# Run an Airline Wiki > An independent Run an Airline wiki with route economics, fleet payback maths, progression notes and calculators built on the game's verified public facts. Run an Airline and Roblox are the property of their respective owners. ## Overview - [Run an Airline Wiki: Routes, Fleet, Profit and Calculators](): An independent Run an Airline wiki for Roblox: verified game facts, route and fleet economics, progression notes, and calculators for profit, flight cycles, payback and route ranking. ## Guides - [Run an Airline Guides](): Start with the first-session loop: create the airline, pick a hub, fly one route and read the route card. These guides explain what each screen is telling you before you spend cash. - [Run an Airline Beginner Guide: Your First Session, Step by Step](): You begin by creating an airline — name, logo, main colour and accent colour — then pick a hub on the world map, put an aircraft on a route and complete one flight. A good first session ends with a route card you can read, not with a large fleet. - [How to Play Run an Airline: The Core Loop Explained](): Run an Airline is a loop of five screens: create the airline, choose a hub, buy or assign aircraft, open a route with a fare and service level, then read the result and reinvest. Understanding the loop matters more than any single aircraft. - [How to Choose Your First Route in Run an Airline](): Choose a first route that sits inside your aircraft's range, uses a short block time and has a fare tier you can test twice. The reviewed ATR 42-600 covers 1,300 km, so an 854 km hub sector is a safe first line while a long-haul destination is not. - [Run an Airline Mistakes That Cost the Most Cash](): The most expensive mistakes in Run an Airline are all decisions made before reading the route card: buying capacity before demand, setting a premium fare on a thin route, and changing two settings at once. Each one has a visible warning the game already shows you. ## Routes - [Routes and Network](): Route decisions in Run an Airline come down to four numbers on one card: distance, fare tier, service level and how full the last flight was. This section turns those numbers into repeatable checks. - [Run an Airline Route Planning: Match the Sector to the Aircraft](): Plan routes by matching three numbers — sector distance, aircraft range and quoted block time — before looking at fares. A route is only worth pricing once the aircraft can reach it and repeat it inside your session. - [Run an Airline Fares: Budget, Recommended and Premium](): Every route offers three fare tiers, and the gap between them is your pricing room. On the reviewed London–Lagos route that gap was $270 per seat, from $478 budget to $748 premium, while the game still recommended moving down rather than up. - [Run an Airline Load Factor: Why Your Cabin Is Half Empty](): Load factor is the percentage of seats actually filled, and it is the fastest diagnostic on the route card. A low figure points to either a fare above willingness to pay or an aircraft that is too large for the route's demand. - [How to Fix or Cut a Losing Route in Run an Airline](): A losing route gets two repair attempts before it should be closed: cut the cabin service to basic and drop to the budget fare, then re-run. If the per-flight result is still negative after both, the aircraft is worth more on another line. ## Fleet - [Fleet and Aircraft](): The fleet panel is the only place the game publishes hard numbers: seats, range and speed. This section explains how to read those three values and how to decide between a bigger aircraft and another route. - [Run an Airline Aircraft Guide: Seats, Range and Speed](): Every aircraft card lists three numbers that decide what it can do: seats set the revenue ceiling, range sets the routes it can legally fly, and speed feeds the quoted block time. Only the ATR 42-600 has published values here because it is the only panel shown in the reviewed session. - [Run an Airline Fleet Planning: How Many Aircraft You Need](): Fleet size should follow filled routes, not the other way round. Add an aircraft when every existing route is already covered and a new destination inside range is waiting; buying first usually produces two half-empty cabins instead of one full one. - [Buy a Bigger Aircraft or Add Another Route?](): Add a route first when an existing aircraft has spare hours and the destination is inside range. Buy a bigger aircraft only when demand exceeds the current seats — otherwise the extra capacity lowers load factor and the flight earns less, not more. ## Money - [Money and Profit](): Cash in Run an Airline comes from completed flights, and the route card tells you what each one earned. This section covers per-flight profit, the reserve you should keep, and what the two cash passes actually change. - [Run an Airline Profit: How to Read a Flight's Result](): A flight's profit is the fare revenue from the passengers who actually boarded, minus the per-seat service cost and the aircraft's operating cost. The route card gives you the inputs; dividing the result by block time gives you the number that compares routes. - [Run an Airline Cash Flow: How Big a Reserve to Keep](): Keep enough cash to run your worst route twice at a loss before you buy anything. A reserve turns a bad fare experiment into information; no reserve turns it into a stalled airline that cannot afford the fix. - [2X Cash and +50% Flight Speed: What They Actually Change](): 2X Cash doubles the cash from profitable flights only, so it does nothing for a losing route. +50% Flight Speed makes flights finish 33% sooner, which raises cycles per session by 1.5× rather than doubling them. ## Progression - [Progression and Ranking](): Levels, the star rating, career milestones and Airline Awards all sit on top of the route economy. This section covers what the game actually shows about each one and what remains unpublished. - [Run an Airline Levels and Star Rating Explained](): The airline card shows a level, a tier label and a star rating, and the reviewed sessions show the rating moving independently of the level: level 3 with 5.6 stars, level 5 with 5.1 and level 15 with 4.1. Neither formula is published. - [Career Milestones and Airline Awards in Run an Airline](): The official description promises career milestones that unlock new aircraft and Airline Awards for competing with rivals, but publishes no milestone list, threshold or award criteria. This page records exactly what is claimed and what remains unknown. - [Should You Use the Extra Airline Slot?](): The Extra Airline Slot lets you start a second airline with its own hub, name and strategy without replacing the first. It is worth using when you want to test a different hub or fleet plan, not when your first airline is still losing money. ## Site information - [Run an Airline Calculators and Planners](): Five tools built on the values the game actually shows: flight profit, cycle planning, aircraft payback, route ranking and a fleet budget. Each one asks for numbers from your own route card rather than assuming a hidden formula. - [Run an Airline Flight Profit Calculator](): Enter the fare, seats, load factor, cabin service price and operating cost from your route card to get net profit per flight, margin, break-even load factor and profit per aircraft-hour. - [Run an Airline Flight Cycle Planner](): Work out how many flights fit into a session from the quoted block time and your turnaround, and see exactly what the +50% Flight Speed pass changes: a 33% shorter flight, or 1.5× the cycles. - [Run an Airline Aircraft Payback Calculator](): Compare up to three aircraft by how many flights and hours they need to repay their purchase price, using the price you read on the fleet card and the net per flight from your route. - [Run an Airline Route Comparison Tool](): Rank up to four routes by net cash per aircraft-hour instead of cash per flight, so a short feeder and a long sector can be compared on the same basis. - [Run an Airline Fleet Budget Planner](): Set a reserve equal to two bad flights, then see what you can actually spend on aircraft without leaving the airline unable to repair a route. - [Run an Airline Data Status: What Is Verified](): A page-by-page record of which Run an Airline values this site verified, which were observed in a public recording, and which remain unpublished. Aircraft prices, cost formulas, demand curves and level thresholds are all still unknown. - [About RunAnAirline.wiki](): RunAnAirline.wiki is an independent, source-first guide to the Roblox airline sim Run an Airline. It publishes verified game facts, session-observed values and calculators, and it marks every unknown explicitly. - [Contact RunAnAirline.wiki](): Send corrections, source links or dated screenshots to contact@runanairline.wiki. Include the page URL and the exact claim that needs review. - [Privacy Policy](): This site serves static pages, runs no accounts and stores no calculator inputs. Plausible collects aggregate usage statistics on the production site without analytics cookies. - [Terms of Service](): This site is provided for informational use. Game values change, calculations are estimates from the numbers you enter, and no gameplay outcome is guaranteed. - [Copyright and Attribution](): Run an Airline, its artwork and its interface belong to their respective owners. This site's text and calculators are original editorial work. - [Disclosure](): This site is independent, carries no advertising in its current configuration, and earns nothing from the game or from in-game purchases. ## Official references - [Run an Airline on Roblox]() - [monkeytherobloxdev]() ## Optional - [Editorial text](): Article bodies, category introductions and FAQs, with canonical URLs and recorded editorial dates. - [Sitemap](): Indexable HTML pages.