Evergreen Gardens/Scenario Guide: Difference between revisions

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{{Sgreminder}}<u>'''Evergreen Gardens'''</u> is one of the largest parks in the originalvanilla RCT, and has one of the largest loan limits of: $40,000. The primary problem with thisthese big, beautiful, undeveloped parkgardens is its over -developed path system;, which covers a good part of the park yet is as tedious as a solid rollercoaster. WhenPlayers youwho beginstart developingplaying thethis parkscenario youwithout taking any action against it, will get a huge load of "Guest # is lost and can't find the park exit." Evenmessages, ifwith youthe buildguests' happiness down to 0. Even one or two [[Information KiosksKiosk]]s wouldn't be enough, these guests willwould still get lost due to the paths. The park is also large enough to wherethe youpoint shouldfor wise park tycoons to consider one or two distinct forms of transportation so the guests can make much of their experience, and their money. Usually, an all-around-the-park railroad, and a chairlift from back to front door.
{{Sgreminder}}
Evergreen Gardens is one of the largest parks in the original RCT, and has one of the largest loan limits of $40,000. The primary problem with this big, beautiful, undeveloped park is its over developed path system; which covers a good part of the park. When you begin developing the park you will get a huge load of "Guest # is lost and can't find the park exit." Even if you build one or two Information Kiosks, these guests will still get lost due to the paths. The park is also large enough to where you should consider one or two forms of transportation so the guests can make much of their experience, and their money.
 
Since this scenariopark is very large, andit you probably canisn't possible to fully develop it in the beginning. Therefore, it's bettermuch wiser to cut off the paths leading to unused places youplayers can't develop just yet. WaitThe untillimmediate youpriority haveis moreto guestsfill the entrance area and first few gardens with rides and shops/stalls, so that the park turns any kind of profit. Only when players have more time & money to spend there, thenshould they re-connect the pathspathes back. Even if you havethe '[[Corkscrew Follies|AA/Loopy Landscapes (hence,CF]]"-onwards 'No Entry' signs), itwon'st betterbe toenough, simply cutsince the paths off as your staff will ignore the 'No Entry' signs and carry on losing itself. This is by far the best strategy here.
 
In the beginning of the objectivegame, you'llwise noticetycoons you'rewill lackingnotice onthey lack all elements that a park needs, other than theming. SetAs researchsuch, toplayers maximumshould andset includeresearch rollerfunding coastersto maximum, thrilland rides,priority gentleon rides andfirst shops/stalls. You(so shouldthat actuallythey includelay onlyhands shops in the beginning so you can researchon the Information Kiosk, whichthe iskey theelement holyto grailvictory ofin this objectivescenario), sincethen theroller guestscoasters, willthrill get& lostgentle very easilyrides.
 
You haveWith $40,000 atin yourtheir hands, so youplayers should be able to get a good start on developing the park., Don'twithout gogoing overboard on buildingride ridesconstruction. One coaster (Woodchipwith makessolid for a nice start)capacity, allboth the thrill rides (you only have two...)available, and a few gentle rides will really attract someenough guests to get some money rolling in., Youfor shouldn'tat spend more thanmost $12,000 on all of this. HireWith some well-set mechanics and handymen to keep, the park should stay in order. Assign small patrol areas. Your employees will wander just like the guests, but you won't get notified about it.
 
Food, drinks, and bathrooms will also be very important in this objective. You should have at least 6 bathrooms, 8 or 9 isbathrooms are recommended, and at least 4 tandems of foodsfood and drinks. Guests will get tired in the park, so place benches <i>will be needed everywhere. '''everywhere</i>'''.
 
SlowlySlow continueexpansion tois expand the parkrecommended, as new rides become available. When youthe getSteel theLooping steelCoaster coasteris available, youplayers should build the Shuttle Loop (even  a twinfew iftimes youfor want);a thisquick isbuck, awith veryan popularadded on-ride andphoto willsection attracteach afor goodan numberadded ofbuck guestsper andtrain. earnWhen yougood a lot of money. when youplayers start to make near $1,000 a week, youwill shouldcome investtime infor eitherthe alaunch railroadof orat aleast monorailone of (the lattertwo istransportation recommended)systems tomentioned helpabove get: youUsing guestsmonorail toinstead theof backa endrailroad ofor thea parkchairlift, withoutis gettingno lost or tiredproblem. An observationObservation towerTower willcan also help the guests see where they want to go and prevent them from getting lost.
 
The objective's challenge is much more handling a large park while still trying to improve it., Don'tthan worryjust aboutcramming attractingrides huge sums ofor guests at the start, just get the park functioning and try to bring in some money. KeepingThe with a good building pace you should be able to have more than 1,200 guests by yearobjective's 4reachable witheven nowithout advertisements. 4Most yearsplayers isare plenty of timeable to get 1,000 guests inreach the park. Just take your time and make sure you satisfy your guests, it will help attract more over time. You probably will achieve your objective using only half the space, but this park's can be completely filled with rides, reaching a park value of $70space.000!
 
 
[[File:EvergreenGardensFinished.png|thumb|left|Evergreen Gardens - finished]]
[[File:Evergreen Gardens RCT.jpg|thumb|220x220px]]
[[Category:Scenario Guide]]