I'm thinking of starting a private world for about 20/25 airlines, playing in Africa. The world data would be about as follows. If you're interested, reply here.
World Specifications
Starting Cash: €3.500.000
Starting Plane: None
Players would have to buy a plane, or several planes, from their starting cash. The first day, therefore, would be quite uneventful, but after that, you won't have any chance to whine about your starting aircraft choice, as you yourself have been responsible for that
Starting Year: 1969
Game length: 31
Game Map: Africa, all airports
Number of bases: 5, no foreign.
Max. Players: 25
Which choices will you make? Will you start a bush-flying airline, or will you be dealing with competition in Johannesburg International Airport? Whatever you choose, this should be an entertaining and at least remotely challenging scenario for both the experienced and the new AM players. As we can set income multipliers, I have started an income tax based on airline value (which is not added to anyone's account, it just evaporates. Call it community service) which is removed from everyone's account on a yearly basis, to stop the game from getting too easy after a couple of years. Also, I don't care if you create a 10-frequency, a 20-frequency or a 65.5-frequency route, as long as it is within game limitations and following the game rules. Maybe 65.5-frequency routes don't exist in real life, but I'm pretty sure that limiting it to 1- or 2-frequency routes is not realistic.
World Rules
1. Thou shalt not create airline names that are offensive, against AM Rules, similar to existing airline names or in use by real-world airlines. The world creator decides if your name is allowed. This same rule applies to alliance names as well.
2. Thou shalt pay thy taxes at the end of every year. Taxes are calculated based on a fixed formula, and not added to anyone's account, just deducted from yours.
3. Thou shalt not whine about your starting aircraft, competing airlines with more-than-1-frequency flights and other things that are not dealt with by the AM Rules.
4. Thou shalt request support from the World Owner if you need it, and you will be helped ASAP.
5. Thou shalt not give out the password to anyone, or thou shalt risk a ban.
6. Thou shalt, first and foremost, have fun while playing in this world.
When you join this world, you agree with these rules and play accordingly to them.
If you want to join the African Adventure World, please request the password by sending me a pm or using the in-game Request to Join function on the World Info page.