Six roles, hired one at a time and placed by hand - five of them from the off, and a health inspector once you have researched one - and three mascots to keep the queues happy. They are paid every single day whether the park takes a penny or not - which makes them the running cost that decides whether it is really profitable.
Nobody arrives at random. You hire them, you put them where you want them, and you pay for them daily.
Open Staff on the toolbar and hire a role. There is no fee to take somebody on - the cost is the wage, from that day forward.
A new hire arrives on the cursor. Click to set them down where they are needed, the same way the Pick up tool moves anyone already working.
Every role finds its own work. Cleaners hunt down mess, mechanics answer call-outs, firemen run to fires without being asked, and inspectors make for the dirtiest kitchen in the park.
Wages come out of the bank once per in-game day. Click any staff member to see their role, step through the roster, move them or let them go.
Wages below are the standard rate. A campaign location can charge more or less - see further down.
Walks the paths looking for mess and clears it - dropped wrappers, and the two things guests leave behind that are a good deal worse than litter.
They also scrub toilets, and they will pick a filthy toilet block over a dropped wrapper every time: a bad toilet sours every guest who uses it, while a wrapper only offends whoever walks past. You can also call one to a block yourself from its window.
Treats guests who are taken ill or hurt. A guest who comes off a ride green, is caught in a breakdown, or eats something they should not sits down on the ground where they are and waits - miserable, putting off everyone who walks past, and in the case of food poisoning catching.
A medic goes to them, gets them back on their feet and sends them on their way. Nobody comes, and after a couple of minutes they give up and go home in a foul mood.
They also steady nerves. Guests have a bravery of their own and the timid ones walk straight past your biggest rides. With a medic in sight they will face a ride they would otherwise refuse - so where you station one changes which rides get ridden.
A patrol, and the stronger of the two: a cop nearby reassures guests half again as much as a medic does. They also catch pickpockets - every so often one walks into the park and starts lifting wallets, and a cop who sees it happen breaks into a run at twice his walking pace, collars them more often than not, and marches them off the premises to a cheer from everybody watching.
Put them where the crowd is thickest: that is where the money is, so that is where a thief works, and it is where the park feels least safe anyway.
Rides break down on their own, sooner the harder they are worked. A broken ride stops taking anybody and puts a warning marker over itself.
Click the ride and press Call mechanic. The nearest free one walks over and spends about ten seconds on the repair. No mechanic on the payroll means a broken ride stays broken.
A small share of breakdowns are not breakdowns - the ride catches fire. A fire is the single worst thing that can happen to the mood of your park, and it frightens guests from a long way off.
Nobody has to call them. A fireman is alerted the moment a ride goes up, runs there at twice a walking pace and puts it out. With none hired, it burns.
Staff research tier 3 Food shops get dirty. Grime builds with every sale, and faster if a guest has been ill near the counter - and how filthy a stall is multiplies the odds that what it serves makes the next person sick.
That is the one thing about food poisoning that belongs to the shop rather than to wherever the guest happened to be standing, and it is what makes an outbreak findable: a neglected stall is reliably the dangerous one, and it stays dangerous until somebody deals with it.
An inspector heads for the dirtiest kitchen in the park, not the nearest, and the counter is shut while they work - so a clean-up costs you the sales as well as the wage. You can call one to a shop yourself from its window. A clean park is exactly as safe as it was before any of this existed.
One of every role costs about what four guests pay to get in - € 86 of that before the inspector is researched. That is cheap while the park is busy and painful while it is not - wages do not pause when the queues empty.
Up to twenty of each role, if you ever need them. The Statistics window graphs your wage bill month by month against everything else.
A giraffe, an octopus and a penguin. They go wherever guests are waiting, and they make the wait easier.
A head taller than anybody in the queue, so the whole line can see the show - the giraffe entertains guests from further back than the other two.
Eight arms to keep a long queue busy. While the octopus is performing, a wait costs guests less than with either of the others - the one to send to your busiest ride.
The children's favourite, and happiest when it is cold - a penguin on a frosty day is worth half as much again. The costume is the warmest of the three, though, so in hot weather it needs a break in the shade far more often.
Each one picks the busiest line nearby that no other mascot is at - a ride queue, a shop or arcade line, the toilets - and waddles over at a costume's pace, along the paths and a step or two onto the grass.
Waves, a hop-and-spin dance, a cheer and a bow, working along a long queue as they go. Guests close by turn to watch, and some cheer.
Everyone watching gets a small lift once per show, and while the show is on, standing in line sours them far less - and they run out of patience in a shop or toilet line more slowly. Families enjoy it most.
With no queue to work, they wander and wave, and put on a short show for any little crowd. A guest passing by may stop for a high-five or a selfie.
Every campaign location pays its staff differently, and it is printed on the location's card before you buy the land.
The early plots are cheap to staff while you are still learning what a park needs. By the last of them a full roster is a serious commitment, and deciding who you can do without is most of the difficulty.
Free play always pays the standard rate.
| Location | Wages | One of each |
|---|---|---|
| Meadowbrook Fields | 50% | € 55 |
| Sunnyside Bay | 60% | € 66 |
| Pinecrest Hollow | 70% | € 78 |
| Frostvale | 80% | € 88 |
| Coral Key | 90% | € 99 |
| Granite Pass | 100% | € 108 |
| Dust Bowl | 115% | € 127 |
| Glacier Point | 130% | € 142 |
| Mirror Lakes | 150% | € 163 |
| Cinder Flats | 175% | € 192 |
One of each is all six roles. Until the health inspector is researched it is € 22 a day less, so Granite Pass at the standard rate runs € 86 rather than € 108. The mascots are on top of that - € 48 a day for all three at the standard rate, scaled by the location like everyone else.
Click anybody in the park and their window opens.
Arrows walk the roster for that role in hire order, so you can check on all five of your cleaners without hunting for them.
The camera tracks them about the park. The quickest way to find out whether that cleaner is actually reaching the far end of your paths.
Lift that one person onto the cursor and drop them somewhere better. Staff patrol from where they stand, so moving them is how you cover a new corner of the park.
Off the payroll immediately. Anything they had claimed is handed back - a half-cleaned toilet reopens rather than staying shut behind its barrier for good.
Staff have a research track too, and it is the odd one out: it unlocks nothing you can build. Five milestones, each of them a capability the whole payroll gains at once - there is no per-member level to manage.
Nothing on this track is free. Five of the six roles can be hired from the first day; the sixth, and everything that makes the other five better at their jobs, has to be paid for.
Each milestone sits alone on its tier, so they always arrive in this order, and the tiers climb in odd numbers on purpose - € 43,750 for the whole track, which paces it against the rides competing for the same daily budget of € 4,000.
That is free play, where the whole track is reachable. In the campaign each location also caps how far it goes: the whole track is out of reach on your first park, the health inspector arrives on the second, and thorough training only on the last.
| Tier | Unlocks | Points |
|---|---|---|
| 3 | Health inspector The sixth role becomes hireable at all - somebody to keep the kitchens clean. | 3,750 |
| 5 | Rapid response Medics run to casualties instead of strolling, and a mechanic takes himself to a broken ride without being called. | 6,250 |
| 7 | Sharp eyes Cleaners and police notice more of the park around them - a cop spots a thief from 40 units rather than 26, and a cleaner looks 110 rather than 70. | 8,750 |
| 9 | Preventive maintenance An idle mechanic services whichever ride is nearest to failing, without stopping it - so a ride run fast quietly buys back part of what the speed dial costs. | 11,250 |
| 11 | Thorough training Everyone is better at the job they already had: the cop catches 4 thieves in 5 rather than 3, toilets and kitchens are cleaned before anyone minds, and an inspection takes 5 seconds instead of 8. | 13,750 |
Training is park-wide and permanent. Hire, fire and re-hire as you like - what you have researched stays researched.