The base
Harrier Field: an island with six buildings, a runway, and your aircraft parked on the apron. It is the lobby as well as the hangar, so /play without a match sends you here.
Buildings
| Building | What it does |
|---|---|
| Control Tower | Raises Command, which opens deeper runs and later encounters |
| Hangar | A hardpoint slot per level up to six, and another flight in the air every second level |
| Workshop | Where hardpoints are machined |
| Refinery | Breaks salvage down; required to open a chest, and raises Refining |
| Depot | Storage; caps how much you can hold |
| Barracks | Quarters; each level allows another pilot |
You can rearrange which building stands on which site. It is cosmetic, and the pilot's pathfinding follows the change because both read the same navigation data.
Nothing is placed by hand
Nothing on this screen is positioned by hand. The island, its camera and the walkable ground all come from one export, so labels, click targets and your pilot's walking route agree with the picture by construction rather than by eye. It is checked automatically, which is why the pilot never walks through a building.
This is also why the parked aircraft matches the one you fly. Buying a Heavy and still seeing a Falcon outside the hangar was a bug, and the fix was a sprite per airframe rather than a caption.
Energy
Energy caps at 150 and regenerates one point every three minutes.
It gates gathering, not fighting. Combat costs none, so running dry means the farming stops while the game does not.