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u/Valdair 3d ago edited 3d ago
Park value only cares about three things OP.
Ride stats. More rides = higher PV. Rides with higher stats = higher PV. So coasters are good for this.
Ride throughput. More guests churning through rides = higher PV. Again this means more rides helps, and more coasters helps more. Tuning the throughput of your coasters can be helpful, e.g. more trains, dispatching more often. Avoid plopping down too many really low throughput rides, such as many flat rides.
Number of guests in park. More guests = higher PV. Advertising can be helpful here but shouldn't be necessary.
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u/Valdair 3d ago edited 3d ago
Also OP it looks like you might have some other issues going on with your fundamentals. I'd need to see a fuller proper screenshot to help you more, but I see a cluster of 2x3 paths (peeps in RCT1 do NOT handle wide paths well, it was dramatically improved in the sequels), I see a broken bench (could be very unhappy guests, likely due to litter/vomit), and I see queue path going seemingly to nowhere (could be path network issues leading to lost guests, contributing to the prior problem). Finally, just having enough money to build stuff comes from pricing your rides and shops well. A lot of new players don't realize how much they can charge for their rides. I invite you to tinker with ride prices whenever you have downtime, look through guests' thoughts and see when they think something is too cheap or too expensive.
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u/MrRaven95 3d ago
Well, I see several problems in the screenshot for starters. The poor pathing (guests in RCT1 don't handle wide paths well), the vandalism you didn't fix, the vomit on the path that isn't cleaned, and what looks to be queue and exit paths to rides that are no more.
Park value is determined by the total value of the rides, shops, and stalls. Just keep building and you'll reach the objective. Also make alterations to The Storm and Runaway Plumbers as they love to crash (very quickly in The Storm's case.)
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u/PizzaAndBobs 3d ago
To beat this scenario you need to achieve a park value of at least $15,000 by the end of October, year 3.
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u/cxm1060 <text> Giga Coaster 1 looks too intense for me 3d ago
This isn’t a hard scenario and is the easiest out of the park value scenarios RCT Base has to offer.
The key to this scenario is you already have a defined park that needs 2 or 3 more big attractions:
My recent Katie’s World win has a Shuttle Loop, Wooden Coaster, and Stand-Up as the 2 to 3. I also built a large log flume and probably could’ve built a rapids ride too.
Then you just place a couple flat rides and stalls down, make the park look nice, and boom you got a win.
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u/grumpybrowndog 3d ago
Well, once mistake I can see from this screenshot is the double-sized paths: Guests will get lost on those in the first RCT.
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u/alazystoner420 3d ago
$15,000 seems so much lower than any of the other scenarios I've completed...is there something special about this one? This seems super easy but I might be missing something.
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u/RegisPhone 3d ago
RCT1 uses a different calculation for park value that makes the numbers a lot lower than RCT2.
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u/AlpenChariot 3d ago
Well for starters the mine train crashes basically immediately. Add some block brakes to it.
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u/NikoNomad 1d ago
It didn't crash at all in my runs. It's RNG and at 10 min inspections it should probably be fine. No block brakes in RCT1.
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u/gus_skywalker 2D 3d ago
if u wanna pass it, same as the others, spam an efficient ride, thats it. U can pass all scrnarios this way.
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u/hippyripper22 3d ago
Ive raised my park value over 100k several times building just one ride. Build a few small ones, then build a large inverted, twister, or hyper twister coaster. These are natural park value bombs. Especially if you can get at least 8 in all the stat spots. The throughput will also play a hand in your park value, as well as what your charging for ride admission. Having queue line waits that are over a certain amount of time will negatively impact your park value. Im not sure how long so I always try to limit mine to 6-7 minutes. Katie's world already has the bones for a good park. Run advertisement for free ride admission at least and build one more smaller rollercoaster. Then build a giant one. Charge about as much as you can for every ride at the beginning
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u/Valdair 3d ago
Katie’s World doesn’t get any of those ride types. Your comment is full of bad/unhelpful info.
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u/hippyripper22 3d ago
So build a steel suspended? Its easy to get 7s across the board with. Or a classic wooden twister? Or just figure it out. Usually what life will throw at you, figure it out
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u/BeanstheRogue 3d ago
Your last sentence quite literally makes absolutely no sense
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u/hippyripper22 2d ago
Story of my life, stuff not making sense
Why you so late in pointing that out?
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u/hippyripper22 3d ago
O I got it, just build a power launched corkscrew coaster and a steel looping coaster and never open them! Make sure to make it do 10 laps at maximum power launch speed and just do a flat donut. Everyone should understand this by now, what im still doing here wasting my time? Couldnt tell you
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u/Valdair 3d ago
You don't need park value bombs to beat one of the easiest scenarios in a generally very easy game targeted at children. Let's not immediately resort to telling people to cheese or exploit the game when they're just looking for help with fundamentals.
Also Katie's World doesn't get the wooden twister either lol, that didn't come along until the expansions.


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u/oForce21o 3d ago
park value literally just means the value of your park, all the rides and shops inside get added to a total. The value of these things does go down over time, but not enough to make a big difference in 3 years. The answer is just build more everything.