Ayers Rock/Scenario Guide: Difference between revisions

The ending's a bit abrupt, but it will do for now.
(The phrase "Increase the park entrance fee" was literally screaming for this entire article to be re-written.)
(The ending's a bit abrupt, but it will do for now.)
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You start this scenario with $5,000 of your own money, and you can borrow up to $35,000 from the bank.
 
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Although you have quite a lot of space to work with, cramming as many rides as you can near the pre-built ones will save guests the trouble of walking long distances and keep them within reach of the food centre, which in turn saves you the need to build more food/drink stalls for some time. You may wish to relocate the merchandise stalls and First Aid Room, however, since these were pre-built in odd locations. The First Aid Room is best placed close to the exit of the Enterprise, while the merchandise stalls should be placed near the entrances of your greatest money-earners.
 
An alternative way to develop your park is to build on the rock itself. If you prioritise Transport Rides, you will eventually research the Elevator, which can be used to ferry passengers from the ground level to the top of the rock. As the top of the rock is completely barren and relatively flat, you can choose to build rides on it instead of on the bush-covered ground. In addition, the cost of building a direct footpath from the ground to the top of the rock can be reduced a little if you "wrap" the pathway around the rock's outcroppings. Incidentally, the outcropping nearest to the Maze is largely at the perfect level to build an Elevator. Even if you don't intend to build on top of the rock, the Elevator serves as a ride, so just building it alone will draw some additional guests.
 
3 years is not a lot of time to generate a high guest count, especially given that you start out with few ride types, so you should be constantly building new rides to draw guests.
 
[[Category:Scenario Guide]]