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if you dont pause while building, for instance, within minutes of setting your first attraction youll be getting notices of too much litter.
mechanics will get restless with their jobs and want to quit if you dont give them enugh to do and so on.
its got all the same stuff as the rollercoaster tycoon games. i think some people are perhaps expecting something like city skylines, where you map out water and electrical conduits.
the creativity side is its strongsuit though. you can do all the things you Wanted to do in tycoon, but couldnt. easily tunnel underground, etc etc.
Good news, they released 3 paid DLC packs and are planning on releasing a free Halloween DLC pack. Pretty updates for a game that you can't play without frustration over staff management.
I've played all the old RCT spent most time on One, it was one of my favourite games. Ran Three to death on a number of occasions. Too many rollercoasters for my old machine! :)
I'm not done with this game yet, but (as someone else said somewhere else) it has a steep learning curve with very little, if any help. I'm going to look into staffing and see if I can make it work... better.
I thought it was free, even worse. Good luck selling more DLC while not fixing a major problem with the core game.
- Definately keep an eye on the staff tab in your park management window. Scroll down and look out for any red bars. I do this every ten minutes or so until I've sort of found a good salary for highly trained staff members. I do think that the amount staff members expect to get paid varies depending on the scenario.
- Remember that you can charge more when a ride's appeal is higher. You can check on this in the ride's panel where a star rating will be assigned and the queue scenery quality will have a percentage below. Making sure a ride station and its queue has a bit of TLC will mean you can charge a bit more. Rides will also have higher appeal when they first open but as that appeal fades you will need to lower prices a bit. Until they reach a certain status or you invest a refurb. All found in the ride's panel.
- I tend to keep food and drink and toilets in big open areas before guests get to rides but I do keep my balloon and hat stalls closer to the exits of fun rides as guests tend to be more up for buying stuff when they're having a good time. A guest, for instance, who has just entered the park, won't buy a balloon.
Rides are really hard to build. Tried a log flume, after half an hour... I gave up trying to align the end. Because I only have two rollcoasters my money is sitting around zero a lot. Need to work on that aspect, learn how to do it. The trouble is that you can't make too many hiccups as a coaster can drain out 10k really fast.
Some of my workers are now lvl 2 and have still not quit yet. This, I feel, is real progress! :)
Thanks for all the tips so far!
Its the best of both worlds. The fact that both claims are common means they struck a balance that satisfies most people. Opinions typicall follow a bell curve. Most people fall in the middle. The fact that the complaints are opposites of each other shows that the games simulation is relatively close the middle. Otherwise only one side of the argument would be present.
Back to square one, with a new, useless coaster and a massive debt... that was fun (!).
While I typed this I let the game run. Now -6k in debt and one of my engineers quit.
This leads me back to my original question... why can't this micro managment be handled by a paid sub manager?