Park Balance, Management, Creativity: How do you start out your park ?

I'm curious how do you start out your parks besides starting with design ideas ? How many shops, facilities, and employees you start out with ? How many rides ? Do you build the first coaster first or last ? Do you build transportation rides or not ?


I usually start with a least 4-5 Flat & Thrill rides ( 2 Flat & 2 Thrill or an extra Flat ) and at least 5 or more Food Stalls and a Gift Shop or two besides dropping down a few Bathrooms ( First Aid in case one thrill ride makes guests feel ick )


For employees I usually start out with 5 of each: 5 Janitors, 5 Mechanics, 5 Entertainers, 5 Vendors ( I usually make small parks )


I usually make the coaster last since I care about guest happiness with the vendors and rides at the beginning ( Plus I need to test it when the park has a solid starting ground )


I hadn't really tried out transportation rides but I wanna experiment it
 
If your talking about sandbox (no money) then it doesnt matter

If your talking about career or challenge mode (with money) then you start out with a couple wild blues and charge $16 to bring in profits. I never build shops or employees in my first month because they are not needed untill the 2nd month. I would say 1 food 1 drink 1 bathroom per every 4-5 rides. I would say you only need 1 mechanic for every 2-3 rides, maybe 2-3 janitors per every 100 guests or so. In RCT i would always build a small launch coaster asap to make a good profit, but its not the same in PC. And the cheaper $1,000 marketing ads are decent, but the $5,000 ads are worthless
 
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I'm curious how do you start out your parks besides starting with design ideas ? How many shops, facilities, and employees you start out with ? How many rides ? Do you build the first coaster first or last ? Do you build transportation rides or not ?


I usually start with a least 4-5 Flat & Thrill rides ( 2 Flat & 2 Thrill or an extra Flat ) and at least 5 or more Food Stalls and a Gift Shop or two besides dropping down a few Bathrooms ( First Aid in case one thrill ride makes guests feel ick )


For employees I usually start out with 5 of each: 5 Janitors, 5 Mechanics, 5 Entertainers, 5 Vendors ( I usually make small parks )


I usually make the coaster last since I care about guest happiness with the vendors and rides at the beginning ( Plus I need to test it when the park has a solid starting ground )


I hadn't really tried out transportation rides but I wanna experiment it

The way the game is set up, you have to micro-manage from the beginning if you ever want to stay on top of the game (sandbox or challenge).

I start with what I want my entrance to look like, of course. I then develop the area around the entrance area. I start with something to eat, drink, and a restroom. You always want to stay on top of the vendor wages, pricing on items/rides from the very beginning to save you from migrane headaches later.

My biggest recommendation is to truly theme out, manage and develop ANY addition to your park. This includes a simple toilet, all the way up to your roller coasters. Spend as much time and be as thorough as possible... as consistently as possible with every single item you add to your park.
 
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If your talking about sandbox (no money) then it doesnt matter

If your talking about career or challenge mode (with money) then you start out with a couple wild blues and charge $16 to bring in profits. I never build shops or employees in my first month because they are not needed untill the 2nd month. I would say 1 food 1 drink 1 bathroom per every 4-5 rides. I would say you only need 1 mechanic for every 2-3 rides, maybe 2-3 janitors per every 100 guests or so. In RCT i would always build a small launch coaster asap to make a good profit, but its not the same in PC. And the cheaper $1,000 marketing ads are decent, but the $5,000 ads are worthless

Either mode !! Sounds like a good setup !

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The way the game is set up, you have to micro-manage from the beginning if you ever want to stay on top of the game (sandbox or challenge).

I start with what I want my entrance to look like, of course. I then develop the area around the entrance area. I start with something to eat, drink, and a restroom. You always want to stay on top of the vendor wages, pricing on items/rides from the very beginning to save you from migrane headaches later.

My biggest recommendation is to truly theme out, manage and develop ANY addition to your park. This includes a simple toilet, all the way up to your roller coasters. Spend as much time and be as thorough as possible... as consistently as possible with every single item you add to your park.

Oh man that's good advice on themes and pricing
 
I usually always start with some form of a main street/plaza area with a couple of classic flat rides. Here are before and current pics for my two challenge parks,

This is my alpha3 park that I've been adding on to since beta,
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With my new alpine park, I started it on hard so it was very bare and boring in the beginning until I could start affording more scenery,
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I don't tend to plan a whole lot, just kind of go with the flow and build out organically.
 
Hi RoboSpongie,

Like other's have said there's right or wrong way.

If you're trying to make profit though may I give a few pointers?

5 janitors, 5 mechanics and 5 entertainers is way too many to start off with and still quite a lot for a small park. It'll cost you a fortune in wages and you can cut your costs and make much more profit if you scale back on your hiring a bit. In career mode I don't think I've ever hired more than 3 janitors and 3 mechanics by the time I've completed the level. One of each at the start is plenty.

I would also suggest not building so many shops at the start. One food, one drink and one souvenir is plenty at the start. Drinks tend to be more popular than food so you could expand to 2 drink shops early on. In a small park where everything is close together and you've only got 500-600 fish guests that's plenty of shops. Remember they all have running costs and salary bills for the vendor so you can increase your profits by not having as many.

In terms of rides I usually go for a balance of 'family' and 'thrill' flat rides. A couple of each is a good starting point. Build up from there. If you have it researched early then a track ride (like the Crazy Katz) or a log flume is a good way to draw a bigger crowd or make more money and usually cheaper than a coaster. From there you can build up the money for a coaster.

If you're playing in Sandbox then obviously you can ignore all of that and just go wild. I honestly had no plan when I started my sandbox park. I just placed down a ride (Teacups was my first) and I just made it up as I went along. There was no design plan in mind. The key is to keep your guests moving from one money-spending opportunity to the next. Lay the park out so that guests are constantly being channelled past rides and shops so that they have lots of opportunity to spend.

Enjoy!
 
My system:
Challenge mode, medium difficulty.

1. Take out $3k and $2k loans.
2. Place Teacups, Whirly Rig and Insanity (highest capacity starting rides).
3. One each of Chief Beef, Cosmic Cow, and Restroom.
4. Hire one janitor, engineer, and entertainer.
5. Spend balance on scenery until balance is ~$500.
6. Open park.
7. Take out $1k loan for staff training.
8. Accumulate cash
9. Build Wild Blue
10. Build the Madness

Once that's all set up I'm making around $5k/month and have around 800 visitors.
 
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I usually always start with some form of a main street/plaza area with a couple of classic flat rides. Here are before and current pics for my two challenge parks,

This is my alpha3 park that I've been adding on to since beta,

With my new alpine park, I started it on hard so it was very bare and boring in the beginning until I could start affording more scenery,

I don't tend to plan a whole lot, just kind of go with the flow and build out organically.
Oh that hard mode park looks really nice!! My first park(s) looked so unorganic and bare!! I used the grid tool too often for paths, haha.
 
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