The Space Center
Every world you can launch from has one: a strip of buildings you own, each with levels that cost credits, sometimes discovery, and sometimes a tech node first.
What it is
Open the Space Center from the hangar's Center button. It shows the buildings standing on one world, drawn along the ground, with a sheet below for whichever one you tap: its level, its figures at that level, what the next level changes, and what upgrading costs.
Upgrading a building is one action with steps of its own: see Upgrade a building.
Moving around the strip
Your buildings stand further apart than one screen is wide, so the strip is something you move around rather than a fixed picture. Drag it sideways with one finger to walk along the ground, and drag it up and down to look at the top of the Launch Pad's tower. Pinch to zoom, or use the buttons in the top right corner: + and − step the zoom, and ALL pulls back far enough to show every building at once. Tapping a building selects it and brings it into view; dragging never selects anything.
Each building is named on a plaque on the ground below it. Zoomed out, the names shorten to fit the room they have, and the selected building's plaque is the one ringed in amber — its full name is always at the top of the sheet below.
Buildings that stand on one world
Two buildings exist separately on every world you have a launch site on. Upgrading one on Earth never touches its twin on the Moon.
Launch Pad: where rockets start. A bigger pad takes a taller, heavier ship.
Comm Station: the home station, and the only one — a dish on Earth that is the ground end of every radio link. A world you open gets a pad and no dish, so anything out of Earth's sight is reached through relay satellites of your own; levelling the station up lifts every antenna already in orbit.
Buildings that stand once, for your whole game
Three buildings are global: you hold one level of each, and it applies wherever you fly. They stand on Earth's strip only, since that is the one world every player starts on.
Research Centre: turns discovery into parts. Each extension opens the next tier of the tech tree.
Administration: where companies come to buy flight tests. Each extension takes on more contracts at once, and harder ones.
Astronaut Center: where the Meek sign on. Each extension holds more of them at once, and opens more trades to the board.
What a level costs
Every building's next level is priced in credits, and some levels also ask for discovery. A few levels, mostly on the Launch Pad and the Comm Station, are locked behind a tech node: buy that node first, then the level is buyable. Extending the Launch Pad from its first level to its second, for example, costs 4,000 credits once you already hold the node it needs. The full price of every level, and the node each one needs, is in the Buildings reference.
How a world gets a pad
Standing on a world does not give it a pad. A pad appears the moment you buy the tech node that opens that world: the Lunar Pad node for the Moon, the Mars Pad node for Mars. Each of those nodes waits until you have already landed there once. Earth starts with its pad already built, so a new pilot always has somewhere to fly from.
The site tabs and the destination picker
The Space Center shows tabs along the top for every world you hold a pad on, once you hold more than one. Tap a world's name to see its own strip and its own building levels.
The hangar's destination picker follows the same rule: a world only appears there once you own a pad on it, and it names the pad's level next to the world's gravity, air and the thrust-to-weight your current ship would fly there with.