Fleet Planning: Building a Fleet You Can Defend

Solo airline games ask one question of a fleet: is it efficient? A shared world asks two more. Can you keep flying when something breaks, and can you still afford to react when a rival forces your hand? Most airlines that fail in Headwinds fail on those two, not on cents per seat-kilometre — and both are decided months earlier, at the moment you sign for aircraft.

By the Headwinds team · Last updated October 29, 2026

Routes first, still

The oldest rule in the genre survives contact with multiplayer: find the demand, then buy the aircraft that fits it. An aircraft bought because it looked good in the table and then given a route to justify it is how airlines go bankrupt in every version of this game.

What the shared map adds is a timing dimension. Territory is finite and disappearing — the good hubs get claimed in a world's opening weeks, and gates at the best airports run out. So the honest version of the rule is: find the demand, secure the ground it sits on, and then buy the aircraft. Ground you can hold is worth more than capacity you can't place, because capacity is always purchasable later and territory frequently isn't. Hub strategy covers the claim itself.

Commonality is mechanical here

Solo players treat fleet commonality as tidy practice. Headwinds turns it into two hard constraints, and they are the most under-appreciated numbers in the game.

Jet bases are certified by family

Your maintenance network is something you build: hangars at airports where you already hold gates, each certified for specific aircraft families, cutting both what a check or a breakdown costs and how long the airframe is stuck. The bases consume gates to exist — one for a line station, up to three for a heavy base — so coverage competes directly with your flying at exactly the airports where gates are tightest. Every extra family in your fleet is another certification to fund, or another family your network simply doesn't cover. Underneath that, each family you operate carries its own fixed weekly maintenance contract however few of it you fly — a base certified for the family takes over part of that work, a heavy base most of it — and every family beyond the first adds 2% to your pilot and maintenance overhead. Freighters ride their passenger family's certification, which is why the freighter variant of something you already operate is usually the right cargo aircraft even when another type looks better on paper.

Reserve cover only works type-for-type

A reserve aircraft stands by at one of your hubs or focus cities and steps in when a tail is grounded or in a check — but only for an identical type, only on routes that touch the airport it waits at, and it costs a readiness premium plus a parking fee while it waits. That makes cover a function of fleet density rather than fleet size. Twelve aircraft of one type can be protected by a single standby. Twelve aircraft across five types can't be protected at all without five of them, which no growing airline can carry.

A practical target: get to a point where any one aircraft going out of service is covered, before you add a new type for a route you could serve with what you already fly. Types are how airlines get stranded. The Fleet screen's Summary view — one row per type, with count, ages, ownership, orders, utilisation, fixed cost and book value — shows at a glance how many types you are really running.

Size the aircraft to the gate, not just the route

In worlds created with gate scarcity enabled, airports have a hard gate capacity by size — 25, 100, 250 or 500 — no airline may hold more than 60% of one, no alliance's members more than 80% between them, and every carrier at an airport above 90% occupancy pays a 20% surcharge on its gate leases. New gates enter the world only through sealed-bid auctions — held at airports at least 95% full, opening at week 40 and settling at the year tick — or by buying one from a player prepared to sell. Gates left unused for 24 consecutive weeks are forfeited and lock you out of that airport for a further 24.

All of which makes a gate a fixed, contested asset that costs the same whatever stands at it. The planning consequence is direct: at an uncongested airport, size to the route; at an airport approaching capacity, size to the gate. Once the slots run out, upgauging is the only growth left that you control yourself — the alternative is borrowing a partner's spare slots through the Alliance Slot Pool, which works even where you hold no gate yourself, but lasts only as long as they keep sharing — and airlines that anticipated that a year early are the ones holding the trunk routes when the world matures. It also argues for keeping the smallest aircraft in your fleet out at the spokes where gates are plentiful — see the regional jet and turboprop guides for where they genuinely earn their place.

Lease, buy, and the value of being able to react

Leasing costs more over time and buying builds an asset — that trade-off is the same as it is solo. What's different is that in a live world, cash is not idle capital, it's your ability to answer a move. A rival opening a route into your best market, a gate coming up for auction at the airport you need, an ally asking for capacity on a trunk: all of them are opportunities with a deadline, and all of them are lost by an airline whose money is tied up in airframes.

So: lease while your network is still finding its shape and while the world is still being carved up, and buy on routes that have proven themselves and territory that is already yours. The mistake to avoid is the mid-game outright purchase that leaves you unable to do anything for a game year — technically a good return, strategically a surrendered position.

Owned metal is also what you borrow against. Aircraft Finance lends up to 70% of the book value of owned aircraft not already pledged — never counting a tail at more than you paid for it — over eight years at the lowest rate in the game. Beyond the small unsecured lifeline every airline keeps, though, no new loan may push your debt payments past half your operating cash flow, or your total debt past four times your book equity: you borrow on the earnings and equity you already have, not on the aircraft the last loan bought.

What the lease market will and won't give you

You pick the lease term when you order, from one to four years: the longer the commitment, the lower the weekly rate, and every lease takes a twelve-week deposit up front. Most new worlds also run with New World Restrictions, and there the lessors carry only single-deck, previous-generation aircraft — types certified up to 2000, plus a handful of lessor staples such as the first-generation E-Jets, the larger CRJs and the current ATRs (in era worlds, types at least ten years in service) — and cap your lease order book at five aircraft, or a quarter of your active fleet once you are past twenty. Anything newer or bigger, and every double-decker, has to be bought. Outside era worlds, a type whose production line closed fifty or more years ago has no lessor at all.

Leases also run out on the world's clock, not yours. Turn on auto-renew on the Fleet screen and the tick re-signs expiring leases for one, two or five years, with a per-aircraft opt-out for the frames you want to hand back; a lease you want to keep for good can be bought out at market value plus a premium, with the deposit credited — one tail at a time, or every ticked lease at once.

The Used Market

When an airline sells an aircraft the game buys it at its current valuation — capped at what the seller paid for it — less 5%, and lists that exact tail — age, cabin and maintenance history included — on the Used Market for anyone in the world to buy at its valuation, one tail or several at once. A used purchase skips the factory queue and arrives on the next weekly tick, which makes it the fastest way to answer a move, and a cheap way into a type that would otherwise have to be bought new. Listings nobody wants are scrapped after two game years.

The Used Market in a Headwinds world, listing secondhand aircraft with age, seats and price and a Buy used button
The Used Market under Fleet › Market lists secondhand tails that anyone in the world can buy, each with its age, seats and price. A used aircraft arrives on the next weekly tick, so it's the fastest way to add capacity when a rival moves.

The classics carry a risk they don't carry solo

Older aircraft lease for a fraction of their modern equivalents and remain a legitimate value play. But mechanical failures in Headwinds cost money as well as downtime, and the repair bill is a share of the airframe's purchase price scaled by an age curve — roughly three times the base rate at twenty years, five and a half at thirty, with genuinely elderly aircraft occasionally written off outright. And a classic is rarely new: most out-of-production types arrive already six to sixteen years old depending on their vintage, so they start partway up that curve, and the longest-closed lines arrive older still.

In a solo save that's an inconvenience you absorb at your own pace. In a live world the grounding arrives while somebody is actively contesting your market, and the clock doesn't stop. Fly the classics where a lost week is survivable, keep them dense enough that a standby can cover them, and base the family properly before the first failure rather than after it.

Fleet screen for an ageing all-Airbus fleet showing weekly maintenance, idle aircraft, utilisation, aircraft ages over 32 years and several aircraft grounded for checks
The fleet behind that dashboard: 29 owned Airbus A220-100s and A320neos, most of them more than 32 years old. Together they cost $9.95M a week in maintenance, and seven are grounded for checks or repairs. This is what keeping classics flying looks like in a live world.

Your orders are public. Plan the sequence.

Every rival's profile shows their fleet by type and their moves week by week — leases, orders, routes opened and closed. Orders also run in the world's News feed, and every aircraft card in the market counts how many of that type the world's airlines fly and have on order, airline by airline. New-build aircraft arrive on a delivery lead time that grows with the aircraft's size, so an order broadcasts your intentions long before the aircraft can act on them.

In new worlds, by default, each aircraft family comes off one production line shared by every airline in the world. A standard delivery slot is two weeks out for a turboprop and up to ten for a double-decker; an earlier slot costs up to 25% more; your own deliveries off one line are spaced one to five weeks apart, so a big order arrives as a stream; and when more airlines want a line in the same week than it can build, the later orders wait. Cancelling a purchase forfeits 5% to 30% of the price, more the nearer the slot, and a lease deposit only comes back if the slot is at least 26 weeks away. In era worlds with production lines, a new type is announced two years before it enters service, and for the first 26 weeks after the announcement launch customers can take a discount on a firm purchase order — at least 20 frames of a widebody or larger, 30 of anything smaller — that can't be cancelled. Worlds without production lines (including every world created before mid-October 2026) keep private queues, where the first frame of a type takes twice as long as each one after it.

Aircraft bought from the Used Market are the exception: they skip the delivery queue and turn up in your fleet on the next weekly tick, though the News feed still reports the purchase.

Crew can be a second lead time. In worlds that run the crew pipeline, pilots take ten weeks to type-rate and line-train, and how fast you can recruit them depends on what you pay against the airlines around you. An aircraft that arrives well ahead of its crew is an aircraft parked on the ramp, so the hiring belongs in the same plan as the order.

Two sequences, two outcomes. Order capacity first and you have told the world which market you must be about to enter, with months for someone to get there ahead of you. Open the routes first, prove the demand, and upgauge into it, and your plan stays quiet until it is already working. There are moments to do the opposite deliberately — a visible build-up at a contested hub is sometimes cheaper than the fare war it deters — but that should be a decision, not an accident of ordering.

A workable sequence

  1. Weeks 1–10. Claim your hub while the map is still open. Your first two aircraft are delivered instantly, so choose them as the start of a family rather than as one-offs; add leased aircraft in that same family, and learn what the local demand actually is rather than what you assumed.
  2. Early growth. Deepen one family until a standby reserve is affordable and a jet base for it is worth building. Resist the second type until the first one is properly covered.
  3. Consolidation. Buy on your proven routes. Add the second family only when it opens flying the first genuinely can't do — longer range, much larger capacity, or cargo riding a certification you already hold.
  4. Maturity. Upgauge where gates are tight and demand is proven. Keep enough cash uncommitted to bid in week 40 — bids are not held in escrow, so a winner who can't pay at the year tick loses the gates — and to answer an incursion in the same season it happens.
  5. Endgame. Stop buying for a future the world won't reach. Retire what you can't fill, hold the markets your network makes uncontestable, and let marginal territory go rather than defending it at a loss.

Further reading

The aircraft guides list every type in the game with its real in-game economics, category by category. Route economics covers how a contested market splits and how to price into it, rivals & alliances covers the diplomacy that decides who you have to defend against at all, and the strategy guide ties the whole game together.

Build Your Fleet — Play Headwinds →