Every Space Center building, its levels, what each level gives, and what it costs to reach.
Research Centre
Building · one for your whole game
Turns discovery into parts. Each extension opens the next tier of the tech tree.
| Level | What it gives | Cost | Needs |
| 1 | TECH TIERS OPEN 1 | free | None |
| 2 | TECH TIERS OPEN 1 – 2 | 200 discovery + 2,500 credits | None |
| 3 | TECH TIERS OPEN 1 – 3 | 600 discovery + 8,000 credits | None |
Pairs with the tech tree: a node's tier is buyable only once this building reaches that tier.
Launch Pad
Building · per world
Where rockets start. A bigger pad takes a taller, heavier ship.
| Level | What it gives | Cost | Needs |
| 1 | MAX MASS 12.0 t · MAX HEIGHT 20 m | free | None |
| 2 | MAX MASS 50.0 t · MAX HEIGHT 40 m | 4,000 credits | Staging |
| 3 | MAX MASS 250 t · MAX HEIGHT 80 m | 15,000 credits | Payload Bay |
| 4 | MAX MASS no limit · MAX HEIGHT no limit | 40,000 credits | None |
A pad is founded on every world your tech opens; the Comm Station is not, and stays on Earth. A probe launched from the Moon is talking to Earth, or to a relay of yours, from the moment it is out of sight.
Administration
Building · one for your whole game
Where companies come to buy flight tests. Each extension takes on more contracts at once, and harder ones.
| Level | What it gives | Cost | Needs |
| 1 | CONTRACTS AT ONCE 3 · CONTRACT TIERS 1 | free | None |
| 2 | CONTRACTS AT ONCE 5 · CONTRACT TIERS 1 – 2 | 35 discovery + 3,000 credits | None |
| 3 | CONTRACTS AT ONCE 7 · CONTRACT TIERS 1 – 3 | 110 discovery + 12,000 credits | None |
Pairs with the contracts board it opens: more levels here mean more offers on the board at once, and harder ones among them.
Astronaut Center
Building · one for your whole game
Where the Meek sign on. Each extension holds more of them at once, and opens more trades to the board.
| Level | What it gives | Cost | Needs |
| 1 | MEEK AT ONCE 3 · RECRUITS UP TO 6 / 10 | free | None |
| 2 | MEEK AT ONCE 6 · RECRUITS UP TO 8 / 10 | 35 discovery + 3,000 credits | None |
| 3 | MEEK AT ONCE 10 · RECRUITS UP TO 10 / 10 | 110 discovery + 12,000 credits | None |
Pairs with every pod: no command pod flies without a Meek from here aboard.
Comm Station
Building · one for your whole game · Earth
The home station: the one dish on the ground, standing on Earth. Every link ends here, so a probe out of Earth's sight is flyable only through relay satellites of your own — and levelling it up lifts every antenna already in orbit.
| Level | What it gives | Cost | Needs |
| 1 | ANTENNA 50 Mm | free | None |
| 2 | ANTENNA 10.0 Gm | 3,500 credits | Deep Space Comms |
| 3 | ANTENNA 500.0 Gm | 12,000 credits | Interplanetary Comms |
Pairs with every antenna a ship carries: a stronger dish here lifts what is already in orbit, with no flight needed. There is no station on any other world — opening the Moon or Mars founds a Launch Pad there and no dish, which is what makes a relay network worth launching. See Communications.