Having difficulties on staff management...

I don't know how to optimize my number of workers, I always end up with garbage on some places, empty shops, robberies, rides that have not been inspected… I know that I can solve this with "work rosters", but I don't know how many rides, shops... and how many workers in total I need to have a good "work roster". I make money, but I have a total chaos. [cry] [uhh] [ugh] [big grin]

I don't have any problem about their happiness, boredom… just the organization.
 
The game mechanic of staff resting and staff buildings encourages a different park layout than before this was introduced. Food courts clustered near a few rides is ideal. The work roster should limit the distance workers travel. One method to keep track of things is to give each work roster the name of the feature ride in an area.

If security features are turned on, then for scenario play the whole park should be cramped near the entrance. The price of running security cameras dominates almost every other expense.

If security features are turned off (by far my preference), divide the park into areas. Some separation between areas is fine.

Work rosters include buildings and rides. You can mark the edge of an work roster with a one piece building if you want handymen to cover up to a certain point.

I assign shop vendors to a work roster. This allows vendors to stay within an area, reducing their down time and means you will need less than two vendors per shop if you have enough shops in an area. A vendor will work in any shop that's included in its work roster. You want to avoid having vendors walk all the way across your park to get to a staff building.

Depending on the park's setting for frequency of breakdowns, mechanics might better off roaming than assigned to a roster, or create different rosters for the mechanics. When I've done this, I've named the mechanics' rosters things like, "mechanic [coaster name]", even when the mechanic's roster covers several rides.

Security cameras have a viewing radius of 15m. A terrain brush set to this size will show you a camera's coverage area.
 
The game mechanic of staff resting and staff buildings encourages a different park layout than before this was introduced. Food courts clustered near a few rides is ideal. The work roster should limit the distance workers travel. One method to keep track of things is to give each work roster the name of the feature ride in an area.

If security features are turned on, then for scenario play the whole park should be cramped near the entrance. The price of running security cameras dominates almost every other expense.

If security features are turned off (by far my preference), divide the park into areas. Some separation between areas is fine.

Work rosters include buildings and rides. You can mark the edge of an work roster with a one piece building if you want handymen to cover up to a certain point.

I assign shop vendors to a work roster. This allows vendors to stay within an area, reducing their down time and means you will need less than two vendors per shop if you have enough shops in an area. A vendor will work in any shop that's included in its work roster. You want to avoid having vendors walk all the way across your park to get to a staff building.

Depending on the park's setting for frequency of breakdowns, mechanics might better off roaming than assigned to a roster, or create different rosters for the mechanics. When I've done this, I've named the mechanics' rosters things like, "mechanic [coaster name]", even when the mechanic's roster covers several rides.

Security cameras have a viewing radius of 15m. A terrain brush set to this size will show you a camera's coverage area.

I'm with you about the security feature… I played for the first time with all active (To see how everything Works), and the security mechanic it's just annoying and very unrealistic, it's like my park it's full of criminals and sheeps. The only solution is to put off the mechanic or make my park cramped? Because I don't like that solution. XD

How many rides can a mechanic inspect, more or less, I usually don't put my rides far away. Because my park it's getting bigger, and my mechanics sometimes are roaming like a gang, so a lot of the park it's empty of mechanics, leading to breaks.

The staff building must be included in the "work roster"?

And janitors, better to leave them roaming or in a "work roster"?

Thanks for the advices!
 
The game mechanic of staff resting and staff buildings encourages a different park layout than before this was introduced. Food courts clustered near a few rides is ideal. The work roster should limit the distance workers travel . . .

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Yep. That's a drinks/food/funstuff complex positioned between four rides (paired to share exit buildings) -- these vendors and an extra are on the same work roster that includes the staffroom in the building behind this (you can just barely see the stairs).

Currently there's no way to tell a vendor to go on break, they do it when their energy level drops to a certain point, so it's nearly impossible to stagger their shifts. One way is to put down the first stall in the group (probably drinks), wait till the vendor's energy is down by about a third, put down the next stall in the group, wait again, put down the third stall, wait till the first vendor goes on break, then hire a spare vendor for the group -- this should let you relieve three vendors with one spare. Hopefully the devs'll give us better controls soon so it's easier.

I've had problems with rostered janitors ignoring bins, tables, and path messes a little bit out of their way (the RCT3P area rosters were a pain, but they worked), so I like to have some of 'em free-roaming.
 
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