StarCraft/Zerg buildings

Hatchery
The Hatchery is the Zerg's primary building, it produce creep on which other Zerg structures can be built as well as larvae. Larvae can be morphed other units. Up to three larvae will spawn near the Hatchery. The Hatchery is required to build Lair, Extractor, Evolution chamber, Creep colony and Spawning pool.


 * Statistics
 * Cost: 300/0
 * Hit points: 1250
 * Armor type: Heavy
 * Armor: 1
 * Hotkey: H

Lair
The lair is the evolution of the hatchery. It require a hatchery and a spawning pool to be built. And is required to build a hive, a spire and queen's nest.


 * Statistics
 * Cost: 150/100
 * Hit points: 1800
 * Armor type: Heavy
 * Armor: 1


 * Available upgrades
 * Burrow
 * Ventral sacs
 * Pneumatized carapace
 * Antennae

Hive
The hive is the evolution of the lair. It require a lair and Queen's nest to be built. And is required to build nydus canal, defiler's mound and ultralisk cavern as well as to morph a spire into a greater spire.


 * Statistics
 * Cost: 200/150
 * Hit points: 2500
 * Armor type: Heavy
 * Armor: 1


 * Available upgrades
 * see Lair's upgrades

Extractor
The extractor allows drones to collect Vespene Gas, which is needed to build almost every unit. Like its counterparts, the Terran Refinery and the Protoss Assimilator, only one drone can be inside it at any given time. The extractor require a hatchery to be built.


 * Statistics
 * Cost: 50/0
 * Hit points: 750
 * Armor type: Heavy
 * Armor: 1
 * Hotkey: E

Spawning pool
The spawning pool is required to create zerglings. The spawning pool require a hatchery. And is required to build an hydralisk den as well as to mutate a hatchery into a lair and a creep colony into a sunken colony or a spore colony.


 * Statistics
 * Cost: 200/0 (was 150/0 before version 1.08)
 * Hit points: 750
 * Armor type: Heavy
 * Armor: 1
 * Hotkey: S


 * Available Upgrades
 * Metabolic boost
 * Adrenal glands

Hydralisk Den
The Hydralisk Den, as its name suggests, allows the production and support of Hydralisks. Dedicated (like most Zerg buildings) to a unit, it allows two Hydralisk-specific upgrades in StarCraft and a third one in the Brood War expansion. Both basic upgrades (speed and range) are quite useful, as the Hydralisk is considered by most to be the backbone unit of the Zerg forces. The Brood War-only upgrade is the Lurker aspect evolution, which allows the Hydralisk to go back into its egg form and re-emerge as a Lurker.
 * Cost: 100/50
 * Hotkey: D
 * Available Upgrades
 * Leg Enhancements(Increases Hydralisk movement speed): 150/150
 * Grooved Spines(Greater Hydralisk attack range): 150/150
 * Lurker Aspect (allows Hydralisks to morph into Lurkers): 200/200, requires Lair, Brood War only

Evolution Chamber
The Zerg ground unit upgrades can be found here. They are: carapace, melee attacks, and ranged attacks. The second levels of each upgrade can only be achieved with a Lair, and the third levels can only be researched with a Hive.
 * Cost: 75/0
 * Hotkey: V
 * Available Upgrades
 * Upgrade Melee Attacks (Zergling, Broodling, and Ultralisk attacks): Level 1: 100/100, Level 2: 175/175, Level 3: 250/250
 * Upgrade Missile Attacks (Hydralisk and Drone attacks): Level 1: 100/100, Level 2: 175/175, Level 3: 250/250
 * Upgrade Carapace (all ground units receive armor): Level 1: 150/150, Level 2: 225/225, Level 3: 300/300

Creep Colony
This building extends the Creep as to give more room for buildings. The Creep Colony can be mutated into a Sunken or Spore colony for defense purposes.
 * Cost: 75/0
 * Hotkey: C

Sunken Colony
Mutated from a Creep Colony. It is the strongest ground defense of any race, dealing 40 explosive damage to any nearbly enemy ground units.
 * Cost: 50/0
 * Prerequisites: Creep Colony, Spawning Pool
 * Hotkey: U

Spore Colony
Mutated from a Creep Colony. It is the sturdiest air defense of any species, with 400 hit points. Its damage of 15, however, make this building not as effective at its job as the Sunken Colony.
 * Cost: 50/0
 * Prerequisites: Creep Colony, Evolution Chamber
 * Hotkey: S

Queen's Nest
This building allows for production of Queens. Also, Queen abilities and upgrades such as Ensnare, Spawn Broodlings, and greater energy capacity can be evolved here. Finally, it is the prerequisite for Hives.
 * Cost: 150/100
 * Hotkey: Q
 * Prerequisite: Lair
 * Available Upgrades
 * Ensnare (Queen ability): 100/100
 * Spawn Broodling (Queen ability): 100/100
 * Gamete Synthesis (increased Queen energy): 150/150

Spire
One of the more important Zerg structures, the Spire allows production of basic air units at the Hatchery. Also, air unit weapons and armor can be upgraded here. This structure can be upgraded into a Greater Spire. The third levels of both air unit upgrades require the upgraded form.
 * Cost: 200/150
 * Hotkey: S
 * Prerequisite: Lair
 * Available Upgrades
 * Upgrade Flyer Attacks: Level 1: 100/100, Level 2: 175/175, Level 3: 250/250
 * Upgrade Flyer Carapace: Level 1: 150/150, Level 2: 225/225, Level 3: 300/300

Greater Spire
The mutation of Mutalisks into Guardians and Devourers and the final levels of air upgrades require this structure.
 * Cost: 100/150 (in addition to the Spire's cost)
 * Hotkey: G
 * Prerequisite: Spire, Hive.

Defiler Mound
This is a high-level structure which allows for the production of Defilers. Also, Defiler abilities such as Consume, Plague, and greater energy capacity are evolved here.
 * Cost: 100/100
 * Hotkey: D
 * Prerequisite: Hive
 * Available Upgrades
 * Consume (Defiler ability): 100/100
 * Plague (Defiler ability): 150/150
 * Metasynaptic Node (greater Defiler energy): 150/150

Ultralisk Cavern
Another advanced building, the Ultralisk Cavern lets the player produce the giant Ultralisks. In the Brood War expansion, Ultralisk upgrades are also evolved here.
 * Cost: 150/200
 * Hotkey: U
 * Prerequisite: Hive
 * Available Upgrades
 * Anabolic Synthesis (Increased Ultralisk speed): 150/150
 * Chitnous Plating (Increased Ultralisk armor): 150/150

Nydus Canal
This is basically a tunnel that transports Zerg units instantly across the map. Once an entrance is built, an exit node must be placed (at no additional cost) on either friendly or enemy Creep for the Canal to start working.
 * Cost: 150/0
 * Hotkey: N
 * Prerequisite: Hive