COMPETITION

Alliances & partners

Alliances, codeshares, and letting other players help run your company.

Joining an alliance

An invitation to an alliance: join or decline; every alliance in the world

Alliances link their members' networks: passengers connect between members' flights, members sell each other's flights as codeshares, and revenue on shared journeys is split by distance flown. A small airline can feed a partner's long flights; a large one gains reach without flying everywhere. The most airlines in one alliance is a world setting.

Alliance shows invitations, with who sent them and when they expire, and every alliance in the world. Join, decline, or found your own.

An alliance

An alliance: members, leader, codeshares and invitations sent

The alliance page shows its members with their homes, brand and value; the leader can hand the lead on or expel a member. Codeshares lists who sells whose flights, one way or both. A member that leaves gives 30 days' notice, while connections and codeshares wind down.

Propose a codeshare chooses a member whose flights you sell as your own, and whether they also sell yours; it starts when they accept.

Inviting airlines

Inviting airlines: suggested airlines whose passengers can connect onto yours

The leader invites airlines. Invite airlines suggests your own other airlines and those based at airports you fly to, whose passengers can connect onto your flights.

Companies you control can connect passengers and sell codeshares between them as if allied. Airlines can also wet-lease aircraft with crews to each other; see Cargo & charters.

Help running your company

Letting a player help run the company in chosen areas

Under Shares & control → Governance, Add a player lets another player act for your company in the areas you choose: fleet, schedules, pricing, staff, finance, or airports and alliances. Shares, delegation and closing stay with you, every action is recorded, and you can take it back at any time. The game is still built for one player per airline.

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