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Just increase prices until they start complaining and then lower back by 1-2$.
Seriously.....they could have included more different rides to research.
I just spammed the park with rides until I didn't have room for more. Had 5 copies of the higher profit rides. Kinda silly.
Narad
I tried doing things like optimizing the wait times for rides etc to maximize riders and minimize excessive costs but that didn't do much. In the end I found it best to leave those options at default; min 1/2 load and min 60 sec wait time. At one point I had to shut down one of the two rides the scenario starts with because no one was riding it and it was hemorrhaging $ in operating costs. I painted it a different color, renamed it, changed the scenery and reopened it, people came back to ride.
After that, check the opinions of your rides. If you got a good number of folks thinkging "<Insert Ride Name Here> is good value." its time to crank up the cost per ticket. Start by values of $2 till the thought starts to dwindle, till finally its barely 2 - 3% thinking that. By then, you hit the sweetspot.
Check out my park here (Its in Sandbox mode): http://steamcommunity.com/sharedfiles/filedetails/?id=838134041
This should help give you an idea how scenery alone can make your park profitable.
A tip on marketing is to start your campaign a week before a new month. If guests have a long way to walk to get to your farthest rides, queue lines won't fill up at the back of your park until a week has gone by as they doddle their way to the rear.
Try to optimise as many Thrill rides as you can, shortly before the month ends, close all rides with 1000+Guests.
Everyone will re-enter the queue on the new month and pay bucks!