Objective: 1200 guests and a 600 park ratingby the end of year 3.
1. Spend some time cleaning up Ques, lengthening the Entrance ones, and shortening the exit ones, until it's time to put in new rides.
2. Max out funds for everything but Theming.
3. This is a large park with lots of hills and trees. Build underground as much as possible. This is a pretty neat trick, learn how to build a couple of rides above ground, and then reload and start it at the very bottom, preferably below a tall hill. When you penetrate the ground vertically, make sure you start at the yellowed out square and shovel in one motion until you get the expansion arrow. Otherwise, getting back in that hole to dig more is nearly impossible without creating a crater. Use the track you entered the underground with as a guide for your ques, deleting the track and following up with walkways. Build the Entrance one first and connect to a major artery, so that you don't end up with a short que. Make sure your exit paths are not tortuous. Save (crumblytest.SV4, e.g.) before testing, modify to suit, and then retest, you're shooting for high excitement and medium intensity and low nausea
4. Over the three years you will need to run marketing campaigns to get more people into your park.
5. Over the three years you will need more workers to keep the park as clean as possible so the park rating does not go down below 600. Use the parachute method to place Handymen right on top of the debris/vomit. All handymen tend to wander into the Entrance lines, and that's not where the debris occurs. Section handymen, but don't let them have too much area to patrol. Also, within a year, take the mow grass and water flowers off on all handymen. It's not necessary for this scenario.
6. Don't section off Mechanics. After resetting all your ride inspections to 10 minutes, make sure you have enough to cover the areas, along with the breakdowns. If a Mechanic is answering a Radio Call from a long distance, that is indicative of lack of mechanics. Parachute the one answering the call for that particular ride to the exit if he's far away or has a tortuous path. He will walk away, but will receive another call within 5 or 6 seconds. You can also shorten that by double dropping him at the exit. For some reason, after the 2nd drop he gets a radio call immediately.
7. One of the rides you're provided with is the Whiplash. It's a boomerang type rail with a gravity launch off the back. This ride appears to be too high, and will receive little partonage. Replace it in year 2, putting the new one as close to the ground as possible with a power or reverse launch. Better yet, leave configuration as is and put it underground, that will put the entrance and exit at ground level..