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==Bunker==
==Bunker==
Almost identical to its StarCraft counterpart, the Bunker has received a boost in HP and two permanent upgrade options for singleplayer only; capacity increase (from 4 occupants to 6) and a mounted auto-turret.
Almost identical to its StarCraft counterpart, the Bunker has received a boost in HP and two permanent upgrade options for singleplayer only; capacity increase (from 4 occupants to 6) and a mounted auto-turret. Note that capacity may vary depending on which units are stored, while a marine only takes one space, a marauder will take two spaces, limiting the ammount of marauders in one bunker to 2 or 3.


==Command Center==
==Command Center==

Revision as of 16:09, 29 July 2010

Armory

Barracks

Bunker

Almost identical to its StarCraft counterpart, the Bunker has received a boost in HP and two permanent upgrade options for singleplayer only; capacity increase (from 4 occupants to 6) and a mounted auto-turret. Note that capacity may vary depending on which units are stored, while a marine only takes one space, a marauder will take two spaces, limiting the ammount of marauders in one bunker to 2 or 3.

Command Center

The Command Center still serves the role it played in the previous game. It has received the ability to carry up to five SCVs inside. In addition, the add-on system from StarCraft has been eliminated; now, Command Centers must be upgraded, and cannot be downgraded, converted, or salvaged afterwards.

Orbital Command

This immobile upgrade of the Command Center increases its sight range and enables scanning of troop movements through the fog of war (same as Sensor Sweeps in the first game). It can also call down MULEs to assist SCVs in mining, and increases the supply capacity of Supply Depots.

Planetary Fortress

This immobile upgrade of the Command Center greatly increases its power and grants it weapons to attack enemy ground units.

Engineering Bay

Factory

Fusion Core

Formerly known as the Anti-matter Core and the Deep Space Relay, this structure allows production of Battlecruisers and provides research options.

Ghost Academy

This structure enables Ghosts to be produced and provides research options for them. In addition, it stores Nuclear Missiles for launch.

Missile Turret

The Missile Turret has lost its detection ability and relies on the Sensor Tower to grant it detection. It also fires two missiles at a time instead of one (damage is unchanged). In the singleplayer campaign, the Missile Turret can be permanently upgraded with more powerful missiles (range upgraded to 8, and damage to 50) and an area-based attack.

Refinery

Unchanged from StarCraft, other than a reduction in HP from 750 to 500.

Starport

Supply Depot

The new Supply Depot can submerge, enabling troops to walk over it. It is smaller and can be made into an important part of Terran base defenses, preventing enemy units from walking past them.

Sensor Tower

This structure can detect enemy units at long range, even within the fog of war.

Add-Ons

In StarCraft II, Terran add-ons work quite differently. There are only two add-ons which have been described, the Nuclear Reactor and the Tech Lab. Instead of being specific to an associated structure, each add-on can be added to any Terran unit-producing structure (Barracks, Factory or Starport), granting a specific benefit. One structure may only have one add-on attached to it, so it cannot benefit from the Reactor's bonus and the Tech Lab bonus simultaneously.

Nuclear Reactor

When added to a Terran structure, this doubles the number of units produced from a building. (For instance, adding one to a Starport will enable it to create two Vikings at the same time).

Tech Lab

When added to a Terran structure, this enables the production of "higher tech" units. For instance, adding a Tech Lab to a Barracks will allow it to produce Medics, while adding one to a Factory will enable it to build Siege Tanks. The building serves the role of Machine Shops and Control Towers from StarCraft.