Facilities

Facilities are buildings you own at company level. They do not fly anywhere and they do not appear on the map — what they do is make everything else cheaper. Each one has five levels, and each level costs half again as much as the one before it.

FacilityWhat it cutsPer levelLevel 1 costs
Fuel depotThe price you pay for jet fuel2%$4,000,000
HangarThe price of A- and D-checks4%$6,000,000
Training centreCrew cost on every departure3%$5,000,000
Catering unitPassenger service cost per pax3%$3,000,000

A level 3 hangar therefore takes 12% off every check, and a level 5 fuel depot takes 10% off every kilo of fuel you buy. The discounts are visible in the forecast on your route cards — the simulator uses exactly the same numbers the server does, so what you are shown is what you get.

Wear

Every flight you settle adds half a percentage point of wear to all your facilities. This is the part that makes them a decision rather than a purchase.

Maintenance costs 8% of what that level cost to build and resets wear to zero immediately. There is no downtime — the facility keeps working while the work is done.

The practical consequence: a large airline flying hundreds of sectors wears its facilities down fast and has to budget for upkeep. A small one can build a fuel depot and forget about it for a long time. Neither is wrong, but ignoring the condition bar is how a discount quietly turns into nothing.

What to build first

There is no single answer, and that is deliberate. Fuel is the biggest single line in most cost breakdowns, so the depot pays back soonest for a busy fleet. If your aircraft are old or heavily used, the hangar saves more, because checks scale with the list price of the aircraft. Catering only matters when you are carrying a lot of passengers; on thin routes it is close to noise.

Look at your own cost breakdown on a route card before spending. The game will not tell you which one is right for your network, and that is the point.

Start your airline