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(added "Rules of Thumb" section)
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**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.
==General Rules of Thumb==
===='''for Scenario play'''====
*The ideal number of required staff per job can be determined by the number of each job's "ideal patrol areas" it would take to cover the whole "used surface" (the surface effectively used by both rides & guests) of a park. Said ideal patrol areas' size differs from each job :
 
*'''Handymen''' need around 5 or 6 patrol tiles of land to cover (gardens & lawns included if applicable).
*'''Mechanics''' can have larger patrol areas, but need to cover around 4 ride exits located as close as possible for maximum efficiency.
*'''Security guards''' need the smallest possible patrol areas for maximum vandalism prevention. Around 3 or 4 tiles of "vandal-bait" paths
*'''Entertainers''' have no particular needs in regards to their patrol areas, but tend to prove most efficient in crowded zones : park entrance, queue lines & food courts. As such, one should be set to patrol in each, without any ideal dimension for their patrol areas.
: <u>Hiring as many staff as the park needs to cover each "used space" section of the park</u> according to above guidelines, will ensure the clever player maximum efficiency & minimum staff-related problems.
 
*Players should <u>always set their shops & stalls' prices so that they make at least $1 profit out of any article they sell.</u> Some products can be charged more according to the weather, but as a general rule of thumb there's no exception below that margin. Any article sold for less than that, is given away.
*Wise park builders whould always make sure their park's entrance way has at least one [[Toilets]] Slab, one [[Information Kiosk|Info Kiosk]], one [[Cash Machine]] and one [[Souvenirs Stall]] according to the availability of said shops. The wisest park builders would also, to these stalls, add one food & one drinks stall, as well as a couple of flat rides set to free admission (so that these retain some guests for a little longer) and set an entertainer there. Those guests will leave the park happier with, than without.
*<u>Toilets should always be charged to $0.20.</u> At that price, they not only cover their own functioning costs, but also turn a helping profit.
*Speaking of Toilets, a solid rule of thumb would have the wise player <u>build a new Toilets slab as soon as at least 50 guests think they need to take a leak.</u> Using the "Grouped Thoughts" panel, said player would click the map button to see if there's some sort of "concentration" of guests sharing this thought somewhere in their park, and if there is, would build a new Toilets there on the spot. At $0.20 the leak, it's better to have too many Toilets rather than not enough.
*A general rule regarding pey-per-ride parks allows the player to <u>charge tracked rides (especially rollercoasters) up to the price of their [[excitement]] rating (rounding down).</u>
**This means that every scenery/pathing/layout addition or twirk that boosts a ride's ecitement rating up (intertwining tracks, interlocking loops, queues and pathes over the ride, extra scenery, elevation of terrain over the track, etc) becomes important, since it allows the wise builder to charge more for his rides, and therefore make huge profits.
**On the bad side though, this tends to drain the guests' wallets dry faster. Counting on a faster guest turnover (in RCT1), or having Cash Machines nearby (in RCT2) will be necessary. However, this tip brings money in faster, which allows a quicker re-investment.
**As rides age, they become less desirable and often force the player to drop the ticket prices for some older attractions despite the Excitement Rating.
 
==Paths==
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**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 a 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 [[RollerCoaster Tycoon|RCT]] paths wider than one tile should be avoided as guests are likely to end up walking in circles (considering each tile of a wide path as a junction) 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]].
*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==
*
*A general rule regarding pey-per-ride parks allows the player to charge tracked rides (especially rollercoasters) up to the price of their [[excitement]] rating (rounding down).
*Rides with covered cars, or that have at least 40% of their track constructed underground will bypass the "rain drain" effect and keep attracting guests when it is raining.
**This means that every scenery/pathing/layout addition or twirk that boosts a ride's ecitement rating up (intertwining tracks, interlocking loops, queues and pathes over the ride, extra scenery, elevation of terrain over the track, etc) becomes important, since it allows the wise builder to charge more for his rides, and therefore make huge profits.
**As rides age, they become less desirable and often force the player to drop the ticket prices for some older attractions.
*Rides with covered cars, or that have at least 40% of their track constructed underground will bypass the "rain drain" effect and keep attracting guests when it is raining.
*Tracked rides that have a ride time of 5 minutes or longer will have a negative impact as guests will want to get off the ride, and so should be avoided above all costs. This also affects the ride’s excitement rating.
**Broken down rides also aggravate this issue so it is important that players hire enough mechanics and have them patrol properly.
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**This means that the "Shuttle Loop" coaster from RCT1, with a rear-incline, can still work well in RCT2 and draw lots of guests, for lots of money in pay-per-ride parks. This makes such a coaster a powerful tool when beginning a scenario.
**For long [[Go Karts]] tracks it is in most (if not all) cases much better to reduce the number of laps to 1, or even change from race mode to continuous circuit mode. In race mode, the winner gets a victory lap and so the next race can’t begin until previous race's winner actually completes it, then crosses the whole platform out for the next guest to load in. The drop in excitement rating from continuous circuit mode is generally offset by the ride's increased guest capacity.
*[[Spiral Slide]]s, [[Space Rings]], [[Maze]]s, [[Bumper Cars]] and [[Flying Saucers]] are the only rides that <u>do not require</u> a queue path to work efficiently. The [[Ferris Wheel]] only requires one square of queue path to work perfectly, even if a longer queue never really is wrong : it's just not necessary. In ''vanilla RCT1'', rollercoasters that load only 2 guests per dispatch, such as the [[Wooden Wild Mouse]], could also function well with a single tile queue line despite theirthe sheer drawing power roller coasters all exert on guests.
*Queue lines should at least be long enough to hold enough guests for one car/train but never exceed a length of 8 minutes wait time (as any longer than this will displease guests and affect the overall park rating).
**This can be worked around in ''RCT2/OpenRCT2'' thanks to the block brake system, by allowing multiple trains for increased capacity.
**Any guest that meets a atrollingpatrolling entertainer while queuing for a ride, will wait up to 11 minutes and 59 seconds (instead of 10 minutes 59s) before leaving the ride's line, unhappy. This means setting an entertainer to patrol on a very demanded roller coaster, indeed has an effect on the game's mechanics.
 
===Tips for building tracked rides===
*[[Roller Coaster]]s and other track rides with multiple fast moving cars/trains are more susceptible to [[crash]] if they enter the station at a speed greater than 28mph (45km/h).
**Brakes can be used to minimise this risk. From ''RCT2'' onwards, block brakes can be used to completely negate this risk.
*Understanding how [[G-forces]] work is a mandatory aspect of Roller Coaster building that is required for efficient custom ride design. An in-depth guide can be found [[G-forces|here]], but in general terms, players should always :
**Try to keep the maximum positive vertical G (the one guests feel when hitting the bottom of a fall/dive) below 4.5.
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**Make sure the maximum lateral G (the G-Forces that push guests away from their trains when turning in high-speed) should never exceed 2.75. Banked curves serve the purpose of reduce lateral Gs by “converting” them into vertical Gs.
**Use the graphs tab (on the ride window) that displays line graphs of the velocity, altitude and G forces experienced throughout the ride. These graphs can be used to visually identify any sections of a ride that generates high G forces.
***[[OpenRCT2]] has a feature that allows said graph to automatically highlight these problematic G-Forces in red, for easy scanning & fixing. By keeping both the first train of a rollercoaster and the graph tab in check, any player can see at a glance where the G-Forces are too high for thehuman guestsbodies, allowingand forfixing easyproblematic fixingelements easily. Good players often end up developing an "instinct" of what to do and what not to do when designing a custom roller coaster.
**Consider examples of real-life coasters of said type as references, for easier understanding when building roller coaster layouts.
*Most Roller coasters have "key-elements" and concepts that help any player designing efficient custom layouts :
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**[[Looping Roller Coaster|Steel Looping Coaster]] needs — as its name implies — loopings. Interlocking them with other tracks, other parts of itself, queue lines or regular pathes, will boost the Coaster's Excitement rating to the roof, with the best option being interlocking loops through other loops for massive high-drawing rollercoasters that will draw guests into any park by the hundreds, if not by thousands.
**[[Suspended Swinging Coaster]]s and [[Bobsled Roller Coaster|Bobsled Coasters]] rely on helices much more than drops for high excitement ratings.
**[[Corkscrew Roller Coaster|Corkscrew]],[[Inverted Roller Coaster| Inverted]], [[Steel Twister Roller Coaster|Steel Twister]], [[LIM Launched Roller Coaster|LIM]] and [[Air Powered Vertical Coaster|Air-Powered]] Coasters require careful planning regarding inversions and hilltops, so that each one of them is taken at <s>the slowest possible</s> reasonable speeds on their top.
**[[Hypercoaster|Hyper]], [[Giga Coaster|Giga]] & [[Hyper-Twister Roller Coaster|Hyper-Twister]] Coasters are evolutions of the Wooden Coaster in priciple, and as such require massive (very tall) drops and high speeds with reasonable G-Forces. Due to theirthe sheer drawing power these scream machines have on guests, they also require high guest capacity, therefore very long stations (in ''RCT1'') or an extensive use of Block Brakes (in ''RCT2'') as well as long queues to function at full capacity and therefore bring the biggest buck in.
*Building Tracked rides underground (or partially underground) usually adds a boost to the Excitement rating.
**This rule doesn't apply to [[Go-Karts]], where driving under the ground has a negative impact on the Excitement Rating instead of a positive one.
 
==Shops and Stalls==
*[[Information Kiosk]]s should be built close to the park entrance. This ensures as many guests as possible have access to a park map which will give them destinations to go to (instead of wandering aimlessly).
*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 square 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, youwise players 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 youthem 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 thirst meter faster than normal. It is wise to build these in cojunction with Drinks Stalls, for the best results.