RunAnAirline.wiki
Route map with multiple destinations from one hub

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.

Plan in this order

Distance, range, block time, demand, fare. Most players start at fare because it is the most visible number on the card, but fare is the last variable that matters: a sector the aircraft cannot reach has no fare, and a sector that takes six hours has far fewer chances to earn.

The map gives you distance and the fleet panel gives you range, so the first two checks need no experimentation at all. Only after a route passes both is it worth opening the card.

WORKFLOW

The four-step route filter

1

Read the sector distance

Open the destination and note the distance in kilometres.

2

Compare it with aircraft range

The ATR 42-600 is rated at 1,300 km, so anything beyond that needs a different aircraft.

3

Check the quoted block time

An 854 km sector quotes 3 hours; longer sectors scale up from there.

4

Only then read the fare tiers

A route that fails the first three checks should not be priced at all.

Route shapes and what they demand

TargetSector lengthWhat it needsMain risk
Regional international~900–2,500 kmRange plus fare disciplineFare set above willingness to pay
Long-haul2,500 km and upA jet and a long block timeAircraft locked up for hours
Short feederUnder ~900 kmAny short-range turbopropLow revenue per flight

Why block time changes the ranking

Two routes can post the same cash per flight and still be very different businesses. If one takes three hours and the other takes seven, the shorter route can fly more than twice as often with the same aircraft.

Divide the per-flight result by the quoted block time to get cash per aircraft-hour. That single division reorders most route lists, and it is the number the route comparison tool ranks by.

A route plan worth writing down

  • The aircraft you are planning for, with its seats, range and speed.
  • Two destinations inside range, with distance and quoted block time.
  • The fare tier you will start with on each.
  • The load factor you will treat as acceptable.
  • The result that would make you close the route.
QUICK ANSWERS

Route planning questions

How do I know a route's distance before opening it?

Selecting a destination shows the distance in kilometres on the route card, as the reviewed card did for DXB ↔ KWI at 854 km. Plan on that figure rather than on real-world geography.

Is a longer route always more profitable?

No. Longer sectors usually carry higher fares but also longer block times, and the aircraft earns nothing while it is in the air. Compare cash per hour, not cash per flight.

Should I connect two non-hub cities?

The map draws routes from your hub, and the reviewed sessions only show hub-to-destination lines. Point-to-point service outside the hub was not observed, so plan a hub-and-spoke network until your own client shows otherwise.

What is the Next move prompt telling me?

It names the immediate action the game expects, such as buying a plane for a new route or saving toward a specific aircraft. It is a prompt, not an optimisation, so check it against your route plan rather than following it blindly.

Sources and references

Back to Routes and Network