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The key is to save as much money as you can. Here are a few tips:
- Lower the maintenance of your rides to 75%
- Lower research funding to 50
- Get onride photos on your coasters/water rides (guest still have to pay for it)
- Do NOT build souvenir stalls (guest do not pay for it and are therefor a mayor cost)
- Build only a few food/drinks stalls, opt for food and drinks that cost you the least. The cheaper the food, the better. Keep the stalls together, don't spread them.
- Lower the amount of ingredients (and thereby your costs) of your food/drinks (sugar, salt, ice...)
- Keep staff to a minimum (no security or entertainers)
- Build some covered/indoor rides to keep guests coming in winter and rainy periods
If I remember anything else, I'll update :)
+ my suggestions: play main campaign first...
+ don't wait until year 2 to win the map, do it before winter.
+ don't get lost in too much micromanagement voodoo of stores. Place vending mashines for example. Indeed ignore ALL non food, non drink stores obv.!
But to be honest, you do not need to focus on stores at all if you win the map fast (within 6 months).
+ toilets btw can be charged money if you really need a few bucks more.
+ Don't stop building rides!! esp. the two missing coasters, build them at day 1 right away.
Pause the game for it. Photos sales work at default price.
+ don't stop building flat rides. New and more rides attract visitors automatically!
+ I raised research to 600 or so to get more thrill rides and hopefully better food stores. I won the game too soon to let it have a bigger impact. So maybe you can indeed ignore research at all (other than market research obv.)
+ you can take loans! This map has no restriction of no loans...
+ Last resort: close the park (for winter), reopen it after everybody has left.
https://steamcommunity.com/app/453090/discussions/1/1742227898991544059/
https://www.reddit.com/r/ThemeParkitect/comments/a50g9w/biscayne_beach_has_been_my_favorite_scenario_so/
There's a scenario in the main campaign called Biscayne Beach that doesn't allow you to charge for rides. The only difference between these two scenarios is that Candyland ups the difficulty by not allowing you to charge for shops (while BB had the guest experience rating requirement, which was it's own version of hell). But the advice to keep building rides and upping your entrance fee as you do is absolutely solid. In scenarios like this one, quality and coasters matter, yes, but also the number of rides you have in place--so flats are just as important on this map as coasters, and you need to be placing them down continually to bring in people and justify continually higher entrance fees. While you need a high guest count, you also need to be making money, so you need to always be bringing guests in (since entrance is your only money-maker). It's the entrance fee that matters most--keep that little window pinned somewhere on your screen so you don't forget while you're off building rides or candy-coated buildings. Since you can't pause, you can't just build out a bunch of rides/coasters, jack your entrance fee, and then open the park, so you'll need to constantly adjust your entrance fee. Build your two additional coasters first with your initial cash and possibly your first loan. Then focus on flats.
After building your coasters, place every flat you have at the start, no matter how lame it tends to be. Researching new rides when you're struggling for money seems unimportant, but you're only making money from park tickets and you can only increase that profit by adding new rides and getting new peeps, so you still need to do research. Keep it low if you need to (and you can change that slider throughout the course of the research, so jack it up in the good months if you need to get something fast), but keep it steadily working for you in the background.
Shut the park down during bad months and reopen if you need to (but hopefully you won't need to, if you can finish the challenge quickly). Pay to enter park profits fluctuate wildly and you need to plan for that. Marketing will help you get your guest numbers as high as possible. Even just running the smaller promotions on rides and shops can bring people in steadily, so it's definitely worth it to run these. If you're needing money for these marketing campaigns, take it out of your decorating "budget". You don't need huge, elaborate buildings, villages, etc to win this scenario. It can look nice and be in the bright green and still be basic (read: cheap). If you're flush with cash, sure, spend that money decorating, but only if your guest numbers are positive (green arrow) and you're just holding the numbers to win the scenario. If guest numbers are stagnant or decreasing, stop decorating and advertise instead. Also, add rides. And jack that entrance fee up once you have. Never forget. :-P
A good rule of thumb I've seen for entrance fee pricing is to increase the price roughly buy what you'd charge for each ride you add to your park. For ride prices, the excitement*2/10 formula works across the board, from low intensity flats to coasters, and is a good baseline for judging price hikes. So, if you've built an $18 coaster, add $18 to your entrance fee and see what the guests think. If they're good with it, up it more until they complain. It's a rough estimate, after all. But even here, never forget that every ride counts towards that price, so don't short yourself. Even from the start, up the initial entrance fee until guests complain, even before you add any additional rides. They've got nothing else to spend that money on once they get inside your park, so take as much of it as you can right from the start.
Don't go bananas with shops. Have enough so your peeps aren't complaining too much, but there's no profit in these during this scenario, so they are solely for guest happiness. No need to worry about micromanaging anything related to shops, though. From what tests I've done, changing ingredient quantities does very little to save you money compared to, say, spending that time building a ride that will let you make more money at your gate. While guests hate seeing haulers going to vending machines, plopping a vending machine and some benches down in a crowded area can keep guests happy.
I think my major downfall was building a lot of shops, and a lot of unnecessary ones like non-food shops. Interestingly once I got my park entrance fee up to around $55 i couldn't make it any higher even if I built more because they would complain, Did anyone else have this 'maximum' price for their entrance?
(I did finally beat the park, though not in the challenge goal time, I'm just happy I beat it at all. Going to try it again for the gold once I beat the other scenarios)