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{{sgreminder}}[[File:Funtopia RCT.png|thumb|220x220px]]
[[File:Funtopia RCT 2.jpg|thumb|220x220px]]
InFuntopia offers the beginningplayer oftwo thisvery scenario,profitable youroller havecoasters, twoa profitablecouple rollerflat coastersrides, and a lot of open areas to build on. SetFirst yourstep research-wise, fundingwould tobe maximumset andthe research direct& yourdevelopment prioritiesenergy to [[The Complete Rides List # Shops and Stalls|Shops and Stalls]] and [[The Complete Rides List # Thrill Rides|Thrill Rides]] with max funding, as youonly havea very fewhandful of eachthose is available to build from the start. Then comes proper park management.
 
First step here is to move the '''''[[Ferris Wheel]]''''' to a much more suitable spot in the park—preferably where most other rides won't fit (near '''''Defibrillator''''' would work). A solid rule of thumb concerning the Ferris Wheels is that thay need only one tile of queue, and none at the exit. Another one is that, due to its low popularity compared to roller coasters, the Ferris Wheel should be built closer to the park entrance so that it can still be of use even free.
Consider moving the [[Ferris Wheel]] to a new spot in the park—preferably where most tracked and other flat rides do not fit (near Defibrillator would work). Space management is key in this objective; thankfully, Grapevine takes up little room for its length and can be easily surrounded by flat rides. Keep an eye on Grapevine, though, as it cannot safely stop during a Station B[[Ride Breakdowns#Brakes Failure|rakes Failure]]. To counter this, station a [[Guests and Staff#Mechanics|mechanic]] directly at the exit or remove the second train and replace the remaining train with an 8-car standard model. If you wish to run two trains, add brakes before the station to reduce the chance of the brakes failing. Also put in an On-ride Photo Section somewhere to boost your profits from Grapevine even further. Once your park starts picking up steam, you should be able to build a new roller coaster such as a [[Steel Wild Mouse Roller Coaster|Wild Mouse]] Roller Coaster.
 
Consider moving the [[Ferris Wheel]] to a new spot in the park—preferably where most tracked and other flat rides do not fit (near Defibrillator would work). Space management is key in this objective ; thankfully, '''''Grapevine''''' takes up little room for its length and can be easily surrounded by flat rides. KeepIt's advised to keep an eye on '''''Grapevine''''', though, as it cannot safely stop during a Station B[[Ride Breakdowns#Brakes Failure|rakesStation Brakes Failure]]. To counter this, players should station a [[Guests and Staff#Mechanics|mechanic]] directly at the exit, orwith removeminimal thepatrol second trainarea and replace10 the remaining train with an 8-carminute standardinspection modelinterval. IfPlayers youwho wish to run two trains, are highly advised to add brakes before the station to reduce the chance of the brakes failing. AlsoWhile putthe inride's under works, players should also put an On-ride Photo Section somewhere in to boost yourtheir profits from '''''Grapevine''''' even further. OnceAs your park starts picking up steamalways, you$2.20 shouldor behigher ableis tothe buildprice a new roller coaster such asfor a [[Steel Wild Mouse Roller Coaster|Wild Mouse]] Rollerneat Coasterprofit.
By the end of Year 1, you should have anywhere from 600 to 1100 guests in your park. At this point, you can expand your research priorities to Roller Coasters and Gentle Rides. Slowly expand your park with a variety of flat rides and small to medium-sized roller coasters throughout Year 2.
 
[[RCT2]] / [[OpenRCT2]] players might want to consider setting the ride to block-section circuit mode, and remove one chain lift element in the middle of the initial climb so that it offers a new section, and therefore, a new train. More trains = more profits ! It's as simple as that.
By the end of Year 2, you should have anywhere from 1100 to 1600 guests. You may start to notice guests complaining about overcrowding, but you should be making a lot of money. Focus now on improving and maintaining your park to earn [[The Complete Awards List|awards]]. Try for as many as you can, including the "Most Beautiful Park Award" and the "Tidiest Park Award", but strive chiefly for the "Safest Park Award" and "Best Value Award". Towards the end of Year 3, scour your park for and remedy any vandalism, vomit, littering, and overcrowding to keep your park rating from dropping too low before the end of the scenario.
 
Once '''Funtopia''' starts picking up steam, players should quickly be able to build a new roller coaster, such as a [[Steel Wild Mouse Roller Coaster|Wild Mouse]].
To put it shortly: focus on rapid expansion and ride profit during Year 1, slow expansion during Year 2, and customer satisfaction during Year 3.
 
By the end of Year 1, youplayers doing well should have anywhere from 600 to 1100 guests in your park. At this point, youit's canpossible to expand yourthe research priorities to Gentle Rides as well as Roller Coasters. andThe Gentlekey Rides.strategy throughout Year 2 would be to Slowlyslowly expand yourthe park with a variety of flat rides and small to medium-sized roller coasters throughout Year 2.
[[File:FuntopiaFinished.png|thumb|Funtopia - finished]]
 
By the end of Year 2,''' youFuntopia''' should have anywhere from 1100 to 1600 guests in. YouPlayers may start to notice guests complaining about overcrowding, butdespite youthe shouldpark bebeing makingfinancially asuccesful. lotThe ofnext money.step here would Focusinvolve nowfocusing on improving and maintaining yourthe park to earn [[The Complete Awards List|awards]]. TrySeveral for as many as youare cangood, including the "''Most Beautiful Park Award''" and the "''Tidiest Park Award''" awards, but players should strive chiefly for the "''Safest Park Award''" and "''Best Value Award''". Towards the end of Year 3, scourlate yourgame parkstrategy forwould be as in most cases, scouring the park and remedy any vandalism, vomit, littering, and overcrowding cases to keep yourthe park rating from dropping too low before the end of the scenario.
 
===In short :===
 
ToPlayers put it shortly:should focus on rapid expansion and ride profit during Year 1, slow expansion during Year 2, and customer satisfaction duringdurin[[File:FuntopiaFinished.png|thumb|Funtopia - finished]]g Year 3.
[[Category:Scenario Guide]]
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