Jurassic World Evolution

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Kaiodenic

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Kaiodenic

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About this mod

Changes fossil unlocking to per-digsite rather than per-species.
Creates a whole set of adventurous gameplay mechanics around expeditions and raising and improving your dinosaurs.

Requirements
Permissions and credits
Changelogs
Trello for tracking mod progress: Kaiodenic's JWE Modding Trello



The expedition gameplay overhaul.



A summary of features - for more details check out the Complete Feature Guide below

Digsite-Based Research

- Research and unlock entire digsites



Different Uses and Experiences - Plan Out Your Progress

 Regular Digsite
- Contains a number of dinosaur genomes
- Medium or High genome yield per species (Excluding Rare species)
- New fossil deposits are found for 2 more star ratings after the digsite becomes available
- Can contain Trace fossils of extra dinosaurs

 Starter Digsite
- 3 High-DNA, low- or mid-tier dinosaurs
- Complete genomes at 1 or 2 stars
- Very different types of dinosaurs in each Starter Digsite
- Discounted - cheaper than the collective price of the DNA would be in a Regular Digsite

 Single-Species Digsite
- Low investment cost
- One complete dinosaur genome
- Discounted - cheaper than the collective price of the DNA would be in a Regular Digsite

 Expansive Digsite
- Good long-term investment
- Unlockable at 0 stars, new deposits found all the way to the end of the game
- Low genome of few species at 0 stars
- High genome of many species at 4 stars
- Discounted - cheaper than the collective price of the DNA would be in a Regular Digsite

 Black Market
- Completely random fossils from any digsite in the world (Depending on level of upgrade)
- Good to fill incomplete genomes ahead of "official" progression
- Pay only for fossils you purchase, not to check what's available

- Some Charters include access to Mines, a special digsite where you can mine Gold, Silver or Opal
- Like fossils, these minerals come in different qualities
- Some opal contains traces of dinosaur DNA - sell it at opal prices or extract the DNA, the choice is yours!

- The species, amount of initial DNA, and amount of final DNA available can be seen in the Charters screen
- Each (+) indicates a 10% threshold
- Trace fossils give less than 50% DNA in a digsite

  


- Adjusted starting cash on Challenge Mode islands to make these changes viable.

Grindless Dinosaur Stat Progression

- 5 tiers of viability genes means 100% viability at 50% DNA
- Breed dinosaurs ahead of progression, at a cost to stats
- Skip ahead even further in progression with the Black Market mechanic.
- Dinosaurs live longer and become calmer and less prone to disease as you find more of their authentic genome

Acquire Extra Fossils Ahead of Progression at a Premium Cost

- An all-new Management tab where you can purchase fossils for a premium price.
- Holds up to 15 fossils and refreshes its inventory every 20 minutes by default
- Grants access to 0-star Charters and Starter Charters by default
- Inventory size, restocking speed, chance of rare fossils and digsites can all be upgraded through research



Interesting Unlocks and Fair Gameplay

- Prestige adjusted to work with the new unlock order and dinosaur rarity
- Lifespan and Resilience scale with the amount of DNA discovered
- Incubation costs based on Prestige and Lifespan
- Research costs based on Prestige, Lifespan, Max Social Group Size and amount of DNA in the digsite


More Control Over Your Assets

- 2 Stress and Social genes per dinosaur
- Intra-species social genes slightly tweaked to work with the above



Play With Both Mods At Once!

- The main version of the mod is pre-injected with Jurassic Park Era Overhaul (You must still install that mod first to play)
- Includes optional downloads for users of:
     - Ultimate Mixed Eras (JP Era Overhaul Lite)
     - Vanilla
     - Any other mod (Injectable)

For the best experience, I recommend using JP Era Overhaul with Expedition Charter.




Detailed List of Features - WARNING: Spoilers!


Spoiler:  
Show
Mega Spoilers: Spreadsheet of exact DNA available for every species at every digsite
Lighter Spoilers: The rules for how that was made (below):

Charters
Different dinosaur rarities follow different rules
These are general rules for Common Primary genomes (more on this in the next section)
- Regular Digsites
- Contain 60% - 80% of a dinosaur's genome at the rank that the digsite becomes available for unlocking (Common)
- The DNA available increases by 10% - 20% per star rating (Common)
- All the DNA is unlocked within 2 star ratings (i.e., a digsite unlocked at 0 stars gets its last DNA unlock at 2 stars) (Common)
- Starter Digsites
- Like Regular digsites, but with higher initial/final DNA and lower cost
- Expansive Digsites
- Very low initial DNA (50% - 70%) and high but usually incomplete final DNA (80% - 100%)
- Many different species (8 to 9)

Primary vs Secondary Genomes
- A digsite contains Primary and Secondary dinosaurs
- Primary dinosaurs are the main dinosaurs you unlock in that digsite and follow Common Rarity rules
- Secondary dinosaurs are additional dinosaurs that appear in a digsite, but at a lower DNA percentage
- For example, the Garden Park Formation contains the primary genomes of Allosaurus, Dryosaurus and Diplodocus
- 100% genome at 2 stars
- But it also contains the secondary genome of Brachiosaurus
- 60% genome at 2 stars

Trace Fossils
- Alongside full genomes, some digsites contain Trace fossils of additional dinosaurs
- This means that the digsite does not contain enough genome to create the dinosaur (<50%)
- But you can use Trace Fossils to max out the genome of a dinosaur you've already unlocked from another digsite
- For example, Tyrannosaurus appears as a Trace fossil across many digsites

Dinosaur Rarity
- Dinosaur rarity dictates how hard a dinosaur is to create or max out
- Most dinosaurs are Common
- 60% - 80% in a digsite where it is a Primary fossil when it's first unlocked
- 90% - 100% in a digiste where it is a Primary fossils 2 star ratings later
- A few dinosaurs are considered Rare
- Appear only as low Trace fossils in most digsites
- The digsite continues unlocking more deposits of this fossil even 2+ stars later
- The dinosaur has one digsite where it appears as a Primary fossil, but it cannot be maxed out using that digsite alone
- The Black Market can be used to find even more of these fossils
- The current Rare dinosaurs are:
- Tyrannosaurus
- Spinosaurus
- Troodon

Research Cost
- The cost of negotiating a Charter is typically:
- The collective cost of:
- (The research cost of each dinosaur multiplied by the amount of DNA of that dinosaur in the digsite)
- The research cost of each Dinosaur in turn is:
- A constant value * prestige * lifespan * ((max social) ^ (2/3))
- The constant value was calculated from the base game stats
- Scaling max social by a power of less than 1 means a semi-logarithmic scaling
- i.e., max social of 20 costs less than 2x(max social of 10).
- This balances the in-game variety debuff
- Starter and Expansive Digsites have a discounted cost

Viability Genes
- 5 new tiers of viability genes:
- +5%, +10%, +20%, +30%, +50%. 
- +5% Viability for:  +5% Incubation Cost, -5% Prestige, +2.5% Stress Threshold
- Scaled directly for all tiers (+50% Viability for 10x the costs of +5% Viability)

Black Market
- Contains low-quality fossils of all in-game genomes
- $5,000 to send your representatives to the markets, covering just travel costs
- $40,000 to purchase and extract any the fossils they return with
- $5 refund if you reject the fossils
- Sending your representatives doesn't take up any of your expedition slots
- You can constantly have your representatives scouring markets while your fossil teams do their work

Rebalanced Dinosaur Prestige
- Each dinosaur type has an "average rating"
- The dinosaurs within that type are graded from 1 to (however many there are of that type)
- They're then rated evenly around the average
- Differs per type, but for example:
- Medium Carnivores have an average of Prestige of 100
- All Medium Carnivores then evenly distribute between 80 and 120 (20% of the average both ways)
- Some are slightly adjusted for lore, popularity, or balancing reasons
- This new Prestige is then taken into account when calculating the new research and incubation cost

Social and Stress Genes
- 2 Stress genes per dinosaur
- Stress genes have been moved to the first 2 gene slots (so you can create dinosaurs with 100% viability starting at 50% DNA)
- 2 Social genes per dinosaur
- Group Adaptation now gives +2 social instead of +3 (but can be applied twice)
- The Viability impact of Cross Species and Group adaptations have been halved
- -30% -> -15%
- -60% -> -30%

Lifespan and Resilience Stats
- 65% of Vanilla stats at 50% DNA
- 130% of Vanilla stats at 100% DNA