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==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 Com-sat 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 ore.


===Comsat Station===
==Hatchery==
The comsat center is an upgrade for the CC, it costs 50 ore, 50 vespene 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 for a short time (~15 seconds). The perfect recon tool. I recommend having two of your CC's with this add-on, and the Comsat's bounded to your 0 and 9 quick keys. The scanner sweep also detects cloaked units.
The Hatchery is the Zerg's primary building, it produces creep on which other Zerg structures can be built as well as larvae. Larvae can be morphed into other units. Up to three larvae will spawn near the Hatchery. The Hatchery is required to build [[#Lair|Lair]], [[#Extractor|Extractor]], [[#Evolution chamber|Evolution chamber]], [[#Creep colony|Creep colony]] and [[#Spawning pool|Spawning pool]].
*Prerequisite: Academy


===Nuclear Silo===
;Statistics
The nuclear silo is the other upgrade for the CC, you can only have one upgrade, so it's either the Comsat or this. A nuclear silo costs 50 ore, 50 vespene, but to build a nuke for it will cost another 200 ore and 200 vespene gas. 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 kaboom.
:Cost: 300/0
* Prerequisite: Science Facility with attached Covert Ops
:Hit points: 1250
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|H}}


===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. A supply depot generates 8 supply, which can be used to construct new units.
===Lair===
The lair is the evolution of the [[#Hatchery|hatchery]]. It requires a [[#Hatchery|hatchery]] and a [[#Spawning pool|spawning pool]] to be built; and is required to build a [[#Hive|hive]], a [[#Spire|spire]] and [[#Queen's nest|queen's nest]].


===Refinery=== The refinery can only be built on a vespene geyser. It costs 100 ore. Once built, SCVs can enter the refinery and bring back valuable vespene gas.
;Statistics
:Cost: 150/100
:Hit points: 1800
:Armor type: Heavy
:Armor: 1


===Barracks===
;Available upgrades
The barracks is the first structure you can built that produces attack units. It costs 150 ore. It can produces 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.
:[[StarCraft/Zerg upgrades#Burrow|Burrow]]
*Prerequisite: Command Center
:[[StarCraft/Zerg upgrades#Ventral sacs|Ventral sacs]]
:[[StarCraft/Zerg upgrades#Pneumatized carapace|Pneumatized carapace]]
:[[StarCraft/Zerg upgrades#Antennae|Antennae]]


===Bunker===
===Hive===
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.
The hive is the evolution of the [[#Lair|lair]]. It requires a [[#Lair|lair]] and [[#Queen's nest|Queen's nest]] to be built; and is required to build a [[#Nydus canal|nydus canal]], [[#Defiler's mound|defiler's mound]] and [[#Ultralisk cavern|ultralisk cavern]] as well as morphing a [[#Spire|spire]] into a [[#Greater spire|greater spire]].
*Prerequisite: 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, firebats and ghosts to be produced. It cost 150 ore.
;Statistics
* Prerequisite: Barracks
:Cost: 200/150
:Hit points: 2500
:Armor type: Heavy
:Armor: 1


===Engineering Bay=== The engineering bay is a research structure that provides infantry weapon and armour upgrades. It costs 125 ore, and can lift off. It is also required to build Missile Turrets.
;Available upgrades
* Prerequisite: Command Center
:see [[#Lair|Lair]]'s upgrades


===Missile Turret=== The missile turret is a ground to air defense structure. They cost 100 ore 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 with their spinning payload...
==Extractor==
* Prerequisite: Engineering Bay
The extractor allows [[StarCraft/Zerg units#Drone|drones]] to collect Vespene Gas, which is needed to build almost every unit. Like its counterparts, the [[StarCraft/Terran buildings#Refinery|Terran Refinery]] and the [[StarCraft/Protoss buildings#Assimilator|Protoss Assimilator]], only one drone can be inside it at any given time. The extractor requires a [[#Hatchery|hatchery]] to be built.


===Factory=== One of the Terrans' most important structures, the Factory produces the Siege Tank, as well as Vultures and Goliaths. The Factory costs 200 ore 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.
;Statistics
* Prerequisite: Barracks
:Cost: 50/0
:Hit points: 750
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|E}}


===Machine Shop=== The machine shop add-on provides upgrades to units produced in the factory. It's built by the factory for 50 ore 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.
==Spawning pool==
* Prerequisite: Factory
The spawning pool is required to create [[StarCraft/Zerg units#Zergling|zerglings]]. The spawning pool requires a [[#Hatchery|hatchery]], and is required to build an [[#Hydralisk den|hydralisk den]]; as well as to mutate a [[#Hatchery|hatchery]] into a [[#Lair|lair]] and a [[#Creep colony|creep colony]] into a [[#Sunken colony|sunken colony]] or a [[#Spore colony|spore colony]].


===Armory=== The armoury provides weapon and armour upgrades for vehicles produced by the Factory and Starport.
;Statistics
* Prerequisite: Factory
:Cost: 200/0 (was 150/0 before version 1.08)
:Hit points: 750
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|S}}


===Starport=== The Starport produces your flying units. Wraiths, Dropships,  BattleCruisers, and Science Vessels (and Valkyries in the BroodWar Expansion). It costs 150 ore, 100 vespene. It can lift off but in doing so loses any Control Tower expansions it has built.
;Available Upgrades
* Prerequisite: Factory
:[[StarCraft/Zerg upgrades#Metabolic boost|Metabolic boost]]
:[[StarCraft/Zerg upgrades#Adrenal glands|Adrenal glands]]


===Control Tower=== The Control Tower is required to build most of the Starport's units (only the Wraith can be built without it). It allows you to research Wraith Cloaking and an energy upgrade for the Wraith's engines.
==Hydralisk den==
* Prerequisite: Starport
The hydralisk den, as its name suggests, allows the production and support of [[StarCraft/Zerg units#Hydralisk|hydralisks]]. It requires a [[#Hatchery|hatchery]] and a [[#Spawning pool|spawning pool]] to be built.  


===Science Facility=== The science Facility is the last research structure the Terrans can build. I think it costs 100 ore 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.
;Statistics
* Prerequisite: Starport
:Cost: 100/50
:Hit points: 850
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|D}}


===Physics Lab=== The physics laboratory is an add-on for the Science Facility. It allows you to research the Yamato Cannon. You must have a Science Facility with attached Physics lab to construct Battle Cruisers.
;Available upgrades
* Prerequisite: Science Facility
:[[StarCraft/Zerg upgrades#Muscular augments|Muscular augments]]
:[[StarCraft/Zerg upgrades#Grooved spines|Grooved spines]]
:[[StarCraft/Zerg upgrades#Lurker aspect|Lurker aspect]]


===Covert Ops Station=== The covert ops station allows you to build Ghosts and Nukes. 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 your 'rhines' --- or anything for that matter
==Evolution chamber==
* Prerequisite: Science Facility
The Zerg ground units upgrades can be found here. The second levels of each upgrade can only be achieved with a [[#Lair|lair]], and the third levels can only be researched with a [[#Hive|hive]]. It is also required for the [[#Spore colony|spore colony]].


==Protoss==
;Statistics
===Nexus=== The Nexus is the Protoss' primary building. It produces workers, and is where gathered resources are dropped off. A Nexus costs 400 minerals.
:Cost: 75/0
:Hit points: 750
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|V}}


===Assimilator=== The Assimilator must be built on a Vespene Geyser before the Protoss workers can collect gas. It costs 100 minerals.
;Available upgrades
:[[StarCraft/Zerg upgrades#Melee attacks|Melee attacks]]
:[[StarCraft/Zerg upgrades#Missile attacks|Missile attacks]]
:[[StarCraft/Zerg upgrades#Carapace|Carapace]]


===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.
==Creep colony==
This building extends the creep as to give more room for buildings. The creep colony can be mutated into a [[#Sunken colony|sunken colony]] or a [[#Spore colony|spore colony]] for defense purposes. It requires an [[#Hatchery|hatchery]] to built.


===Gateway=== The Gateway is where Protoss ground units (Zealot, Dragoon, High Templar, and Dark Templar) come out. It costs 150 minerals.
;Statistics
:Cost: 75/0
:Hit points: 400
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|C}}


===Forge=== The Forge is used for upgrading Ground Attack, Ground Armor, and Shield Armor. It costs 150 minerals.
===Sunken colony===
Mutated from a [[#Creep colony|creep colony]]. It is the strongest ground defense of any race, dealing 40 explosive damage to any nearby enemy ground units. It requires a [[#Creep colony|creep colony]] and a [[#Spawning pool|spawning pool]] to be built.


===Shield Battery=== The Shield Battery can be used by all Protoss units to recharge their shields. It costs 100 minerals.
;Statistics
:Cost: 50/0
:Hit points: 300
:Armor type: Heavy
:Armor: 2
:Damage type: Explosive
:Damage: 40
:Hotkey: {{kbd|U}}


===Cybernetics Core=== The Cybernetics Core is used for upgrading Air Attack, Air Armor, and increased attack range for Protoss Dragoons. It costs 200 minerals.
===Spore colony===
Mutated from a [[#Creep colony.|creep colony]]. It is the sturdiest air defense of any species, with 400 hit points. Its damage of 15, however, makes this building not as effective at its job as the [[#Sunken colony|sunken colony]]. It requires a [[#Creep colony|creep colony]] and an [[#Evolution chamber|evolution chamber]] to be built. The spore colony is a detector.


===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.
;Statistics
:Cost: 50/0
:Hit points: 400
:Armor type: Heavy
:Armor: 1
:Damage type: Normal
:Damage: 15
:Detection range: 10
:Hotkey: {{kbd|S}}


==Zerg==
==Queen's nest==
===Hatchery=== 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 zerg to evolve to the next 'age'.  A Hatchery costs 300 minerals.
This building allows for production of [[StarCraft/Zerg units#Queens|queens]]. It requires a [[#Lair|lair]] to be built, and is required to build a [[#Hive|hive]].


===Spawning Pool=== The spawning pool is an early structure requiring 200 minerals to construct.  It allows allows the player to create Zerglings and has two upgrade options for Zerglings.  The second upgrade cannot be completed until the Hatchery has been evolved into a Hive.
;Statistics
:Cost: 150/100
:Hit points: 850
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|Q}}


===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.
;Available upgrades
:[[StarCraft/Zerg upgrades#Ensnare|Ensnare]]
:[[StarCraft/Zerg upgrades#Spawn broodling|Spawn broodling]]
:[[StarCraft/Zerg upgrades#Gamete meiosis|Gamete meiosis]]
 
==Spire==
One of the more important Zerg structures, the spire allows production of basic air units at the [[#Hatchery|hatchery]]. Also, air unit weapons and armor can be upgraded here. It requires a [[#Lair|lair]] to be built. This structure can be morphed into a [[#Greater spire]] when [[#Hive|Hive]] is available.
 
;Statistics
:Cost: 200/150
:Hit points: 600
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|S}}
 
;Available upgrades
:[[StarCraft/Zerg upgrades#Flyer attacks|Flyer attack]]
:[[StarCraft/Zerg upgrades#Flyer carapace|Flyer carapace]]
 
===Greater spire===
The mutation of [[StarCraft/Zerg units#Mutalisks|mutalisks]] into [[StarCraft/Zerg units#Guardians|guardians]] and [[StarCraft/Zerg units#Devourers|devourers]] and the final levels of air upgrades require this structure. It requires a [[#Spire|spire]] and a [[#Hive|hive]] to be built.
 
;Statistics
:Cost: 100/150 (in addition to the [[#Spire|spire]]'s cost)
:Hit points: 1000
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|G}}
 
;Available upgrades
:[[StarCraft/Zerg upgrades#Flyer attacks|Flyer attack]]
:[[StarCraft/Zerg upgrades#Flyer carapace|Flyer carapace]]
 
==Defiler mound==
This is a high-level structure which allows for the production of [[StarCraft/Zerg units#Defilers|defilers]]. It requires a [[#Hive|hive]] to be built.
 
;Statistics
:Cost: 100/100
:Hit points: 850
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|D}}
 
;Available upgrades
:[[StarCraft/Zerg upgrades#Consume|Consume]]
:[[StarCraft/Zerg upgrades#Plague|Plage]]
:[[StarCraft/Zerg upgrades#Metasynaptic node|Metasynaptic node]]
 
==Ultralisk cavern==
Another advanced building, the ultralisk cavern lets the player produce the giant [[StarCraft/Zerg units#Ultralisk|ultralisks]]. It requires a [[#Hive|hive]] to be built.
 
;Statistics
:Cost: 150/200
:Hit points: 600
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|U}}
 
;Available upgrades
:[[StarCraft/Zerg upgrades#Anabolic synthesis|Anabolic synthesis]]
:[[StarCraft/Zerg upgrades#Chitinous plating|Chitinous plating]]
 
==Nydus canal==
This is basically a tunnel that transports 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. It requires a [[#Hive|hive]] to be built.
 
;Statistics
:Cost: 150/0
:Hit points: 250
:Armor type: Heavy
:Armor: 1
:Hotkey: {{kbd|N}}
 
{{Footer Nav|game=StarCraft|prevpage=Terran units|nextpage=Zerg units}}

Latest revision as of 20:44, 9 February 2011

Hatchery[edit]

The Hatchery is the Zerg's primary building, it produces creep on which other Zerg structures can be built as well as larvae. Larvae can be morphed into 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[edit]

The lair is the evolution of the hatchery. It requires 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[edit]

The hive is the evolution of the lair. It requires a lair and Queen's nest to be built; and is required to build a nydus canal, defiler's mound and ultralisk cavern as well as morphing 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[edit]

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 requires a hatchery to be built.

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

Spawning pool[edit]

The spawning pool is required to create zerglings. The spawning pool requires 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[edit]

The hydralisk den, as its name suggests, allows the production and support of hydralisks. It requires a hatchery and a spawning pool to be built.

Statistics
Cost: 100/50
Hit points: 850
Armor type: Heavy
Armor: 1
Hotkey:  D 
Available upgrades
Muscular augments
Grooved spines
Lurker aspect

Evolution chamber[edit]

The Zerg ground units upgrades can be found here. The second levels of each upgrade can only be achieved with a lair, and the third levels can only be researched with a hive. It is also required for the spore colony.

Statistics
Cost: 75/0
Hit points: 750
Armor type: Heavy
Armor: 1
Hotkey:  V 
Available upgrades
Melee attacks
Missile attacks
Carapace

Creep colony[edit]

This building extends the creep as to give more room for buildings. The creep colony can be mutated into a sunken colony or a spore colony for defense purposes. It requires an hatchery to built.

Statistics
Cost: 75/0
Hit points: 400
Armor type: Heavy
Armor: 1
Hotkey:  C 

Sunken colony[edit]

Mutated from a creep colony. It is the strongest ground defense of any race, dealing 40 explosive damage to any nearby enemy ground units. It requires a creep colony and a spawning pool to be built.

Statistics
Cost: 50/0
Hit points: 300
Armor type: Heavy
Armor: 2
Damage type: Explosive
Damage: 40
Hotkey:  U 

Spore colony[edit]

Mutated from a creep colony. It is the sturdiest air defense of any species, with 400 hit points. Its damage of 15, however, makes this building not as effective at its job as the sunken colony. It requires a creep colony and an evolution chamber to be built. The spore colony is a detector.

Statistics
Cost: 50/0
Hit points: 400
Armor type: Heavy
Armor: 1
Damage type: Normal
Damage: 15
Detection range: 10
Hotkey:  S 

Queen's nest[edit]

This building allows for production of queens. It requires a lair to be built, and is required to build a hive.

Statistics
Cost: 150/100
Hit points: 850
Armor type: Heavy
Armor: 1
Hotkey:  Q 
Available upgrades
Ensnare
Spawn broodling
Gamete meiosis

Spire[edit]

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. It requires a lair to be built. This structure can be morphed into a #Greater spire when Hive is available.

Statistics
Cost: 200/150
Hit points: 600
Armor type: Heavy
Armor: 1
Hotkey:  S 
Available upgrades
Flyer attack
Flyer carapace

Greater spire[edit]

The mutation of mutalisks into guardians and devourers and the final levels of air upgrades require this structure. It requires a spire and a hive to be built.

Statistics
Cost: 100/150 (in addition to the spire's cost)
Hit points: 1000
Armor type: Heavy
Armor: 1
Hotkey:  G 
Available upgrades
Flyer attack
Flyer carapace

Defiler mound[edit]

This is a high-level structure which allows for the production of defilers. It requires a hive to be built.

Statistics
Cost: 100/100
Hit points: 850
Armor type: Heavy
Armor: 1
Hotkey:  D 
Available upgrades
Consume
Plage
Metasynaptic node

Ultralisk cavern[edit]

Another advanced building, the ultralisk cavern lets the player produce the giant ultralisks. It requires a hive to be built.

Statistics
Cost: 150/200
Hit points: 600
Armor type: Heavy
Armor: 1
Hotkey:  U 
Available upgrades
Anabolic synthesis
Chitinous plating

Nydus canal[edit]

This is basically a tunnel that transports 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. It requires a hive to be built.

Statistics
Cost: 150/0
Hit points: 250
Armor type: Heavy
Armor: 1
Hotkey:  N