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    FAQ/Strategy Guide by KChang

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                                  Airport Tycoon
                         Unofficial Strategy Guide and FAQ
                                  by Kasey Chang
                            released February 25, 2003
    0    Introduction
    This section is mainly about the FAQ itself and some legalese. You can read
    the most often asked FAQs at the end of this section, or skip right to [1]
    for the "stuff".
    "Airport Tycoon" is also known as "Airport Inc." and "Air Mogul". So you
    may see it listed under those names as well.
    This FAQ is NOT about "Airline Tycoon", a very similar sounding game from
    Monte Cristo.
    Airport Tycoon 2 is already in stores, but this FAQ is about the original.
    A lot of the terms used in the game are in British English and not
    translated in the game. I'll try to translate them for you later in the
    sections, but the original terms will be used. In most cases, you can guess
    at what the terms are. "Long-stay Parking" is Brit-speak for "Long-Term
    Parking", and so on.
    If you like the FAQ, send me $1.00. :-)  See 0.3
    This is a FAQ, NOT a manual. You won't learn how to play the game with this
    document, and I'm NOT about to add it to ease the life of software pirates,
    no matter how old the game is.
    Some of you may recognize my name as the editor for the XCOM and XCOM2:
    TFTD FAQ's, among others.
    If you don't care about all these verbiage (it's mainly for people who want
    to redistribute the guide) you can jump right to the end of this section
    and read some of the FAQs.
    If you like the FAQ, send me $1.00. :-)  See 0.3
    This USG should be available at Gamefaqs (http://www.gamefaqs.com) and
    other major PC game websites (such as gamesdomain.com, gamespot.com, etc.).
    I only release it to Gamefaqs, so they would always have the latest. If you
    get it from anywhere else, beware that it may NOT be the latest and
    greatest version.
    To webmasters who wish to archive this FAQ on their website, please read
    This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2002-3, all
    rights reserved excepted as noted above in the disclaimer section.
    This document is available FREE of charge subjected to the following
    1) This notice and author's name must accompany all copies of this
    document: "Airport Tycoon Unofficial Strategy Guide and FAQ" is copyrighted
    (c) 2002-3 by Kasey K.S. Chang, all rights reserved except as noted in the
    2) This document must NOT be modified in any form or manner without prior
    permission of the author with the following exception: if you wish to
    convert this document to a different file format or archive format, with no
    change to the content, then no permission is needed.
    2a) In case you can't read, that means TXT only. No banners, no HTML
    borders, no cutting up into multiple pages to get you more banner hits, and
    esp. no adding your site name to the site list.
    3) No charge other than "reasonable" compensation should charged for its
    distribution.  (Free is preferred) Sale of this information is expressly
    prohibited. If you see any one selling this guide, drop me a line.
    4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it
    is plagiarism.
    5) The author hereby grants all games-related web sites the right to
    archive and link to this document to share among the game fandom, provided
    that all above restrictions are followed.
    Sidenote: The above conditions are known as a statutory contract. If you
    meet them, then you are entitled to the rights I give you in 5), i.e.
    archive and display this document on your website. If you don't follow
    them, you did not meet the statutory contract conditions, thus you have no
    right to display this document. If you still do so, then you are infringing
    upon my copyright. This section was added for any websites who don't seem
    to understand this.
    Gamers who read this guide are under NO obligation to send me ANY
    However, a VOLUNTARY contribution of one (1) US Dollar would be very
    If you choose to do so, please make your US$1.00 check or $1.00 worth of
    stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San
    Francisco, CA 94118 USA".
    If you don't live in the US, please send me some local stamps. I collect
    stamps too.
    PLEASE let me know if there's a confusing or missing remark, mistakes, and
    thereof... If you find a question about this game that is not covered in
    the USG, e-mail it to me at the address specified below.  I'll try to
    answer it and include it in the next update.
    Please do NOT write me for technical support. That is the job of the
    Please do NOT ask me to send you a list of controls, the manual, etc. If
    you borrowed the game without borrowing the manual, blame your own
    stupidity. If you bought the game without a manual, blame your own
    stupidity. If you copied the game without copying the manual, you're not
    only scum, but STUPID scum.
    Please do NOT ask me to answer questions that have already answered in this
    FAQ/guide. It makes you REALLY idiotic.
    I will NOT answer stupid questions like the ones above unless I'm in a
    really good mood. If you send questions like that, do NOT expect a reply.
    The address below is spelled out phonetically so spammers can't use
    spambots on it:
    Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-
    Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike
    To decipher this, simply read the first letter off each word except for the
    numbers and the punctuation. This is "military phonetics" or "aeronautical
    phonetics" in case you're wondering.
    This document was produced on Microsoft Word 97, with some notetaking on a
    Handspring Visor with the Targus foldable keyboard. Some editing was done
    with Editpad (editpadclassic.com).
    0.5    THE AUTHOR
    I am just a game player who decided to write my own FAQs when the ones I
    find don't cover what I want to see.  Lots of people like what I did, so I
    kept doing it.
    Previously, I've written Unofficial Strategy Guides (USGs) for XCOM,
    XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing
    Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3
    Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed:
    Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet
    Command Volume II, and a few more.
    Most of them should be on http://www.gamefaqs.com, the biggest FAQ site
    To contact me, see 0.4 above.
    Airport Tycoon is was made by Krisalis, a company in UK, which is
    unfortunately out of business.
    Airport Tycoon is distributed in the US by Take 2
    (http://www.take2games.com), with technical support handled by Talonsoft.
    (http://www.talonsoft.com) A budget edition is distributed by Take 2's
    budget division, Globalstar. (http://www.globalstarsoftware.com)
    This guide is NOT endorsed or authorized by any companies mentioned above.
    There is no warranty for this unofficial strategy guide. After all, it
    depends on YOU the player.  All I can do is offer some advice.
    12-AUG-2002    Initial Release
    25-FEB-2003    Second release, updated building notes, added scenario
                   notes, added sequel notes
    Q: Can you send me Airport Tycoon (or portions thereof)?
    A: No. If you can't spend $10 (or less) for a game, you have no business
    playing a game.
    Q: Can you send me the manual (or portions thereof)?
    A: That's a portion of the game.
    Q: Can you tell me how to play the game?
    A: Read the manual.
    Q: How many CD's are there?
    A: Just 1.
    Q: What are the keyboard shortcuts?
    A: Look in the "options" screen
    Q: The program tells me I need a tower but I don't see a tower in the build
    A: The additional items appear on Jan 1, 1970. Your clock starts at Dec 31,
    1969, 1600 hours.
    Q: Why can't I add things inside the terminal?
    A: You need to be in "Hard" difficulty level.
    Q: What is the maximum amount of contracts I can have?
    A: Someone said 400, but I'm not sure whether that's TOTAL, or just
    business (retail) contracts.
    Q: How many terminals can I have?
    A: Maximum number of terminals is FOUR (4).
    Q: How many runways can I have?
    A: Maximum number of runways is FOUR (4)
    Q: Is there multiplayer?
    A: No. Multiplayer is NOT possible with AT.
    Q: What are the difficulty levels?
    A: Easy, Medium, and Hard. Easy gives you plenty of credit and initial
    budget, while Hard has minimal credit and smaller initial budget.
    Q: How do I get airline master contracts?
    A: Just wait. If you have the right facilities, they'll come.
    Q: How do I know if I have the right facilities?
    A: Build the admin building and find out. In "failed contracts", you'll see
    each contract and why it failed. Basically, it means you are missing a few
    facilities. However, keep in mind that if you're already short on money,
    building the admin building, at $2 million, will kill you that much faster.
    Q: How do I get business contracts?
    A: If you mean inside the terminal, you need a "retail area". If you mean
    outside, just wait. When your passenger terminal handled a couple million
    passengers, hotels and petrol (gas) stations will beg you to let them
    operate on your grounds.
    Q: How do I cheat?
    A: There are no cheat-codes, but they may be a "trainer" or two. See final
    Q: Is there a sequel?
    A: The sequel, Airport Tycoon 2, is already out in stores (As of Feb 2003).
    1    Game Information
    Airport Tycoon is a simulation of building and running an airport near a
    major city. From an empty plot of land, you must build terminals, arrange
    for parking, runways, support structures, and so on. You then make money
    from the landing fees and so on.
    As airport starts running, you need to negotiate contracts with the various
    businesses, including airlines, maintenance companies, caterers, cargo
    handlers, concessionaires, parking, taxi, railroad, and much more. You may
    even get hotel contracts, gas station contracts and so on.
    Airport Tycoon is a serious simulation under the 3D veneer. However, the
    interaction between 3D and 2D sections is difficult to explain. That is
    where this guide comes in.
    Airport Tycoon is NOT "Airline Tycoon", a similar game also published by
    Globalstar. Airline Tycoon is about running an airline that determines what
    cities to serve, what planes to use, and so on. Airport Tycoon runs a
    single airport.
    Krisalis, a UK company, created Airport Tycoon. They were originally at
    Krisalis.co.uk, but tey appear to be out of business, and the website is
    The original name for this game was "Air Mogul". In fact, when you install
    Airport Tycoon, it calls ITSELF "Air Mogul". In Europe, it was also known
    as "Airport Inc.".
    Airport Tycoon is published in the US by Take 2 Interactive.
    Talonsoft handles technical support for Airport Tycoon in the US.
    Globalstar, the "budget" division of "Take 2", also publishes Airport
    Tycoon in jewelcase format. (http://www.globalstarsoftware.com)
    From the README file...
      Windows(r) 95, Windows 98
      Pentium 200+
      16 MB free system RAM
      300 MB (uncompressed) of free hard disk space
      4MB Direct X compatible graphics card
      4x CD-ROM drive
      Direct X compatible sound card
      Mouse, keyboard
      DirectX 6 or higher (DirectX 7 supplied on game CD)
    The game will use GLIDE (i.e. old Voodoo series cards) if it detects one.
    Else it will use D3D. However, 3D card is not required.
    Please note that Windows NT is NOT supported. Any info you have on NT
    compatibility would be appreciated.
    There is NO report of XP compatibility, so if you got it working in XP,
    good for you.  Let me know if you had to do anything special. See 0.4
    There was supposed to be two patches for the European version. No patches
    for the American version.
    Krisalis, maker of the game, is out of business, and their website in UK is
    No demo is available. The game is so cheap now you can give it a try.
    Sunstorm Interactive has created Airport Tycoon 2 for Take 2. However,
    Sunstorm is apparently now out of business. Check Take 2's website for more
    information about the sequel.
    Visit your local software retailer. Airport Tycoon is probably in the
    bargain bin "jewelcase only" section.
    That game from Monte Cristo is about simulating a single AIRLINE (United,
    American, Delta, Southwest, etc.), not an airport. It has its own
    challenges, but not related to Airport Tycoon.
    2    What do you DO in the game?
    You basically do five things: build airport structures, build support
    structures, manage terminal, arrange transportation, and negotiate
    contracts. The trick is to do all these without going bankrupt, and to put
    everything close to things where they need to go so things can be done
    Airport structures are the bare necessities for an airport to operate,
    which basically means runway, passenger or cargo terminal, plane stands,
    taxiway, tower, and fire station.
    You also need some aprons for the support vehicles to run on, then a road
    leading to the terminal.
    Airport needs support. If you have passenger traffic, you need turnaround
    (catering and such). You also need "airport maintain". If you want larger
    planes to land, you need to add "plane maintain". if you want more planes
    to land, you may need "medium tower" and more runways. Don't forget police
    stations to keep the skies safe from scum.
    The terminal itself must be managed. The plane stands should be as close to
    the terminals (passenger or cargo) as much as possible. The terminal itself
    (inside) should be laid out as logically as possible with plenty of room to
    add things later, if you're playing in HARD mode.
    Obviously, if no one can get to your airport, your airport is useless.
    Therefore, access is needed.
    In AT, there are only two transportation methods: road, and railroad. Some
    terminals have a "subway area", but that comes late and is extremely
    expensive. It's also a "built-and-forget" area... Just build it and don't
    worry about it.
    Initially you can forget about the railroad. Just connect the road to the
    terminal and you're all set.
    You will also need to add some long-stay parking. You can keep those quite
    far from the terminal itself.
    Later some airlines may require short-stay parking, taxi-stand, bus stops,
    and so on.
    When you get a contract, you can negotiate the price. Usually the
    vendors/airlines will lowball your initial request. If you just accept it,
    you make less money. What you can do is decide to accept or reject
    individual items, then send the whole contract back and see if they want to
    renegotiate. You make more money this way.
    However, don't send them back twice. They give up after rejecting their
    offer twice.
    You start with a fixed amount of money, and you have a slight credit line,
    known in the game as "overdraft limit". If you exceed that, you go bankrupt
    A lot of these airport buildings cost a LOT of money. Some expensive
    terminals cost like 12 million. A "plane maintain #1" cost 5 million. Most
    of the buildings cost several million.
    The trick is build it JUST as it is needed, and not before.
    3    Understanding Airports
    Running an airport is more than just pluck down a runway, build a terminal,
    connect the roads, and watch money flow in. Bottlenecks can be everywhere,
    and it is up to you to smooth things out, keep things running as smoothly
    as possible.
    Basically you need to "satisfy the customer", and that basically means
    three things: satisfy the airlines, satisfy the pilots, and satisfy the
    passengers. Eventually, you'll get to "satisfy all the contracts", but
    that's later in the game.
    The airlines want to be served well. They want the planes to be maintained,
    refueled, and all that. If they want dedicated terminals, counters, or
    cargo facilities, you need to give them that as well.
    They also want adequate fire and police protection, among other things.
    Having the admin building will tell you why other airlines have not signed
    a contract yet. Then you must fix it! Unfortunately, Admin building only
    tell you about ONE thing per airline at a time. If the airline wants TWO or
    more things, you will need to wait another year or two to find out.
    Most airlines are looking for certain structures. For example, some will
    want Plane Maintain #1, Taxi Stand, Short-Stay Parking, etc.
    After that, watch your reputation. Low reputation can cause airlines to
    leave, among other things.
    The pilots basically want to spend the minimum amount of time on the
    ground. If your taxiways are not long enough for the planes to taxi, or the
    planes must use the runway itself to taxi, the pilots will complain.
    In general, you need a taxiway parallel EACH runway. Connect the taxiway to
    the runway every 1000 meters. On a 1000m runway, that means both ends. On a
    2000m runway, it means both ends, and the middle. On a 3000m runway, both
    ends, and two in the middle for total of four.
    The taxiway then must reach the "plane stands" so the passengers can
    disembark and board. Try to have multiple paths as well.
    Using the short-section taxiways allows the planes to "stack". One plane
    can wait in each section so you can you can "queue" the planes together.
    The pilots will also complain if the turnaround is too slow, or they are
    not getting refueled fast enough. That is mainly caused by bad placement of
    turnaround and plane-maintain. Those structures should be placed next to
    aprons, NOT directly on the taxiway. Those vehicles need their own room to
    move around.
    The passengers want to speed through the lines, be it check-in, security /
    customs, or the concessions. So make sure you have enough of each to
    satisfy their needs.
    You will be notified when you are running out of check-in desks. So add
    some when you can.
    Passengers also want a variety of other things, like photo booths, vending
    machines, luggage carts, and so on. The "pager" will warn you of those
    shortages. So add some more.
    Passengers worry about reputation of your airport. If a couple bombs go
    through, your reputation will take a SERIOUS hit, and some airlines may
    pull up stakes and leave.
    Once your airport is popular outside businesses like hotels, gas stations,
    and more will BEG to be near your airport, and will pay $$$ to do so, both
    initial fee and yearly rent. Of course, you'll need to connect them to the
    airport, and make sure they get enough business.
    The aprons are needed for the airport vehicles to move around. This is in
    addition to the taxiways. Remember, only ONE vehicle on each section at one
    time. If a plane is on it, the vehicle cannot use it. Try to give the
    vehicles alternate routes as well.
    Roads are needed to the long-stay (long-term) and short-stay (short-term)
    parking lots, and maybe an extra taxi-stand. You also need bus stands
    and/or rail station when appropriate.
    4    How to Start
    In general, you would want your airport to have at least "3 planes" worth
    of traffic, both domestic and international, as a good introduction. If you
    have more than that, that is good, but the land prices may be high.
    Watch the cities for certain problems. For example, Phoenix has extremely
    high temperatures, while Miami has a lot of bad weather.
    Watch the "weather" icons at the bottom. Hold the cursor over to button to
    see what each of them actually mean. Each of the icons can be in any of the
    5 states: zero, 25%, 50%, 75%, full. Consider the weather before accepting.
    Some cities are prone to earthquakes, but that's not shown on the map. You
    won't see it until you accept the city.
    You have three choices... Close, Medium, or Far.
    The Close choice is expensive, and it also forces you close to the city's
    buildings (if any).
    The Medium choice is a good compromise between cost and distance.
    The Far choice is cheap, but is pretty far from the city, and may have poor
    road acces.
    In general, the "medium choice" is good enough. However, look at the land
    cost before continuing. Also consider the various hazards or problems if
    Sometimes, medium/far may include "poor road access" as a problem.
    There are several approaches. I personally buy something in the middle, a
    wide strip.
    Chris Hillcoat adds: Buy one square of land at the edge. This will be your
    access square and you can put long-stay car parks, admin buildings and the
    like there. Then buy a 2x2 or 3x3 block in the middle. This is so that when
    the computer buys up the land around the edges, it will not obstruct your
    main building area, ie. for longer runways and more terminals, etc.
    I like Chris' idea. Though I would like to amend that to a 2x3 block
    instead. Assuming upper-right is "north", 2 wide east-west and 3-wide north-
    south is good. That should be enough to fit in a nice terminal, a 2000m
    runway, and all the taxiways you need, with rooms for the support
    structures. This section should be touching that square at the edge.
    When you expand, you can go east or west.
    Optioning the land basically means you can make sure no one else will buy
    them by paying a fee to hold the land. While it's relatively cheap, you
    don't have revenue to buy them for the next several years. So you have to
    use a long-term option. This may deplete your initial funds. While you do
    have quite a bit of credit line available for expansion, it's best not to
    dip into it too much.
    If you do want to reserve the land, I would suggest a 3 to 4-year option.
    If your airport will make it, it should make it in 3 to 4 years. The cost
    is relatively minor.
    You can create a cargo airport, a passenger airport, or a hybrid airport.
    While passenger traffic yields more money, cargo airport is much easier to
    maintain, at least initially.
    I would suggest you start out with a cargo airport. The cargo facility is
    cheaper than a terminal, and requires less auxiliary structures (parking,
    The minimal airport means you need a cargo facility or a terminal, and a
    runway, and a tower, and a couple long-stay parking places. However, you
    can only plop down a terminal and a runway first. The rest you must "start
    construction" (scissors cutting ribbon icon) to see.
    After that, wait until the Jan 1, 1970 comes around. Slow time down to
    slowest, then start connecting the airport together and pluck down the
    control tower and the fire station. Connect the roads, and you're ready for
    business! So open the runway, and increase speed again to medium or medium-
    fast, and wait for the contracts to come in.
    Initially, you will be losing money every month until you have enough
    contracts to break even. That's why you should NOT dip into the overdraft
    much... You need it to cover your monthly expenses until you earn enough to
    offset the losses.
    You do NOT need a "plane maintain" at first. While this limits you to the
    shorter-distance carriers, it also saves you from being bothered about slow
    and unreliable refueling. You can save that 5 million to be used later.
    You also do NOT need the Admin building at first. Only build it when you
    get warned about your staff being overworked on paperwork.
    Do NOT use more than half of your credit line (i.e. overdraft). Your banker
    will yell, but as long as you don't use more than half your airport should
    run fine and you'll make up the money later. As running out of money ends
    your game immediately you would want to avoid that.
    5    Airport Design
    Most airports tend to look a bit alike, because the general design works.
    The terminals usually form a U-shape, or are in a row, thus giving you
    maximum number of jetways to planestands. Use the pre-fab terminals to
    start. You can customize later.
    It's best to plant the planestands next to the terminals. Jetways don't
    become available until  December of 1979, but it's best to be prepared.
    You need a set of taxiway to touching the planestands. Eventually you'll
    link this to the runway and taxiway, but that's later.
    On the opposite side of this "taxiway", put the turnaround. A good rule of
    thumb is each will serve about 4-5 planes. If you have more planestands
    than that, add more turnarounds.
    Remember to leave enough room for the "plane maintain" building when you do
    want to add it.
    The other side of the terminal (inside the U) is used for the roads, and
    perhaps the short-stay parking garage (maybe the train station).
    The long-stay parking would be quite a bit further away. Probably near
    where the road enters the plot of land you're using. Four of them is good
    enough to start. When you receive note about them being full, then add
    another two to four at a time.
    You do NOT need a short-stay parking initially. Add it when someone demands
    You would then start building taxiways, aprons, then runways. This allows
    you usually to have runways on three sides (with the highway/railroad on
    the fourth side). With parallel runways, you can have four runways easily.
    Build a taxiway parallel the entire runway, with turnoff at three or more
    places, beginning, end, and every 1000 meters. .
    Link the taxiway back to the taxiway next to the plane stands.
    One trick to note: the planes WILL taxi on aprons if taxiway is in use and
    apron is wide enough. However, each plane will occupy only 1 section of the
    You may want to place an "airport maintain" near each runway. They cut down
    on "bird strikes".
    You may also want to add a tower and a fire station at each runway.
    Add at least TWO police stations, and set both to CAUTIOUS. You don't want
    ANY bombs to get through, even if you have to slow the passengers down.
    6    Building Tips and Explanations
    Krisalis is no longer around, but here are some tips they once provided on
    their website.  I've prettied them up a bit, Americanized the spelling, and
    numbered them. I also added a few notes.
    6.1   TAXIWAYS
    KRISALIS: Your planes need to get from the runway to the plane stands. Use
    taxiways to connect these up. Connecting taxiways to both ends of a runway
    will shorten taxiing times and reduce delays.
    KC: Add taxiway to every 1000 m of runway. Small planes don't need the
    whole runway and will taxi off at the nearest cut-off, making the runway
    available for something else.
    The sections each can contain one plane, so you can see quite a few planes
    "lined up" in the queue to take off.
    6.2   APRONS
    KRISALIS: Aircraft support vehicles cannot use taxiways while planes are
    using them. Building aprons will allow support vehicles to move more
    quickly around the airport.
    KC: The planes WILL use the aprons if the taxiways are blocked and the
    aprons are wide enough. If you're extremely short on money, aprons can be
    used as a temporary taxiway.
    Aprons should be at least two-wide, and line both sides of the taxiways.
    6.3   RUNWAYS
    KRISALIS: Runways are essential to an airport. A small runway will get your
    airport "off the ground," so to speak. Remember though that the only planes
    that can land on a small runway will not be able to carry many passengers
    and will have a short range. Also bear in mind that if you do not offer a
    refueling service a plane has to get from its departure point and back
    again on one planeload of fuel, limiting it's range even further.
    KC: Consider starting with the short runway at first. Initially you need to
    pinch every penny and that extra million you saved by using a short runway
    can mean the difference between success and failure. When you have an extra
    6-7 millions dollars (enough for the new 2000m runway and plane-maintain)
    it's time to add the long runway and plane-maintain so you can attract the
    bigger airlines.
    If you squeeze your budget carefully, you CAN make an airport work with a
    2000m runway to start. However, having both a 1000m runway and 2000m runway
    helps you to segregate the traffic... The small planes will use the short
    runway, and the larger planes use the longer runway, and so on.
    KRISALIS: Your control tower is responsible for guiding aircraft through
    final approach, takeoff and ground movements. The smallest control tower
    can safely handle up to 12 planes per hour whilst the largest is good for
    50, but as the towers approach their limit the chance of danger increases,
    especially during poor weather.
    Not all planes will arrive exactly at their specified time. If more than
    planes expected arrive in the vicinity the control tower will put them into
    holding patterns without any interference from you, but delays do upset
    passengers somewhat, and the larger the airport the bigger the opportunity
    for delays.
    Setting the control towers attitude to 'reckless' will mean less delays as
    the control tower tries to get planes landed faster by flying them a little
    closer together. Of course the chance of catastrophe increases if you take
    this action. Setting the attitude to 'careful' will mean that the control
    tower will play things very safe.
    This is a good policy if your airport is getting busy and you are worried
    that your tower may be unable to cope, in times when funding maybe a
    problem, or in areas with frequent bad weather.
    KC: You can have multiple towers. In general, you should add one tower per
    runway. Calculate the number of flights you have and check how many towers
    you got.
    KRISALIS: The plane maintenance building contains your re-fuelling
    contractors, plane steps, passenger transit vehicles and baggage trolleys.
    There are several advantages to building plane maintenance buildings.
    Firstly, the fact that you can offer refueling services increases the
    number of potential destinations as airlines can refuel at your airport
    rather than getting from the departure point and back again on one fuel
    Secondly, you have the potential to make some profit on the refueling
    charges. By negotiating favorable terms for refueling with the airlines you
    can make money on each planeload of fuel. There are a number of fuel
    vendors you can choose from and, generally speaking, the price you pay for
    aviation fuel reflects the service you get.
    Although the oil companies offering cheaper fuel can handle all the work at
    a smaller airport they will soon get snowed under as the airport grows or
    starts to get busy. Larger plane maintenance buildings open up
    opportunities to sign up more prestigious oil companies.
    When airlines are considering using your airport as a hub for their
    operations they will require good maintenance facilities to keep their
    fleet in the air.
    KC: Add those later, when you have the money. You don't need them, at least
    Despite the description, the ONLY THING coming out of "plane maintain" is
    the refuel tanker. Everything else (plane steps, baggage trolleys, and
    passenger bus) comes out of turnaround.
    KRISALIS: The turnaround building contains the cleaning department and
    catering sub-contractors for your airport. The larger the turnaround
    building the larger your choice of caterers will be.
    You pay for the in-flight meals on a per passenger basis, but do charge the
    airlines. During the contract negotiation phase you arrange how much the
    airline will pay for a catering service, so whether you choose a cheaper
    caterer to go for profit, or provide decent meals as part of the service
    for happier airlines and passengers is up to you.
    KC: In general, hire the best caterer available in the best option. Try to
    make a modest profit (say, 0.25 dollars) per passenger, but don't let the
    airline push you too far either. If you select 4 per passenger, they may
    offer you 2. If the caterer is 2.4, you will lose money. Of course, you can
    make them back through other means, but keep that in mind as you go.
    6.7  JETWAYS
    KRISALIS: More expensive than a normal plane stand, the jetway, or
    "airbridge" as some people prefer to call it, will keep your passengers
    warm and dry. In the overall scheme of things, replacing plane stands with
    jetways will not transform the happiness rating of your customers
    overnight, but they will appreciate the shelter that a jetway affords. This
    item can only be built adjacent to a two-story terminal building.
    6.8   PLANE STANDS
    KRISALIS: All aircraft need a dedicated parking area so that passengers can
    disembark and the aircraft be serviced. If possible place the stands
    adjacent to the terminal. With larger airports it may not be possible to
    place stands next to the terminal, in which case your passengers will be
    ferried via passenger transit vehicles supplied with the plane maintenance
    The number of plane stands you posses is directly linked to the number of
    planes that can be on the ground at one time. If all of your plane stands
    are full for part of the day a line will appear in the flight slot table to
    show that these slots cannot be used unless more stands are built.
    KC: You can add plane stands that are nowhere NEAR your terminals. They
    look odd, but they work.
    KRISALIS: The administration building will help with the smooth running of
    the airport. It houses the sales department who will work hard to bring in
    valuable contracts with airlines and will report on the reasons why some
    companies will not use your airport.
    Once your airport is up and running you will need admin facilities to
    handle the paperwork generated by airlines, caterers, refuelers, passengers
    and cargo consignments. The busier your airport gets the more facilities
    you will need. Indeed, not having enough facilities will prevent your
    airport from growing, as nobody will have time to chase new business or
    deal with requests from new airlines. You can build larger admin facilities
    as they become available, or build multiple buildings.
    KC: Again, don't build them until you really need them. While they DO help
    bring in the contracts, at 2 mil each they are NOT cheap.
    KRISALIS: All airports must have a fire department. Place your fire station
    on a taxiway or apron so that response times are minimal.
    Airport fire station #1 provides the bare minimum of cover, containing a
    fire officer and some basic fire fighting equipment.
    Airport fire station #2 houses a fire engine and some basic fire fighting
    Airport fire station #3 contains 2 fire engines and equipment to deal with
    most emergencies.
    Airport fire station #4 has 3 fire engines and equipment to deal with any
    KC: Consider adding one fire-station every two runways, and one for every
    terminal for optimum response time. When you have enough money, of course.
    KRISALIS: An airport police department will help to reduce crime at an
    airport, whether it be petty crime in the terminal or more serious stuff.
    The larger the building the bigger the police presence will be. Also
    multiple police buildings will increase the crime fighting effect.
    You can also instruct police on how strict their behavior should be. Laid
    back lawmen may be appreciated by the public for a while, but only until
    the pickpockets move back in. Likewise, if you are a bit short of cash and
    need to ensure your airport is well policed on limited resources then by
    all means ramp up the attitude, but do not be surprised if passengers
    resent the heavy-handed approach.
    KC: Set them all to cautious or careful. Letting a bomb get through will do
    MUCH worse to customer satisfaction than the slight "minus" you get from
    the slightly heavy-handed approach.
    KRISALIS: Passengers will be pleased if you provide some medical services
    for them, especially if it's free! Infirmary 1 supplies first aid
    facilities. Infirmary 2 supplies a good variety of medical treatments.
    KC: Just remember you don't get this until VERY modern days.
    KRISALIS: Almost all carriers will prefer your airport to handle cargo, and
    you will earn good revenue for doing so. Indeed, it is possible to run a
    cargo only airport. As well as general cargo you have the opportunity to
    handle perishable goods in cold storage, and animals in a livestock
    Each plane that comes in will use part of the cargo building, with cargo
    only flights taking up more space. The current utilization percentage of
    each cargo building is detailed on its property screen. The larger cargo
    buildings have twice the capacity of their smaller equivalents.
    KC: Remember which facility is the "last" one you plucked down. When that
    one gets to 80% or more, it's time to add new ones.
    KRISALIS: If you are thinking of connecting your airport up to the railway
    network you had better build a railway station at the end of the line. Make
    sure you build it close to your airport. If passengers to have to lug their
    suitcases a long way, they will only get upset.
    Building a train station will encourage more passengers to travel to your
    airport by rail and may alleviate traffic congestion problems.
    Train station #1 can handle up to 1,000 passengers an hour and Train
    station #2 can handle up to 3,000 passengers an hour.
    KC: Consider forming sort of "transit hub" using your terminal, a taxi
    stand, the train station, a bus station, and a short-stay garage al
    together in a very close area.
    6.15  BUS STOPS
    KRISALIS: If you do not build bus stops all buses will have to use the drop
    off point at your terminal entrance. This may be okay while your airport is
    very small, but sooner or later you will have to build a bus stop. As your
    airport grows multiple stops may be required.
    Remember to place them near the terminal entrance, passengers laden down
    with luggage do not like to walk far!
    KC: You'll be warned about not enough bus stops. Just add some more in
    strategic locations. I don't think the actual placement matters that much.
    6.16  TAXI RANKS
    KRISALIS: Give the taxis somewhere to park and the passengers somewhere to
    wait. You can also introduce a surcharge on the taxis, a great way of
    improving your income!
    KRISALIS: VIP's may wish to arrive and depart from your airport via private
    helicopter, providing you with extra revenue.
    KRISALIS: Make sure that you have enough places for your passengers to park
    their cars. Passengers will be ferried to the airport terminal by mini-
    buses supplied with the car park, so you need not worry about placing long
    stay parking near the terminal entrance.
    Car parks provide an opportunity to raise revenue, but overcharge and
    you'll soon have the customers complaining.
    KC: IN fact, keep the long-stay (long-term paking) as far as from the
    terminals as possible. Figure 2 to 4 dollars a day is good.
    KRISALIS: Airport meeters-and-greeters and businessmen flying off for a day
    trip will not mind paying a bit more for their parking, as long as it's
    close to the terminal.
    KC: As mentioned before, use a "transit hub".
    KRISALIS: The terminal-entrance, in addition to letting passengers enter
    the terminal, also contains a vehicle drop-off point. Busses and taxis can
    use this drop-off point until things start getting busy after which you'll
    be better off building taxi ranks and bus stops.
    KRISALIS: Plane enthusiasts will flock to your airport if you provide this
    plane-spotting paradise. Passengers will be happier too - it gives them
    something to do if they have turned up too early for their flights.
    Spectator gallery #1 will hold up to 100 people. Spectator gallery #2 will
    hold up to 750 people.
    KC: Remember, this becomes available quite late. Don't worry too much.
    6.22  SCENERY
    KRISALIS: Passengers will be happier if your airport does not resemble one
    large grey monolith. Pretty the place up with grass, flowers and trees.
    KC: Good place to do this is near the terminal entrance.
    7    Terminal Interior Design
    Terminal interior design is a MAJOR exercise in itself.
    NOTE: On EASY or MEDIUM level, you CANNOT build specific enhancements
    inside the terminals.
    A basic terminal has these following areas: (some areas become available
      ú    Check-in area -- touching the entrance, funnel through security
      ú    Security area -- all must go THROUGH security to read the departure
         and gate
    ú    Baggage area -- next to arrival area is best, but OUTSIDE security
    ú    Retail mall -- either create a LONG STRIP, or dedicate a whole
    room/floor to it. Best to force people to walk past/through it to get to
    where they're going.
    ú    Gate area -- this is the section that should touch the jetways or
    such. They should be a thin section touching the outside wall.
    ú    Arrivals hall -- same idea... wait here for the arrivals
    ú    Departure lounge -- bench seats for the departure passengers to wait
    at. Should be next to the gates.
    ú    Information area -- info kiosk area... next the entrance is best.
    ú    Entrance area -- your main door
    ú    Subway area -- allow you to get more throughput, near the entrance is
    good. Outside security!
    ú    VIP lounge -- some airlines may require it, inside security, inside
    departure lounge
    ú    CrŠche area -- children's area, inside departure lounge
    ú    Prayer room -- chapel, inside departure lounge
    ú    Toilet area -- you know what... both inside and outside
    ú    Corridor -- self-explanatory
    When's the last time you have been to an airport? Did you notice how the
    terminal itself is laid out?
    When you walk into the terminal, departure level, you come to the check-in
    desks, with some restrooms, and information area. You may also notice
    "subway area" (train station), and some retail area here as well.
    Once you've checked in, you come to security area.
    After you have passed through security, you are in the departure area.
    Surrounding the departure lounge would be the gates. The VIP lounge would
    be here also, as would more retail area, information area, and so on.
    You'll also need "Creche Area" (children room) here. And of course, add
    more toilets.
    When you arrive, you walk from the gates to arrival area, back through
    security (this time, going OUT) then to baggage claim, and finally out to
    Once you've laid out your terminal, check your entrances. Are you SURE
    there is NO WAY any one can move from the entrance to the gates area
    WITHOUT having to go THROUGH security area?
    This is especially critical if you have a two-story terminal. There are two
    entrances on the top floor (stairs) and one entrance at the bottom floor.
    Consider the individual area doors. It is best if those doors line up
    DIRECTLY on each other, no offset. While it is difficult, do try. It makes
    your airport far more efficient and easier to add items if you do it this
    The reason for doing so is the sim considers the path of the passengers
    from door to door, and won't let you put things in their way. If your doors
    do not line up exactly, you wasted area that could have been used to add
    more desks, more chairs, more carts, and what-not.
    Remember, you can't add these improvements if you are playing in EASY or
    MEDIUM mode. The specific improvements can only be added in HARD mode.
    The actual arrangement is NOT a factor. ONLY the numbers count. However,
    it's better to line them up and make it look nice... It's your airport.
    ALSO, you cannot add anything in the middle of a "passthrough path", which
    basically is the path from one door to the other door in the room.
    NOTE: To add terminal improvements, click on "select terminal area", then
    click on area you want to add items to. Then the things available to be
    built will appear on a separate 'tab'.
    NOTE: Not all things will be allowed in all areas, and not all items may be
    available initially!
    Cart stops -- you need them ALL over the place... inside AND outside of
    security, but esp. around the baggage area. You need some around the gates
    as well. You'll get warnings about areas being short on the carts.
    Escalator -- needed if you have a two-story terminal, but keep them OUTSIDE
    Travelator -- those moving walkways, you know? horizontal escalators?
    Useful in very long terminals, great for long corridors. On the other hand,
    if you have a 2-wide or 3-wide corridor you may as well put a retail
    section in there.
    Drinking fountain -- all over the place, probably near rest rooms are the
    Photo booth -- retail area, or all over. You should get notice about not
    having enough.
    Information monitors -- departure and arrival lounge, and in the corridors.
    Next to each entrance is also good.
    Carousels (1, 2, and 3) -- baggage area, of course. Bigger the better. You
    can't trade in old stuff, so you may as well spend the money now.
    Check-in desk -- check-in area, enough said. Figure at least two per
    airline that comes along, and four undedicated. You'll need a LOT more
    before you're through.
    Metal detector -- security area, of course. Figure six to start.
    Partition -- close off areas you don't need people to go, security area is
    good, or just use in case a room is too big.
    Rope barrier -- same as partition, but less restrictive.
    X-Ray machine -- security area, add more, LOTS more as time goes by
    Service desk -- in the check-in area, and arrival lounge, and departure
    lounge. Figure two to four is good for now
    Vending machine -- all over the place
    Retail shops [too many to list] -- retail area
    Don't make an area TOO large. It's better to have several smaller areas
    spread out a bit than one HUGE area. This makes it much easier to dedicate
    certain areas to certain airlines.
    It's better to make one LONG stretch of retail along the corridors so the
    passengers can't help but to walk by most of the shops and restaurants. If
    you dedicate a room, try to make both inbound and outbound passengers walk
    through that section.
    You need retail both INSIDE AND OUTSIDE of security.
    Don't add things unless requested to do so.
    HARD MODE: Use partitions to control the areas.
    To dedicate a check-in desk, zoom in, and click on the desk, then click on
    the button to the lower middle. That will let you assign the desk to an
    airline with an appropriate master contract.
    You can do the same thing with a cargo facility to dedicate that to an
    8    Outside vendors
    Outside vendors, like hotels, petrol (gas) stations, and so on will also
    want to sign contracts with you due to the popularity of your airport.
    Here's a few tips.
    The way hotel and petrol stations work is when you see the contract and
    accept the terms, you must immediately put the structure on the map, with
    the entrance connected to a stretch of road.
    8.1   HOTELS
    The hotels should be placed near the long-stay parking area. It's probably
    best if you create a side street or two and put the hotels on either side
    of the side street. If you're in a hurry you could just slap them down
    facing that main "thoroughfare" that leads to the terminal, but it's better
    to use a couple side streets.
    You pretty much know what sizes the hotels are, so you can build a couple
    "blocks" and be ready for them. It's probably best to leave room so you can
    fit the hotel in later.
    Petrol stations use less space than hotels, so you should be able to
    squeeze them in even easier.  Otherwise, it's same as hotels.
    9    Airport Design with Real Life Examples
    Let us examine two airports... Oakland International, a low-volume single-
    story airport, and San Francisco International, one of the busiest airports
    on the west coast. And let's see how they are organized.
    You should visit your airport, pick up one of their free diagrams (you may
    even find them in your phonebook) and see how THEY organize the whole
    thing. It helps if you emulate them.
    If you go to the FAA website (http://www.faa.gov), you can search and
    download "airport charts" for any of the major airports in the country.
    They will show the different runways, the taxiways, the towers, and so on.
    OAK is a pretty small airport, but it is FAR less crowded than SFO, and
    planes there actually leave ontime. :-D
    Any way, OAK has two terminals. Terminal 1 is everybody except Southwest,
    and Terminal 2 is... you guessed it, dedicated to Southwest. And even then,
    Southwest sometimes uses some Terminal 1 jetways.
    When you enter the airport, you follow the contour of the short-term
    parking lot to the entrances to both terminals.
    Once inside the terminal, you come to check-in area (with some retail
    area), information, and toilet. You also see the baggage claim here as
    there is no separate level.
    You go through security and you arrive in the departure area, where you'll
    find more service desks, the gates, and more retail.
    San Francisco International is one of the busiest airports on the west
    coast, next to LAX and Seatac (Seattle-Tacoma International).
    The design was recently updated by adding a new 3-level International
    terminal that straddles the existing entrance.
    When you drive into the airport, you'll find the three domestic terminals
    (only two are in use at the moment) to south, east, then north. The
    terminals are on your "right" side, while the short-term garage is to your
    left. You "circle" around the garage. Again, departure is on the upper
    level while arrival and baggage claim is on the lower level.
    There are technically SIX sections (A-F on the domestic side), each with
    the moving walkways from the garage to the terminal itself. Each of the
    terminal building houses two to three sections.
    Terminal 1 (i.e. south terminal) has most of the miscellaneous airlines,
    basically everybody except American Airlines and United Airlines. AA and UA
    are in Terminal 3 (i.e. north terminal).
    The two domestic terminals are laid out the same way. The upper "departure
    level" have the check-in desks, with some retail, and the escalators to
    downstairs. Going in, you'll see the security area, then the departure
    lounge, which is a long STRIP instead of one room, dotted with retail.
    You'll also find VIP lounges, restaurants, and such here. Then the lounge
    branches into each of the "arms" containing jetways.
    When you come back in, you come down the jetways, then downstairs into
    departure, where you'll find the baggage claim area, and right outside
    would be taxi, shuttle, and so on.
    The international terminal is slightly different. The departure level has a
    HUGE lounge with check-in desks. SFO uses the "flexible signs" system that
    supposedly can be more flexible, but right now half of the desks sits
    vacant. There are like 10 different ROWS of desks, each side dedicated to
    one airline. Any way, all the way in, you'll find the retail shops. To the
    left and right, the A and G boarding arms, are the security gates, which
    leads to MORE shops and restaurants, and finally, to the jetways and VIP
    Coming back in, you come back through the arms, through security, into the
    baggage area, where you pickup your luggage from the carousels, go through
    customs and immigration, then finally out into the arrivals lobby where
    you're greeted by screaming relatives, and a few more shops.
    International terminal is supposed to be served by the AirTrain commuter
    system, and eventually, by BART commuter train system as well. However,
    that comes later in 2002.
    10   Problem Solving
    P: The pilot of _____ flight number _____ reports delays due to slow
    P: The pilot of _____ flight number _____ reports delays due to unreliable
    P: The pilot of _____ flight number _____ reports delays due to poor plane
    Your plane-maintain is not close enough to the plane stands, or you don't
    have enough plane- maintain buildings. Upgrade to better "plane maintain"
    when you can. Your plain-maintain vendor may also need to be better.
    P: The pilot of _____ flight number _____ reports delays due to slow
    catering services.
    P: The pilot of _____ flight number _____ reports delays due to poor
    P: The pilot of _____ flight number _____ reports delays due to slow
    Switch to a better caterer in the "turnaround" or get more turnarounds. Or
    get turnarounds closer to the plane stands. If it's already close, you have
    "traffic" problems as the planes have to fight the vehicles for spaces.
    P: The pilot of _____ flight number _____ reports delays due to flight
    control restrictions.
    Your runway slots are grouped too tightly together. Give them a bit of
    cushion in between. Upgrade to a better tower will also help.
    P: The pilot of _____ flight number _____ reports delays due to bad
    There's nothing you can do about it. Possibility of bad weather is a part
    of the risk at your location.
    P: The pilot of _____ flight number _____ reports delays due to second-rate
    Airlines don't complain. They simply won't send any flights your way if you
    don't have certain things.
    If you remember signing a master contract, but don't see any planes, check
    the contract if they wanted something in specific, like dedicated cargo
    facility, dedicated check-in desk, and so on. The sooner you build them,
    the sooner they send flights.
    You need an "admin" building to figure out what the airline wants. Usually
    it's things like cargo facilities, taxi stands, bus stops, and so on.
    If they want dedicated desks or cargo facilities, give it to them. Just
    make sure you have at least two (or four if not more) non-dedicated
    facilities / desks available for use by the other airlines.
    Reputation is a bit harder to gauge. I got an easy-mode airport running
    that's raking in almost 2 million per year, but reputation is quite bad.
    Every once in a while I get a report about bomb onboard. That's mainly a
    security problem.
    NOTE: You will get these warnings in EASY and MEDIUM mode as well. As you
    can't do anything about them, feel free to ignore them.
    P: Terminal _____ Area _____ need more carts
    P: Passengers in Terminal ______ demand more photo booths.
    P: Passengers in Terminal ______ demand more vending machines.
    P: Security area in Terminal ______ need more X-ray machines.
    Well, go add some!
    P: Queue is forming in front of counter _____ in terminal _____
    You need to dedicate more desks to that airline.  Remember to reserve AT
    LEAST that many UNDEDICATED desks around, figure 4 or more.
    P: There are not enough general check-in counters in terminal _____
    Add more check-in desks.
    P: There's a bomb onboard one of the planes!
    Somehow it got through your security. You should have AT LEAST TWO Airport
    Police Stations, if not three, and set them to CAUTIOUS. Yes, it'll be
    slower, but the delay is better than the bomb getting through.
    P: Fire in _________ at Terminal _______!
    Just wait for your fire department to respond.  Of course, you better have
    P: Plane ______ suffered a bird strike while ______
    Add more "airport maintain" structures. That keeps down the bird strikes.
    Figure at least ONE per runway.
    P: Bomb found in terminal and defused.
    That just means your cops are on the job.
    Both Inside Vendors and Outside vendors will vent their displeasure at you,
    not that there is too much you can do about it...
    P: Petrol Station owner complains that he doesn't have enough customers.
    P: Hotel owner complains that he doesn't have enough customers
    You can pretty much ignore them. Though try this: when you design the road
    linking from edge all the way to terminal, have it do a couple S-turns,
    enough to fit the hotels and the petrol stations and such. That way, any
    one leaving can't help BUT to pass by the hotels and gas stations, thus
    ensuring a lot of business.
    P: Store _____ in terminal _____ complains about his store position.
    The problem with the stores is they need to be open on AT LEAST one side,
    and all open to this "corridor". So leaning EVERYBODY against the walls
    immediately may NOT be a good idea. You'll end up with a jagged row of
    stores that won't line up properly and look horrible.
    P: The paperwork is overwhelming your admin section!
    Build another admin section.
    11   My MEDIUM Nairobi Airport
    Why Nairobi? Great weather in general. Occasional earthquake, but no tall
    buildings to worry about.
    With only 15 mil to start and 5 mil in overdraft, budget is pretty tight.
    Must not fall below -3 mil or the monthly expenses will kill the airport
    before it gets off the ground.
    Got the land and paid for 7 squares.
    Decided to go after both cargo and passenger market. Built "pre-fab
    terminal #1", fire station, and "2000m runway". Then got the clock started
    and built fire station, taxiway, 2 police stations, 1 cargo terminal, 4
    plane stands, and 1 airport maintain. No plane maintain yet for this
    airport. Added 1 long-stay parking near the road entrance, connected the
    road entrance to the terminal, and waited... Balance is about -1 million
    and steadily dropping...
    Soon the contracts started to arrive, both passenger and cargo (and hybrid
    as well). Small planes at first, but larger planes start to come in.
    Decided to add an admin section and risk the budget slightly. Placed that
    just opposite the long-stay parking.
    After that, it's just steadily accepting the contracts. The airport
    actually pulled even that first year... Didn't lose any money except those
    used in construction, and things are looking up...
    Next year, the balance sheets start to improve steadily... Money started
    rolling in as more and more planes and airlines start to negotiate
    contracts. The balance started to go positive, and kept on going. When the
    balance reached 4 million, I added "plane maintain #1", and when the
    balance went back to positive, add another cargo terminal.
    The end of second year saw the bottom line improve to 2 million positive
    from 2 million negative.
    The third year started with a hotel contract. Put that next to the long-
    stay parking and admin. Had to add more and more cargo facility as the
    existing ones are filling up. We're up to four, then five, then six...
    Decided to add two more plane stands, for a total of six, surrounding the
    terminal on 3 sides. Also added short-stay parking garage and taxi stand
    for another airline.
    Then petrol (gas station) contracts started coming in, along with another
    hotel contract. More airlines signed up, and even more flights. Added more
    long-stay parking when that's full. Added bus stops for another airline.
    End of third-year saw the balance sheet improve to 12 million, from 2
    million, despite the frantic expansion.
    The fourth-year went off to a VERY good start. The first runway is almost
    booked solid (80% utilization), so I decided to buy some land for a second
    runway. Did that, added a MEDIUM tower and more cargo facilities. Of
    course, more flights came in.
    End of fourth year saw the balance sheet improve to almost 100 million. The
    airport also won economic award and safety award.
    Decided to end the game here.
    12   Scenario Notes
    None at this time, will be updated later. 
    13   Reference Tables
    Thanks to Airport Inc Fancenter and Koon Tang for these information.
    13.1  TERMINALS
    Building                 Cost            OpCost         Avail    Size
    Terminal Entrance        $10,000         $0             1970     8x2
    Terminal 1               $30,000/tile    ??             1970     N/A
    2 Storey Terminal 1      $60,000/tile    ??             1970     N/A
    Terminal 2               $25,000/tile    ??             10/71    N/A
    2 Storey Terminal 2      $37,500/tile    ??             11/71    N/A
    Terminal 3               $30,000/tile    ??             6/72     N/A
    2 Storey Terminal 3      $45,000/tile    ??             9/72     N/A
    Terminal 4               $35,000/tile    ??             7/73     N/A
    2 Storey Terminal 4      $52,500/tile    ??             8/73     N/A
    Terminal 5               $37,500/tile    ??             5/74     N/A
    2 Storey Terminal 5      $55,000/tile    ??             6/74     N/A
    Terminal 6               $40,000/tile    ??             3/75     N/A
    2 Storey Terminal 6      $60,000/tile    ??             4/75     N/A
    Prefab Terminal #1       $1,254,240      ??             1970     14x4
    Prefab Terminal #2       $2,404,425      ??             1970     14x8
    Prefab Terminal #3       $4,462,500      ??             1970     28x5
    Prefab Terminal #4       $10,496,120     ??             1970     35x14 with
    Prefab Terminal #5       $12,084,355     ??             1970     34x5+piers
    Prefab Terminal #6       $22,922,680     ??             1970     Entrance:
    Building                 Cost            OpCost         Avail    Size
    Airport Maintain #1      $2,000,000      $1,000,000     1970     3x3
    Airport Maintain #2      $3,000,000      $1,500,000     11/72    4x4
    Airport Maintain #3      $5,000,000      $2,500,000     9/75     4x4
    Airport Maintain #4      $7,500,000      $3,500,000     3.85     5x6
    Airport Maintain #5      $10,000,000     $5,000,000     1/02     6x6
    Plane Maintain #1        $5,000,000      $1,000,000     1970     12x9
    Plane Maintain #2        $7,500,000      $1,500,000     4/74     12x10
    Plane Maintain #3        $10,000,000     $2,000,000     11/83    13x12
    Plane Maintain #4        $15,000,000     $3,000,000     2/04     23x15
    Turnaround #1            $1,000,000      $330,000       1970     3x3
    Turnaround #2            $1,750,000      $600,000       4/76     5x4
    Turnaround #3            $2,500,000      $1,250,000     7/82     5x4
    Turnaround #4            $3,500,000      $1,750,000     6/87     5x4
    Small Control Tower      $1,000,000      $500,000       1970     2x2
    Medium Control Tower     $3,000,000      $1,250,000     5/72     3x2
    Large Control Tower      $5,000,000      $2,000,000     3/85     5x4
    Admin #1                 $2,000,000      $500,000       1970     4x3
    Admin #2                 $4,000,000      $1,000,000     10/79    4x4
    Admin #3                 $8,000,000      $2,000,000     9/90     6x5
    * -- runways are maintained through "airport maintain" building
    Building                 Cost            OpCost         Avail    Size
    1000m Runway             $2,500,000      *              1970     30x5
    2000m Runway             $5,000,000      *              1970     60x5
    3000m Runway             $7,500,000      *              2/77     90x5
    3500m Runway             $10,000,000     *              8/84     105x5
    Jetway                   $20,000         $0             12/79    8x7
    Plane Stand              $10,000         $0             1970     8x7
    Taxiway                  $250/sq.m       $0             1970     5x5
    Apron                    $100/sq.m       $0             1970     N/A
    Helipad                  $50,000         $0             11/83    3x4
    Building                 Cost            OpCost         Avail    Size
    Cargo #1                 $1,250,000      $625,000       1970     5x4
    Cargo #2                 $2,000,000      $1,000,000     1/79     7x5
    Livestock #1             $1,500,000      $500,000       6/74     3x3
    Livestock #2             $2,000,000      $500,000       5/82     3x3
    Cold Storage #1          $1,000,000      $300,000       4/76     3x2
    Cold Storage #2          $1,750,000      $600,000       3/85     5x6
    Building                 Cost            OpCost         Avail    Size
    Train Station #1         $1,000,000      $0             1970     6x4
    Train Station #2         $2,000,000      $0             9/82     9x4
    Gravel Car Park          $5,000          $0             1970     5x3
    Long-stay Car Park       $25,000         $0             1970     5x3
    Short-stay Car Park      $1,000,000      $0             1970     11x7
    Road                     $50             $0             1970     1
    Taxi rank                $10,000         $0             1970     6x2
    Bus stop                 $2,000          $0             1970     2x1
    Train track              $100            $0             1970     1
    Spectator Gallery #1     $100,000        $20,000        1/84     2x2
    Spectator Gallery #2     $500,000        $250,000       2/90     5x4
    Building                 Cost            OpCost         Avail    Size
    Airport Police #1        $100,000        $50,000        1970     2x2
    Airport Police #2        $250,000        $125,000       3/74     3x3
    Airport Police #3        $500,000        $250,000       4/79     5x4
    Airport Police #4        $1,000,000      $500,000       5/94     8x4
    Airport Fire Station #1  $100,000        $50,000        1970     3x2
    Airport Fire Station #2  $400,000        $200,000       4/75     3x3
    Airport Fire Station #3  $800,000        $400,000       6/80     4x4
    Airport Fire Station #4  $1,500,000      $750,000       5/94     8x4
    Infirmary #1             $350,000        $175,000       6/85     1x2
    Infirmary #2             $600,000        $300,000       7/95     3x2
    Building                 Cost            OpCost         Avail    Size
    Flowers/Concrete         $200            $0             1970     1x1
    Trees                    $1000           $0             1970     1x1
    Plane Statue             $1,000          $0             3/96     1x1
    Building                 Cost            OpCost         Avail    Size
    Most Rooms               $500/tile       $0             1970     N/A
    Corridor/Toilets         $50/tile        $0             1970     N/A
    Subway Area              $4,000/tile     $0             1/85     N/A
    Prayer Room              $500/tile       $0             1/88     N/A
    CrŠche Area              $500/tile       $0             1/91     N/A
    14    Misc Info
    14.1  CHEATS
    There are no built-in cheats for Airport Tycoon. There is a trainer or two
    available but they seem to depend on different versions of the game. The
    trainers mainly adjust things like revenue and building availability list
    and so on.

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