (pregnancies are always 1 day long in Nursery) [Requires: 10 Morality]
  • [10] Arctic Enclosure
  • [12] Popcorn Stall
  • [20] Researcher Pack – Researcher +1
  • [12] Water Tower [Requires: 20 Morality]
  • [15] Zoo Bus Upgrade – Red Bus
  • [8] Plant Pack – Mushrooms
  • [20] Factory – Milk Battery [Requires: Warehouse | Cow | 50 Immorality]
  • [21] Beer Brewery [Requires: 85 Morality]
  • Processor – Extra Animal Undertakers [Requires: Processor]
  • [19] Deco Pack – Air Dancers
  • [17] Deco Pack – Animal Ice Statues
  • [12] Bins Pack – Animal Bins
  • [14] Taco Truck
  • [15] Lamppost Pack – Themed Lights
  • [9] Restroom Pack – Themed Restrooms
  • [12] Tropical Enclosure
  • [9] Signboard Pack – Navigational
  • [18] Furnace – burn your trash [Requires: 30 Immorality]
  • [12] Vet Office
  • [8] Floor Pack – Decorative Tiles
  • [9] Animal Enrichment – Cardboard Box
  • [10] Crop Seeds – Potato [Requires: Farm Plot | Farmhouse]
  • [18] Deco Pack – Pyramids
  • [15] Shelter Pack – Themed Shelters
  • [35] Infinite CRISPR Splicers
  • [23] Recycling Center Efficiency [Requires: Recycling Center]
  • [14] Deco Pack – Totems
  • [12] Animal Enrichment – Perches
  • [11] Shelter Pack – Special
  • [12] Animal Enrichment – Jolly Ball
  • [17] Subway Pack – Themed Subways
  • [13] Restroom Pack – Nature Themed
  • [12] Animal Enrichment – Scratching Post
  • [11] Animal Shelter – Artic
  • [12] Crop Seeds – Hops [Requires: Farm Plot | Farmhouse]
  • [20] Farm Processor – Process your crops here, allowing you to make them ready for sale through your warehouse, and extracting my by-products [Requires: Warehouse | 75 Morality]
  • [14] Deco Pack – Lighthouse
  • [16] Fountain – Rock Falls
  • [14] Signboard Pack – Educational
  • [19] Floor Pack – Rainbow
  • [15] Plant Pack – Cacti
  • [15] Bench Pack – Rainbow
  • [14] Tree Pack – Tall Palm Trees
  • [15] Tree Pack – Dry Trees
  • [16] Crop Seeds – Bamboo [Requires: Farm Plot | Farmhouse]
  • [15] Signboard Pack – Rainbow
  • [14] Floor Pack – Grass
  • [15] Deco Pack – Colourful
  • [14] Plant Pack – Large Ferns
  • [16] Tree Pack – Season Trees
  • [15] Deco Pack – Giant Flower
  • [15] Bins – Rainbow Bin
  • [19] Fountain – Jungle Falls
  • [16] Deco Pack – Old West Structures
  • [30] Zoo Bus Upgrade – Double Decker
  • [23] Meat Processor Efficiency [Requires: Processor]
  • [32] Advertising – Billboards – Increases visitors by 5%
  • [23] Faster Incenerator [Requires: Incenerator]
  • [19] Lampost Pack – Plant Themed [19]
  • [20] Food Shop – Convert to Lab Meat
  • [19] Employee Upgrades – Hiring Agency (allows you to instantly hire employees from a third party agency for a small fee)
  • [20] Factory – Handbag Factory [Requires: Warehouse | Crocodile | 100 Immorality]
  • [18] Deco Pack – Ice Sculptures
  • [12] Animal Enrichment – Rope Toy
  • [8] Rope Pack – Large Rocks
  • [13] Release Hub (reintroduce animals into the wild – help bring back biodeveristy , and make animal populations thrive again) [Requires: 40 Morality]
  • [5] Animal Shelter – Wooden Shelter
  • [4] Animal Enrichment – Trampoline
  • [1] Tree Pack – Tall Pine Trees
  • [1] Animal Enrichment Pack – Small Ball
  • [2] Plant Pack – Potted Plants
  • [9] Lamppost Pack – Classic
  • [6] Rock Pack – Cluster
  • [17] Factory – Bacon Factory [Requires: Warehouse | Pig | 10 Immorality]
  • [10] Plant Pack – Small Desert Plants
  • [16] Restroom Pack – Temple
  • [20] Improbable Lab (use science to create vegetable based meat alternatives that are indiscernible from the real thing) [Requires: 100 Morality]
  • [19] Deco Pack – Viking House
  • [12] Crop Seeds – Beetroot [Requires: Farm Plot, Farmhouse]
  • [17] Factory – Belt Factory [Requires: Warehouse | Snake | 35 Immorality]
  • [10] Mountain Enclosure
  • [9] Lamppost Pack – Black
  • [4] Fountain – Mini Fountain
  • [5] Slushie Shop
  • [3] Bin Pack – Penguin Bin
  • [3] Tree Pack – Big Trees
  • [4] Plant Pack – Flowers
  • [10] Surveillance
  • [10] Crop Seeds – Coffee Berries [Requires: Farm Plot, Farmhouse]
  • [10] Signboard Pack – Instructional
  • [21] Factory – Wings Factory [Requires: Warehouse | Chicken | 75 Immorality]
  • [18] Tree Pack – Rainbow Trees
  • [16] Deco Pack – Large Signs
  • [20] Chicken Coop [Requires: Warehouse | Chicken | 55 Morality]
  • [9] Animal Enrichment – Salt Block
  • [6] Bench Pack – Chairs
  • [10] Farming [Requires: 10 Morality]
  • [10] Electricity Siphon [Requires: 5 Immorality]
  • [5] Crop Seeds – Cabbage [Requires: Farm Plot, Farmhouse]
  • [10] Factory Pack – Wind Turbine
  • [5] Restroom Pack – Brick Restroom
  • [7] Pretzel Shop
  • [10] Water Pump Upgrade [Require: 25 Morality]
  • [9] Animal Shelter – Mossy Shelter
  • [11] Deco Pack – Old West
  • [16] Crop Seeds – Nightshade [Requires: Farm Plot, Farmhouse]
  • Farm Processor – Extra Crop Pickers
  • [21] Breeding Facility – Add Rooms
  • [15] Shelter Pack – Rainbow Umbrella
  • [16] Fountain – Elephant Fountains
  • [10] Tree Pack – Fancy Trees
  • [7] Animal Enrichment – Wooden Logs
  • [12] Sewage Recirculator [Requires: 20 Immorality]
  • [10] Balloon Shop
  • [7] Animal Enrichment – Large Ball
  • [8] Info Kiosk
  • [10] Pizza Shop
  • [7] Signboard Pack – Navigational
  • [12] Churros Stand
  • [11] Bench Pack – Animal Benches
  • [16] Deco Pack – Desert Statues
  • [19] Deco Pack – Animal Ice Statues
  • [24] Subway Pack – Themed Subways
  • [13] Bench Pack – Themed Benches
  • [8] Plant Pack – Special
  • [17] Warehouse
  • [9] Floor Pack – Wood
  • [15] Lamppost Pack – Low Lights
  • [9] Deco Pack – Nature Archways
  • [8] Floor Pack – Stone
  • [9] Animal Shelter – Caves
  • [18] Factory – Glue Factory [Requires: Warehouse | Cow | 25 Immorality]
  • [12] Forest Enclosure
  • [12] Subway Pack – Animal Themed
  • [10] Plant Pack – Artic Plants
  • [21] Windmill [Requires: 80 Morality]
  • [19] Store Room – Add Fridge
  • [19] Deco Pack – Aztac Temple
  • [19] Deco Pack – Balloons
  • [10] Deco Pack – Old West
  • [20] Factory – Egg Battery [Requires: Warehouse | Chicken | 60 Immorality]
  • [12] Animal Enrichment – Car Tire
  • [13] Crop Seeds – Lettuce [Requires: Farm Plot, Farmhouse]
  • [12] Subway Pack – Nature Themed
  • [11] Deco Pack – Desert Archways
  • [13] Crop Seeds – Berries [Requires: Farm Plot, Farmhouse]
  • [12] Animal Enrichment – High Striker
  • [12] Deco Pack – Special
  • [11] Deco Pack – Themed Archways
  • [14] Deco Pack – Vine Archways
  • [23] Furnace Efficiency [Requires: Furnace]
  • [18] Plant Pack – Peafowl Bush
  • [18] Tree Pack – Giant Tree
  • [20] Fries Shop
  • [14] Rock Pack – Large Rocks
  • [33] Deco Pack – Balloon Sign
  • [15] Water Basin – Large Basins
  • [16] Crop Seeds – Corn [Requires: Farm Plot, Farmhouse]
  • [15] Bins Pack – Wooden Bin
  • [14] Floor Pack – Biome
  • [16] Deco Pack – Statues
  • [20] Gift Shop
  • [25] Lamppost Pack – Animal Lights
  • [16] Lollipop Deco
  • [30] Lamppost Pack – Themed Lights
  • [23] Faster Incinerator [Requires: Incenerator]
  • Warehouse – Extra Storemen [Requires: Warehouse]
  • Park Bin Capacity
  • [19] ATM Commision
  • [18] Deco Pack – Ice Castle
  • [19] Vending Machine Credit Upgrade
  • [26] Farmhouse – Extra Farmers
  • [32] All Bins Recycle [Requires: Recycling Center]

About The Author

' data-src=

Leave a Comment Cancel Reply

Your email address will not be published. Required fields are marked *

CRISPR Splicer

  • Edit source
  • 1 Description
  • 2.1 Select DNA Pair
  • 2.2 Clone Animal
  • 3 Related Research

Description [ ]

Create entirely new species of animals using your mapped genome data and the power of CRISPR.
  • Grid size: 6 x 6
  • Building Limitations: 1 per zoo (more unlocked via research)
  • Staff: Geneticist
  • Number of employees per building: 1
  • Available projects per building: 2

Functions [ ]

Select dna pair [ ].

Allows the creation of a new hybrid animal. You may select two species from those you have unlocked at least 5 variants of. You may also create a hybrid from the same species (for example, selecting Goose twice to get a Goosoose ).

The hybrid created will randomly select a body from one species and the head from the other species to create a unique animal. Only variants you have unlocked will be selected in this process. You cannot control which species is chosen for the body and which is chosen for the tail. The body of the hybrid determines its "dominant" species. For example, a Rabbit may be paired with a Snake to create a Rabbake (Rabbit dominant) or a Snakit (Snake dominant).

Hybrids are infertile (they cannot breed), even though they may indicate their fertility when viewed in certain screens.

Clone Animal [ ]

You can clone any base animal variant once you have obtained it in your zoo through breeding. The rarer the variant, the more money is costs to clone. The cloned animal's sex is determined randomly. Clones are not otherwise distinguishable from regular animals once they are out of the CRISPR.

Related Research [ ]

  • Infinite Crisper Splicers: Research this to allow you to build as many CRISPR Splicers as you want!

Let’s Build a Zoo Technology Tree Guide

Let's Build a Zoo Technology Tree Guide

Table of Contents Show

Introduction

Full tech tree, advertising, decorations, energy (bad), energy (good), floor tiles, transportation, part 2 – descriptions.

A guide for the technology tree in Let’s Build a Zoo.

This is a guide for the tech tree. In this game, the tech tree is shown progressively as you unlock techs. You can only see directly next to the techs that you’ve unlocked–save for a few specific ones. This makes it difficult to find a tech if you say, want to unlock 2 researchers, as they do not follow distinct and separate branches. To get a researcher, you have to go down the biome path or down from the Nursery path. Examples like this are all throughout the game, so I hope to help people find out which research is actually important to them based on their goals in the game.

This guide is basic information complete, but I will edit later for better formatting and to add more information on specific techs.

  • Part 1 [Full Tree] Shows images of the full tree with highlights based on specific types of tech
  • Part 2 [Descriptions] Has the information on cost and description of the tech.
  • Format: The number of the tech going from left to right – [Research cost] Name – description and requirements (if applicable)
  • Naming Convention: 1-8d, 1-8u. D means down. U means up. Starting from the first two lines you have access to when starting the game.

Technology Guide

  • [16] Crop Seeds – Watermelon [Requires: Farm Plot | Farmhouse]
  • [14] Plant Pack – Animal Hedges
  • [15] Employee Unlock – Mascots
  • [18] Factory – Abattair (turn live animals into dead animals – best way to get meat quickly) [Requires: 40 Immorality]
  • [9] Subway Pack – Classic
  • [2] Shelter Back (Special)
  • [1] Bench Pack – Garden Benches
  • [1] Desert Enclosure
  • [5] Nursery
  • [6] Deco Pack – Animal Statues
  • [7] Breeding Facility – Utrasound (allows you to predict the appearance of any offspring before it is born)
  • [9] Animal Enrichment – Cliff
  • [14] Deco Pack – Zoo Sign
  • [20] Sundae Shop
  • [16] Deco Pack – Themed Archways
  • [25] Zoo Bus Upgrade – Upsized White Bus
  • [9] Deco Pack – Banners
  • [12] Tropical Juice
  • [5] Animal Enrichment – Leaf Pile
  • [2] Signboard Pack – Navigational
  • [3] Floor Pack – Stone
  • [5] Cotton Candy
  • [2] Plant Pack – Bushes
  • [6] Choco Vendor
  • [6] Floor Pack – Nature
  • [10] Fountain Pack – Tall Fountains
  • [20] Lamppost Pack – Twin Lights
  • [14] Water Basin – Large, Natural
  • [23] Advertising – Richer Visitors
  • [15] Plant Pack – Special Forest Plants
  • [18] Burger Shop
  • [17] Barn [Requires: Warehouse | Cow | 50 Morality]
  • [6] Floor Pack – Blue/Orange
  • [10] Processor (convert deceased animals into useful resources) [Requires: Warehouse | 5 Immorality]
  • [7] Ice Cream Van
  • [5] Savannah Enclosure
  • [4] Crop – Soybeans [Requires: Farm Plot | Farmhouse]
  • [5] Animal Enrichment – Scent Markers
  • [6] Incenerator (burn deceased animals to dispose of unsightly corpses)
  • [10] Bins Pack – Recycling Bin [Requires: Recycling Center | 30 Morality]
  • [18] Recycling Center
  • [10] Rock Pack – Ice Rocks
  • [14] Floor Pack – Special
  • [22] Subway Pack – Animal Subway
  • [21] Park Bin Capacity
  • [12] Animal Enrichment – High Beams
  • [9] Animal Enrichment – Chew Toys
  • [8] Crop Seeds – Sugarcane
  • [7] Animal Enrichment – Water Sprinkler
  • [8] Reduce Pregnancy Time (pregnancies are always 1 day long in Nursery) [Requires: 10 Morality]
  • [10] Arctic Enclosure
  • [12] Popcorn Stall
  • [20] Researcher Pack – Researcher +1
  • [12] Water Tower [Requires: 20 Morality]
  • [15] Zoo Bus Upgrade – Red Bus
  • [8] Plant Pack – Mushrooms
  • [20] Factory – Milk Battery [Requires: Warehouse | Cow | 50 Immorality]
  • [21] Beer Brewery [Requires: 85 Morality]
  • Processor – Extra Animal Undertakers [Requires: Processor]
  • [19] Deco Pack – Air Dancers
  • [17] Deco Pack – Animal Ice Statues
  • [12] Bins Pack – Animal Bins
  • [14] Taco Truck
  • [15] Lamppost Pack – Themed Lights
  • [9] Restroom Pack – Themed Restrooms
  • [12] Tropical Enclosure
  • [9] Signboard Pack – Navigational
  • [18] Furnace – burn your trash [Requires: 30 Immorality]
  • [12] Vet Office
  • [8] Floor Pack – Decorative Tiles
  • [9] Animal Enrichment – Cardboard Box
  • [10] Crop Seeds – Potato [Requires: Farm Plot | Farmhouse]
  • [18] Deco Pack – Pyramids
  • [15] Shelter Pack – Themed Shelters
  • [35] Infinite CRISPR Splicers
  • [23] Recycling Center Efficiency [Requires: Recycling Center]
  • [14] Deco Pack – Totems
  • [12] Animal Enrichment – Perches
  • [11] Shelter Pack – Special
  • [12] Animal Enrichment – Jolly Ball
  • [17] Subway Pack – Themed Subways
  • [13] Restroom Pack – Nature Themed
  • [12] Animal Enrichment – Scratching Post
  • [11] Animal Shelter – Artic
  • [12] Crop Seeds – Hops [Requires: Farm Plot | Farmhouse]
  • [20] Farm Processor – Process your crops here, allowing you to make them ready for sale through your warehouse, and extracting my by-products [Requires: Warehouse | 75 Morality]
  • [14] Deco Pack – Lighthouse
  • [16] Fountain – Rock Falls
  • [14] Signboard Pack – Educational
  • [19] Floor Pack – Rainbow
  • [15] Plant Pack – Cacti
  • [15] Bench Pack – Rainbow
  • [14] Tree Pack – Tall Palm Trees
  • [15] Tree Pack – Dry Trees
  • [16] Crop Seeds – Bamboo [Requires: Farm Plot | Farmhouse]
  • [15] Signboard Pack – Rainbow
  • [14] Floor Pack – Grass
  • [15] Deco Pack – Colourful
  • [14] Plant Pack – Large Ferns
  • [16] Tree Pack – Season Trees
  • [15] Deco Pack – Giant Flower
  • [15] Bins – Rainbow Bin
  • [19] Fountain – Jungle Falls
  • [16] Deco Pack – Old West Structures
  • [30] Zoo Bus Upgrade – Double Decker
  • [23] Meat Processor Efficiency [Requires: Processor]
  • [32] Advertising – Billboards – Increases visitors by 5%
  • [23] Faster Incenerator [Requires: Incenerator]
  • [19] Lampost Pack – Plant Themed [19]
  • [20] Food Shop – Convert to Lab Meat
  • [19] Employee Upgrades – Hiring Agency (allows you to instantly hire employees from a third party agency for a small fee)
  • [20] Factory – Handbag Factory [Requires: Warehouse | Crocodile | 100 Immorality]
  • [18] Deco Pack – Ice Sculptures
  • [12] Animal Enrichment – Rope Toy
  • [8] Rope Pack – Large Rocks
  • [13] Release Hub (reintroduce animals into the wild – help bring back biodeveristy , and make animal populations thrive again) [Requires: 40 Morality]
  • [5] Animal Shelter – Wooden Shelter
  • [4] Animal Enrichment – Trampoline
  • [1] Tree Pack – Tall Pine Trees
  • [1] Animal Enrichment Pack – Small Ball
  • [2] Plant Pack – Potted Plants
  • [9] Lamppost Pack – Classic
  • [6] Rock Pack – Cluster
  • [17] Factory – Bacon Factory [Requires: Warehouse | Pig | 10 Immorality]
  • [10] Plant Pack – Small Desert Plants
  • [16] Restroom Pack – Temple
  • [20] Improbable Lab (use science to create vegetable based meat alternatives that are indiscernible from the real thing) [Requires: 100 Morality]
  • [19] Deco Pack – Viking House
  • [12] Crop Seeds – Beetroot [Requires: Farm Plot, Farmhouse]
  • [17] Factory – Belt Factory [Requires: Warehouse | Snake | 35 Immorality]
  • [10] Mountain Enclosure
  • [9] Lamppost Pack – Black
  • [4] Fountain – Mini Fountain
  • [5] Slushie Shop
  • [3] Bin Pack – Penguin Bin
  • [3] Tree Pack – Big Trees
  • [4] Plant Pack – Flowers
  • [10] Surveillance
  • [10] Crop Seeds – Coffee Berries [Requires: Farm Plot, Farmhouse]
  • [10] Signboard Pack – Instructional
  • [21] Factory – Wings Factory [Requires: Warehouse | Chicken | 75 Immorality]
  • [18] Tree Pack – Rainbow Trees
  • [16] Deco Pack – Large Signs
  • [20] Chicken Coop [Requires: Warehouse | Chicken | 55 Morality]
  • [9] Animal Enrichment – Salt Block
  • [6] Bench Pack – Chairs
  • [10] Farming [Requires: 10 Morality]
  • [10] Electricity Siphon [Requires: 5 Immorality]
  • [5] Crop Seeds – Cabbage [Requires: Farm Plot, Farmhouse]
  • [10] Factory Pack – Wind Turbine
  • [5] Restroom Pack – Brick Restroom
  • [7] Pretzel Shop
  • [10] Water Pump Upgrade [Require: 25 Morality]
  • [9] Animal Shelter – Mossy Shelter
  • [11] Deco Pack – Old West
  • [16] Crop Seeds – Nightshade [Requires: Farm Plot, Farmhouse]
  • Farm Processor – Extra Crop Pickers
  • [21] Breeding Facility – Add Rooms
  • [15] Shelter Pack – Rainbow Umbrella
  • [16] Fountain – Elephant Fountains
  • [10] Tree Pack – Fancy Trees
  • [7] Animal Enrichment – Wooden Logs
  • [12] Sewage Recirculator [Requires: 20 Immorality]
  • [10] Balloon Shop
  • [7] Animal Enrichment – Large Ball
  • [8] Info Kiosk
  • [10] Pizza Shop
  • [7] Signboard Pack – Navigational
  • [12] Churros Stand
  • [11] Bench Pack – Animal Benches
  • [16] Deco Pack – Desert Statues
  • [19] Deco Pack – Animal Ice Statues
  • [24] Subway Pack – Themed Subways
  • [13] Bench Pack – Themed Benches
  • [8] Plant Pack – Special
  • [17] Warehouse
  • [9] Floor Pack – Wood
  • [15] Lamppost Pack – Low Lights
  • [9] Deco Pack – Nature Archways
  • [8] Floor Pack – Stone
  • [9] Animal Shelter – Caves
  • [18] Factory – Glue Factory [Requires: Warehouse | Cow | 25 Immorality]
  • [12] Forest Enclosure
  • [12] Subway Pack – Animal Themed
  • [10] Plant Pack – Artic Plants
  • [21] Windmill [Requires: 80 Morality]
  • [19] Store Room – Add Fridge
  • [19] Deco Pack – Aztac Temple
  • [19] Deco Pack – Balloons
  • [10] Deco Pack – Old West
  • [20] Factory – Egg Battery [Requires: Warehouse | Chicken | 60 Immorality]
  • [12] Animal Enrichment – Car Tire
  • [13] Crop Seeds – Lettuce [Requires: Farm Plot, Farmhouse]
  • [12] Subway Pack – Nature Themed
  • [11] Deco Pack – Desert Archways
  • [13] Crop Seeds – Berries [Requires: Farm Plot, Farmhouse]
  • [12] Animal Enrichment – High Striker
  • [12] Deco Pack – Special
  • [11] Deco Pack – Themed Archways
  • [14] Deco Pack – Vine Archways
  • [23] Furnace Efficiency [Requires: Furnace]
  • [18] Plant Pack – Peafowl Bush
  • [18] Tree Pack – Giant Tree
  • [20] Fries Shop
  • [14] Rock Pack – Large Rocks
  • [33] Deco Pack – Balloon Sign
  • [15] Water Basin – Large Basins
  • [16] Crop Seeds – Corn [Requires: Farm Plot, Farmhouse]
  • [15] Bins Pack – Wooden Bin
  • [14] Floor Pack – Biome
  • [16] Deco Pack – Statues
  • [20] Gift Shop
  • [25] Lamppost Pack – Animal Lights
  • [16] Lollipop Deco
  • [30] Lamppost Pack – Themed Lights
  • [23] Faster Incinerator [Requires: Incenerator]
  • Warehouse – Extra Storemen [Requires: Warehouse]
  • Park Bin Capacity
  • [19] ATM Commision
  • [18] Deco Pack – Ice Castle
  • [19] Vending Machine Credit Upgrade
  • [26] Farmhouse – Extra Farmers
  • [32] All Bins Recycle [Requires: Recycling Center]

Leave a Comment Cancel reply

COMMENTS

  1. Research

    Research in Let's Build a Zoo allows the player to unlock new enclosure types, animal enrichments, decorations, buildings and much more for the zoo. There are three important aspects to the research system: research points, research nodes, and set buffs. Research points are shown at the top right of the screen in the box with a microscope icon. The bar represents the amount of work done toward ...

  2. Let's Build a Zoo: Technology Guide (All Tech Tree)

    Let's Build a Zoo: Technology Guide (All Tech Tree) Published on: November 8, 2021 by Robins Chew. A guide for the technology tree in Let's Build a Zoo . ... Format: The number of the tech going from left to right - [Research cost] Name - description and requirements (if applicable) Naming Convention: 1-8d, 1-8u. D means down. U means ...

  3. Steam Community :: Guide :: An Updated Tech Tree

    Let's Build a Zoo > Guides > arete's Guides . Not enough ratings An Updated Tech Tree. By arete. This is an updated guide for Let's Build a Zoo (the base game). ... Research pack - Researcher +1 12)Water tower 13)Zoo bus upgrade - Red bus 14)Plant pack- Mushrooms 15)Factory - Milk battery

  4. Guide for Let's Build a Zoo

    5. Let's Build a Zoo Research Information. There's way too much information to share about the research grid in the same page as one of the two playthroughs, so you can find it all here instead ...

  5. Steam Community :: Guide :: Research Tree

    Let's Build a Zoo. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... Research Pack - Researcher +1 (7pt) Dino Grill (5pt) Toy 'Saur' Us (7pt) Animal Enrichment - High Beams (8pt) Shelter Pack - Special (10pt) Row11 (left to right) Faster Incinerator (11pt)

  6. Guide for Let's Build a Zoo

    Let's Build a Zoo Research Information There's way too much information to share about the research grid in the same page as one of the two playthroughs, so you can find it all here instead. The research hub is unlocked very early on into your game and you can very easily plan things out in a short amount of time.

  7. How to play guide for Let's Build a Zoo

    Unlock some Research [] Early on in your Let's Build a Zoo playthrough, you'll be given the opportunity to build a research hub. This will allow you to unlock new enclosure types, animal enrichments, decorations, buildings and much more! Unlocking research is a vital part of running your zoo, so we've written a guide on how to get started!

  8. Let's Build a Zoo Wiki

    Then try your hand at DNA Splicing, and stitch together over 300,000 different types of animal, ranging from the majestic Giraffephant to the peaceful PandOwl! Let's Build a Zoo lets you import a variety of animals from other Zoos around the world! Breed your animals and start families to expand your wildlife and fill your enclosures.

  9. Walkthrough guide, starter tips? : r/LetsBuildAZoo

    The research tree is huge and the game doesn't tell you right away that decoration and lights have a certain amount expected in each plot of land both for your park score and for keeping guests in the park respectively. ... Put your non-customer buildings out of the way of the rest of your zoo so customers don't need to walk through them ...

  10. Steam Community :: Guide :: Technology Guide

    A guide for the technology tree in Let's Build a Zoo. 2. 1. 1. 6. 1. 1. 1. 1. 1. 1. 1 . Award. Favorite. Favorited. Unfavorite. Share. Created by. ... or down from the Nursery path. Examples like this are all throughout the game, so I hope to help people find out which research is actually important to them based on their goals in the game. ...

  11. Guide for Let's Build a Zoo

    Get first fish from either boat. 1 guide. Set up the following immediately: Build a store room. Build a researach hub. Build a CRISPR splicer. Hire a few animal keepers. Hire a janitor. Continue ...

  12. Updated Research tree revealed! :: Let's Build a Zoo General Discussions

    Updated Research tree revealed! I've noticed some of the main guides for the research tree are incomplete, so here is the full version: Jan 2022 Full research tree. A Screenshot of Let's Build a Zoo. By: Alanine.

  13. Let's Build A Zoo Beginner's Guide

    The Animals in Let's Build A Zoo Breed Like Rabbits (Including the Rabbits) Be mindful about how many animals you have at any given time and keep track of how many are in a single enclosure. Some breeds multiple especially quickly, like the capybaras and geese. When you have dozens -- if not hundreds -- of animals, you won't notice every time ...

  14. 8 Pro Tips For Let's Build A Zoo

    Sure, placing animal exhibits and research centers can be quite exciting, but a zoo is much more than that. Despite Let's Build A Zoo being a smaller indie game, it offers plenty of options when ...

  15. Let's Build a Zoo

    Step 1 — [Whole Tree] Displays images of the entire tree with highlights based on specific types of technology. Step 2 — [Descriptions] It has the information about the cost and description of the technology. Format: the number of the technician that goes from left to right. [Research cost] Name: description and requirements (if applicable)

  16. I have tested a bunch of decorations, here are some of my findings

    All the stats for any of these items are based on my mostly complete research tree and could potentially be increased further if there is any research i am missing. The items people have pointed out that provide light and decoration score are: Rock Elephant: 160% light, 12.9 decoration score, 4x4 Ice Bear: 40% light, 5.2 decoration score, 2x2

  17. Research Hub

    Research Pack - Researcher +1. Community content is available under CC-BY-SA unless otherwise noted. The Research Hub is a buildable object for the zoo in Let's Build a Zoo. "Researchers use this building to discover new upgrades for your zoo. You can only have one of each type of Research Hub in your zoo." Required in order to unlock research.

  18. Steam Community :: Guide :: Wildlife Reintroduction

    Learn to use the Release Hub to restore endangered and extinct species in Let's Build a Zoo! ... Trampoline" on the research screen, and requires +40 good morality points to unlock and use. Wildlife Population Mechanics Outside of your zoo there is a whole world full of animals, many of which are unfortunately already extinct. ...

  19. Let's Build a Zoo Technology Guide

    Welcome to our Let's Build a Zoo Technology Guide. A guide for the technology tree in Let's Build a Zoo. This is a guide for the tech tree. In this game, the tech tree is shown progressively as you unlock techs. Let's Build a Zoo Technology Guide. Full Tech Tree. Part 2 - Descriptions - Let's Build a Zoo Technology Guide.

  20. Researcher

    Researchers are zoo employees generate research points used to unlock various items and bonuses for the zoo. Researchers can't be hired until the Research Hub is built, as it is their base of operations. Once this is done, hiring Researchers is done through the research hub. Click on the building, and then the staff button to be shown current staff. Click on the other tab to post a job opening ...

  21. At Least 6 Killed in Fire at U.S.-Sanctioned Moscow Electronics

    At least six people died in a major fire that broke out Monday at a Moscow region research center sanctioned by the West, ... Moscow Zoo is a perfect kids activity. And the downtown setting of ...

  22. CRISPR Splicer

    CRISPR Splicer is a buildable facility available in Let's Build a Zoo. Create entirely new species of animals using your mapped genome data and the power of CRISPR. Grid size: 6 x 6 Building Limitations: 1 per zoo (more unlocked via research) Staff: Geneticist Number of employees per building: 1 Available projects per building: 2 Allows the creation of a new hybrid animal. You may select two ...

  23. Anyone else just waiting for research? :: Let's Build a Zoo General

    1. Research is certainly part of the game, but not all it's about! If you aim to get more animals, breed animals using the nursery, and generally build your zoo up, research will then come naturally alongside that. 2. If you're finding that you just want research to happen faster, and it's driving how you play, you can totally just speed the ...

  24. Let's Build a Zoo Technology Tree Guide

    Introduction. This is a guide for the tech tree. In this game, the tech tree is shown progressively as you unlock techs. You can only see directly next to the techs that you've unlocked-save for a few specific ones. This makes it difficult to find a tech if you say, want to unlock 2 researchers, as they do not follow distinct and separate ...