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==General==
{{stage|100%|Apr 24, 2006}}
These are the buildings useable from the beginning of the game, requiring no focus on a particular unit strategy.
==Terran==
===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.


====Comsat Station====
===Nexus===
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 [[wikt:recon|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.
This building is '''the''' most crucial of the Protoss, serving a role comparable to those of the Terran Command Center and Zerg Hatchery. As well as producing [[StarCraft/Protoss units#Probe|probes]], it is also the resource gathering center. Losing one's last Nexus means a complete stop to all resource gathering until another can be built...if there are enough minerals available. At 400 minerals each, it's pretty hefty. It is also one of the few buildings which does not have to be built in the range of a [[#Pylon|pylon]].
*Addon to: [[#Command_Center|Command Center]]
* Prerequisites: [[#Academy|Academy]]


====Nuclear Silo====
*Cost:        400/0
The nuclear silo is the other upgrade for the CC, you can only have one upgrade, however it is allowed 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.
*Hotkey:      B (build), then N (nexus)
*Addon to: [[#Command_Center|Command Center]]
*Hit Points:   750/750
* Prerequisites: [[#Science_Facility|Science Facility]] with attached [[#Covert_Ops|Covert Ops]]
*Prerequisites: None


===Supply Depot===
===Assimilator===
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).
Assimilators allow Probes to mine Vespene Gas. Players sometimes use their early worker scout to build an assimilator on top of their opponent's vespene geyser, delaying vespene gas accumulation. Although this trick can be performed by any race, it is most apt to the Protoss, as their [[StarCraft/Protoss units#Probe|probes]] need only start the building process.


===Refinery===
*Cost:        100/0
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.
*Hotkey:      B (build), then A (assimilator)
*Hit Points:  450/450
*Prerequisites: None


===Barracks===
===Pylon===
The barracks is the first structure you can build that produces attack units. It costs 150 minerals. It can produce [[StarCraft:Units#Marine|Marines]], [[StarCraft:Units#Firebat|Firebats]] and [[StarCraft:Units#Ghost|Ghosts]]. If you're running the expansion pack "Brood War" it can also produce medics. The barracks can lift off and be moved.
The Pylon is the power source for all Protoss buildings (except the [[#Nexus|Nexus]] and [[#Assimilator|Assimilator]]). Protoss buildings require at least one Pylon built nearby in order to function properly. If a Pylon powering a building is destroyed, the building will stop working. Pylons also provide 8 unit Psi each.
* Prerequisites: [[#Command_Center|Command Center]]


===Bunker===
*Cost:        100/0
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.
*Hotkey:      B (build), then P (pylon)
* Prerequisites: [[#Barracks|Barracks]]
*Hit Points:  300/300
*Requirements: None


===Academy===
===Gateway===
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.
The Gateway is where Protoss ground units ([[StarCraft/Protoss units#Zealot|Zealot]], [[StarCraft/Protoss units#Dragoon|Dragoon]], [[StarCraft/Protoss units#High Templar|High Templar]], and [[StarCraft/Protoss units#Dark Templar|Dark Templar]]) are warped in from Aiur (or in the more conventional sense, built).
* Prerequisites: [[#Barracks|Barracks]]


===Engineering Bay===
*Cost:    150/0
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.
*Hotkey: B (build), G
* Prerequisites: [[#Command_Center|Command Center]]
*Hit Points:  500/500
*Requirements: [[#Nexus|Nexus]]


===Missile Turret===
===Forge===
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.
The Forge does not build any units, but instead expands the tech tree and is used for upgrading ground units.
* Prerequisites: [[#Engineering_Bay|Engineering Bay]]
*Cost:        150/0
*Hotkey:
*Hit Points:  550/550
*Prerequisites: [[#Nexus|Nexus]]
*Available Upgrades
:Upgrade Ground Weapons, Level 1: 100/100, Level 2: 150/150, Level 3: 200/200
:Upgrade Ground Armor, Level 1: 100/100, Level 2: 175/175, Level 3: 200/200
:Upgrade Plasma Shields, Level 1: 200/200, Level 2: 300/300, Level 3: 400/400


===Factory===
===Photon Cannon===
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.
The Photon Cannon is a defensive structure for the Protoss. Its ranged attack can hit both ground and air units. It can also detect cloaked units.
* Prerequisites: [[#Barracks|Barracks]]


====Machine Shop====
:Cost:        150/0
The machine shop add-on provides upgrades to units produced in the factory. It's built by the factory for 50 minerals and 50 vespene. 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.
:Hit Points:  100/100
* Addon to: [[#Factory|Factory]]
:Requirements: [[#Forge|Forge]]
:Damage:      20 (Air and Ground)


===Armory===
===Shield Battery===
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 form the Starport.
The Shield Battery can be used by all Protoss units to recharge their shields.
* Prerequisites: [[#Factory|Factory]]


===Starport===
:Cost:        100/0
The Starport produces your flying units. Wraiths, Dropships,  BattleCruisers, and Science Vessels (and Valkyries in the BroodWar Expansion). It costs 150 minerals, 100 vespene. It can lift off but in doing so loses any Control Tower expansions it has built.
:Hit Points:  200/200
* Prerequisites: [[#Factory|Factory]]
:Requirements: [[#Gateway|Gateway]]
:Max Energy: 200


==== Control Tower ====
===Cybernetics Core===
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.
The Cybernetics Core is used for upgrading Air Attack, Air Armor, and increased attack range for [[StarCraft/Protoss units#Dragoon|Protoss Dragoons]]. It is also necessary in order to begin building advanced Protoss structures.
* Prerequisites: [[#Starport|Starport]]


===Science Facility===
:Cost:        200/0
The science Facility is the last research structure the Terrans can build. I think it costs 100 minerals and 150 vespene. It can lift off, but by doing so it will leave behind whichever expansion 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.
:Hit Points:  500/500
* Prerequisites: [[#Starport|Starport]]
:Requirements: [[#Gateway|Gateway]]
:Research:    Air Weapons Upgrade, Air Armor Upgrade, Singularity Charge


====Physics Lab====
==Robotics Tech Path==
The physics laboratory is an add-on 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, which adds 50 extra energy capacity to the Battlecruiser.
This particular technology path leads to special units which provide transportation, detection and artillery. Often used on ground maps for detection or for a reaver drop on ground maps, it is usually a popular choice on air maps, to provide the transportation needed for a quick attack or expansion.
* Addon to: [[#Science_Facility|Science Facility]]


====Covert Ops====
===Robotics Facility===
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 occular 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.
The Robotics Facility is the construction center for [[StarCraft/Protoss units#Shuttle|Shuttles]], [[StarCraft/Protoss units#Reaver|Reavers]], and [[StarCraft/Protoss units#Observer|Observers]]. Only [[StarCraft/Protoss units#Shuttle|Shuttles]] are available by default.
* Addon to: [[#Science_Facility|Science Facility]]


==Protoss==
:Cost:        200/200
===Nexus=== The Nexus is the Protoss' primary building. It produces workers, and is where gathered resources are dropped off. A Nexus costs 400 minerals.
:Hit Points:  500/500
:Requirements: [[#Cybernetics Core|Cybernetics Core]]


===Assimilator=== The Assimilator must be built on a Vespene Geyser before the Protoss workers can collect gas. It costs 100 minerals.
===Robotics Support Bay===
Allows [[StarCraft/Protoss units#Reaver|Reavers]] to be built at the Robotics Facility


===Pylon=== The Pylon is the power source for all Protoss buildings (except for the Nexus and Assimilator). Protoss buildings require at least one Pylon built nearby in order to function properly. If a Pylon powering a building is destroyed, the building will stop working. A Pylon costs 100 minerals.
:Cost:        150/100
:Hit Points:  450/450
:Requirements: [[#Robotics Facility|Robotics Facility]]
:Research:    Scarab Damage, Reaver Capacity, Gravitic Drive


===Gateway=== The Gateway is where Protoss ground units (Zealot, Dragoon, High Templar, and Dark Templar) come out. It costs 150 minerals.
===Observatory===
* Prerequisites: [[#Nexus|Nexus]]
Allows [[StarCraft/Protoss units#Observer|Observers]] to be built at the Robotics Facility


===Forge=== The Forge is used for upgrading Ground Attack, Ground Armor, and Shield Armor. It costs 150 minerals.
:Cost:        50/100
* Prerequisites: [[#Nexus|Nexus]]
:Hit Points:  250/250
:Requirements: [[#Robotics Facility|Robotics Facility]]
:Research:    Sensor Array, Gravitic Booster


===Shield Battery=== The Shield Battery can be used by all Protoss units to recharge their shields. It costs 100 minerals.
==Citadel Tech Path==
* Prerequisites: [[#Gateway|Gateway]]
This is a very common choice on ground maps, as Protoss ground units are far superior to other races' units, allowing greater versatility to the [[StarCraft/Protoss units#Zealot|Zealot]] and bringing into play the [[StarCraft/Protoss units#High Templar|Templar]] and [[StarCraft/Protoss units#Archon|Archon]] units.


===Cybernetics Core=== The Cybernetics Core is used for upgrading Air Attack, Air Armor, and increased attack range for Protoss Dragoons. It costs 200 minerals.
===Citadel of Adun===
* Prerequisites: [[#Gateway|Gateway]]
Allows the Templar Archives to be warped in.


===Photon Cannon=== The Photon Cannon is a defensive structure for the Protoss. Its ranged attack can hit both ground and air units. It can also detect cloaked units. It costs 150 minerals.
:Cost:        150/100
* Prerequisites: [[#Forge|Forge]]
:Hit Points:  450/450
:Requirements: [[#Cybernetics Core|Cybernetics Core]]
:Research:    Leg Enhancement


===Robotics Facility=== The Robotics Facility is the construction center for Shuttles, Reavers, and Observers. Only Shuttles are available by default.
===Templar Archives===
* Prerequisites: [[#Cybernetics_Core|Cybernetics Core]]
Allows both [[StarCraft/Protoss units#High Templar|High]] and [[StarCraft/Protoss units#Dark Templar|Dark Templar]] to be built at the [[#Gateway|Gateway]].


===Robotics Support Bay=== Allows Reavers to be built at the Robotics Facility
:Cost:    150/200
* Prerequisites: [[#Robotics_Facility|Robotics Facility]]
:Hit Points:  500/500
:Requirements: [[#Citadel of Adun|Citadel of Adun]]
:Research:    Psionic Storm, Hallucination, Khaydarin Amulet, Mind Control, Maelstrom, Argus Talisman


===Observatory=== Allows Observers to be built at the Robotics Facility
==Stargate Tech Path==
* Prerequisites: [[#Robotics_Facility|Robotics Facility]]
Stargate technology is one of the more rarely used pathways, used mainly on air maps or in the endgame for that extra punch.


===Citadel of Adun=== Allows the Templar Archives to be warped in
===Stargate===
* Prerequisites: [[#Cybernetics_Core|Cybernetics Core]]
The Stargate allows air units to be warped in.


===Templar Archives=== Allows both High and Dark Templar to be built at the Gateway
:Cost:        150/150
* Prerequisites: [[#Citadel_of_Adun|Citadel of Adun]]
:Hit Points:  600/600
:Requirements: [[#Cybernetics Core|Cybernetics Core]]
:Can Train: [[StarCraft/Protoss units#Scout|Scouts]], [[StarCraft/Protoss units#Carrier|Carriers]] and [[StarCraft/Protoss units#Arbiter|Arbiters]]


===Stargate=== The Stargate allows air units to be warped in.
===Fleet Beacon===
* Prerequisites: [[#Cybernetics_Core|Cybernetics Core]]
The Fleet Beacon allows [[StarCraft/Protoss units#Carrier|Carriers]] to be constructed, and allows [[StarCraft/Protoss units#Scout|Scouts]], [[StarCraft/Protoss units#Carrier|Carriers]], and Corsairs to be upgraded.


===Fleet Beacon=== The Fleet Beacon allows Carriers to be constructed, and allows Scouts, Carriers, and Corsairs to be upgraded.
:Cost:        300/200
* Prerequisites: [[#Stargate|Stargate]]
:Hit Points:  500/500
:Requirements: [[#Stargate|Stargate]]
:Research:    Apial Sensors, Gravitic Thrusters, Carrier Capacity, Disruption Web, Argus Jewel


===Arbiter Tribunal=== The Arbiter Tribunal allows Arbiters to be constructed and upgraded.
===Arbiter Tribunal===
* Prerequisites: [[#Stargate|Stargate]] and [[#Citadel_of_Adun|Citadel of Adun]]
The Arbiter Tribunal allows [[StarCraft/Protoss units#Arbiter|Arbiters]] to be constructed and upgraded.


==Zerg==
:Cost:         200/150
===Hatchery / Lair / Hive===
:Hit Points:   500/500
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.
:Requirements: [[#Stargate|Stargate]], [[#Templar Archives|Templar Archives]]
*Cost: 300/0
:Research:     Recall, Stasis Field, Khaydarin Core
*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===
{{Footer Nav|game=StarCraft|prevpage=Zerg upgrades|nextpage=Protoss units}}
This building allows Drones to collect Vespene Gas, which is necessary for almost every unit.
*Cost: 50/0
*Hotkey: E
 
===Spawning Pool===
It allows 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

Latest revision as of 15:35, 21 November 2010

General[edit]

These are the buildings useable from the beginning of the game, requiring no focus on a particular unit strategy.

Nexus[edit]

This building is the most crucial of the Protoss, serving a role comparable to those of the Terran Command Center and Zerg Hatchery. As well as producing probes, it is also the resource gathering center. Losing one's last Nexus means a complete stop to all resource gathering until another can be built...if there are enough minerals available. At 400 minerals each, it's pretty hefty. It is also one of the few buildings which does not have to be built in the range of a pylon.

  • Cost: 400/0
  • Hotkey: B (build), then N (nexus)
  • Hit Points: 750/750
  • Prerequisites: None

Assimilator[edit]

Assimilators allow Probes to mine Vespene Gas. Players sometimes use their early worker scout to build an assimilator on top of their opponent's vespene geyser, delaying vespene gas accumulation. Although this trick can be performed by any race, it is most apt to the Protoss, as their probes need only start the building process.

  • Cost: 100/0
  • Hotkey: B (build), then A (assimilator)
  • Hit Points: 450/450
  • Prerequisites: None

Pylon[edit]

The Pylon is the power source for all Protoss buildings (except the Nexus and Assimilator). Protoss buildings require at least one Pylon built nearby in order to function properly. If a Pylon powering a building is destroyed, the building will stop working. Pylons also provide 8 unit Psi each.

  • Cost: 100/0
  • Hotkey: B (build), then P (pylon)
  • Hit Points: 300/300
  • Requirements: None

Gateway[edit]

The Gateway is where Protoss ground units (Zealot, Dragoon, High Templar, and Dark Templar) are warped in from Aiur (or in the more conventional sense, built).

  • Cost: 150/0
  • Hotkey: B (build), G
  • Hit Points: 500/500
  • Requirements: Nexus

Forge[edit]

The Forge does not build any units, but instead expands the tech tree and is used for upgrading ground units.

  • Cost: 150/0
  • Hotkey:
  • Hit Points: 550/550
  • Prerequisites: Nexus
  • Available Upgrades
Upgrade Ground Weapons, Level 1: 100/100, Level 2: 150/150, Level 3: 200/200
Upgrade Ground Armor, Level 1: 100/100, Level 2: 175/175, Level 3: 200/200
Upgrade Plasma Shields, Level 1: 200/200, Level 2: 300/300, Level 3: 400/400

Photon Cannon[edit]

The Photon Cannon is a defensive structure for the Protoss. Its ranged attack can hit both ground and air units. It can also detect cloaked units.

Cost: 150/0
Hit Points: 100/100
Requirements: Forge
Damage: 20 (Air and Ground)

Shield Battery[edit]

The Shield Battery can be used by all Protoss units to recharge their shields.

Cost: 100/0
Hit Points: 200/200
Requirements: Gateway
Max Energy: 200

Cybernetics Core[edit]

The Cybernetics Core is used for upgrading Air Attack, Air Armor, and increased attack range for Protoss Dragoons. It is also necessary in order to begin building advanced Protoss structures.

Cost: 200/0
Hit Points: 500/500
Requirements: Gateway
Research: Air Weapons Upgrade, Air Armor Upgrade, Singularity Charge

Robotics Tech Path[edit]

This particular technology path leads to special units which provide transportation, detection and artillery. Often used on ground maps for detection or for a reaver drop on ground maps, it is usually a popular choice on air maps, to provide the transportation needed for a quick attack or expansion.

Robotics Facility[edit]

The Robotics Facility is the construction center for Shuttles, Reavers, and Observers. Only Shuttles are available by default.

Cost: 200/200
Hit Points: 500/500
Requirements: Cybernetics Core

Robotics Support Bay[edit]

Allows Reavers to be built at the Robotics Facility

Cost: 150/100
Hit Points: 450/450
Requirements: Robotics Facility
Research: Scarab Damage, Reaver Capacity, Gravitic Drive

Observatory[edit]

Allows Observers to be built at the Robotics Facility

Cost: 50/100
Hit Points: 250/250
Requirements: Robotics Facility
Research: Sensor Array, Gravitic Booster

Citadel Tech Path[edit]

This is a very common choice on ground maps, as Protoss ground units are far superior to other races' units, allowing greater versatility to the Zealot and bringing into play the Templar and Archon units.

Citadel of Adun[edit]

Allows the Templar Archives to be warped in.

Cost: 150/100
Hit Points: 450/450
Requirements: Cybernetics Core
Research: Leg Enhancement

Templar Archives[edit]

Allows both High and Dark Templar to be built at the Gateway.

Cost: 150/200
Hit Points: 500/500
Requirements: Citadel of Adun
Research: Psionic Storm, Hallucination, Khaydarin Amulet, Mind Control, Maelstrom, Argus Talisman

Stargate Tech Path[edit]

Stargate technology is one of the more rarely used pathways, used mainly on air maps or in the endgame for that extra punch.

Stargate[edit]

The Stargate allows air units to be warped in.

Cost: 150/150
Hit Points: 600/600
Requirements: Cybernetics Core
Can Train: Scouts, Carriers and Arbiters

Fleet Beacon[edit]

The Fleet Beacon allows Carriers to be constructed, and allows Scouts, Carriers, and Corsairs to be upgraded.

Cost: 300/200
Hit Points: 500/500
Requirements: Stargate
Research: Apial Sensors, Gravitic Thrusters, Carrier Capacity, Disruption Web, Argus Jewel

Arbiter Tribunal[edit]

The Arbiter Tribunal allows Arbiters to be constructed and upgraded.

Cost: 200/150
Hit Points: 500/500
Requirements: Stargate, Templar Archives
Research: Recall, Stasis Field, Khaydarin Core