Buildings

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.

LevelWhat it givesCostNeeds
1TECH TIERS OPEN 1freeNone
2TECH TIERS OPEN 1 – 2200 discovery + 2,500 creditsNone
3TECH TIERS OPEN 1 – 3450 discovery + 6,000 creditsNone
4TECH TIERS OPEN 1 – 4350 discovery + 8,000 creditsNone
5TECH TIERS OPEN 1 – 5600 discovery + 14,000 creditsNone

Pairs with the tech tree: a node's tier is buyable only once this building reaches that tier. Level 3 opens the tier with the small helium-3 mine, level 4 the probe's warp drive of Tier 4, and level 5 the wide stack: the 8 m tanks, engines and adapter of Tier 5.

Launch Pad

Building · one for your whole game · Earth

Where rockets start. A bigger pad takes a taller, heavier ship.

LevelWhat it givesCostNeeds
1MAX MASS 12.0 t · MAX HEIGHT 20 m · RUNWAY 300 mfreeNone
2MAX MASS 50.0 t · MAX HEIGHT 40 m · RUNWAY 600 m4,000 creditsStaging
3MAX MASS 250 t · MAX HEIGHT 80 m · RUNWAY 1200 m15,000 creditsPayload Bay
4MAX MASS no limit · MAX HEIGHT no limit · RUNWAY 2400 m40,000 creditsNone

The only launch pad in the game: every flight starts here, and no other world ever has one. Pairs with the hangar's Fly, which goes straight to it.

The runway is part of the pad: a strip of flat ground east of the tower, as long as the RUNWAY row says. Fly sends any ship standing on landing gear there instead of to the pad. On the runway a ship is held to the pad's MAX MASS, and to its MAX HEIGHT as the longest ship the runway takes; the sheet's YOUR SHIP row reads its mass and length with the word runway beside them. See Aeroplanes.

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.

LevelWhat it givesCostNeeds
1CONTRACTS AT ONCE 3 · CONTRACT TIERS 1 · PLAYER CONTRACTS AT ONCE nonefreeNone
2CONTRACTS AT ONCE 5 · CONTRACT TIERS 1 – 2 · PLAYER CONTRACTS AT ONCE 235 discovery + 3,000 creditsNone
3CONTRACTS AT ONCE 7 · CONTRACT TIERS 1 – 3 · PLAYER CONTRACTS AT ONCE 4110 discovery + 12,000 creditsNone

Pairs with the contracts board it opens: more levels here mean more offers on the board at once, and harder ones among them. From level 2 it also opens the Player contracts board, and PLAYER CONTRACTS AT ONCE is how many of those you may hold.

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.

LevelWhat it givesCostNeeds
1MEEK AT ONCE 3 · RECRUITS UP TO 6 / 10freeNone
2MEEK AT ONCE 6 · RECRUITS UP TO 8 / 1035 discovery + 3,000 creditsNone
3MEEK AT ONCE 10 · RECRUITS UP TO 10 / 10110 discovery + 12,000 creditsNone

Pairs with every pod: no crewed ship 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.

LevelWhat it givesCostNeeds
1ANTENNA 50 MmfreeNone
2ANTENNA 10.0 Gm; other players' ships on your map3,500 creditsDeep Space Comms
3ANTENNA 500.0 Gm12,000 creditsInterplanetary 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, which is what makes a relay network worth launching. See Communications.

It is also your window on everybody else. At level 1 your map shows only your own ships, and the ship a player contract you hold sends you to; from level 2 it shows other players' ships as well. The sheet's OTHER PLAYERS row says which, in amber while they are hidden.