Hints and Tips: Difference between revisions

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(Added some general tips)
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**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.
*Hiring an Entertainer and having them patrol the area right by the park gate will cause guests to leave in a better mood, which will attract more guests after they leave the map.
 
==Paths==
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**“Walking” guests will make a random decision at each junction (however, they are slightly more likely to continue straight).
***As a quirk of this system, a ride entrance/queue joined at a 90 degree angle (or “T” intersection) to a path is less likely to attract guests than those joined straight on.
*Guests who have a destination will make the decision at each junction to choose the direction (north, south, east or west) that leads them directly to their target tile. This means that guests don’t use path finding, but rather make a judgementjudgment based on two points.
**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 behaviourbehavior 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.
*Guests cannot turn around on a straight single section: they require a junction or dead-end to do so.
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*In RCT1 and RCT2 Information Kiosks ([[Toilets]], [[Cash Machine|ATM machines]] and [[First Aid Room]]s in RCT3) can be accessed by guests from all 4 directions, which means that the direction of the construction arrow is irrelevant. Players should use this to their advantage and build those structures on existing path corners, or construct a 3x3 path with the kiosk in the centre to maximise guest access.
*Using the ''umbrella cheat'' is always interesting for quick income, and especially in pay-per-entry parks, where they constitute a "second entrance ticket" when rain joins the party.
*By accessing the Guests tab and selecting both the "Group" tab and "Guest's Thought's" options, you can see what the most common complaints about the park are. Checking these complaints and where the guests making the complaints are at regular intervals can help you determine when and where more Shops and Stalls are needed.
*Guests will only carry one food or drink item at a time, and have to consume it before buying another one. Therefore, there is little to no advantage (outside of aesthetics) to building “food court” areas in parks.
*Food items such as [[Popcorn Stall|Popcorn]], [[Chips Stall|Fries]], and [[Pretzel Stall|Pretzels]] increase the guest's thristthirst meter faster than normal. It is wise to build these in cojunction with Drinks Stalls, for the best results.
*Merchandise stalls (such as the [[Souvenir Stall]] or [[Hat Stall]]) should be built near the exit of the park's most exciting rides as happier guests are more inclined to buy merchandise.
*In RCT3, food stalls are operated by a shop vendor. They are only capable of serving a certain number of peeps at a time, and will walk away from the shop if overwhelmed.
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