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When you begin building your park in Jurassic World Evolution 2, you'll only need the most basic of structures to get the ball rolling, and the handful of dinosaurs you start out with is more than enough to get people to pay the price of entry.

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When time rolls on, however, you're going to need bigger and better buildings. More importantly, you're going to need to start creating much larger and much more ferocious dinosaurs to keep people coming back. Those little Compsognathus won't draw people in for long, which is where scientists come in.

Updated On April 4, 2023 By Helen Ashcroft: Jurassic World Evolution 2 continues to gain new dinosaurs and this means new research. We've updated this guide to provide clarity on exactly how best to manage your Scientists and get those genomes researched.

What Do Scientists Do?

A List Of Scientists, Their Profile Pictures, And Their Abilties

You only have one group of staff members that you need to look after in Jurassic World Evolution 2, and those are your scientists. They are the jack of all trades employees; overseeing research, fossil extraction, and egg incubation.

When you begin building your park, there should already be a few scientists in your employ: it's worth checking these out to see if they need improving on immediately or whether they're worth keeping around.

Each scientist has three areas of expertise: logistics, genetics, and welfare. Each one of these is assigned a number value, and that will determine how good they are at a certain task.

Hiring Scientists

A Building At Dusk, With A Helicopter Waiting To Take Off

As mentioned previously, there are three main statistics that a scientist is attributed when they are generated:

  • Logistics - This is used for building research. The most advanced buildings will require several scientists with high logistics stats working together.
  • Genetics - This is used for fossil extraction. Having an expert in genetics on your team will improve the genome percentage of your created dinosaurs, ensuring they suffer from fewer ailments and negative traits.
  • Welfare - This is mainly geared towards raising and incubating dinosaur eggs from your hatchery. Not only do they decrease the time taken, but they can ensure more eggs are viable for hatching, increasing your dinosaur yield.

To hire a new staff member, either head to the staff centre and click on 'View Scientists' or just use the scientist tab on the management menu. From there, you will be able to see if you have any free staff slots available; they will be underneath your current roster. If you have space, click on add scientist, and you will then be able to choose from the applicants.

There are also a few research paths you can go down that allow you to increase the number of scientists you can hire, something that is vital for the more demanding expeditions, research tasks, and dinosaur synthesizing you'll encounter later on in each level.

You may find that some scientists just don't have enough expertise for you to justify their wage, or that you need to get rid of them to make room for someone else with a different specialism. To fire a scientist, simply click on them in the management tab and press 'fire scientist'.

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What Are Scientist Traits?

A List Of Potential Hires To Be A Scientist At A Theme Park

As well as the three attributes explained above, each scientist will also have a trait assigned to them. This is a specific modifier to either their stats or how they work; some may have traits that lower their wage by 50 percent, while may have a trait that decreases the time it takes to complete research tasks.

When hiring new staff, it is always worth taking into account not only their base stats but what else they can offer. If someone has a very high logistics value and a research time decrease trait, they are going to be perfect for improving the quality of the buildings around your park.

You are also able to train scientists' base abilities, so when hiring it might be worth taking a loss on what might be a core stat for a useful trait, knowing you'll be able to improve the basics, like logistics, later.

How To Rest Your Scientists

A Scientist Stands Outside A Shop That Sells Drinks

Each member of staff you hire will have a fatigue bar just below their profile. Any task you assign a scientist to will increase this bar by one. If the bar ever gets full, then the member of staff will be disgruntled, meaning that there is a chance they might start running amok in your park and sabotaging your exhibits.

To combat this, it's important to always keep track of how overworked a scientist is. Build yourself a Staff Centre and make sure that whenever the bar starts to get full on a scientist, you click on them and then on to rest.

This takes a few minutes and costs a chunk of money, but, ultimately, a happy worker is one that doesn't go around letting dinosaurs out of their cages.

How To Train Your Scientists

A Medical Centre Houses A Sleeping Dinosaur

Hiring new scientists may not always be the best way to improve your staffing situation. Sometimes it may be better to improve what you already have. With that, you are able to train up your scientist's core stats with a specific upgrade from the infrastructure node. In the third column you will find 'Staff Improvements 1'.

Once this node has been completed, you are able to go into the scientist tab, click on whichever member of staff you want to train, and then choose which one of the three stats you wish to increase. Scientists will gain training points for tasks completed, so you'll usually find that these accrue naturally over time.

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