Checking out the game after a long break

So I bought all the DLC, and I also got the Alpha Edition back then, and now I wanted to beat some scenarios.

It is still very frustrating to make sense of basic simulation mechanics of the game...

Endless messages "Many guests are thirsty", and the only drink shop I have still left open in my park, has not enough vistors to be profitable.
No missed sales either.
People just dont want to drink despite their thirst.
Park is small, Cavernous Coasters Scenario, with basically no additional paths built.

Also, guests seem to just no leave the park to make room for new ones with money.
They run out of money, and then just keep walking around and not buying anything.
I do have ATMs, they walk past them also.

Same thing with gift shops.
If i don't build any, they complain.
If I build them, they make minus.
❤︎❤︎❤︎ stupid guests?
 
Career/management Guide:

-only build the necessities (coffee will not sell if you have lots of benches, dont hire entertainers)
- 1 drink, 1 food, and 1 toilet is needed for about every 5rides so if u have 7-8 rides you probably only need 2 drinks maybe 1-2foods and 1 toilet, or if you have 12 rides maybe do 3 drinks 2 food 2 toilets
- build rides in groups, I try to keep 3 rides with all the queue entrances close together next to each other, and rides exits leading out the opposite side of the entrance
- try to keep paths in simple loops around the rides so that you can have intersections with the food stalls all near each other, like say you have 3-4 rides on one side, 3-4 on the other, you could essentially get away with less shops if you place them accordingly in between
- only research a few select rides, never research shops/scenery unless you absolutely have to
- you dont always need an atm if you can beat the scenario quickly, but on harder scenarios you should get the atm asap
- only buy 1 cheap advertisement and keep it running, and set parks hours to be open 12am-12am

- using infinitys guide to set prices helps achieve objectives even faster https://steamcommunity.com/sharedfiles/filedetails/?id=877268657
- the shop prices are not as important as I just left everything on default https://steamcommunity.com/sharedfiles/filedetails/?id=1103779725
- maximize scenery with less money http://steamcommunity.com/sharedfiles/filedetails/?id=808586159
- the only really challenging objectives are the coaster related ones (which can be downloaded via blueprints)
- if security is enabled, make sure to research cameras asap and place cameras every 30meters and set a few guards to stand on patrol as close to your park entrance as you can

Challenge Mode Guide:
- if playing challenge mode on the harder/hardest difficulty, the most challenging aspect is watching the age of your rides (or Reputation) which means that any rides which are between 5-10 years old will not be able to make money as no guests will ride them (not even if they are free) but once you have a few classic rides you have essentially beaten challenge mode as you will become super rich
 
Last edited:
Thanks.
I managed to beat the scenario with my current park easily by closing the park, then reopening with half my rides open, denying the first wave of guests by closing again.
The opening again halfway during the first month, collecting all the entrance fee of everybody, and opening the rest of rides, to have an additional wave of guests stream in.
During second month I start closing less profitable rides, and lowering wages of employees drastically.
During third month I fired all remaning non-shop staff and closed all non-profitable rides, and that was just good enough.

What was really annoying though is the behaviour around shops. The income from shops would vary greatly all the time, being negative mostly, and people were never in green with the foods or drinks, despite optimal shop placement and no complains about prices at all, except the occasional "I have no money", which is expected I guess.
And I did have ATMs also, free of charge.
 
Did you try to advertise the shops that had fewer guests? You can place some signs or TVs and set an advertising destination. I haven‘t tried it in many different parks but in the scenario I was playing, it made a huge difference. The one drink shop that was too busy, could relax a bit more and the other one got more customers.

I think the complaints about being thirsty can come from guests stuck in long queues but I‘m not sure about that.
 
Something else to keep in mind is that guests are only aware of shops that they have been near. So if you have one shop on the main street and an exact duplicate tucked away in a corner, everyone will try to pile into the first one, even if they have to walk all the way across the park to get to it.
 
. . . - 1 drink, 1 food, and 1 toilet is needed for about every 5rides so if u have 7-8 rides you probably only need 2 drinks maybe 1-2foods and 1 toilet, or if you have 12 rides maybe do 3 drinks 2 food 2 toilets
- build rides in groups, I try to keep 3 rides with all the queue entrances close together next to each other, and rides exits leading out the opposite side of the entrance . . .
Alternately (IMHO), build 3 (or more if you can manage it) rides grouped so the exit paths all go though the same "exit building" with a restroom (or two if you can afford it), maybe a 1st aid if the nausea stats warrant it, maybe a drink and/or food booth on the outside path. When guests come off of queueing/riding they've built up specific needs, putting things to meet those needs where they have to pass them can help. [yesnod]

It's a current annoyance that the "Many guests are thirsty" message often comes from counting guests in queues who can't do anything about it, so the message is pretty useless. [sulk]
 
Back
Top Bottom