I think we all know, that economics are off, this isn't the purpose of this thread, this should be more a thread, were we post out financial results with some detailing, so we have somewhat of a samplesize to pin the culprits and outlier down. So please no: "mimimimimi the game isn't fun with this state"-posts. Peeps let's keep it civil 
My breakdown with the new queuefix:
Parkmode: Franchise, Central Europe, Temperate Biome
Parkrating: round about 3,8
Average Attendance: 2,3k-3k
Net Income: 442k
Opeating Costs: 53k
Earning method was pay per ride: 3 Flat rides, 2 Coasters, 3 Flumes
The vast majority of my income were rides: 258k and Guest shops (pool passes): 148k
The Flumes had an combined income of 15k
My Teacup ride pulled 40k, 700 prestige (this was also my pricing guinea pig): and ended up with a dynamic pricing 1-10 mins from 14-17
Monsoon Chute 60k, 820 prestige run most of the day on bargain around 17:00 i noticed that the queue is getting long (time wise) and i switched to dynamic 2-20 mins 47 - 67$ / ride
Tiny Eye 15k, 400 prestige, run most of the time on bargain (which didn't refresh until i did it manually, the price hiked from 10 to 28)
Surfcoaster 1k Prestige(max) pulled 60k, Pricing was dynamic 1-20 mins 18-28$ Average was around 19-22
GCI Woodie 1k Prestige pulled 62k Pricing was dynamic 1-20 mins 26-36$ Average was around 30
Outlier 1: Three rides at 60k? Even before the queue fix i had the suspiscion that the prices were adjusted more to prestige/day or /hour, this result still gives me the feeling, that capacity doesn't matter, low capacity rides work with a higher bargain price. Here we need more investigation.
Running Costs:
31k Power: yes, i didn't notice or knew that i can borrow power from the region.
18k Staff:Mechanics 7k (8), Lifeguard 4,3k (18), ride ops: 3k (12), vendor 2,4k (20), Janitor 1,4k (9)
I managed the staff bad. I solved all issues by throwing bodies at them. I mean i have a mechanic for every ride, 1,5x ride ops and so on.
Outlier 2: The earnings margin is waaaaaaay to high. Every ride op single handely earned me 21,25k. I think it should be time for our staff to unionize and demand higher wages, especially the money generation jobs (vendors + ride ops should get a pay rise) compared to pc1 which had pay in the hundreds. (@devs: yes, those numbers seem more realistic in an per hour break down, but it doesn't make sense in the game economics, you really need to be more careful when you translating time from the previous game, btw. beside same root of error like the queue bug where you took ingame time and just run with it, without checking the account of realtime issues)
Outlier 3: Guests seem to have infinite money, PC1 had a bit of the issue, that you couldn't fully price your rides or guests were broke after 3-4 rides, even ATMs did just a simple refresh and i never noticed a guest using an ATM twice. Infinite money is never good, there need some limitations how much a guest is able to spend.
Outlier 4: Oh, now we have WAAAAY more guests than before and those have also infinite money: Great Idea! Sorry for the sarcasm, but it should be obvious, that if you have an almost infinite ressource, you shouldn't multiply it hard, this is what you did: a park with 2 Coasters, 2 pools and 3 flat rides shouldn't get 3k guests (probably more if you account the biome/franchise drawback), you set a way to big margin, that is easily filled and then you multiply it. This is what kills the economy hard, the construction costs though higher doesn't hold up and just increases this issue, the most expensive blueprint is 53k, i could build 7 of it and guess what: I would become even more filthy richer. And raising the construction shouldn't be the way, but the decrease of the large margin since this is the first number you multiply.
My breakdown with the new queuefix:
Parkmode: Franchise, Central Europe, Temperate Biome
Parkrating: round about 3,8
Average Attendance: 2,3k-3k
Net Income: 442k
Opeating Costs: 53k
Earning method was pay per ride: 3 Flat rides, 2 Coasters, 3 Flumes
The vast majority of my income were rides: 258k and Guest shops (pool passes): 148k
The Flumes had an combined income of 15k
My Teacup ride pulled 40k, 700 prestige (this was also my pricing guinea pig): and ended up with a dynamic pricing 1-10 mins from 14-17
Monsoon Chute 60k, 820 prestige run most of the day on bargain around 17:00 i noticed that the queue is getting long (time wise) and i switched to dynamic 2-20 mins 47 - 67$ / ride
Tiny Eye 15k, 400 prestige, run most of the time on bargain (which didn't refresh until i did it manually, the price hiked from 10 to 28)
Surfcoaster 1k Prestige(max) pulled 60k, Pricing was dynamic 1-20 mins 18-28$ Average was around 19-22
GCI Woodie 1k Prestige pulled 62k Pricing was dynamic 1-20 mins 26-36$ Average was around 30
Outlier 1: Three rides at 60k? Even before the queue fix i had the suspiscion that the prices were adjusted more to prestige/day or /hour, this result still gives me the feeling, that capacity doesn't matter, low capacity rides work with a higher bargain price. Here we need more investigation.
Running Costs:
31k Power: yes, i didn't notice or knew that i can borrow power from the region.
18k Staff:Mechanics 7k (8), Lifeguard 4,3k (18), ride ops: 3k (12), vendor 2,4k (20), Janitor 1,4k (9)
I managed the staff bad. I solved all issues by throwing bodies at them. I mean i have a mechanic for every ride, 1,5x ride ops and so on.
Outlier 2: The earnings margin is waaaaaaay to high. Every ride op single handely earned me 21,25k. I think it should be time for our staff to unionize and demand higher wages, especially the money generation jobs (vendors + ride ops should get a pay rise) compared to pc1 which had pay in the hundreds. (@devs: yes, those numbers seem more realistic in an per hour break down, but it doesn't make sense in the game economics, you really need to be more careful when you translating time from the previous game, btw. beside same root of error like the queue bug where you took ingame time and just run with it, without checking the account of realtime issues)
Outlier 3: Guests seem to have infinite money, PC1 had a bit of the issue, that you couldn't fully price your rides or guests were broke after 3-4 rides, even ATMs did just a simple refresh and i never noticed a guest using an ATM twice. Infinite money is never good, there need some limitations how much a guest is able to spend.
Outlier 4: Oh, now we have WAAAAY more guests than before and those have also infinite money: Great Idea! Sorry for the sarcasm, but it should be obvious, that if you have an almost infinite ressource, you shouldn't multiply it hard, this is what you did: a park with 2 Coasters, 2 pools and 3 flat rides shouldn't get 3k guests (probably more if you account the biome/franchise drawback), you set a way to big margin, that is easily filled and then you multiply it. This is what kills the economy hard, the construction costs though higher doesn't hold up and just increases this issue, the most expensive blueprint is 53k, i could build 7 of it and guess what: I would become even more filthy richer. And raising the construction shouldn't be the way, but the decrease of the large margin since this is the first number you multiply.