How Demand & Quality Actually Work
Tailwinds looks approachable on the surface, but underneath sits a full passenger-choice model: every week, simulated travellers weigh your fares, your product, and your schedule against every competitor on the route. This guide opens the hood.
The passenger's decision
Demand on a route isn't handed to the airline with the lowest fare. Each passenger segment scores every airline's offer with a utility model — roughly: quality weight × quality score − price weight × relative fare, plus a frequency term — and market share follows from those scores. The two segments weigh the ingredients very differently:
| Segment | Price weight | Quality weight | Frequency weight |
|---|---|---|---|
| Leisure | 1.8 | 0.5 | 0.4 |
| Business | 0.8 | 1.4 | 0.9 |
That asymmetry is the heart of airline strategy in Tailwinds. Leisure travellers chase cheap fares and mostly tolerate a spartan product; business travellers pay more than double the weight on quality and want frequent departures so they can fly when the meeting ends, not when the airline feels like it. A low-cost configuration and a premium configuration can both win — on different routes, against different rivals.
Beyond price, quality and frequency, a few more terms enter the same calculation. Your brand reach (awareness from marketing, reputation, loyalty and alliance membership) scales how strongly each offer pulls, a hub with many onward spokes adds a connectivity bonus, and lounges at either end lift your appeal to business travellers only. Secondary airports in a multi-airport city, and airports with perimeter rules on long flights, reach a smaller slice of the city's travellers. Loyalty members and a trusted brand also make your passengers less sensitive to price; a poor reputation makes them more so.
The quality score, factor by factor
Every route you fly carries a 0–100 quality score, recomputed weekly from how you actually run the airline. Nothing in it is a dial you set directly — each point is earned (or lost) somewhere in your operation:
- On-time performance (up to 30 points). Punctuality blends the morale of your pilots, ground staff and cabin crew — and suffers when you are short of crew or the fleet is worked too hard, while your own ground handling stations add a little. Push average utilisation past ~60% of the weekly block-hour cap and schedules lose the slack to absorb delays; idle spare aircraft quietly protect your punctuality.
- Customer rating (up to 28 points). Earned, not set. Passenger satisfaction drifts each week toward the experience you actually delivered — punctuality, crew service, cabin product, catering, amenities, fleet age — and your star rating follows it slowly in both directions. Cut service to save money and the damage arrives over the following weeks, then takes just as long to win back.
- Cabin product (−11 to +34 points). Seat quality (basic −6 to luxury +20) plus service quality (basic −5 to luxury +14). The basic tiers are a deliberate low-cost-carrier tradeoff: real weekly savings in exchange for a quality penalty.
- Fleet age (up to 20 points). A factory-fresh aircraft scores the full 20; the bonus erodes with age and hits zero around year 13. Cheap old jets save on lease and give it back here.
- Design age (era games only, down to −20 points). In a game that moves through the years, passengers also judge the generation of the aircraft, not just the airframe. A type pays nothing for its first 15 years in service, then loses a point a year, reaching −20 once the design is 35 years old. It counts calendar years since the type first entered service, so a brand-new 707 delivered in 1980 is still a 1958 design. Classic games are set in a fixed 2026 and don’t apply it. The aircraft market flags types that have dated, or will soon.
- Cabin space (up to +14 points). Floor space you deliberately leave unfilled becomes room per passenger. Business-class seats consume 1.5× the floor of an economy seat and premium economy 1.25×, so a premium-heavy or under-seated cabin is a real capacity sacrifice that passengers can feel. A lighter cabin also flies further — less payload means more fuel.
- Catering (bonus or penalty, scaled by distance). Meal service matters little on a 45-minute hop and a lot on a 12-hour ultra-long-haul. Your caterer counts too: a catering contract can add or remove a few points, and a budget supplier caps how lavish the meal can be.
- Ancillaries (up to ±15 points). Your airline-wide extras policy on the Ancillaries screen. Free or cheap extras lift the score; steep fees, or leaving out amenities passengers expect, drag it down. Wi-Fi only counts on aircraft that have it fitted, and lounge passes only where you have built a lounge.
- Ground staff & hubs. Well-paid, high-morale ground staff add a small bonus (poorly paid ones a penalty), and routes touching a hub you've invested in get a boost from that investment: from +3 at a focus city up to +20 at an international gateway.
Why quality is a strategy, not a virtue
Because the two segments weigh it so differently, quality is an investment with a return you can calculate. Against competitors, the business segment splits mostly on quality — a 70-quality product against a 50-quality rival takes a disproportionate share of the highest-yield passengers, and premium cabins only fill when the product behind them is credible. Meanwhile every quality point costs something: better seats cost capacity, better catering costs money per meal, younger fleets cost more to acquire, and punctuality costs spare aircraft and staff morale.
The result is that "maximum quality" is rarely the right answer — and neither is minimum. A regional leisure carrier flying dense cabins at rock-bottom fares can post excellent margins with a mediocre score, because its passengers weigh price at 1.8 and quality at 0.5. A business-heavy trunk route between financial capitals rewards the opposite build. Matching the product to the route's passenger mix is the actual game.
Where the demand itself comes from
Before any of this splits the market, the market has to exist. Route demand is gravity-based — populations, distance, tourism appeal, gateway effects and seasonality set the size of the pool, and connecting traffic over your hub adds to it. All the airports of one city share a single market, and air travel grows as the calendar moves on (in historical-era games it follows the period's traffic). The route economics guide covers that side in detail, and the hub strategy guide explains the network effects. For how rival airlines respond to your moves — including AI carriers that invest in their own cabins when profitable and cut standards when distressed — see competition & alliances.
Further reading
The aircraft guides carry per-type economics for every aircraft in the game, fleet planning covers matching frames to markets, the on-time performance guide explains the punctuality and compensation mechanics behind that 30-point band, and the glossary defines the terms used here.
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