The Rules of Fair Play
One account per person, no self-dealing, no exploits, no bots: what PlaneSim enforces, how moderation reviews evidence, and how appeals work.
PlaneSim's worlds are shared. Every airline you compete against belongs to someone playing the same game under the same constraints, and the economy only means something if everyone actually is. The rules are short and they are enforced; breaking them can cost you your account. The full legal text lives in the Terms of Service, and the wiki carries a plain-words version of the part that gets people banned. This is a tour of that part, and of the reasoning behind it.
One person, one account
One account per person, full stop. Registering a second account for any reason, a fresh start, a test account, an account to assist your main airline, is a violation. The remedy for wanting a fresh start already exists inside the rules: wind up your airline and found a new one.
The rule is foundational because of what second accounts are for. No funnelling money, aircraft, slots, or any in-game value between accounts controlled by the same person. Cheap leases to yourself, interline deals with yourself, selling aircraft to yourself: all of it counts. The same standard applies to two real people coordinating to play as one airline in disguise. An airline is one person's operation, and a market where some airlines are secretly syndicates is a different and worse game for everyone else in it.
Evading a ban compounds the offence. If your account is suspended or banned, coming back on a new account is itself a violation. The new account is removed when found, without warning, and it makes the original ban permanent.
Exploits are bugs, not strategies
If you find a way to make money, aircraft, or advantage appear that obviously was not intended, that is a bug. Report it to support@theplanesim.com and you have done the world a favour. Exploit it and you are damaging a shared world, which is treated as seriously as multiaccounting. The distinction is not subtle in practice: a clever schedule is strategy, and free money is not.
Automation falls under the same shared-world logic. The game is played by hand. Scripted play, automated scheduling, and scraping endpoints to gain an advantage are all disallowed.
Names and visible text carry their own standard. Airline names, liveries in words, any text other players see: nothing offensive, misleading, or infringing. What crosses the line gets renamed or removed.
How enforcement actually works
Moderation acts on evidence. Sign-in records, account signals, and in-game transactions are reviewed by a human before anything happens. Depending on severity you may be warned, restricted, or banned outright; a shared world's health comes first, and serious cases skip the warning.
A banned account loses access immediately, and its airlines may be wound up as insolvencies in the worlds they occupy. The world keeps running either way. Enforcement exists to protect the game in progress, not to make an example of anyone.
If it goes wrong
Mistakes are possible and appeals are real. Write to support@theplanesim.com with your account email, and a second person looks at every appeal. That second review is a deliberate part of the process rather than a courtesy.
The test that settles edge cases
The wiki's rules page closes with a heuristic that covers nearly every situation the list above does not. If a plan only works because nobody knows two airlines are the same person, it is against the rules. If it would still work with your name on both, it is probably just good play. When in doubt, ask first; the answer costs nothing.
That test scales better than any enumeration of offences, because it points at the thing the rules protect. Fog of war, fare wars, alliance politics, hostile scheduling: all fair, all part of the game at play.theplanesim.com. Deception about who is playing is the one move the game reserves for itself to punish.