Posted June 13, 2015
high rated
First: Moderators, please make this topic a sticky one, so those in need will find it more easily. I know I could've started a sticky one myself, but when I posted this topic my settings were still set to normal.
I have been playing around with the game for a while (again) and have collected some useful information and hints, workarounds for bugs. Plenty of it, which will make the game easier to play especially for those who don't have a manual for the game. I even found out things which you cannot find in any manual (I have two different editions of the manual and neither explains it).
I will put bug fixing information first, strategies I will cover in the end. This may be in the end some kind of 'unofficial updated manual'.
Please be patient, I cannot put everything here in one post on day one. I will possibly even add screenshots, wherever it may be of use. So stay tuned for updates, I will do my best to put everything together in a logical order. If you don't find something here, it may be added in a future update.
Setting zones/waypoints for handymen
Setting a zones can be very annoying since the game's cursor VERY VERY often switches to building paths or queues, setting sign posts, basically switches to anything you DON'T want. This means you have to start the route assignment from the beginning. Sounds familiar for sure.
Setting a zone can take a lot of clicking this way.
However, there is an easy solution/workaround for this issue:
1. Put a handyman on a road.
2. Click on the zone icon.
3. Select the newly appeared right 'set waypoint' icon
(The cursor should change to a wrench.).
4. Pause the game.
5. Move the wrench to the piece of path, queue, where you want to set a start/waypoint.
(The cursor will behave just like in an unpaused game).
6. If the background is green (meaning you can set a waypoint here) just click.
(The game will be paused so it will appear as if nothing happened.)
7. Unpause the game and you will see a properly assigned waypoint.
8. Pause the game again, move the wrench to the next field/waypoint and click.
(The next waypoint will be correctly assigned if you unpause the game.)
9. Continue until the route is set. Keep in mind the maximum number of 8 waypoints for a route.
(No, sadly it isn't possible to assign a full route while paused, you must pause, click, pause... .)
10. After you set the last waypoint click (unpaused) on the right waypoint icon.
11. The route is set. Rejoyce.
12. The zone icon on the left (with the x) erases an entire route.
Further notes:
Sometimes handymen get stuck, then you have to pick them up and put them back on the path where they belong. They'll continue their work. Handymen seem to be less problematic if you keep their zones simple. A straight, a rectangle, 90° angle. Also the more waypoints you set, the more likely it is to get stuck. 4-5 waypoints is what I use mostly and it works fine.
If you cannot see a handyman on a route and there is a toilet next to it, it is very likely the handyman is currently cleaning the toilet.
I started a new park and since time is crucial I build something then pause the game to move somewhere else, plan my next steps, by doing so I found out the solution for the route assignment issue. So far it worked perfectly for all the zones I assigned. I'm sure this will save a couple of (innocent) mice and keep your blood pressure down.
The research department
! Do not run development at too high speed (.i.e. ~ 20 000+ DosBox cycles). If the speed is too high the game might skip some upgrades.!
I know there's sources on the web which state that the research department is buggy since it can happen that you think nothing happens. The solution is pretty simple. Theme Park is simply cumulating the sums you invest into the research areas. If you reach a certain sum you get upgrade X. If you put only little money into it, it takes ages.
Example:
The first shop upgrade you get is the fries shop. You get it after you invested 4000, always, if you invest 9999 each month of course you get more than one shop, you get the 2nd one, which is the cola shop, you get it at 10 000.
Each new upgrade is more expensive, but the sum is always cumulative. Especially when you research new rides there are bigger gaps, which means for some time (ingame months/years) nothing may happen. This is not a bug. Nothing happens because you haven't reached the needed sum yet, invest more.
Basically invest as much as you can from the very beginning, you can always put emphasis into one field for a while, to get a certain desired upgrade, but try to spread the costs into all areas, you will need the other upgrades sooner than you think... Warehouses... more reliable rides... supertoilets...
Development costs for...
I will put a full list here of all costs in a while. I will add it here as text since it is impossible, I think, to attach an Excel sheet.
General hints ingame
Customer happiness:
First of all you must keep in mind that you need to keep your customers happy.
Balloons
There are many ways to do so. Many guides on the web state that one should place a balloon shop near the entrance because the little brats will be happier, indeed they forget their desire for food...
Generally by placing a balloon shop close to the entrance you do even prevent sales. If a kid has a balloon and is happy it seems to pass the food shops more quickly. So I suggest putting the balloon shop in 3rd position. First two being food and drink and then some balloons. That way you can get more money from your customers. E.g. a balloon is much cheaper than a burger.
Ignoring the balloon shop is also wrong, it does deliver cheap satisfaction and in some 'test parks' I have built I sold tons of ballons... and the much more expensive burger shop next to was relatively low on sales. In numbers that meant about 800 balloons sold (@ 18) and about 200 burgers sold (@90). The price of the burger wasn't the problem. Once I demolished the balloon shop the sales of burgers increased drastically. This then gives you further 'trouble' since you have to keep your stock of burgers in mind which can be 0 in realtime seconds once there is a queue for burgers..
Just an example how important proper planning and placement of shops is in the game. You quenched the desire for (expensive) food with a cheap balloon.
Fireworks
Fireworks are a good way to boost happiness in the park. Even with entertainers and a clean park it can be difficult to get happy (light blue) little people. Other factors are important here, which I will explain later, just know that fireworks are great to boost happiness.
You can boost happiness from 0 to 100 with fireworks alone. However, if you turn off the fireworks it will drop pretty quickly, if there is a lot of litter everywhere etc.
Fireworks alone can work, but they're expensive. The costs for fireworks is around 160-175 per DAY. Don't know why the sum varies sometimes. A full year of fireworks will cost you ~64 K.
The following is a good strategy for the use of fireworks:
Use fireworks max. 50% of the year. It takes a while until the satisfaction drops after you end fireworks.
I don't like the fact that it is almost impossible to check your numbers at the beginning of the month. The positions of interest just disappear too quickly and all you see is 160's and 5's. Sure you know how much your lazy handymen cost you and you know how much you invest in research each month, but I like to look at the sales numers because they tend to show you a forecast (e.g. when dropping).
Therefore turn off fireworks ~3 days before the month ends. This will give you the possibility to check numbers with ease. Since the little brats will stay happy for a while you can pause until about the 12th of a month before you turn
fireworks back on. This way you have successfully cut your costs to half and there won't be and drop in happiness.
If the park is nice and clean it can take even months before your customers become really unhappy again. Especially in the beginning with fewer rides fireworks can brigde the gap until you have successfully researched new shops and rides which will then boost happiness again.
General hint for orders
Especially later in the game with 100's of people in the park ordering supplies can become pretty stressful and expensive. Stress because you constantly check your stock (therefore upgrade warehouse capacity sooner than later) and expensive because you might just order a 'full stock' as you have no time to adjust the numbers. Anything that exceeds your total capacity is gone. That's lost money. If your order exceeds by 5 units (@ little cost) it may be 'bearable'.
But there is - again - a pretty simple solution for that:
You can place orders while the game is paused. It's really that simple. Just pause the game. Hit 'Shift + S', look at your stock and order the number you need. It may not be possible to always adjust the exact number you need, but a LITTLE more or less is fine, if your stock isn't 0 and you have buying customers. At least you won't lose money anymore as you do with excessive full orders.
When you order also keep in mind that it takes at least 75 ingame days until you get your order, so it is good to know your average sales per month to make sure you won't run out of stock before the new shipment reaches you. The more expensive the good is which you order the more time it takes. Ice cream needs 75, steaks and beer even longer. Don't want to just put tables here. But will do so later.
Stay tuned for more. Whenever I will be up to it, so return here later. If anybody wants to say thanks sometime, I'll add some (usually cheap) games to my wishlist... sometime they'll be available on sale.
I have been playing around with the game for a while (again) and have collected some useful information and hints, workarounds for bugs. Plenty of it, which will make the game easier to play especially for those who don't have a manual for the game. I even found out things which you cannot find in any manual (I have two different editions of the manual and neither explains it).
I will put bug fixing information first, strategies I will cover in the end. This may be in the end some kind of 'unofficial updated manual'.
Please be patient, I cannot put everything here in one post on day one. I will possibly even add screenshots, wherever it may be of use. So stay tuned for updates, I will do my best to put everything together in a logical order. If you don't find something here, it may be added in a future update.
Setting zones/waypoints for handymen
Setting a zones can be very annoying since the game's cursor VERY VERY often switches to building paths or queues, setting sign posts, basically switches to anything you DON'T want. This means you have to start the route assignment from the beginning. Sounds familiar for sure.
Setting a zone can take a lot of clicking this way.
However, there is an easy solution/workaround for this issue:
1. Put a handyman on a road.
2. Click on the zone icon.
3. Select the newly appeared right 'set waypoint' icon
(The cursor should change to a wrench.).
4. Pause the game.
5. Move the wrench to the piece of path, queue, where you want to set a start/waypoint.
(The cursor will behave just like in an unpaused game).
6. If the background is green (meaning you can set a waypoint here) just click.
(The game will be paused so it will appear as if nothing happened.)
7. Unpause the game and you will see a properly assigned waypoint.
8. Pause the game again, move the wrench to the next field/waypoint and click.
(The next waypoint will be correctly assigned if you unpause the game.)
9. Continue until the route is set. Keep in mind the maximum number of 8 waypoints for a route.
(No, sadly it isn't possible to assign a full route while paused, you must pause, click, pause... .)
10. After you set the last waypoint click (unpaused) on the right waypoint icon.
11. The route is set. Rejoyce.
12. The zone icon on the left (with the x) erases an entire route.
Further notes:
Sometimes handymen get stuck, then you have to pick them up and put them back on the path where they belong. They'll continue their work. Handymen seem to be less problematic if you keep their zones simple. A straight, a rectangle, 90° angle. Also the more waypoints you set, the more likely it is to get stuck. 4-5 waypoints is what I use mostly and it works fine.
If you cannot see a handyman on a route and there is a toilet next to it, it is very likely the handyman is currently cleaning the toilet.
I started a new park and since time is crucial I build something then pause the game to move somewhere else, plan my next steps, by doing so I found out the solution for the route assignment issue. So far it worked perfectly for all the zones I assigned. I'm sure this will save a couple of (innocent) mice and keep your blood pressure down.
The research department
! Do not run development at too high speed (.i.e. ~ 20 000+ DosBox cycles). If the speed is too high the game might skip some upgrades.!
I know there's sources on the web which state that the research department is buggy since it can happen that you think nothing happens. The solution is pretty simple. Theme Park is simply cumulating the sums you invest into the research areas. If you reach a certain sum you get upgrade X. If you put only little money into it, it takes ages.
Example:
The first shop upgrade you get is the fries shop. You get it after you invested 4000, always, if you invest 9999 each month of course you get more than one shop, you get the 2nd one, which is the cola shop, you get it at 10 000.
Each new upgrade is more expensive, but the sum is always cumulative. Especially when you research new rides there are bigger gaps, which means for some time (ingame months/years) nothing may happen. This is not a bug. Nothing happens because you haven't reached the needed sum yet, invest more.
Basically invest as much as you can from the very beginning, you can always put emphasis into one field for a while, to get a certain desired upgrade, but try to spread the costs into all areas, you will need the other upgrades sooner than you think... Warehouses... more reliable rides... supertoilets...
Development costs for...
I will put a full list here of all costs in a while. I will add it here as text since it is impossible, I think, to attach an Excel sheet.
General hints ingame
Customer happiness:
First of all you must keep in mind that you need to keep your customers happy.
Balloons
There are many ways to do so. Many guides on the web state that one should place a balloon shop near the entrance because the little brats will be happier, indeed they forget their desire for food...
Generally by placing a balloon shop close to the entrance you do even prevent sales. If a kid has a balloon and is happy it seems to pass the food shops more quickly. So I suggest putting the balloon shop in 3rd position. First two being food and drink and then some balloons. That way you can get more money from your customers. E.g. a balloon is much cheaper than a burger.
Ignoring the balloon shop is also wrong, it does deliver cheap satisfaction and in some 'test parks' I have built I sold tons of ballons... and the much more expensive burger shop next to was relatively low on sales. In numbers that meant about 800 balloons sold (@ 18) and about 200 burgers sold (@90). The price of the burger wasn't the problem. Once I demolished the balloon shop the sales of burgers increased drastically. This then gives you further 'trouble' since you have to keep your stock of burgers in mind which can be 0 in realtime seconds once there is a queue for burgers..
Just an example how important proper planning and placement of shops is in the game. You quenched the desire for (expensive) food with a cheap balloon.
Fireworks
Fireworks are a good way to boost happiness in the park. Even with entertainers and a clean park it can be difficult to get happy (light blue) little people. Other factors are important here, which I will explain later, just know that fireworks are great to boost happiness.
You can boost happiness from 0 to 100 with fireworks alone. However, if you turn off the fireworks it will drop pretty quickly, if there is a lot of litter everywhere etc.
Fireworks alone can work, but they're expensive. The costs for fireworks is around 160-175 per DAY. Don't know why the sum varies sometimes. A full year of fireworks will cost you ~64 K.
The following is a good strategy for the use of fireworks:
Use fireworks max. 50% of the year. It takes a while until the satisfaction drops after you end fireworks.
I don't like the fact that it is almost impossible to check your numbers at the beginning of the month. The positions of interest just disappear too quickly and all you see is 160's and 5's. Sure you know how much your lazy handymen cost you and you know how much you invest in research each month, but I like to look at the sales numers because they tend to show you a forecast (e.g. when dropping).
Therefore turn off fireworks ~3 days before the month ends. This will give you the possibility to check numbers with ease. Since the little brats will stay happy for a while you can pause until about the 12th of a month before you turn
fireworks back on. This way you have successfully cut your costs to half and there won't be and drop in happiness.
If the park is nice and clean it can take even months before your customers become really unhappy again. Especially in the beginning with fewer rides fireworks can brigde the gap until you have successfully researched new shops and rides which will then boost happiness again.
General hint for orders
Especially later in the game with 100's of people in the park ordering supplies can become pretty stressful and expensive. Stress because you constantly check your stock (therefore upgrade warehouse capacity sooner than later) and expensive because you might just order a 'full stock' as you have no time to adjust the numbers. Anything that exceeds your total capacity is gone. That's lost money. If your order exceeds by 5 units (@ little cost) it may be 'bearable'.
But there is - again - a pretty simple solution for that:
You can place orders while the game is paused. It's really that simple. Just pause the game. Hit 'Shift + S', look at your stock and order the number you need. It may not be possible to always adjust the exact number you need, but a LITTLE more or less is fine, if your stock isn't 0 and you have buying customers. At least you won't lose money anymore as you do with excessive full orders.
When you order also keep in mind that it takes at least 75 ingame days until you get your order, so it is good to know your average sales per month to make sure you won't run out of stock before the new shipment reaches you. The more expensive the good is which you order the more time it takes. Ice cream needs 75, steaks and beer even longer. Don't want to just put tables here. But will do so later.
Stay tuned for more. Whenever I will be up to it, so return here later. If anybody wants to say thanks sometime, I'll add some (usually cheap) games to my wishlist... sometime they'll be available on sale.
Post edited June 14, 2015 by ForBarterOnly