Chapter 08

Industry & Trading

How do I make money from goods? Factories, the encyclopedia, the Trading Hall, the purchasing assistant, your inventory, contracts and demands.

8.1 Industries Dashboard

Summary strip

The top strip shows the Industry Points you have available out of your total, the number of critical and warning alerts, and shortcuts to the other Industry pages: My Factories, Trading Hall, My Goods, My Contracts, My Demands and the Encyclopedia. My Contracts sits next to the Trading Hall on purpose — the Hall is where a contract is signed, and My Contracts is where you see it again afterwards. My Demands lists what your own factories are asking the world to deliver.

Alerts

The alert list is computed from the current state of your factories:

  • Production halted — a machine cannot start its cycle (the exact reason is shown).
  • Low materials — the source container feeding a producing machine drops below 2× the machine's input capacity.
  • Workers tired — a workgroup falls below 60% efficiency (red below 20%). The Relief button opens the replacement dialog directly; the alert is suppressed when a relief is already on its way.
  • Container full — the END of a chain (production feeds it, it feeds no machine) goes past 80% fill, red at 100%: the goods are not leaving. Silent everywhere else on purpose — a supply warehouse is meant to sit full, a mid-chain buffer is full whenever upstream outruns downstream, and a stockpile wired to nothing says nothing about production. A container you keep full on purpose — an FBO refuelling tank, say — is silenced by unticking Enable alerts in its settings. If a machine has genuinely stopped, Production halted says so by name.
  • Container empty — a supply container feeding production has run dry. Read the affected chain: an alert is orange when a downstream issue already explains the stoppage, or stock farther along the chain can still feed production. Empty supply does not always mean production has stopped. The row names the goods to replenish; container alert settings control whether it appears.
  • Food rations — the rations at an airport cover less than 3 days of your active workforce's needs.
  • Inactivity — the factory will be deconstructed in less than 15 days due to inactivity.

Every row offers a Manage button to the factory's management screen.

Filtering and sorting

Above the list: a search box (alert text, factory name, airport), an issue type filter, a factory filter (offered from two affected factories on) and a sort control (severity, type, factory). The critical and warning counters at the top of the page are clickable too: they filter by severity, and a second click clears them. Whenever a filter hides rows, an "x of y" counter and a Clear button appear — a filtered list must never read as "all clear". The summary strip, the tabs and this filter row stay put while the list scrolls — on a company with several hundred alerts, that is the only way to keep the filters within reach.

Notifications & leaderboards

Two tabs next to Alerts: Industry notifications shows the notification feed filtered to Industry events (blocked cycles, weekly fees, contracts…), and Leaderboards shows the world's two rankings — Industry Points and Contract credits (top 15, your company highlighted).

Data freshness

Factory state advances with the server tick (~3 minutes): refreshing faster than that will not show anything newer.

8.2 My Factories

The My Factories page lists every factory of your company on a single screen, with a synchronized map. It is the entry point of the Industries pages: the Manage button opens Factory Manage for each of your own factories.

Layout

  • Show all factories — swaps between your own factories and every factory in the world. Yours load by default; the world-wide list is fetched the first time you tick the box, then cached separately.
  • Filter — matches factory name, airport identifier, and owner airline code.
  • Table — airport, boosts, average efficiency, estimated IP/day, owner, name, tier, status.
  • Map — one marker per factory. Blue = yours, grey = other companies, amber = currently selected.

Columns

  • Airport — identifier of the host airport; click it to open Airport Lookup.
  • Boosts — the boosts running at the factory's airport, one badge per boost with its level. Hover a badge for its name, end of period (renewal on or cancelled) and the company that owns the airport; the Industry badge also gives its effect. A boost belongs to the airport, not to the factory. Only the Industry boost acts on factories: +10 points of efficiency per level for every machine there whose staff is fed, whoever owns the factory. A dash means none at that airport; a question mark means the boost list could not be loaded — if a later refresh fails, the last known badges stay and the page warns that they may be out of date. Click the header to sort by number of boosts, and click it again to put the most boosted first.
  • Eff. — average efficiency across the machines that are idle or producing. Hover the cell for the efficiency of each machine; the figure already includes the airport's Industry boost.
  • IP/day — estimated Industry Points produced per 24 h, summed over the machines currently producing.
  • Owner — airline code of the owning company. Your own factories carry a green badge.
  • Name — display name. Tier — factory level, 1 to 4.
  • Status — activity pill. Active = producing normally. Removal in N days = automatic deconstruction approaching. Inactive = past the deconstruction date. Frozen = the weekly fee could not be paid. Archived = archived by the server, after a long inactivity or a paused subscription. The tooltip states the inactivity rule, the last production date and the scheduled removal date.
  • Manage — on your own factories only: opens the canvas of machines, containers and connectors.

Sorting and selection

Every column header is sortable: click it to sort on that column, click again to reverse the order. Until you pick one, the list rests in name order. Clicking a row or a map marker selects the factory — the row is highlighted, the map pans to its airport, and the selected marker turns amber.

Tips

  • The list is cached: re-entering the page renders instantly, then refreshes in the background. The header Refresh button forces a full reload of the active dataset — yours, or the world list.
  • The first switch to Show all factories can take a few seconds: the world-wide list is large. Later loads come from the cache.
  • A factory whose airport is missing from the local cache has no map marker.
  • IP/day is an estimate from currently producing machines; read each recipe’s signed IP/cycle to distinguish earning from consumption. Actual output depends on staff, materials, output space and sufficient IP for consuming recipes. An Active factory badge alone does not prove production.
  • The Industries Dashboard gathers what needs attention across every factory at once — start there rather than opening them one by one.
  • A company must be configured in Settings for the page to load.

8.3 Factory Manage

The Factory Manage screen is one factory seen from above: machines, containers and the connectors between them. Construction, recipes, staffing and output modes all happen here.

Toolbar and sidebar

  • Airport and Food Rations — stock on site (red below 10); the cart button opens the Trading Hall pre-filtered on rations here. Each worker eats one a day, or production stops. Next to the airport, a badge shows the Industry boost running there, if any — it adds efficiency points to every machine of the factory whose staff is fed; hover it for its level, end date and owner.
  • IP — your Industry Points balance; it outlines in red when it is what blocks a build. Activity — Active, Removal in N days, Inactive, Frozen or Archived, with the rule and dates in the tooltip.
  • Pencil / Trash — rename inline, or delete the factory (IP refunded, irreversible). Minimize connectors draws short stubs instead of full lines, and is remembered.
  • Workers relief relieves everyone past a fatigue threshold you choose; Factory Tier upgrades the factory with Extension Kits; Layout (dispatch hubs) sets 1 to 6 input and output columns; the Containers / Machines palette adds entities.
  • Downgrade takes the factory down one tier (from tier 2): the grid shrinks, the weekly fee drops, the Extension Kits spent are not returned. If a machine or container would no longer fit, nothing changes and the refusal names it. A frozen factory brought back to tier 1 is active again. Move the factory sends it to another airport with its machines, containers and their stock: the quote gives the IP cost (100 + 25 % of what is built), the travel time (three times a goods transport) and, for mines and oil wells, the deposit at the destination next to today's. Until it arrives the factory shows Moving to …: no production, no weekly fee, and nothing in it can be modified until it arrives. A mine or a well loses its placement on the deposit: after the arrival, place it again within 2 NM of the airport with Set location in its settings. Your company's own stock at the old airport stays there.

Reading the canvas

  • Three zones — INPUT (green, left), PRODUCTION (dark, middle), OUTPUT (blue, right).
  • Machines — the border shows efficiency (green from 80%, orange from 50%, red below). A red Idle banner means no staff; otherwise recipe and progress bar, construction bar, or Needed resources. Staff avatars ring red when a worker is not fed.
  • Containers — merchandise icon and a current/max badge that now sits clear of the corner buttons (red when full, orange when nearly empty).
  • Ports and buttons — squares = inputs (left), circles = outputs (right), bright cyan = wired; the gear opens settings, the arrows start move mode, then click a valid cell. Wheel zooms, drag pans.

Building a machine

An unbuilt machine shows Needed resources, and every requirement is visible: the tiles shrink and wrap instead of being cut off, with a "+N" chip if any still overflow. Build unlocks once all materials are at the airport and you hold enough Industry Points; hovering the disabled button lists what is missing, line by line.

Click a material you are short of: after a confirmation, the Trading Hall opens pre-filtered on it, to buy it or take a contract. You can also publish a request on My Demands and have it flown to you; contracts you sign are listed on My Contracts.

Connectors

Click an output port (it turns purple) and compatible input ports light up in yellow: click one to wire them, re-click a wired output port to remove it. Compatibility depends on the merchandise type of both containers.

Settings

Machine — one staff slot per workgroup with fatigue and fed state; the relief button quotes the cost, then offers three routes: fly the tired staff back yourself, transfer them by bus or boat, or switch on auto-relieve. Also the recipe, inputs and outputs, production times, IP per cycle, the log, and for oil wells and mines a map to place the machine (efficiency depends on the terrain).

Container — merchandise type and, for outputs, the mode: Storage, truck/boat transport (destination + threshold), Trading Hall (auto-sell at system or custom price), inter-factory transport, and for fuel FBO refuel (yours, by distance) or local dealer. Full/empty alerts also feed the Industries Dashboard.

Deleting a machine does not refund its construction IP; deleting a container or the factory does.

Industry Points during production. Read the sign of IP per cycle. A negative recipe spends those points when the cycle starts and cannot start with an insufficient balance; positive points are credited when the cycle finishes. For example, Travel Token consumes 250 IP, Factory Extensions Parts 100 IP and Airport Ownership Kit 3 IP per cycle. Keep this recurring budget separate from construction IP.

Local Dealer fuel output sells whole 5,500-gal tanks to the server when an FBO orders fuel or a system restock runs. Only eligible player factories within 250 NM are used, nearest first, at the local dealer price. The purchase quantity is limited by the FBO order or restock amount; for system stock already at or above half capacity, the limit is 10 % of capacity without adding fuel to that FBO. This does not change the FBO order or its price. FBO Refueling is a separate output mode: beyond 250 NM, the factory owner pays 10 Cr per tank for each additional NM.

8.4 Industries Encyclopedia

The Industries Encyclopedia is a read-only reference for every merchandise type and every production machine in the OnAir world. Use it to plan factory chains, estimate weekly throughput, and see which machines consume or produce a given good.

Layout

Two tabs — Production Lines (browse by merchandise) and Production Zones (browse by machine type). The left pane is a filterable list showing icon, name and a secondary line: weight and price for merchandise, build cost and time for machines. The filter resets when you switch tab or follow a cross-link. The right pane details the selected item.

Production Lines

Pick a merchandise on the left. The header card gives the icon, name, description, weight (kg or lb, following your preference), base price and, when known, the Supplies / Demands counts with the average supply price. Below it, Production Chain shows one card per recipe that produces or consumes the item:

  • Machine name — click it to jump to its Production Zones detail.
  • Recipe name, cycle duration in hours, cycles per day, and a green Produces or red Consumes badge.
  • IP/cycle and IP/week are signed production values: positive recipes earn points on completion; negative recipes consume points when a cycle starts and need sufficient available IP. Zero means no production IP change. Construction costs are separate.
  • Inputs → Outputs — icons and quantities per cycle, every name clickable. The Per Week column gives the rounded weekly throughput of each output and the consumption of each input, and a By-product badge marks side outputs.

Production Zones

  • Header card — icon, name, description, build cost in IP, build time in hours and footprint (width × height).
  • Construction Materials — what the machine needs to be built, with quantities; the same list the Build panel checks in Factory Manage.
  • Staff Requirements — the worker groups needed to run it, by type and quantity.
  • Recipes — one card per recipe: name, cycle duration, cycles per day, IP/cycle, and the Inputs → Outputs flow with clickable merchandise names.
  • Back to [merchandise] appears at the top when you arrived from Production Lines.

Clicking a machine name switches to Production Zones and remembers where you came from; clicking a merchandise name switches to Production Lines.

Tips

  • Per Week assumes uninterrupted full-speed production. Actual output depends on staffing, efficiency, ingredients, output space and, for IP-consuming recipes, available points. Budget construction IP separately from recurring production gains or costs.
  • An item showing No production chain found is gathered raw, bought only, or spawned by the system.
  • Nothing is bought here: the Trading Hall is where you buy and sign contracts, My Contracts tracks what you committed to deliver, and My Demands what you asked the world to bring you.
  • Mines and oil wells take their efficiency from the deposit under the spot you pick. Load an Ore Detector as cargo and fly below 300 ft above ground: the flight tracking screen then reads out the strength of the eight ores beneath the aircraft, with a chime when you enter or leave a rich zone.
  • In Tycoon mode (no simulator, chosen when the company was created) the Ore Detector never flies for you. Select a mine or an oil well here instead: Where it stands becomes a prospecting map of your sites — airports with one of your factories, your basecamps, and any airport where you hold an Ore Detector, in stock or aboard one of your aircraft parked there. Pick a site and an ore to see the deposits within 2 NM, where a machine can be placed; to prospect a new place, bring an Ore Detector there by AI flight or by truck.

8.5 Trading Hall

The Trading Hall is the OnAir merchandise marketplace. For any product it shows every Supply (selling) and Demand (buying) point in the world, on a map and in a detailed list. You can buy stock and sign delivery contracts straight from this page — no other client is needed.

Merchandise types

The left column lists every type with its icon and unit weight (kg or lb, following your preference); the search field narrows it. Click a type to load its board — fuels, construction kits, raw materials, food, electronics and personnel all trade here.

Supply and Demand boards

The header shows the product, its description and a Trading Assistant button that opens the purchasing assistant on this type. Two tabs switch boards:

  • Supply — Airport, Dist, Seller, Qty, Total Wt, Price/Unit, Total Value
  • Demand — Airport, Dist, Buyer, Req, Dlvd, Remaining, Price/Unit, Total Value, Status

Remaining subtracts both what has been delivered and the contracts other airlines already signed. Nothing is selected for you: the board opens where you are, no longer on the first row the server happens to send. The top-right toggle swaps strip cards for a compact table.

Distances and radius filter

Distances are measured from your own industries — the closest one to each row — falling back to your base, and the caption above the board always names the reference.

  • Anchor — type an identifier into "Near which airport?" to measure from there instead; one chip returns you to your industries.
  • Radius — Any distance / 100 / 250 / 500 / 1000 NM, filtering the list and the map together. Tab counters read "11 / 795" and a ring is drawn around each anchor.
  • If nothing is in range the board says so, names the nearest entry and offers one click to drop the filter. Your radius is remembered between sessions.

Sort chips reorder either board; nearest first is the default.

Buying and contracts

  • Buy — pick a supply lot and enter a quantity; cost and weight update live, a dialog confirms.
  • Buy from unlimited supply — always offered for products the system sells without limit: enter an eligible airport identifier and a quantity. A minimum airport size is stated when one applies.
  • Take Contract — commits your airline to deliver the quantity entered. A 10% penalty applies if it is not delivered within 7 days.

Contracts signed here are listed again on My Contracts, and the demands your own factories publish on My Demands. The server checks cash, Manager rights and available quantity; any refusal is shown verbatim.

Map

Markers carry the icon of the selected type — violet supply, goldenrod demand — and print quantity and unit price on the pin once you are zoomed in far enough; further out they fall back to plain dots so the map stays readable. Clicking a pin opens its price popup and selects the row without moving the map; clicking a row recenters on it.

Layers: Supply, Demand, My Industries, My Basecamps (yours only), Topographic and My Aircraft (fleet positions with their freelance status).

Compare prices. Price filters narrow the displayed Supply and Demand boards. The vs base figure compares the unit price with the merchandise base price; it is not your net transport profit. Include delivery cost and contract exposure when comparing offers.

8.6 Purchasing Assistant

The Purchasing Assistant compares every buy point (Supply) with every sell point (Demand) for one merchandise type and lists the pairs that make money, ranked by how much profit each pound of cargo earns per nautical mile flown.

Choosing a merchandise

Pick a type in the dropdown at the top — its weight per unit is shown next to the name, and supply and demand reload straight away. The line beside the selector counts the supply points, demand points and viable routes found. The refresh control in the header re-reads both for the type currently selected, and Back to Trading Hall returns to the map.

What counts as a route

A pair only appears when all of these hold:

  • the sell price is higher than the buy price;
  • the demand still has room — what has already been delivered, and what open contracts have reserved, is deducted;
  • buy and sell are two different airports.

Qty is therefore the smaller of the supply available and that remaining demand, and Total Wt is that quantity at the type's unit weight, shown in kg or lbs according to your setting.

The score

The last column, Profit/NM/lb, divides the profit per unit by the unit weight, then by the distance. It is the column to trust: a fat margin on a heavy good flown across an ocean can be worth less than a modest one next door. Bright cyan marks an excellent score, white a good one, grey a weak one.

Sorting

Three columns can rank the table: Profit/Unit, Total Profit and Profit/NM/lb (the default). Clicking one of those headers changes which column ranks the list; the order is always highest first. Only the top 100 rows for the current ranking are shown.

Tips

  • Check Total Wt against the cargo capacity of the aircraft you intend to use — a perfect score is worthless if the load will not fit.
  • Refresh after a long session: other companies buy and sell against the same supply and demand.

8.7 My Goods Inventory

The My Goods Inventory page lists every merchandise your company owns — cargo, charter contracts, construction kits, travel tokens — wherever it currently sits: at an airport, loaded in an aircraft, in flight, or in transit by truck/boat. A synchronized map shows every location holding goods.

Filters

  • Filter on airport — narrows the list to goods located at (or in an aircraft parked at) the selected airport.
  • Filter on material — shows only goods of the selected merchandise type (wood, ore, tokens, etc.).
  • The counter on the right shows how many rows match the active filters.

Columns

  • Type — merchandise icon and name. Charter contracts are suffixed with "contract".
  • Airport — where the goods are; click it to open Airport Lookup.
  • Location — extra status: which aircraft holds it, in flight, or the transit route for goods moving by truck/boat.
  • Qty / Wt per unit / Total wt.

Actions

  • Transport — for goods sitting at an airport, ship them to another airport by truck/boat. The dialog shows the estimated cost and duration. Custom long-identifier airports are accepted as destination.
  • Deploy here — a Construction Kit loaded in a parked aircraft can be deployed to build a basecamp there.
  • Unload / Deboard — drop goods (or charter staff) from an aircraft at the airport it is parked at.
  • Claim — claim travel tokens to credit them to your company balance. A follow-up prompt offers to spend one right away with Use now; otherwise they stay available from the company menu.
  • Delete — permanently discard goods. This cannot be undone.

Map

  • One marker per location holding goods: teal for an airport, purple for an aircraft (placed at its live position).
  • The popup aggregates the quantities per merchandise type sitting there.
  • Clicking a table row or a marker keeps both sides in sync; the selected marker turns amber and the map recenters.

Tips

  • Use Go to Trading Hall to buy or sell merchandise. Goods you fly in against a contract you signed show up here on arrival; My Contracts tracks what you committed to deliver, and My Demands what you asked the world to bring you.
  • Goods in transit are read-only until they arrive.
  • An Ore Detector is only useful in the air: load it as cargo, and below 300 ft above ground the flight tracking screen reads out the strength of the eight ore deposits under the aircraft, chiming when you enter or leave a rich zone. It is how you find a good spot before placing a mine or an oil well.

Finding stock. Type in the airport and material filters to narrow their choices; Clear removes the active filters. A filtered empty result is not proof that the company owns no goods. The map groups goods at a parked aircraft with that airport, rather than drawing a second location. A link from My Contracts preselects the contract goods and airport after inventory has loaded.

8.8 My Contracts

A contract is a commitment to deliver a given quantity of a merchandise to a given airport. You sign one from the Trading Hall. This page lists every contract your company has signed, with its deadline and its progress — until it existed, a signed contract only resurfaced as a debit a week later.

How a contract is fulfilled

  • You never deliver manually. As soon as matching goods are sitting at the contract's airport, the server hands them over on its own, pays you per unit, and moves the progress bar.
  • So the whole job is: get the right merchandise to the right airport before the deadline — buy it in the Trading Hall, produce it in a factory, or fly it in from another airport.
  • The two small buttons at the end of each row exist for exactly that. One opens My Goods Inventory filtered on that merchandise and that airport, so you can see whether the goods are already in place. The other opens the Trading Hall on that merchandise, to buy what is missing.

The deadline, and what it costs

  • A contract runs for 7 days from the moment it is signed.
  • If it expires with units still undelivered, you are charged a penalty of 10% of the undelivered value. What you already delivered stays paid.
  • The header strip shows how many contracts are running, the Outstanding credits they still owe you, and when the next expiry falls. Outstanding is also the base that 10% is computed from, so it doubles as your exposure.
  • The Expires pill follows a colour scale as the clock runs down, ending red in the final hour; gray means it has already expired.

Reading the list

  • Columns: Ref, Goods, Airport, Price/unit, Total value, Delivered, Status, Expires, then the two shortcuts. Every heading sorts.
  • Ref is the code the Industry notifications quote, so you can match a message to a row.
  • Delivered is a bar: green is delivered, gray is still owed. Hover it for the quantities and their weight — the weight is what tells you whether a load fits in your aircraft, and it also names the penalty at risk.
  • Above the table: a search box (goods, ICAO or reference), a status filter that carries its own counts, and an airport filter that appears once more than one airport is involved.

Good to know

  • A signed contract cannot be cancelled. It can only be fulfilled or expire.
  • If you belong to a Virtual Airline, its contracts appear here too, marked with a VA badge.
  • The list keeps contracts in progress plus anything that expired in the last 7 days — older ones drop off on their own.
  • The map places one marker per airport, showing how many contracts are due there. Click a row or a marker to sync the two.

8.9 My Demands

A demand is you as the buyer. You say what merchandise you want, how much of it, at which airport, and what you pay per unit. Your demand then appears in the Trading Hall, where other players can sign a contract and fly the goods in for you.

Three things that cost money — read these once

  • You pay the whole thing up front. Creating the demand charges you quantity × price immediately, not when the goods arrive. The Committed figure at the top is how much of that has not yet turned into goods.
  • Cancelling refunds only part of it. You get back the units nobody has contracted for yet — never the units already delivered, and never the units another player has signed for. Refundable now is that exact amount across all your active demands, and the cancel dialog spells it out again for the one you are cancelling.
  • Contracts already signed survive the cancel. Those goods will still arrive, and you have already paid for them. Cancelling a demand does not get you out of them.

Placing a demand

  • Pick the merchandise, the quantity, the price per unit and the delivery airport. The price is pre-filled from what the market is currently paying in your world; raise it to attract a carrier, or lower it and wait.
  • There is a ceiling: the server refuses any price above ten times the merchandise base price. The limit is shown next to the form, so you find out before submitting rather than after.
  • The line under the form tells you what is still missing while the button is disabled, then what you are about to be charged and the total weight of the load once it is not.

Reading the table

  • Columns: Goods, Airport, Price/unit, Total value, Quantity, Contracts, Status, plus the Cancel button. Every heading sorts.
  • The Quantity bar has three parts: green is delivered and yours, lime is under contract — someone has committed to bringing it — and gray is what nobody has taken yet. Only the gray part is refundable. Hover it for the quantities and their weight.
  • Contracts counts the players who signed up. A row with a chevron expands into who they are, what their contract is worth, how far along they are, its status and when it expires — and a mail shortcut to write to them. Their contract expiring costs them a penalty, not you, but your goods do not arrive.
  • Cancel only appears while a demand is Active.
  • The status filter starts on Active. Completed and canceled demands are never deleted, so they pile up over time; switch the filter if you want to look back. Search matches the goods and the ICAO.

Good to know

  • You cannot sign a contract against your own demand — the server refuses it.
  • Nothing forces another player to take your demand. If it sits untouched, raise the price or cancel and get the gray part back.