OSo I guess that you really can't put too many rides together in one place if you want your peeps to use your whole park. i just can't get them to walk to my sci-fi themed area, with two coasters and four flatrides. It just cannot compete when they have to walk/take the transport ride there.
Rides compete for peep attention in several ways. Peeps make 2 sequential decisions about whether to go on a ride and different things about the ride affect these decisions. First, peeps decide which ride to start walking (or riding the train) towards. Once they get to the start of the queue, they then decide whether or not to actually go on the ride or change their minds and head somewhere else.
The 1st decision is based largely on the following factors (although there are probably more nuances):
* Fear rating: Peeps have a max fear tolerance and will never consider going on any ride with a fear rating higher than that. They also have a minimum fear tolerance but this is just tie-breaker, not a deal-breaker. Peeps will go on rides with fear below their minimum if other factors swing the decision that way.
*** Average max fear for families: 3.8 (with only a few above 4.0 and none above 5.0)
*** Average max fear for adults: 5.7
*** Average max fear for teens: 7.5
*** With all demographics, the lower half of the population is spread pretty fairly evenly from 0 to the average, but most of the upper half is packed tightly just above the average with only a few outliers significantly above the average.
* Nausea rating: Works the same as fear rating but max nausea is usually not a factor because all peeps seem to tolerate more nausea than fear and it's really hard to build a ride that's more sickening than scary. However, minimum nausea is still a tie-breaker and becomes important because most rides will have fairly low nausea ratings.
Having excluded from consideration all rides that are too scary or too sickening, peeps then reviews their "short lists" of possible rides for the following:
* How closely the ride matches the minimum fear and nausea tolerances
* Proximity of the ride to the peep's current location (taking transport rides into account)
* How often the peep has already been on this ride.
* The ride's prestige, a combination of the ride's excitement, duration, track (not queue) scenery and, optionally, age. Prestige somewhere around 600-700 seems to be a break point. Rides of a given fear rating with prestige all below 600-700 seem to compete fairly evenly, and the same for rides all above that. But a ride with prestige above 600-700 will totally dominate rides of similar fear with prestige below about 600-700. Where rides are on the same side of the prestige break, proximity trumps even a 2x prestige advantage.
So, if peeps aren't going towards your new, distant park area, it's because the stuff there isn't attractive for 1 or more of the above reasons. In PC, it's definitely not "if you build it, they will come". It's "if you build it attractive enough, they'll consider coming but will keep their options open". So you can't just plunk down whatever rides you want to without regard for their stats and proximity to other rides with similar stats.
A very important consideration is that rides with similar fear ratings not only compete directly with each other but also with rides with higher fear ratings. This is because the minimum fear tolerance is just a tie-breaker. Thus, the higher a ride's fear rating, the fewer potential customers it has, and vice versa down to about a fear of 3.0 or so. Below that, the ride's fear is below nearly everybody's minimum tolerance so it will only get a handful of customers anyway. The upshot is that a park can't support nearly as many rides with fear above 5.0 as it can with fear between about 3.5 and 4.5.
OK, so that's the main part of your question. But I left the 2nd peep decision hanging so will go ahead and spell that out now.
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Anyway, eventually the peep settles on a ride and starts walking/riding towards the start of its queue. Upon arrival there, the peep makes the second decision about whether to go on the ride or not. This decision is a value judgment where the peep decides if the ride is really worth his time and money.
* Queue full: If the queue is totally full so peeps can't physically enter it, then they will go away regardless of other factors.
* Ticket price: Peeps are totally oblivious to prices until they reach the start of a queue, and immediately forget how much the ride cost as soon as they leave. The most you can charge for a ride without peeps complaining it's too expensive is approximately (prestige) / 37.6 (discovered by Brothgar on YouTube).
* Queue length: Peeps have a tolerance for time spent in a queue which varies from peep to peep. Some peeps will always think the queue's too long while others will have no problems. Can't please everybody.
* Queue scenery: The more scenery on the queue, the longer peeps will be willing to wait in line.
* Prestige: This definitely affects how much you can charge for the ride. It probably also has some effect on queue length tolerance.