StarCraft/Terran buildings

Terran
Buildings in StarCraft serve several purposes. Most of them are used to produce units, others to research upgrades, or to provide static defences. Most importantly, they allow you to climb up the technology tree, allowing the construction of more buildings and units. Place Terran building specifics here 


 * Cost will be referred to as X/Y. X is the amount of minerals needed, while Y is the amount of gas.



Command Center
The command center is the Terrans' primary building. It produces the worker SCVs, and is where gathered resources are dropped off. It can sport two fancy extensions, the Comsat station, and the Nuclear silo. Also, the CC (Command Center) can lift off and be moved to a new location. This is useful in that you can build an CC for a nearby expansion somewhere safe in your main base, and then fly it to its new location (however you'll leave any expansions you've built behind). A CC costs 400 minerals.


 * Cost:        400/0
 * Hit Points:  1500
 * Requirements: None

Comsat Station
The comsat center is an upgrade for the CC, it costs 50 minerals, 50 gas to construct. It can only be constructed once the Academy has been built. When energy allows, you can use the comsat station's scanner sweep to reveal any portion of the map and all units (Including cloaked and burrowed ones) for a short time (~15 seconds). The perfect recon tool. Comsats can be "hot keyed" so a cloaked unit can be revealed in the heat of battle and killed before causing too much trouble.


 * Cost:        50/50
 * Hit Points:  500
 * Requirements: Academy
 * Addon to:    Command Center

Nuclear Silo
The nuclear silo is the other upgrade for the CC, you can only have one upgrade, however it is possible to swap back and forth between them by lifting off and settling down next to the other one. A nuclear silo costs 100 minerals, 100 vespene, but to build a nuke for it will cost another 200 each. To actually make use of the nuke you'll need a Ghost to target where the Nuke should land. Nukes are of only limited use: if the ghost that's targeting the nuke dies before the nuke has found its target, then you don't get an earth shattering boom.


 * Cost:        100/100
 * Hit Points:  500
 * Requirements: Science Facility with attached Covert Ops
 * Addon to:    Command Center

Supply Depot
Supply depots generate the nessesary supplies to feed and maintain your troops. Don't worry though, you don't have to set supply lines or anything like that; all you need to do is have enough supply depots to support your troops (otherwise you can't build new troops). A decrease in Supply will not cause a decrease in your troops' abilities or numbers, but must be rectified before new units can be ordered. A supply depot generates 8 "supply", which is the cost of the largest units (Battlecruiser and Nuke).


 * Cost:        100/0
 * Hit Points:  500
 * Requirements: None

Refinery
The refinery can only be built on a vespene geyser. It costs 100 minerals, but is a near absolute necessity for anything more than marines and SCVs. All air units require vespene. Once built, SCVs can enter the refinery and bring back the valuable vespene gas.


 * Cost:        100/0
 * Hit Points:  500
 * Requirements: Command Center

Barracks
The barracks is the first structure you can build that produces attack units. It costs 150 minerals. It can produce Marines, Firebats and Ghosts. If you're running the expansion pack "Brood War" it can also produce medics. The barracks can lift off and be moved.


 * Cost:        150/0
 * Hit Points:  1000
 * Requirements: Command Center

Bunker
The bunker is a defensive structure that can be loaded with infantry (and SCVs). Units in the bunker cannot be damaged until the bunker is destroyed, however they can still fire out.


 * Cost:        100/0
 * Hit Points:  350
 * Requirements: Barracks

Academy
The academy is a research structure: it offers Stim Packs and Enhanced Marine range upgrades. In broodwar it also offers a variety of medic upgrades. The academy must be built for medics and firebats to be produced. It cost 150 minerals.


 * Cost:        150/0
 * Hit Points:  600
 * Requirements: Barracks

Engineering Bay
The engineering bay is a research structure that provides infantry weapon and armour upgrades. It costs 125 minerals, and can lift off. It is also required to build Missile Turrets.


 * Cost:        125/0
 * Hit Points:  850
 * Requirements: Command Center

Missile Turret
The missile turret is a ground to air defense structure. They cost 75 minerals apiece. They are worth having sprinkled around your base because they are "detectors". And they discourage opponents from dropping their units off in your base. It's much easier to kill an overlord and having the two Ultralisks its carrying plummet to their deaths than to permit the dropoff and kill the Ultralisks. Besides that, they just look cool spinning endlessly... More seriously, a endless line of turrets occupying a strategic bluff or pass (Hopefully backed up with ground support units) can have a psycological effect on a human opponent.


 * Cost:        75/0
 * Hit Points:  200
 * Requirements: Engineering Bay

Factory
One of the Terrans' most important structures, the Factory produces the Siege Tank, as well as Vultures and Goliaths. The Factory costs 200 minerals and 100 vespene, and can get the Machine Shop add-on. The Factory can lift off, but it will leave the Machine Shop behind; it can also connect to idle Machine Shops.


 * Cost:        200/100
 * Hit Points:  1250
 * Requirements: Barracks

Machine Shop
The machine shop add-on provides upgrades to units produced in the Factory. You'll want this to get those Siege Tanks. Also the Siege upgrade is available here, as well as Spider Mines, and you can also buy a Goliath upgrade that extends the range of their anti-air missiles.


 * Cost:        50/50
 * Hit Points:  750
 * Requirements: Factory
 * Addon to: Factory

Armory
The armoury provides weapon and armour upgrades for vehicles produced by the Factory and Starport. It allows for the production of Goliaths from the Factory and Valkyries from the Starport.


 * Cost:        100/50
 * Hit Points:  750
 * Requirements: Factory

Starport
The Starport produces your flying units. Wraiths, Dropships, Battlecruisers, and Science Vessels (and Valkyries in the BroodWar Expansion). It can lift off but in doing so loses any Control Tower expansions it has built.


 * Cost:        150/100
 * Hit Points:  1300
 * Requirements: Factory

Control Tower
The Control Tower is required to build most of the Starport's units (only the Wraith or Valkyrie in Brood War can be built without it). It allows you to research Wraith Cloaking and an energy upgrade for the Wraith's engines which gives longer cloaking time.


 * Cost:        50/50
 * Hit Points:  750
 * Requirements: Starport
 * Addon to: Starport

Science Facility
The Science Facility is the last research structure the Terrans can build. It can lift off, but by doing so it will leave behind whichever addon it has. It researches a number of abilities that the Science Vessel can use. It also allows advanced weapons and armour upgrades for both infantry and mechanical units (researched at the Engineering Bay for infantry and at the Armory for vehicles).


 * Cost:        100/150
 * Hit Points:  850
 * Requirements: Starport

Physics Lab
The physics laboratory is an addon for the Science Facility. It is required to build the Terran Battlecruiser, and also houses the Yamato gun (260 damage for 150 energy from a distance of 10 squares) and the colossus reactor upgrades, which adds 50 extra energy capacity to the Battlecruiser.


 * Cost:        50/50
 * Hit Points:  600
 * Requirements: Science Facility
 * Addon to:    Science Facility

Covert Ops
The covert ops station allows you to build Ghosts and Nuclear Silos. It also provides a number of options for Ghost research. Cloaking is a good idea if you plan to nuke anyone. Lock down is a wonderful tool for disabling enemy mechanical units. Watch the Protoss player cry when you lock down his 12 Carriers, and then blow them up with anything on hand. Also included are ocular implants, which increase the Ghost's sight range to maximize scouting abilities, and the Mobius reactor, which allows the Ghost an extra 50 energy capacity.


 * Cost:        50/50
 * Hit Points:  750
 * Requirements: Science Facility
 * Addon to:    Science Facility