In our first exhibit of EiURCT, I present my post-game save of Forest Frontiers. The original objective of 250 guests by the end of the 1st year with a Park Rating of 600 or above was met with ease due to a healthy dose of rides and amenities.
Included with this park are five handymen, three which are assigned to grass mowing and garden watering, a pair of mechanics, and a single all-around entertainer; none of the staff are zoned to any section of the park. The park is fitted with a merry-go-round front and center at the entrance of the park, surrounded by a ferris wheel to the right and a transport station to the left. Into the park is a swinging pirate ship, a miniature lake for a boat hire, and a small and simple mini-steel rollercoaster. There’s a modestly sized food court with the only bathroom being located at said food court. Finally, there are three transport stations, each which takes guests to different ends of the park. All of this is bundled with a moderately healthy park rating of 758, alongside a current population of 405 guests.
As for financials, the save has 25,000 spare yen on hand upon load, though the save still has a million yen on loan (which explains the indebted company value of -338,570 yen). The park itself is priced at 2,500 yen for entry; all rides are free except for the transport stations which charge 100 yen per station ride. The food court is relatively inexpensive (100-200 yen for items), as is the information kiosk items (defaults of 60 yen for a map and 250 yen for an umbrella).
The game will run unattended for roughly an hour starting with my lunch break at 12PM PST. This post will be updated with pictures before and after the experiment later today.
After one hour
The short verdict is that the park managed to sustain itself in an hour.
Of the tangible things I’ve observed, the park rating rose to 794, a 36 point increase. Alongside that, I also saw an increase in guests–543 to be specific, which is a 138 guest increase. The park’s yen on hand rose to 430,830 yen, enough to pay just a bit over a quarter of the initial loan. Two of the ten flower beds were completely wilted, and another four were on their way to wilting.
Untouched, the game managed to turn a profit in its first few months from when the save was loaded, but the later months started seeing a slight dip in profits, presumably due to a decrease in park tickets from new attendants. Company value was still in the negatives, though it’s much better off than when I first started off. Park value was at a steady decline, and as mentioned just previously, so were profits.
I have a feeling that if this park were to be unattended for more than an hour, time and park neglect would start to see its toll as rides break down more frequently and the novelty withers away like no one’s business.
After six hours
The short verdict is that the park still managed to sustain itself in six hours, albeit with a lot of debt (876,700 yen in debt, at least for what was on hand).
Of the tangible things I’ve observed, the park rating slightly fell to 755, a 3 point decrease. There were still more guests than before, though, with 470 guests (+65) gracing the park by the 6 hour mark (August, Y8 in-game). The flower beds were at varying degrees of wilt, indicating that the handymen were at least doing their job of watering them whenever they could.
As predicted from my one hour run, profits dipped like no tomorrow. Very few guests were entering the park, and the transport stations were seeing no more business from anyone. Company value was way further into the negatives (1,548,960 yen into the negative, to be exact), though the park value managed to stabilize somewhere in the sub-300k yen range. As a result of dipping company value, I was eventually rewarded with the “Worst Value Park” award, though fortunately it was still sustainable enough to get “Safest Park” and “Tidiest Park” awards as well.
Additional observations were that at some point, the current asking price ended up being too high for those wanting to come into Forest Frontiers (which explains why there were few ticket sales). The transport stations also had significantly more down time than any other ride at 15%; this is only followed up by the ferris wheel with 8% down time. Overall, all rides were breaking down more frequently: about 3-5 rides would break down in a given month.