Same park model as the 3D version, drawn as a map and as graphs the 3D view cannot show. Click a paddock on the map to inspect it.
Feeding costs coins: ration = k·m0.75 kg per day, so a bigger animal costs more, but not in proportion to its mass.
| Check | Measured | Predicted |
|---|
The first four rows run the 3D page's own self-test on the copied model. The last two feed an empty animal of each species and fit the slope of feeding cost against mass on log-log axes.
Kleiber's law. Animal metabolic rate scales as B = B0·M^0.75, so on log-log axes it is a straight line of slope 3/4. The park uses the same shape for food: ration = k·m^0.75 kg per day, with k = 0.20 (herbivore), 0.12 (carnivore), 0.25 (fish-eater) kg per day per kg0.75. Doubling an animal's mass raises its ration by only 20.75 = 1.68.
Starvation clock. Energy falls linearly, dE/dt = -1/(3 days), so a fully fed animal is empty after exactly three days. Water falls with a 1.5-day clock.
Visitor stock. Visitors arrive at rate λ(t) and each leaves at rate μ = 1/180 per minute while open, a queue with unlimited servers. The mean stock is λ/μ (Little's law, L = λW).
Happiness. A score x is built from amenities, animal health, environment and maintenance, minus a price and crowding penalty. Happiness follows a logistic, S = 1/(1+e^-(1.6x-1)), and relaxes toward it with a 2-hour time constant. Reputation moves with a 2-day time constant.
Honest simplifications. Masses are typical adult estimates. Diets, appeal, costs and the happiness weights are illustrative game values, not measurements. Real dinosaur metabolism is still debated, and these rations are not scientific feeding data. This is a model for exploring scaling and feedback, not a prediction.