AeroX

Instruction Manual · Airline management through the ages

Contents

Table of contents

  1. Welcome aboard1
  2. Starting a game2
  3. Quick play3
  4. The game screen4
  5. The world5
  6. Routes and passengers6
  7. Flight slots6
  8. Aircraft7
  9. Managers and negotiations8
  10. Hubs and offices9
  11. Local businesses10
  12. Operations and marketing11
  13. Money matters12
  14. The board of directors13
  15. Alliances13
  16. Winning and losing14
  17. Eras and scenarios15
  18. Strategy notes16
  19. Keyboard shortcuts17
  20. Credits18
1Introduction

Welcome aboard

Joy, your host in the game

You have just been named chief executive of a brand-new airline. The board has handed you three aircraft, a little money and a home airport. Somewhere out there are rival carriers with the same ambitions and the same 24 hours in a day.

AeroX is a real-time strategy game about running an airline, from the propeller airliners of 1950 to the hydrogen and hypersonic designs of the 2040s. You choose where to fly, what to fly and what to charge. You send managers abroad to win landing rights, buy hotels and travel agencies, ride out wars, oil shocks and recessions, and try to finish the game as the world's leading airline.

Up to ten airlines share a world. Each can be run by a human player or the computer, and human players can form alliances.

2Getting started

Starting a game

Open the game in any modern browser. Type your airline's name, then either start a room or join one from the list or with a five-letter room code. The host chooses the settings:

SettingWhat it does
EraThe year the game begins: 1950, 1963, 1975, 1995, 2010 or 2030. See Eras and scenarios.
Length10 to 100 years. No game runs past 2050.
WorldHistoric: real events, wars, blocs and borders up to 2025, then an unwritten future. Fictional: history is random from the first day.
DifficultyFrom 1 · Glider to 5 · Supersonic. Harder levels give you less starting cash and sharper rivals. Below Supersonic, computer airlines also grow at a measured pace and never get too far ahead of the biggest human airline: about its size on Glider, up to 1.7 times on Jumbo Jet. On Supersonic they are unrestrained.
Adaptive rivalsOn by default. Every quarter each computer airline is compared with the leading human on net worth. One that gets more than 25% ahead stops expanding and pays special dividends until it is back in range. One that falls more than 40% behind is boosted: it grows faster, runs leaner, and wins a perk (a fuel contract, a leasing deal, a subsidy, a celebrity campaign or a codeshare alliance), announced in the News. Supersonic rivals are slowed only once they are three times the leading human's worth.
Fuel pricesReduced (the default): fuel costs 30% less, so more routes pay. Realistic: historical prices, for a tougher game.
GoalRichest airline when time runs out, or Classic: become number one worldwide. See Winning and losing.
Classic hub rulesRoutes must start at one of your hubs, and the board fires a chief executive after four losing quarters in a row (after a two-year start-up, and only for real losses).
ClockReal time: a month passes every few seconds: Leisurely (1 minute a month, 12 minutes a year), Relaxed, Standard, Brisk or Frantic. Turn-based: each quarter ends when every player is ready.
AI rivals, teams, privateComputer airlines to fill the world, alliances between human players, and whether the room is listed publicly.

Leaving and coming back

3Quick play

Your first year

  1. Choose a home hub. Click a pulsing city. Big, wealthy cities make strong hubs. You start with three aircraft chosen to make money from there.
  2. Read the "Best routes from your hub" list on your hub's Airport panel. Routes marked yours can be flown right away with the aircraft you own. Press Fly it to open the office and launch the route in one click.
  3. Open an office at the destination. Every office is negotiated by one of your four managers: about 2 months at home, 3 or more abroad. At founding your managers are already in talks with your best first destinations.
  4. Plan the route. Pick the aircraft, how many, flights per week and the fare. Watch the forecast and its chance of profit.
  5. Launch it and enjoy the maiden flight.
  6. Check the route colours on the map: red losing money, yellow breaking even, green a small profit, blue a strong one.
  7. Call a board meeting (B) every few quarters. Your directors will point at the weakest spot in the business.
  8. Grow. More offices, more routes, newer aircraft, hotels and travel agencies in your busiest cities.
4The game screen

Main commands

Across the top, the departure board shows the date, your cash, loans, net worth, rank and the price of fuel. The world map fills the screen. Along the bottom, the command bar opens each screen as a window over the map; click a city and its window pops open with everything about it. Prefer a fixed panel? Menu → Use the side panel.

AirportThe selected city: its stats, your offices, route planning, slots, expansions, campaigns, local businesses, and every airline there with its routes, flights, fares and businesses.
RoutesEvery route you fly, with load and profit. Open one to change aircraft, flights, fare, or to suspend or close it.
FleetYour aircraft, deliveries on order, and the aircraft showroom (A).
OpsMaintenance, onboard service, advertising, your four managers, campaigns, businesses and safety record.
FinanceThe quarterly report, history chart, loans and your credit rating.
AirlinesRival airlines and alliances, ranked, with market share by region and your progress toward the crown.
News · ChatWorld events as they happen, and messages between players (team chat for alliances).
BoardA meeting with your five directors, each reporting on one part of the airline.
5The world

Cities, countries and history

City statistics

Population

How many people live there. More people, more travellers. Many cities grow over the decades, and some cities only open to air traffic later on, with an announcement when they do.

Economy

How many of those people can afford to fly. A huge city in a poor country produces fewer travellers than a smaller, wealthy one. Economies rise and fall with history.

Tourism

How strongly the city draws visitors. A great resort pulls travellers far beyond its own size.

RememberWealthy people fly to attractive places. The strongest markets join a rich city to a tourist city: think New York and the Caribbean, Tokyo and Bali, London and the Mediterranean. Two poor cities barely trade, however large they are.

Regions, countries and relations

The world is split into seven regions: North America, South America, Europe, Africa, the Middle East, Asia and Oceania. Every city belongs to a country, and every pair of countries has relations that change over time.

History and events

In a historic world the great events arrive on schedule: wars, crises, Olympic Games, the first jets, the oil shocks, the end of the Cold War, pandemics and more. After 2025 the record runs out and the future is written by chance. In a fictional world everything is random from the start. Fuel prices drift with events, and busy airports expand when their flight slots run short.

World news. When something big happens, a bulletin flashes up over the world map (red for wars, disasters and epidemics, gold for sport and booms) followed by that day's front page, with what it means for airlines. You get at most one bulletin a quarter, and can switch them off in the Menu. Old front pages stay in the News tab.

Coming next year. Olympic Games, World Cups and other big events are announced one year ahead, so you have time to win landing rights, order aircraft and buy hotels there. They appear in the News tab under Coming up, in the host city's window, and on the map as a dashed gold badge.

Map badges. Cities where something is going on carry a badge with a pulsing ring: crossed swords for war, a warning sign for disasters, a cross for epidemics, rings for sport, a sun for tourism booms, a falling chart for crises. Zoom in to see the label and its effect on travel.

6Routes

Routes and passengers

A route links two cities where you have an office (or, in an alliance, where a partner does) and flight slots at both ends. Each route flies one aircraft type. You choose how many aircraft, how many round trips a week each makes, and the fare. A route with n aircraft flying f round trips a week takes n×f slots at each end (see Flight slots).

Seats a week each way = seats per aircraft × flights per week × aircraft
A quarter has 13 weeks. Passengers = seats × load factor.

Example: two aircraft with 150 seats, each flying 5 round trips a week, offer 1,500 seats a week each way, or 19,500 a quarter. If the route carries 15,600 passengers in a quarter, it was 80% full.

The forecast and the chance of profit

Before you launch, the planner forecasts revenue, fuel, fees, maintenance and profit, and replays the route across 24 what-if quarters: every season, weaker and stronger demand, cheaper and dearer fuel, and a rival undercutting you. The chance of profit is how many of those quarters still made money. Green is above 75%, amber 45 to 75%, red below.

Click any city, even one where you have no office, to see the route outlook from your hub: the best aircraft for it, the expected load and profit, and how long the investment would take to pay back.

Tuning a route

Flight slots

Every airport has one pool of flight slots that all airlines share. One slot is one weekly departure from that airport. A route with n aircraft flying f round trips a week takes n×f slots at each end, so a daily flight (7 a week) with one aircraft takes 7 at each end, and a route can never fly more often than your free slots at the scarcer end allow.

Slots a route takes at each end = aircraft × round trips a week per aircraft
The gold numbers beside your cities on the map are your free slots there (red 0 when all are in use).
RuleHow it works
Airport sizeAbout 10 slots at a small field, 15 to 20 in a mid-size city, 30 to 40 in a megacity (New York 40). It grows only through expansions.
How many you may holdUp to 75% of the pool at your home hub and 50% at a regional hub. Elsewhere 5 at first, rising to 14 once you have flown into that region for a full quarter, and never more than 75% of any airport.
Getting moreIn the city's Airport window, pick how many under Flight slots and press Ask. A manager negotiates: 3 months at home, 4 to 12 abroad depending on relations, quicker at your own or an ally's hub. No talks start in a city at war. At most four talks run at once.
PricePaid once, when the talks start: dearer in big cities, and every slot dearer as the airport fills up. A refusal refunds half; slots others took in the meantime are refunded in full.
Selling backUnused slots go back to the airport for half of what they cost. Closing an office sells all of its slots back.
Free slots14 at your home hub when you found the airline, 5 with each head-start office, 10 when a regional hub opens, 7 from the HQ tower, 7 for funding an expansion, 4 from a regional airport stake. They count against the pool like any other.
Net worthSlots count as an asset at half of what you paid.

A new city: its Airport window offers Open an office with a stepper for the slots to ask for. At home, the office opens with the slot purchase after about 3 months; abroad, the manager wins landing rights and the slots together. The office always opens; the slots may be refused.

Expansions: once more than half of an airport's slots stay sold for a whole quarter, it starts building more (see Airport expansions). Big hubs fill up early: ask for slots before your rivals do.

7Aircraft

The aircraft showroom

Open the showroom from the Fleet tab or with A. First comes the makers' map: every manufacturer selling aircraft (or about to) has a sign at its home city. Signs marked ⛔ will not sell to you, because of the Cold War, a war, or poor relations. Pick a maker to walk onto its sales floor, then slide through its aircraft with ← and → or the strip of thumbnails. Backspace returns to the map.

Each aircraft has a spec sheet: seats, range (km and miles), cruise speed, fuel rank (higher burns less fuel per seat), maintenance (higher is cheaper to keep flying than its contemporaries), comfort, start of production, and your price.

8Managers

Managers and negotiations

Your airline employs four managers: two diplomats and two dealmakers, locals from your home country. Every negotiation sends one of them away until it ends, so you can never run more than four at once. When you start one, your assistant asks "Who will you send?" Pick a manager at headquarters and watch them set off across the map. A little figure waits at the city, talking, until the deal is done.

NegotiationTypical lengthResult
A new office (with flight slots)3 months at home; abroad, landing rights take 3 months with the closest allies, up to about 19 between rivalsA new office in that city, and the slots you asked for (the airport may refuse them: half the fee back)
Flight slots3 months at home, 4 to 12 abroad by relations; quicker at your own or an ally's hubThe slots you asked for, paid up front. A refusal refunds half; slots others took meanwhile are refunded in full
Buying a businessAbout 2 months at home, half the landing-rights time abroadThe deal is signed and construction begins
9Hubs

Hubs and offices

Your home hub is where you may hold the most flight slots: up to 75% of its airport. You can hold up to 24 offices at first; each regional hub adds 4 more, and the limit grows by 2 every decade of the game, up to 48.

HOME HUBREGIONAL HUBLONG-HAUL ROUTE
Hub and spoke: short routes feed each hub, and one long-haul route joins the regions.

You may build one regional hub in each other region, in a city where you have an office. A hub costs money and takes about three months to set up. You may hold up to half of its airport's flight slots, you get 10 free slots there, slot talks there are quicker, and it brings connecting passengers: every route at a hub gets a little busier for each other route there. Build or close one from the city's Airport window (Regional hub); closing it refunds part of the cost and keeps the slots, but no more than an ordinary city allows can be added.

Under classic hub rules, every route must start at one of your hubs, and a route into another region must land at a major city or another of your hubs.

10Businesses

Local businesses

Buy businesses in cities where you have an office. Each earns money in its own right, and most also send travellers your way. A manager has to close the deal first, then construction takes about a year. On opening day the business gets a guest rating of 3 to 5 stars: a 3-star hotel is a roadside motel, a 5-star one is a Grand Hotel. The local paper covers every opening in the style of its day.

BusinessWhereEffect
HotelAny cityEarns more the more passengers you fly in
Travel agencyAny citySells your tickets: travellers here prefer you
Tour operatorTourist citiesTours bundled with your fares
Beach resortWarm tourist citiesHoliday packages; earns with tourism
CasinoGambling cities such as Las Vegas or MacauHigh-roller profits, and gamblers fly with you
Safari lodge · Ski resortSelected citiesPackage trips sold with your flights
Oilfield servicesOil cities and the Middle EastLucrative crew and parts contracts
Regional airport stakeAny city4 free flight slots and 15% off landing fees
Duty-free shopsAny cityA cut of every traveller, on any airline
Bus company · Car rentalAny cityFeeds travellers to your flights
Flight kitchen · Fuel depotAny cityLower onboard and fuel costs on routes there
Cargo terminal · Maintenance baseAny cityFreight income; cheaper, safer maintenance
11Operations

Operations and marketing

Maintenance

Minimal, Standard, Thorough or Premium. Better maintenance costs more but makes incidents rarer and raises your safety score. Cheap maintenance saves money right up until the crash.

Onboard service

Basic, Standard, Comfort or Luxury. Meals and better seats cost money for every passenger but win travellers from rivals.

Safety and trust

Passengers avoid airlines they do not trust. A crash costs reputation and keeps travellers away for about a year. A long clean record wins them back.

Airport favour

Airports rank airlines by safety, fleet age and their partnership history. A high favour makes slot talks succeed more often, and only airlines with a favour of 75+ may fund an airport expansion.

Advertising and campaigns

Brand advertising builds your reputation everywhere. A city campaign (Local ads, City-wide or Blitz) lasts a year and makes travellers on every route touching that city choose you over rivals.

Airport expansions

When more than half of an airport's flight slots stay sold for a whole quarter, it starts an expansion of its own. It takes 4 to 10 quarters, and the slower projects add fewer slots: +50% of the pool for the quickest, +20% for the slowest, at least 4. An airport grows to at most four times its first size, and waits two years after one opens before planning the next. While the plans are open, up to two airlines with an office there can help fund it: a partner gets 7 free flight slots at once and 40% off landing fees there for ten years. Airports only partner with well-run airlines: you need an airport favour of 75 or more.

12Finance

Money matters

Landmarks and era projects

From the Airline window's Investments page you can build, once each and at your home hub: the headquarters tower, flight academy and heritage museum, and an era project that opens up roughly every decade:

ProjectFromWhat it does
Cargo division1970Freight in the hold of every flight: route revenue +8% (booked with airmail).
Frequent-flyer programme1981Passengers prefer your airline 6% more on every route.
Low-cost subsidiary1995On routes under 1,500 km: fees and cabin costs 20% lower, and 8% more passengers pick you.
Sustainable-fuel lab2020Your whole fleet pays 12% less for fuel.
Hypersonic spaceport2035Brand +5% for good, and long-haul routes (6,000 km and more) from your hub win 15% more passengers.

Loans and credit ratings

Your credit rating depends on your debt compared with your assets. It sets the interest on everything you borrow.

RatingDebt / assetsInterest a year
AAAunder 10%3.2%
AAunder 25%4.0%
Aunder 40%5.0%
BBBunder 60%6.4%
BBunder 80%8.8%
B80% or more12.0%
13The board

The board of directors

Press Board (or B) to call a meeting. Five directors sit round the table, and each lights up green, amber or red depending on how their area is doing:

Each director offers a Show me button that takes you straight to the problem. Your managers also report in person when they come home from negotiations.

The chairman's desk

Press Desk for the things that need you between route plans. The button lights up when something is waiting.

Alliances

In a game with teams, an Alliance button joins the command bar and your alliance's combined net worth and rank show on the top bar. The Alliance window has:

14Victory

Winning and losing

Richest airline

The airline (or alliance) with the highest net worth when time runs out wins. Every five years a review ranks everyone and names the fastest riser.

Classic goal: number one worldwide

Checked every January. You win when you carry the most passengers in your home region and in enough other regions, have hubs in all seven regions, and made a profit over the last year.

DifficultyStarting cashLead home region plusRivals
1 · Glider200%3 other regionsGentle
2 · Prop150%4 other regionsRelaxed
3 · Turbo100%5 other regionsStandard
4 · Jumbo Jet80%6 other regionsSharp
5 · Supersonic60%6 other regionsRuthless

Defeat

15Scenarios

Eras and scenarios

StartScenarioWhat to expect
1950Dawn of the Jet AgePropeller airliners, airmail contracts and costly fares; Cold War, colonies and the first jets. The first jet airliner (DH.106) arrives in 1952, the B707 in 1958.
1963The Jet AgeJets cross every ocean; Europe, Japan and the Gulf grow rich. Watch for the 1973 oil shock.
1975Wide-body WarsJumbos, trijets, the first supersonic airliner and the A300. Deregulation, oil crises and the end of the Cold War.
1995Open SkiesLong-range twins, booming Asia, alliances, then shocks from 2001 to 2008.
2010The Global NetworkEfficient widebodies and super-jumbos, Gulf carriers, a pandemic and recovery.
2030Tomorrow's SkiesA fictional future to 2050: electric commuters, hydrogen airliners, blended wings and hypersonic flight.
16Strategy

Strategy notes

Joy, your host in the game
17Controls

Keyboard shortcuts

KeyAction
1 to 8Airport, Routes, Fleet, Ops, Finance, Airlines, News, Chat
BBoard meeting
AAircraft showroom
HJump to your home hub
NDay and night cycle on or off
PPolitical map (country colours up front) or terrain
← →Move around the board table, or slide through aircraft in the showroom
?How to play
EscClose a window
Mouse wheel · dragZoom and pan the map (pinch and swipe on touch screens)
18Credits

Credits

AeroX is an independent game inspired by the classic airline-management games of the 1990s. It is not affiliated with or endorsed by any game publisher, airline or aircraft manufacturer. Aircraft are referred to by their type designations only to describe them.

Character portraits: Avataaars by Pablo Stanley, free for personal and commercial use, rendered with DiceBear (MIT). Fonts: Exo 2, Share Tech Mono, IBM Plex Sans, Oswald and others from Google Fonts.

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