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The first building should be the barracks, allowing for the advanced tree and a different section for the basic tree. After Barracks, base your tech on your enemy's species. Either way, build an early refinery. Against Zerg, build academy, followed by immediate Stim research, U-238 and Medic energy upgrade. Later, restoration and optical flare are highly recommended. (for use against parasite, ensnare, and plague, and for blinding overlords for wraith use) Remember to build a comsat station, to spot lurkers and for scouting; terran has no reliable scout. This is the infantry tech.
The first building should be the barracks, allowing for the advanced tree and a different section for the basic tree. After Barracks, base your tech on your enemy's species. Either way, build an early refinery. Against Zerg, build academy, followed by immediate Stim research, U-238 and Medic energy upgrade. Later, restoration and optical flare are highly recommended. (for use against parasite, ensnare, and plague, and for blinding overlords for wraith use) Remember to build a comsat station, to spot lurkers and for scouting; terran has no reliable scout. This is the infantry tech.


Starports have two benefits: access to air units, and access to the science facility, needed for second level upgrades. Build a control tower, as only the wraith can be built without one, and wraiths are almost useless without cloak (which must be researched at a control tower).
Starports have two benefits: access to air units, and access to the science facility, needed for second level upgrades. Build a control tower, as only the wraith can be built without one, and wraiths are almost useless without cloak.


===Zerg===
===Zerg===
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