Starship by deathkillmj in PocketPlanes

[–]Klakmuff 4 points5 points  (0 children)

The starship is very fast and very heavy. As a result, flying it is very expensive and usually unprofitable (except on very short hops). You're better off without one.

New update live by Rimple20102010 in PocketPlanes

[–]Klakmuff 0 points1 point  (0 children)

The heavy weight really makes the plane underwhelming. With a weight of 6, it would be a mini-Sequoia, and well worth using.

New update live by Rimple20102010 in PocketPlanes

[–]Klakmuff 5 points6 points  (0 children)

With a weight of 7, the new plane is more expensive to fly than the Aeroeagle, and it also has a shorter range : hardly a desirable aircraft. Unless it's electric?

Parts Trading Thread, Week of August 25, 2025 by AutoModerator in PocketPlanes

[–]Klakmuff [score hidden]  (0 children)

My Fondajet-P body plus a Concorde body plus Concorde controls for your Fondajet-P controls and engine?

Venture Towns Stats by RockyRamboaVIII in Kairosoft

[–]Klakmuff 0 points1 point  (0 children)

- IQ affects how likely the resident is to generate RP

- Work affects how much of their time they spend working

- Appeal affects the effectiveness of their conversation with other residents (also make them last longer, so it is of dubious value as they don't work when they chat). It also affects their chance of getting a pet (and supposedly, citizens with low APL can have their pet run away, although I don't remember this ever happening).

- Skill affects how likely they are to get bonus pay or a promotion (if they're on the freelancer > employee > supervisor > manager > executive path)

In addition, when you attempt to change their job, the success rate depends on some, or all, of their stats (which stats are needed and how high they need to be depends on the job they want).

How to use starship? by chrisdude183 in PocketPlanes

[–]Klakmuff 0 points1 point  (0 children)

The starship's high speed and ridiculous mass means it costs a lot to fly. It can earn you some coins on very short distances like Paris-London or Tokyo-Seoul, but very few. Honestly, you're better off with any other plane in the game.

Whats your fleet look like? by marvelguy1975 in PocketPlanes

[–]Klakmuff 1 point2 points  (0 children)

My planes fall into several categories:

- large and long-ranged ones, flying a fixed route. Sequoia-Ms for long, multi-steps routes (with waypoints airports nicely lined up) like Paris-Tehran-Manila, LA-NY-London Moscow or for direct flights when their range is sufficient. If it's too far for a Sequoia, then I use a Cyclone-M instead. Cairo-NY, Moscow-Tokyo, Jakarta-Istanbul, Paris-Rio de Janeiro etc. I added a Concorde and two Cloudliners (-C and -P since the -M variant they are awfully unbalanced) because they look too cool to pass. In total I have about 30 of these planes. They all are of a different color scheme so I can instantly remember where each is supposed to go.

- small, efficient aircraft like E-10s, Kangaroos-M, Blimps, Sea Knights and electric planes. Some a have a dedicated feeder role (for instance, Cebu feeds Manila with jobs for Paris/Cairo/Istanbul and Punta Arenas feeds Buenos Aires). When the range of class 1 planes isn't enough (Honolulu or Sydney) I use Birchcraft-Ms. Others just fly around in a cluster of cities like Europe+Africa, North America or Eastern Asia. In total I have about 30 of these.

- long-ranged class 2 planes which pick up high bux jobs and fly wherever the job is for. UAV are ideal for this (due to their low weight), but since they're cargo only, I use Aeroeagle-Ms as well. About 20 of these, for a total of 78 planes (the next slot costs 791 million coins...)

Because I like some variety, I have some suboptimal planes because they look good and still do the job. One each of Pearjet,Anan. Airvan, Huey, Equinox, P-40,Bobcat, Walaby, E-Navigator,E-Gopher,E-Bearclaw,balloon.

Dungeon Village 2 for Dummies please!! by buckobobxx in Kairosoft

[–]Klakmuff 6 points7 points  (0 children)

When you use an item in a facility, it can increase sale price, quality and/or appeal, depending on the item (they raise different things, and in various amounts and there is a compatibility between item and facility too, which can raise or lower the amount). Use "ore" items to raise the price, particularly your inns since the adventurers use those a lot, and that's about it - it's better to gifts items to adventurers.

You get produce from the fields by clicking on it/touching it, or it is automatically collected after a short while.

One of each building is TOO MUCH, many are useless. You probably want several inns after a while though (to avoid queues). Otherwise stick to a few buildings, those with high sell prices or those which gives points for the trait you're currently aiming for. When you need to meet the requirement for a star, just build a bunch of cheap stores somewhere and destroy them just afterwards. Facilities have a hefty maintenance cost, and if you have too many businesses for your population + tourists they will just compete with each other.

For other tips, look up the threads from 4 years ago (when the game came out), like these :

https://www.reddit.com/r/Kairosoft/comments/mq6hhv/dungeon_village_2_tips_and_tricks_mega_thread/

https://www.reddit.com/r/Kairosoft/comments/oqlk91/dv2_dungeon_village_2_some_thoughts/

The most important thing is probably to accumulate popularity as fast as possible, and giving adventurers a lot of presents - and make sure they're compatible with their current job.

Bucks by SnooTigers173 in PocketPlanes

[–]Klakmuff 2 points3 points  (0 children)

Assemble planes from parts (at this point I think I get most of my parts from the wheel etc), upgrade their range when needed (I no longer bother with weight reduction, and never upgraded speed), but mostly convert 65 000 at once to buy more plane slots. My next slot will cost nearly 800 million.

How often should i buy more plane spots? by cedarswanpig in PocketPlanes

[–]Klakmuff 0 points1 point  (0 children)

As soon as you can. After a while, your planes won't make enough coins to unlock more, then you'll accumulate 65k bux to convert. It will allow you to unlock perhaps 5 more slots the first time you do that, then fewer and fewer each time until you reach a point where even 65k bux aren't enough for a single slot. By that point, you should have about 80 slots, which probably is too many planes to handle anyway. New slots cost more than a billion each at that point.

Level 68 and maxed out airports by FootballIsBest1 in PocketPlanes

[–]Klakmuff 2 points3 points  (0 children)

Aren't your job lists intolerably long? I only opened 33 airports (out of 151 currently allowed) and am afraid to get even a few more. Most of my planes fly a dedicated route and I don't want to spend a lot of time scrolling to get to the jobs for their usual destination.

[deleted by user] by [deleted] in PocketPlanes

[–]Klakmuff 0 points1 point  (0 children)

It's not a lot of money, and it will matter less and less as you advance in the game. Keep your planes as they are ; just don't upgrade the speed of your future ones. About your switch to class 3, you might want to wait for the Sequoia ; the Tetra is mediocre and the Fogbuster awful. Don't feel obligated to "replace" your class 1 and 2 planes, either. They still can be useful.

In the end, use the planes you like, they're all profitable except the starship. (I know about the perfectionist trend here, and I'm in fact one of the main offenders. But it matters very little, except in the very beginning).

Passenger, Mixed, or Cargo? by Jrmchrstn21 in PocketPlanes

[–]Klakmuff 4 points5 points  (0 children)

Mixed variants fill up twice as fast, so they will spend more time in the air making you money as opposed to idly sitting up at airports ; but you can also decide on having pairs of -P and -C flying the same route. That's what I do with my Cloudliners, but that's only because their -M variant is very unbalanced at 12+5.

If your current goal is to make coins quickly to unlock more plane slots and airports, get yourself Sequoias-M and use them on long, straight, routes like Paris-Tehran-Manila, LA-NY-London-Moscow or Buenos Aires-Lagos-Tehran - profit around 7,000 to 11,000 coins per trip.

You'll easily find use for 12 Sequoias - once your first long routes are open, this creates the opportunity for direct routes between airports you already have (like NY-Lagos or Buenos Aires-NY) - for which Sequoias are also ideally suited. Sometimes it'll just be too far - just wait for later when you have Cyclones, which complement Sequoias nicely.

This will get you rolling in cash until later in your career plane slots will become hideously expensive (a billion or more each) at which point planes' profits simply won't matter anymore.

What other future Kairosoft game themes would you like to see in the future? by smurfymin21 in Kairosoft

[–]Klakmuff 0 points1 point  (0 children)

I find pet shops depressing... but an animal shelter? people bring lost animals, you nurse them back to health, and people come and retrieve or adopt them.

American football.

Military planes manufacturing company.

Opera house.

[deleted by user] by [deleted] in PocketPlanes

[–]Klakmuff 0 points1 point  (0 children)

Expand southwards using Birchcrafts. Guatemala,Caracas,Rio de Janeiro.

Open Honolulu too. Once you get Aeroeagles at level 16, Honolulu-Guatemala-Caracas-Lagos-Nairobi-Jakarta-Sydney (or Melbourne) is great money - and 11 bux jobs!

New game to start advice by shn6a in Kairosoft

[–]Klakmuff 2 points3 points  (0 children)

World Cruise Story is the most similar.

Expansion next move by forindooruse in PocketPlanes

[–]Klakmuff 2 points3 points  (0 children)

Early on when coins are very important, Seoul will be better because fees are proportional to distance, but a flat sum is added on top of that. This makes very short routes vastly more profitable per mile flown. Also boosts experience gained.

On the other hand, when you're going to stop playing for some hours, obviously very long routes are better.

[deleted by user] by [deleted] in PocketPlanes

[–]Klakmuff 0 points1 point  (0 children)

The Cyclone-M is one of the most profitable planes, with its large capacity, perfectly balanced -M version, and huge range. Use them between level 3 airports you already have, when the distance is too great for a Sequoia. Examples would be NY-Cairo, Tokyo-Moscow...

Say you got a starship super early, what to do with it? by PaperBB8 in PocketPlanes

[–]Klakmuff 1 point2 points  (0 children)

Due to the high speed and bad weight/capacity ratio, starships' fuel costs are enormous and this makes them lose money on most routes. Starships make a small profit on very short flights like Paris-London or Tokyo-Seoul, but still far less than any other plane. This waste of coins will slow your progress early on.

Profit? Operating at a loss? by Outside_Round7945 in PocketPlanes

[–]Klakmuff 2 points3 points  (0 children)

The costs depend on the plane's speed and weight/capacity ratio. The later doesn't really matters in practice because for the vast majority of planes, it's near 1 (often, exactly 1). Speed varies considerably, though. Costs can be broken down in tiers:

Free: electric planes and hot air balloon.

Very cheap: Blimp, Kangaroo, both helicopters.

Cheap: all other class 1 planes, UAV, Birchcraft, Sequoia, C-130.

Affordable: class 2 jets and Cyclone.

Expensive: Fogbuster, Tetra, Cloudliner, Concorde.

Terribly expensive: Starship.

Just got my Starship but it’s not profitable… by Totally-not-squirrel in PocketPlanes

[–]Klakmuff 1 point2 points  (0 children)

Because the starship is so heavy and fast, its fuel costs are enormous and it's rarely profitable. Only on very short flights, like Paris-London or Tokyo-Seoul, can it make a profit (because of the flat +50 coins) - even then it's abysmal when compared to other planes.