The handbook
How the game works, chapter by chapter, to look things up. For doing a big job step by step in your own airline’s numbers, the Guides walk you through it.
- Chapter 1
Getting started
What the game is, founding an airline, the clock, and what to do in your first hour.
- Chapter 2
Reading the numbers
What the figures at the top of each page mean and how to read them: cash, load factor, contribution, RASK and CASK, fare level and more.
- Chapter 3
How an airline makes money
Revenue and costs, the measures airlines use, cash, borrowing and how an airline goes bust.
- Chapter 4
Routes and fares
Choosing routes, passenger demand, competition, seasons, connections, fares and revenue management.
- Chapter 5
Fleet and maintenance
Buying or leasing aircraft, cabins, maintenance checks, condition and the end of an aircraft's life.
- Chapter 6
Crew and people
Pilots and cabin crew, rosters and rest, pay and morale, training, unions and the head office.
- Chapter 7
Passengers and service
Reputation, reviews and SkyRate, onboard and ground service, marketing, loyalty, and disrupted passengers.
- Chapter 8
Operations and disruption
Punctuality, delays and what knocks on, weather, recovery, ops control, ground handling and safety.
- Chapter 9
Your heads and what to delegate
The department heads, what each takes off your hands, skill and pay, and taking a job back.
- Chapter 10
The board and budgets
Objectives and confidence, what the board will do for you, and the yearly budget.
- Chapter 11
Growing the airline
More aircraft and bases, partners, cargo, charters, contracts, brands and the stock market.
- Chapter 12
Worlds, challenges and playing together
Kinds of worlds, the tutorial sandbox, the weekly challenge, chat and trading, and fair play.
Every word, searchable
229 airline and game terms, and what every figure on the pages means, with a search box.