Dusty Greens/Scenario Guide: Difference between revisions
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==Scenario Guide== |
==Scenario Guide== |
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⚫ | {{Sgreminder}}Players here in '''Dusty Greens''' are limited in space. The two squares of available land at the beginning have a bridge connecting the two of them, as well as two more squares available for purchase with construction rights to get there, even though it won't be necessary, since it's easily possible to win here by cramming the park nito the two starting squares, and even into only one of them. |
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{{Sgreminder}} |
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⚫ | First thing to do is shortening the huge lines for both [[Mini Golf]] courses, since guests are waiting forever. One single tile of queue line will be more than enough. Now, players might want to consider removing one of them, since they are taking a lot of space and never will reach a rollercoaster's popularity & profitability, but it's definitely possible to win the scenario with both courses left untouched. |
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Players should then start off with gentle and thrill flat rides, as well as a couple of tracked rides priced for their excitement ratings, rounded down. If a [[Splash Boats]] ride for example has an excitement rating of 5.34, then players can charge 5.30 for it, and have guests flocking in. As such, every piece of scenery can be a welcome addition if it pushes the Excitement Rating up a dime, and therefore the entrance fee. |
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Start of with gentle and thrill rides, price the rides for their excitement rating, if for example ride have excitement rating of 3.34, the price will be 3.30, same as for coasters. If you still have some money build a cheap roller coaster and try to make it to 6.xx excitement rating and price it at that price, don't worry, they will still pay for it. |
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⚫ | Players who want to buy land should buy the northern part of the 2 available pieces first. This is because this part has a building in it which sells for $90, making the four tiles free with a $10 gain. Not only that, but also the fact that this part is larger than the other, which means the next square will most probably not be needed. Another good idea is to use the space between the parts originally owned, as a space for rides. |
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'''Dusty Greens''' is much easier than it looks at first glance, and the main goal of this scenario is to test player's ability to charge a correct amount of money per ride. |
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[[Category:Scenario Guide]] |
Latest revision as of 14:51, 17 March 2019
Scenario Guide
Remember:
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Players here in Dusty Greens are limited in space. The two squares of available land at the beginning have a bridge connecting the two of them, as well as two more squares available for purchase with construction rights to get there, even though it won't be necessary, since it's easily possible to win here by cramming the park nito the two starting squares, and even into only one of them.
First thing to do is shortening the huge lines for both Mini Golf courses, since guests are waiting forever. One single tile of queue line will be more than enough. Now, players might want to consider removing one of them, since they are taking a lot of space and never will reach a rollercoaster's popularity & profitability, but it's definitely possible to win the scenario with both courses left untouched.
Players should then start off with gentle and thrill flat rides, as well as a couple of tracked rides priced for their excitement ratings, rounded down. If a Splash Boats ride for example has an excitement rating of 5.34, then players can charge 5.30 for it, and have guests flocking in. As such, every piece of scenery can be a welcome addition if it pushes the Excitement Rating up a dime, and therefore the entrance fee.
Since players have unlimited time, it's possible to finish the scenario before Year 2. What it takes is a solid roller coaster with 7+ Excitement Rating, a good amount of flat thrill rides, and objective's in reach, but of course players may want some extra challenge, i.e. repay the loan.
Players who want to buy land should buy the northern part of the 2 available pieces first. This is because this part has a building in it which sells for $90, making the four tiles free with a $10 gain. Not only that, but also the fact that this part is larger than the other, which means the next square will most probably not be needed. Another good idea is to use the space between the parts originally owned, as a space for rides.
Dusty Greens is much easier than it looks at first glance, and the main goal of this scenario is to test player's ability to charge a correct amount of money per ride.