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{{Sgreminder}}<u>'''Evergreen Gardens'''</u> is one of the largest parks in vanilla RCT, and has one of the largest loan limits : $40,000. The primary problem with these big, beautiful, undeveloped gardens is its over-developed path system, which covers a good part of the park yet is as tedious as a solid rollercoaster. Players who start playing this scenario without taking any action against it, will get a huge load of "Guest # is lost and can't find the park exit." messages, with the guests' happiness down to 0. Even one or two [[Information Kiosk]]s wouldn't be enough, these guests would still get lost due to the paths. The park is also large enough to the point for 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 scenario is very large and you probably can't fully develop it in the beginning, it's better to cut off the paths leading to places you can't develop just yet. Wait untill you have more guests and more money to spend there, then re-connect the paths back.
Since this park is very large, it isn't possible to fully develop it in the beginning. Therefore, it's much wiser to cut off the paths leading to unused places players can't develop just yet. The immediate priority is to fill 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, should they re-connect the pathes back. Even the '[[Corkscrew Follies|AA/CF]]"-onwards 'No Entry' signs won't be enough, since the 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 objective you'll notice you're lacking on all elements that a park needs other than theming. Set research to maximum and include roller coasters, thrill rides, gentle rides and shops/stalls. You should actually include only shops in the beginning so you can research the Information Kiosk, which is the holy grail of this objective, since the guests will get lost very easily.
In the beginning of the game, wise tycoons will notice they lack all elements that a park needs, other than theming. As such, players should set research funding to maximum, and priority on first shops/stalls (so that they lay hands on the Information Kiosk, the key element to victory in this scenario), then roller coasters, thrill & gentle rides.


You have $40,000 at your hands so you should be able to get a good start on developing the park. Don't go overboard on building rides. One coaster (Woodchip makes for a nice start), all the thrill rides (you only have two...) and a few gentle rides will really attract some guests to get some money rolling in. You shouldn't spend more than $12,000 on all of this. Hire some mechanics and handymen to keep the park in order. Assign small patrol areas. Your employees will wander just like the guests, but you won't get notified about it.
With $40,000 in their hands, players should be able to get a good start on developing the park, without going overboard on ride construction. One coaster with solid capacity, both the thrill rides available, and a few gentle rides will really attract enough guests to get some money rolling in, for at most $12,000. With some well-set mechanics and handymen, the park should stay in order.


Food, drinks and bathrooms will be very important in this objective. You should have at least 6 bathrooms, 8 or 9 is recommended, and at least 4 tandems of foods and drinks. Guests will get tired in the park, so place benches <i>everywhere</i>.
Food, drinks, and bathrooms will also be very important in this objective. 8 or 9 bathrooms are recommended, and at least 4 tandems of food and drinks. Guests will get tired in the park, so benches will be needed everywhere. '''everywhere'''.


Slowly continue to expand the park as new rides become available. When you get the steel coaster, you should build the Shuttle Loop (even a twin if you want); this is a very popular ride and will attract a good number of guests and earn you a lot of money. when you start to make near $1,000 a week you should invest in either a railroad or a monorail (the latter is reccomended) to help get you guests to the back end of the park without getting lost or tired. An observation tower will help the guests see where they want to go and prevent them from getting lost.
Slow expansion is recommended, as new rides become available. When the Steel Looping Coaster is available, players should build the Shuttle Loop  a few times for a quick buck, with an added on-ride photo section each for an added buck per train. When good players start to make near $1,000 a week, will come time for the launch of at least one of the two transportation systems mentioned above : Using monorail instead of a railroad or a chairlift, is no problem. An Observation Tower can also help the guests see where they want to go and prevent them from getting lost.


The objective's challenge is handling a large park while still trying to improve it. Don't worry about attracting huge sums of guests at the start, just get the park functioning and try to bring in some money. Keeping with a good building pace you should be able to have more than 1,200 guests by year 4 with no advertisements. 4 years is plenty of time to get 1,000 guests in 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 can be completely filled with rides, reaching a park value of $70.000!
The objective's challenge is much more handling a large park while still trying to improve it, than just cramming rides or guests. The objective's reachable even without advertisements. Most players are able to reach the objective using only half the park's space.




[[File:EvergreenGardensFinished.png|thumb|Evergreen Gardens - finished]]
[[File:EvergreenGardensFinished.png|thumb|left|Evergreen Gardens - finished]]
[[File:Evergreen Gardens RCT.jpg|thumb|220x220px]]
[[Category:Scenario Guide]]
[[Category:Scenario Guide]]

Latest revision as of 17:29, 17 February 2019

Remember:
  • The Scenario Guide below is only a suggested strategy for completing this scenario—it may not work for all players.
  • The General Scenario Guide and Hints and Tips articles may also provide helpful information in completing this scenario.
  • There are usually multiple strategies to successfully completing a scenario; these can be discussed on the scenario's discussion page or written down in an existing or additional section of this article.

Evergreen Gardens is one of the largest parks in vanilla RCT, and has one of the largest loan limits : $40,000. The primary problem with these big, beautiful, undeveloped gardens is its over-developed path system, which covers a good part of the park yet is as tedious as a solid rollercoaster. Players who start playing this scenario without taking any action against it, will get a huge load of "Guest # is lost and can't find the park exit." messages, with the guests' happiness down to 0. Even one or two Information Kiosks wouldn't be enough, these guests would still get lost due to the paths. The park is also large enough to the point for 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.

Since this park is very large, it isn't possible to fully develop it in the beginning. Therefore, it's much wiser to cut off the paths leading to unused places players can't develop just yet. The immediate priority is to fill 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, should they re-connect the pathes back. Even the 'AA/CF"-onwards 'No Entry' signs won't be enough, since the 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 game, wise tycoons will notice they lack all elements that a park needs, other than theming. As such, players should set research funding to maximum, and priority on first shops/stalls (so that they lay hands on the Information Kiosk, the key element to victory in this scenario), then roller coasters, thrill & gentle rides.

With $40,000 in their hands, players should be able to get a good start on developing the park, without going overboard on ride construction. One coaster with solid capacity, both the thrill rides available, and a few gentle rides will really attract enough guests to get some money rolling in, for at most $12,000. With some well-set mechanics and handymen, the park should stay in order.

Food, drinks, and bathrooms will also be very important in this objective. 8 or 9 bathrooms are recommended, and at least 4 tandems of food and drinks. Guests will get tired in the park, so benches will be needed everywhere. everywhere.

Slow expansion is recommended, as new rides become available. When the Steel Looping Coaster is available, players should build the Shuttle Loop  a few times for a quick buck, with an added on-ride photo section each for an added buck per train. When good players start to make near $1,000 a week, will come time for the launch of at least one of the two transportation systems mentioned above : Using monorail instead of a railroad or a chairlift, is no problem. An Observation Tower can 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, than just cramming rides or guests. The objective's reachable even without advertisements. Most players are able to reach the objective using only half the park's space.


Evergreen Gardens - finished