Fleet Planning: The Right Aircraft at the Right Time

Fleet decisions are the biggest financial commitments you make in Tailwinds. This guide covers the lease-versus-buy question, old versus new generations, fleet commonality, and how your fleet should evolve from startup to global carrier.

The golden rule: routes first, fleet second

Never lease an aircraft and then go looking for something to do with it. Every aircraft should be the answer to a question your route map is already asking: "what's the cheapest machine that can fly this mission with seats I can actually fill?" Fleet planning done in the other direction — falling in love with a jet and hunting for routes to justify it — is how hangar queens are born. An idle or half-utilised aircraft still pays its full weekly lease and maintenance.

Lease or buy?

In Tailwinds, leasing costs roughly 9–14% of an aircraft's purchase price per year, charged weekly, plus a refundable deposit of twelve weeks' rent when you sign. Buying pays the full price up front. The arithmetic gives clear guidance:

Lease terms, renewals and buyouts

A new lease runs one year for a turboprop, eighteen months for a regional jet, two years for a narrow-body (and most other types) and three years for a widebody, at a rent fixed the day you sign. As a lease runs down, the aircraft card gives you three ways out: Extend Lease +1yr (free, at the same rent), Buy Out Lease (the aircraft's current value plus a 10% premium, less the deposit you already paid), or Return Aircraft — and an aircraft that goes back takes its routes with it. If you'd rather not watch expiry dates, tick Auto-renew leases on the Fleet screen: every lease is renewed for one, two or five years when it has four weeks left, at the rent it was signed at, and you can mark individual aircraft to let expire.

Ordering: lead times and bulk discounts

Nothing arrives the day you pay for it. Every aircraft, bought or leased, is an order with a delivery date: the first frame of a type takes twice that type's lead time, and each further frame of the same type follows one lead time after the last. Turboprops come quickest; jumbos are slowest — the first 747 or A380 takes ten weeks and each one after it five more. Order capacity for a new market before you need it, not the week the route opens.

Production lines: sharing the factory with your rivals

In a new game (unless you switch it off at setup), every aircraft comes off a factory line that you share with the rival airlines. Each family has one line (the 737NG, the A320neo, the 777 and so on) building a set number of aircraft a week: four for turboprops, three for regional jets and narrowbodies, two for widebodies, and one for jumbos, Concorde and freighter conversions. A line that builds up a long backlog speeds up a little. The rivals order off the same lines and wait for their aircraft just as you do. A rival opening a route, adding flights or moving to a bigger type orders the aircraft first, and the change happens when they arrive. If they book up the weeks you wanted, your aircraft arrive later.

Old classics vs. new generation

Almost every mission in the game has a budget option and a premium option: 737-800 or MAX 8, A330ceo or A350, CRJ or E2. The trade is always the same — the classic leases for much less, the new type burns meaningfully less fuel per seat. Which wins depends on utilisation and fuel:

How many types is too many?

Commonality in Tailwinds is counted in aircraft families (the 737s, the A320s, the E-Jets and so on), and it has a price. Every family you operate carries a fixed weekly maintenance-contract charge however few of them you fly, and each family beyond the first adds 2% to your pilot and maintenance overheads. Jet bases are certified family by family, and a reserve aircraft can only stand in for its own type. A practical progression:

  1. Startup (1–2 types). One regional type (turboprop or regional jet) and at most one narrow-body. Master the weekly loop with a simple fleet. The turboprop and regional jet guides cover the candidates.
  2. Regional carrier (2–3 types). Add a proper narrow-body workhorse as ring-two routes open. This trio can profitably serve most routes under 5,000 km.
  3. Going long-haul (3–4 types). One widebody family, chosen for your specific trunk missions. Resist collecting one of each — depth beats variety.
  4. Mature carrier (4–6 types). Maybe a freighter line, maybe a flagship for your densest trunk. By now you have the cash and the data to justify exotic additions — or to know you don't need them.
Tip: when two types could serve a route, deploy one from a family you already operate. Commonality is worth a few percent of theoretical efficiency.

Capacity discipline

The most expensive seats in the game are the ones flying empty. Signals to act on:

Planning the fleet's future

Your fleet ages, your network grows, and fuel prices wander — so revisit fleet strategy every in-game year or so. Questions worth asking on the review: Which types earn their keep per airframe? Is maintenance creep on older jets changing the classic-vs-new maths? Which leases are coming up, and which should I buy out instead? Does the next stage of the network (second hub, long-haul push, cargo) need a type I don't fly yet — and can I enter it with one aircraft, prove it, then scale? The airlines that fail in Tailwinds usually don't die of one bad decision; they die of a fleet assembled by accident.

Further reading

Every aircraft mentioned here is covered with full in-game stats in the aircraft guides. For the demand side of the equation, read route economics; for where those routes should point, hub strategy.

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