Hints and Tips: Difference between revisions

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==General Tips==
==General Tips==
*Players should pause the game at the start of each scenario. This gives them a chance to familiarise with the park and get its finances in order. It is also in most cases a good idea to sort out the park's research priorities now, since in most cases (especially in the first two games) the research instructions are set with normal funds and on every branch of the research tree.
*Players should pause the game at the start of each scenario. This gives them a chance to familiarise with the park and get its finances in order. It is also in most cases a good idea to sort out the park's research priorities now since in most cases (especially in the first two games) the research instructions are set with normal funds and on every branch of the research tree.
**If there are any pre-built rides/attractions in the scenario, now is a good time to check their status and pricing information.
**If there are any pre-built rides/attractions in the scenario, now is a good time to check their status and pricing information.
**In already established parks, the starting [[staff]] is purposedly inadequate to the park's needs. Hiring the correct amount of staff members and giving them reasonable patrol areas is often a good idea.
**In already established parks, the starting [[staff]] is often inadequate to the park's needs. Hiring the correct amount of staff members and giving them reasonable patrol areas is often a good idea.
*Players should also check whether their park's a pay-per-entrance or a pay-per-ride park, so they can plan their expansion accordingly.
*Players should also check whether their park's a pay-per-entrance or a pay-per-ride park, so they can plan their expansion accordingly.
**In vanilla [[RollerCoaster Tycoon]] it is the player’s choice, but from [[Added Attractions]] onwards this is predetermined by the scenario.
**In vanilla [[RollerCoaster Tycoon]] it is the player’s choice, but from [[Loopy Landscapes]] onwards this is predetermined by the scenario.
*Before taking on large and costly projects (such as building a new roller coaster), having a basic park up and running is often advisable.
*Before taking on large and costly projects (such as building a new roller coaster), having a basic park up and running is often advisable.
**While roller coasters are the big money makers, it’s far better to have a few small rides turning a monthly profit (or good enough to allow the player to charge a decent entrance fee) to help offset some of the construction/landscaping/scenery costs.
**While roller coasters are the big money makers, it’s far better to have a few small rides turning a monthly profit (or good enough to allow the player to charge a decent entrance fee) to help offset some of the construction/landscaping/scenery costs.
**Most of the flat rides allow very little change in their entrance fee : it's often much better to leave the entrance price as-is, and put effort  into the rollercoasters and other tracked rides, when comes the time to make a profit.
**Most of the flat rides allow very little change in their entrance fee: it's often much better to leave the entrance price as-is, and put effort into rollercoasters and other tracked rides, when comes the time to make a profit.
*In most cases, players will start with little to no-profit, forcing them to take a large loan, then slowly but steadily recover their finances as their parks get more and more profitable. As such, it is advised to take great care of the scenario's loan interest (in the Finances screen near the loan options) before setting on a loan strategy.
*In most cases, players will start with little to no-profit, forcing them to take a large loan, then slowly but steadily recover their finances as their parks get more and more profitable. As such, it is advised to take great care of the scenario's loan interest (in the Finances screen near the loan options) before setting on a loan strategy.
**This means that the first important direction to take when building a park, is to set on operating several high-profit rides with great guest capacity and excitement ratings : usually shuttle rollercoasters and well decorated tracked rides. This allows the player to either make a direct profit (in pay-per-ride parks), or to charge a large entrance fee (in pay-per-entrance parks) at the gates and draw lots of guests into the park's shops and stalls for an indirect profit scheme.
**This means that the first important direction to take when building a park, is to set on operating several high-profit rides with great guest capacity and excitement ratings: ally shuttle rollercoasters and well decorated tracked rides. This allows the player to either make a direct profit (in pay-per-ride parks), or to charge a large entrance fee (in pay-per-entrance parks) at the gates and draw lots of guests into the park's shops and stalls for an indirect profit scheme.
**Scenarios with a loan interest of 10% or higher, are much better dealt with by quickly repaying the loan instead of letting the loan run and drain the park's finances. Usually, the best rule of thumb here is to check directly in the finances screen the amount of loan interest paid every month. If it's above $120 per month, then it's wiser to repay the loan quickly.
**Scenarios with a loan interest of 10% or higher, are much better dealt with by quickly repaying the loan instead of letting the loan run and drain the park's finances. Usually, the best rule of thumb here is to check directly in the finances screen the amount of loan interest paid every month. If it's above $120 per month, then it's wiser to repay the loan quickly.


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**For rides, the target tiles are the first tiles of the ride's queue line (the one with the panel on top of it), where their behaviour changes from wandering around to queuing.
**For rides, the target tiles are the first tiles of the ride's queue line (the one with the panel on top of it), where their behaviour changes from wandering around to queuing.
**Complex path systems with a lot of dead ends (Tree systems) should be avoided as often as possible. Grid systems are the most efficient way to prevent guests from getting lost, and should be preferred to Tree systems at all costs.
**Complex path systems with a lot of dead ends (Tree systems) should be avoided as often as possible. Grid systems are the most efficient way to prevent guests from getting lost, and should be preferred to Tree systems at all costs.
*Guests cannot turn around on a straight single section of path : they require a junction to do so.
*Guests cannot turn around on a straight single section: they require a junction or dead-end to do so.
*Park maps allow guests to take them out and pick a destination to go to.
*Park maps allow guests to take them out and pick a destination to go to.
**This means that Information Kiosks selling maps will not prevent guests from getting lost because of a poorly laid out path system. Rather, it only prevents random decision making at junctions. However, guests do not gain pathfindings - they still make decisions based on distance between two points.
**This means that Information Kiosks selling maps will not prevent guests from getting lost because of a poorly laid out path system. Rather, it only prevents random decision making at junctions. However, guests do not gain pathfindings - they still make decisions based on the distance between two points.


===Path tips===
===Path tips===
*Many scenarios include pre-existing path networks. When this is the case, it is a good idea to “disconnect” long sections of paths that lead nowhere to prevent guests from getting lost and stop the staff wandering too far.
*Many scenarios include pre-existing path networks. When this is the case, it is a good idea to “disconnect” long sections of paths that lead nowhere to prevent guests from getting lost and stop the staff wandering too far.
**The "No-Entry" Signs from ''Added Attractions'' onwards, aren't always enough to close dead-end paths : staff still crosses them.
**The "No-Entry" Signs from ''Added Attractions'' onwards, aren't always enough to close dead-end paths : staff still crosses them.
**Rather than deleting entire sections of path, simply deleting one path tile at an intersection is enough to “disconnect” it. As players do expand their park, this solution allows them to reconnect sections of path at a glance, simply by reattaching path sections.
**Rather than deleting entire sections of path, simply deleting one path tile at an intersection is enough to “disconnect” it. As players do expand their park, this solution allows them to reconnect sections of path at a glance, simply by reattaching path sections.
**In extreme cases, it may be wise to completely demolish an existing path layout and start from scratch.
**In extreme cases, it may be wise to completely demolish an existing path layout and start from scratch.
*In [[RollerCoaster Tycoon|RCT]] paths wider than one tile should be avoided as guests are likely to end up walking in circles and getting lost.
*In [[RollerCoaster Tycoon|RCT]] paths wider than one tile should be avoided as guests are likely to end up walking in circles and getting lost.
**From [[RollerCoaster Tycoon 2|RCT2]] onward, paths that are 2 tiles wide can be used without confusing the guests, but 3 tiles wide and above still should be avoided. This problem is slowly getting fixed in [[OpenRCT2]].
**From [[RollerCoaster Tycoon 2|RCT2]] onward, paths that are 2 tiles wide can be used without confusing the guests, but 3 tiles wide and above still should be avoided. This problem is slowly getting fixed in [[OpenRCT2]].
*Unclean and littered sections of path are more likely to be vandalised, so ensuring their park has enough handymen to keep its pathes clean will minimise the chance of vandalism in most parks.
*Unclean and littered sections of paths are more likely to be vandalised, so ensuring their park has enough handymen to keep its pathes clean will minimise the chance of vandalism in most parks.


==Rides==
==Rides==