StarCraft/Zerg buildings

Hatchery / Lair / Hive
The Hatchery is the Zerg's primary building. It is where gathered resources are dropped off. Unlike the other teams, the hatchery is where all zerg units are built. The Hatchery also allows evolution to the next 'age', giving new possibilities for buildings/units. The first evolution changes it to a Lair, the 2nd to a "Hive". At the Hatchery, Burrow is researched, and at the Lair, Overlord Transport, Speed, and Sight are upgraded.
 * Cost: 300/0
 * Hotkey: H
 * Upgrades:
 * Burrow: 100/100
 * Ventral Sacs (Transportation): 200/200-needs Lair
 * Pneumatized Carapace (Speed): 150/150-needs Lair
 * Evolve Antennae (Sight Range): 150/150-needs Lair

Extractor
This building allows Drones to collect Vespene Gas, which is necessary for almost every unit.
 * Cost: 50/0
 * Hotkey: E

Spawning Pool
It allows the player to create Zerglings and has two upgrade options for Zerglings, speed and attack speed. The second upgrade, attack speed, cannot be completed until the Hatchery has been evolved into a Hive.
 * Cost: 200/0 (originally 150/0. Changed in Update 1.08)
 * Hotkey: S
 * Metabolic Boost(Speed): 100/100
 * Adrenal Glands(Attack speed): 200/200-needs Hive

Hydralisk Den
The Hydralisk Den as its name suggests allows the production and support of Hydralisks. Dedicated like most zerg buildings to one unit or unit type it allows two upgrades in StarCraft and a third with the Brood Wars expansion. The basic two upgrades that it allows are an increase in speed and an increase in range. Both quite useful as the Hydralisk is Considered by most to be the backbone unit of the Zerg forces. The Expansion upgrade is the Lurker upgrade which allows the Hydralisk to go back into its egg and reemerge as a lurker.
 * Cost: 100/50
 * Hotkey: D
 * Leg Enhancement(Speed): 150/150
 * Grooved Spines(Greater Attack Range): 150/150
 * Lurker Aspect: 200/200-requires Lair-Brood War only

Evolution Chamber
This building is where the Zerg ground unit upgrades can be found, which are carapace, melee attacks, and ranged attacks. The second level can only be researched with a Lair, and the third level can only be researched with a Hive.
 * Cost: 75/0
 * Hotkey: V
 * Melee Attacks: 100/100, 175/175, 250/250
 * Missle Attacks: 100/100, 175/175, 250/250
 * Carapace: 150/150, 225/225, 300/300

Creep Colony
This building extends the creep so there is more building room. Can be mutated into Sunken or Spore colony for defense.
 * Cost: 75/0
 * Hotkey: C

Sunken Colony
Mutated from Creep Colony. It is the strongest ground defense of any species, dealing 40 explosive damage.
 * Cost: 50/0
 * Prerequisite: Creep Colony, Spawning Pool
 * Hotkey: U

Spore Colony
Mutated from Creep Colony. It is the sturdiest air defense of any species, with 400 hit points.
 * Cost: 50/0
 * Prerequisite: Creep Colony, Evolution Chamber
 * Hotkey: S

Queens Nest
Allows for production of Queen. Also allows Ensnare, Spawn Broodling, and greater energy capacity to be evolved. Prerequisite for Hive.
 * Cost: 150/100
 * Hotkey: Q
 * Prerequisite: Lair
 * Ensnare: 100/100
 * Spawn Broodling: 100/100
 * Gamite Synthesis: 150/150

Spire
One of the more important Zerg structures. Allows spawning of basic air units at the hatchery. Also air unit weapons and armor can be upgraded here. Can be upgraded into a Greater Spire, and the third level upgrade requires the Greater Spire.
 * Cost: 200/150
 * Hotkey: S
 * Prerequisite: Lair
 * Flyer Attacks: 100/100, 175/175, 250/250
 * Flyer Carapace: 150/150, 225/225, 300/300

Greater Spire
Allows the mutation of mutalisks into Guardians and Devourers, and the final air upgrades to be researched.
 * Cost: 100/150
 * Hotkey: G
 * Prerequisite: Spire and Hive.

Defiler Mound
Allows for production of Defiler. Also allows Consume, Plague, and greater energy capacity to be evolved.
 * Cost: 100/100
 * Hotkey: D
 * Prerequisite: Hive
 * Consume: 100/100
 * Plague: 150/150
 * Metasynaptic Node: 150/150

Ultralisk Cavern
Allows for production of Ultralisk. Allows evolution of Armor and Speed.
 * Cost: 150/200
 * Hotkey: U
 * Prerequisite: Hive
 * Anabolic Synthesis(Speed):150/150
 * Chitnous Plating(thicker carapace):150/150

Nydus Canal
Allows units to move from one place to another quickly. Once built, an exit node can be placed, but exit node must be on creep.
 * Cost: 150/0
 * Hotkey: N
 * Prerequisite: Hive