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Shops & Stalls

Novelty Balloon Stall
Novelties.
Fixed Size Stall: 1Wx1Dx4H, Installation Cost: $200

Bathroom Bathroom
Satisfies Bathroom.
Fixed Size Stall: 1Wx1Dx2H, Installation Cost: $200

Food Burger Bar
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx2H, Installation Cost: $300

Food Candy Apple Stand
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx5H, Installation Cost: $245

Drink Coffee Shop
Satisfies Thirst.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $250

Food Cotton Candy Stall
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $250

Food Donut Shop
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx4H, Installation Cost: $262

Drink Drink Stall
Satisfies Thirst.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $225

Food Exotic Sea-Food Stall
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx4H, Installation Cost: $325

Food Fried Chicken Stall
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx4H, Installation Cost: $260

Food Fries Stall
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx5H, Installation Cost: $300

Novelty Hat Stall
Novelties.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $250

Food Hot Dog Stall
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $290

Food Ice Cream Stall
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $250

Novelty Information Kiosk
Novelties.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $250 ~ (Four-sided building)

Drink Lemonade Stall
Satisfies Thirst.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $210

Food Pizza Stall
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $275

Food Popcorn Stall
Satisfies Hunger.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $250

Novelty Souvenir Stall
Novelties.
Fixed Size Stall: 1Wx1Dx3H, Installation Cost: $210

Novelty T-Shirt Stall
Novelties.
Fixed Size Stall: 1Wx1Dx2H, Installation Cost: $255


Because Shops/Stalls are only one tile in width and depth, initially at least one corner must rest directly on a Land surface. Lowering the land after the the shop/stall has been placed will cause supports to appear beneath the shop/stall. It should be noted that, while paths/rides/shops/stalls have a maximum allowable support height unit limit above Land, the support structure graphics are for player esthetic satisfaction only. The game doesn't recognize supports as physically existing, and will remove the graphic if it is in the way of another object.

The classifications of Shops & Stalls are:
Bathroom = Bathroom
Drink Stall = Coffee Shop; Drink Stall; Lemonade Stall
Food Stall = Burger Bar; Candy Apple Stand; Cotton Candy Stall; Donut Shop; Exotic Sea-Food Stall; Fried Chicken Stall; Fries Stall; Hot Dog Stall; Ice Cream Stall; Pizza Stall; Popcorn Stall
Novelty Shop = Balloon Stall; Hat Stall; Information Kiosk; Souvenir Stall; T-Shirt Stall

Shops & Stalls all have a running cost of $49.60 per hour (so consider closing them when they are not likely to be patronized, such as under certain weather conditions). Guests ignore closed shops they pass, and will never specificically consider heading towards one. The price you set for the sale of items will determine if the shop turns a profit (too low and your open shop doesn't cover operating costs, but if too high a guest will refuse to make a purchase and his Happiness will drop slightly).

Bear in mind that guests enter the park with only so much money, and this can never be increased. Guests adjust how much they are willing to pay for items depending on whether the temperature is currently within one of the three temperature ranges of Cold, Medium, or Hot. Remember that guests will buy more Drink/Food, but they will only make one Novelty item purchase (except for balloon replacement). The tables below show the lowest maximum price that all guests will be willing to pay at a shop/stall without generating complaints. Guests may be willingly pay slightly more as their Happiness increases.

    Drink \ Temperature Cold Medium Hot
Coffee $2.00 $1.10 $1.50
Drinks $1.00 $1.20 $2.00
Lemonade $1.00 $1.10 $2.10

    Food \ Temperature Cold Medium Hot
Burgers $2.20 $1.90 $1.90
Candy Apples $1.00 $1.00 $1.00
Cotton Candy $0.60 $0.90 $0.90
Donuts $1.00 $0.80 $0.70
Fried Chicken $2.20 $1.90 $1.90
Fries $1.80 $1.60 $1.60
Hot Dogs $2.00 $1.70 $1.70
Ice Creams   * $1.00 $1.50
Pizza $2.50 $2.10 $2.10
Popcorn $1.10 $1.30 $1.30
Tentacles $1.80 $2.20 $2.00

    Novelty \ Temperature Cold Medium Hot
Balloons $1.40 $1.40 $1.40
Cuddly Toys $3.00 $3.00 $3.00
Hats $2.40 $2.70 $3.20
On-Ride Photo (Inverted Steel RC) $3.00 $3.00 $3.00
On-Ride Photo (Non-Inverted Steel RC) $3.00 $3.00 $3.00
On-Ride Photo (Water Ride) $3.00 $3.00 $3.00
On-Ride Photo (Wooden RC) $3.00 $3.00 $3.00
Park Maps $0.80 $0.70 $0.70
T-Shirts $3.70 $3.70 $3.70
Umbrellas $5.00* $3.50* $2.50*

If you set all your pricing to the lowest maximum amount guests are ever willing to pay for an item, then you don't have to worry about micro-managing when the temperature shifts. Whenever a guest complains about any price in the park being too high (or they are frustrated from being able to reach an attraction they are specifically heading for), their Happiness will drop.

Bathroom usage is unique, in that pricing is not tied to temperature, and that guests may willingly pay slightly more as their Bathroom urge increases. For the most part, you can set the lowest maximum bathroom rent at $0.20 without generating any guest complaints.

Shops/Stalls do not use a "Queueing Line". However, the shops "front" side (or one of the four service windows in the case of the Information Kiosk...although you should still try to place the "front" window towards your heaviest traffic area) needs to touch a footpath square, so that guests can access the shop. The key to success in the park food business is variety {m}. Scenery has zero affect on patronage or the price a guest is willing to pay.

You want the Bathroom convenient, visible, and easy to find - so it's a good idea to locate a Bathroom close to food service areas {m}. Unlike all other shops/stalls, guests momentarily physically enter the Bathroom building (there doesn't appear to be a capacity limit). The manual suggests that Guests may also need to use a Bathroom after a particularly intense and/or nauseas ride {m}. This is not true, as the only time a guest will seek out a Bathroom is when they need to reduce their bathroom stat. Bathrooms will not reduce Nausea, collect litter, or perform any other function. Only when the admission price is too high will they refuse to enter (guests without money will need at least one Bathroom to be free, but most guests with money will pay $0.20 without complaint).

Guests will not buy a food or drink item if they currently have either an unconsumed food or drink item in their inventory. Food Stalls affect a guests "Hunger", Drink Stalls affect a guests "Thirst", and Bathroom reduces a guests "Bathroom". Spread stalls (whether by themselves or as part of a "food court") around the park so that your guests do not need to go far to fulfill a particular urge {m}. Note that although a guest with a higher Bathroom stat will be willing to pay slightly more to use a bathroom (to a point), an increasing Bathroom stat drives the guests Happiness stat down.

The manual and strategy guide leave a lot of hints about placing food stalls near rides: ~Very few guests come off an intense ride looking for a meal {m}. ~The combination of food and thrilling rides is the primary cause of guests feeling sick {m}. ~Even if nauseaus, guests will still eat {s}. ~Consider locating Food Stalls far from intense rides {m}, but feel free to place Food Stalls near the exits of mild rides {s}. What they are alluding to is that while rides do not increase Hunger, hungry riders will seek food even if they are Nauseus (leading to increased nausea or vomiting). Drinking a drink lowers nausea while the drink is being consumed, which is why drink stalls for thirsty guests are suggested to be placed near the exits of Nauseas rides (and guests may even patronize them before entering the ride, giving them more nausea tolerance). Eating food increases nausea while the food is being consumed, which is why food stalls for hungry guests are suggested to be placed away from the exits of Nauseas rides (to give the Nausea stat time to lower on its own somewhat before the guest arrives at the food stall). Since guests can enter rides before they have finished consuming their food and will continue eating after they exit, food stalls selling food that takes the longest time to consume (and thus increase nausea most) should be kept the farthest distance from a nauseas ride.

When a guest becomes sufficiently Bathroom/Hungry/Thristy and desires to satisfy his need, he will choose the closest (compass direction) applicable bathroom/drink/food stall from the location he is currently standing (guests have no food/drink type preference), and head directly for it (regardless of how convoluted the footpath reaching it is), ignoring any other applicable stall he might pass on his way. Once a guest arrives he still might not use it if he considers the price too high or conditions not correct (such as weather), and will then look for something else based on his new location (such as perhaps one of the stalls he ignored while making a bee-line to this stall). This is one of the key reasons why you would want to scatter these facilities throught park, rather than grouping them into courts. This also means that you don't have to place bathroom/drink/food stalls directly on a main path (guests are unlikely to use them if they are just passing by), which allows for some creative stall placement.

Guests will not purchase from an Ice Cream Stall if the temperature is Cold (51 degrees and lower).

Hot (70 degrees and higher) temperatures will increase Thirst faster than normal (so consider building more drink stalls in hotter climates). The manual suggests that drink stalls are more popular when placed near food stalls that sell thirst-inducing products - salty things like fries and popcorn, for example {m}. This is actually not true, as implied food "saltyness" has zero effect on Thirst. All foods affect Thirst, and the increase is proportional to the amount of time it takes to consume the food. The strategy guide suggests that guests prefer to pay less for Sweet Snacks then they would for regular Food and Drink {s}. What they are actually hinting is that guests will pay differently for different types of food ("sweetness" is not an actual game variable), and why they also suggest strategically placing different snacking/filling food types in your park.

Here are the ranked Thirst reduction benefits for drinks:
Lemonade = 115
Drinks = 100
Coffee = 90

Here are the ranked Hunger reduction benefits for foods:
Fried Chicken = 170
Burgers = 150
Pizza = 150
Hot Dogs = 133
Fries = 120
Tentacles = 120
Donuts = 80
Popcorn = 75
Ice Creams = 60
Candy Apples = 50
Cotton Candy = 50

Guests begin eating once they purchase their food {m}, and the guests carried items window will show that they have the food/drink item in their possession. The manual states that many guests prefer to sit when they eat {m}. The actual formula is if the guest is consuming an uneaten/undrunk food/drink item, and they pass an undamaged bench (they won't seek out benches), and their Happiness is 127 or lesser OR their Hunger (not thirst) is 128 or greater, the guest will choose to sit on the bench to consume their food/drink item. Longer consumption times affect the amount of time a guest will remain sitting while eating/drinking (possibly requiring more benches). More significantly, longer eating/drinking times mean that a walking guest will travel farther before their container becomes empty and ready to be thrown away. This means that for litter producing items with longer consumption times it may be prudent to place litter bins further away from the stall.

Making little dead-end spur paths with nothing but benches for sitting and eating is virtually useless, as guests will avoid them. Instead, as Food and Drink stalls are headed for directly, rather than putting these stall entrances directly on the main footpath, make a short spur path of 2-3 tiles heading off your main footpath and ending in the Food/Drink stall entrance. These paths will be used by hungry/thirsty guests, but not by regular walking guests, which helps reduce path crowding. Unlike with rides and novelty shops, place a bench on the footpath tile to which the food/drink stall entrance attaches. Also place benches on all the other tiles along this spur path. Should your food/drink stall be directly on the main footpath, again place a bench on the tile to which the food/drink stall entrance attaches, and also on the 2-3 tiles immediately on each side of the food/drink stall (guests may choose to take a path in any direction). A litter bin should be placed at some distance on each side of the food/drink stall, as guests will walk quite some distance before needing to dispose of their litter. Tip: Don't overdo it with adding litter bins, as handymen will take a moment from their patrol to check/empty the bins, increasing their travel time. Also, bins are subject to vandalism, so it is best to have less. Examining when guests finish your stalls meal and/or where they drop their litter can help with selecting the best place (just prior) for your litter bins. Watch both a guest who sat to eat and one who didn't, as their litter dropping distances will be different.

While guests will never accidently drop a food or drink, most Food and all Drink stalls generate litter{m}. The exceptions are: Candy Apple Stand; Cotton Candy Stall; Donut Shop; Exotic Sea-Food Stall; Hot Dog Stall; and Ice Cream Stall. The types of litter generated by the other stalls (and they each have their own litter icon) are: Burgers = Empty Burger Box; Coffee = Empty Cup; Drinks = Empty Can; Fried Chicken = Empty Box; and Lemonade = Empty Bottle. Fries, Pizza and Popcorn are unique, in that all three generate the same litter icon called "Rubbish". Since a guest can only carry one type of litter of the same type, if the guest is already carrying Rubbish then the Rubbish from the different food item is disregarded. If a guest carrying an empty food/drink container passes an undamaged empty litter bin (they won't seek out litter bins), they will place the litter in the bin rather than tossing their litter onto the footpath (but a Handyman will still be required to clean up the occasional vomit).

Happy guests are more likely to buy Souveniers and T-shirts, so place them near the Exits of enjoyable rides to maximize profitability {s}. Guests will not buy a Balloon, Cuddly Toy, Hat, On-Ride Photo (there are four different types), T-Shirt, or an Umbrella (when it is not raining), until they have ridden at least 3 rides (which suggests that the stalls for these novelties might be better placed further into your park). Guests will also not buy any of these items, or a Park Map, if they already have one in their inventory. Unlike bathroom/drink/food stalls, guests will not (other than the umbrella exception) head specifically for a shop that sells novelties (novelty shops must be passed to be used). Tip: If you have more than one of the same Novelty Shop in your park, make the color of each of the items sold in each individual shop different. This allows you to easily track which shop the guest purchased the novelty item from.

Supplying park maps helps to greatly decrease the number of guests who get lost {m}. If you don't yet have the Information Kiosk (the only place maps are sold), it is a good idea to set Research on "Shops & Stalls" to Maximum, and turn Off research to all other categories, until you get the Kiosk. Although guests can access an information kiosk from four sides, do not complete a full footpath circle around a kiosk, as it confuses guest path finding ability. Unless rain is falling, most guests will purchase a map before an umbrella. Park maps provide guests with knowledge of the existance of all the rides in the park, plus the general direction from where they are standing to reach them (similar to the general direction knowledge guests have to find the park exit). Guests will also now have a four times higher probability of deciding to head for a specific ride, rather than just wandering the park. The manual suggests that guests will sometimes drop their park maps {s}, but this is not true (and the maps won't even dissapear if you demolish all the kiosks).

During rainfall guests will refuse to shop at the Balloon Stall, Cotton Candy Stall, or Ice Cream Stall, and will run directly to an Information Kiosk or a Souvenir Stall to purchase an Umbrella. If umbrellas are available for sale, your guests become much less uncomfortable (and therefore less unhappy) in the rain {m}. Sleazy park managers in wet scenarios can take advantage of this by always keeping the Umbrella price extremely high. Although guests will thus be unlikely to buy an umbrella when it is not raining, when the rain is falling the hoards of guests running to the stall will willingly pay the high price.

Guests will release a balloon they are visibly holding (not just possessing) when a Scenario is won, the guest starts to drown, or randomly throughout the game (especially when they change what they are visibly holding). Released balloons will be removed from the guests inventory window, so the guest will have an opportunity to purchase a replacement. Released balloons, like ducks, fly up and away out of the game map. Some released balloons will pop on their own, but most released balloons can be manually popped if you click on them. Released balloons are treated by the game as a miscellaneous graphic (like the ducks are), and the game has a hard limit of only 300 such simultaneous graphics.

Tip: You can use the large selection of food stalls to your advantage to convince arriving guests to travel to certain sections of your park. For example, you could place four different unique food stalls so that each is in one corner of your park. You then run a "Coupons for Free Food or Drink" marketing campaign for whichever food stall is in the part of your park where you want the newly arriving guests to visit.