Aircraft in The Airline Tycoon do not age in years. They age in block hours and in cycles — one cycle being one takeoff and one landing — because that is how aircraft actually age, and because it makes the way you fly an aeroplane matter as much as how long you have owned it.
The practical consequence: two identical aircraft bought on the same day can be in completely different condition a month later, and the one that flew short hops all day is the tired one.
A long flight accumulates hours and one cycle. A short flight accumulates few hours and one cycle. Since the cycle is the punishing part for structure — pressurisation, undercarriage, brakes — a regional aircraft doing eight sectors a day wears out faster than a widebody doing one, even though the widebody covers far more distance.
The game weights the two according to what the aircraft is. Turboprops and regional jets are built for cycles and suffer less from them than a long-haul aircraft would; a widebody flown on short sectors is being used against its design and the wear reflects that.
Wear is the running condition of an individual aircraft, and it rises with every flight. High wear does not make an aircraft unprofitable in a subtle way — it makes it unusable: past a threshold the aircraft is grounded until it has been checked, and no departure will be accepted.
You will see this coming. Wear is shown per aircraft in the fleet list, and planning a check before the aircraft stops flying is considerably cheaper than discovering the ceiling on a busy day.
There are two.
An A-check resets wear. It is the routine one: the aircraft goes out of service for a while and comes back fit to fly. Budget for these; they are part of the cost of operating, not an emergency.
A D-check is the heavy one. It resets wear and takes hours off the airframe's effective age, which is the only way to make an old aircraft young again. It costs accordingly and it takes the aircraft out of service for considerably longer. Whether it beats selling the aircraft and buying a newer one is a genuine calculation, and it depends on what the aircraft is worth on the used market at the time.
Here is the part that catches people out. Your maintenance costs do not depend only on the aircraft being maintained — they depend on how varied your fleet is.
Every additional aircraft family you operate raises the maintenance cost of everything you own. Every additional model within a family raises it too, by less. The reason is the same one that drives real airlines to standardise: separate spare parts, separate tooling, separate engineer training, separate manuals.
So the airline that buys whatever looks good this week pays a premium on its entire fleet, forever. The airline that picks a family and stays inside it pays the least. The factor is capped — variety does not become ruinous — but it is large enough that a mixed fleet needs to be earning something for the trouble.
This is why the fleet page shows your families and models as a number rather than burying it. It is a cost you can only see by looking at the whole fleet at once.
You can name a preferred supplier and get a discount on both parts and maintenance in exchange for committing to them for a period. It is a straightforward trade: a real saving now against a loss of flexibility later, and the flexibility matters most exactly when something goes wrong.
See also Fleet and Facilities.
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