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Mac Starcraft Structures:

Terran:

Command Center

Building Type and Primary Role: Town Center
Cost: 400 minerals
Build Time: 120
Prerequisite Buildings: None
Upgrades Researched Here: None
Possible Add Ons: Com Sat Station, Nuclear Missile Silo
Hit Points: 1500
Units Produced Here: SCV
Mobile? Yes
Supply Units Provided: 10

 

ComSat (add on)

Building Type and Primary Role: Reconnaissance
Cost: 50 minerals, 50 gas
Build Time: 40
Prerequisite Buildings: Academy
Upgrades Researched Here: None
Hit Points: 500
Mobile? No

 

Nuclear Missile Silo (add on)

Building Type and Primary Role: houses nuclear missile
Cost: 100 minerals, 100 gas
Build Time: 80
Prerequisite Buildings: Science Facility with Covert Ops
Upgrades Researched Here: None
Hit Points: 600
Mobile? No
Special: Arm Nuclear Silo (200/200/200)

The Command Center is the core behind all Terran military operations. This heavily armored structure produces SCVs that in turn produce all other Terran structures, and the Command Center is also the place where SCVs deliver all harvested resources. Like many Terran facilities, the Command Center can lift off and fly. In most cases, a sole Command Center cannot support your war effort; you must construct more when you discover fresh patches of minerals or Vespene Gas geysers. One option is to construct the additional Command Center within the confines of your primary base, then fly it to the designated expansion area when the coast is clear. The Command Center can support one of two upgrades, between the Comsat Station and the
Nuclear Silo.

The ComSat station can be built as an add on to the Command Center after making the Academy. It has a special Scanner Sweep ability that you can use to reveal the terrain and for 10 seconds or so, any units -cloaked, burrowed, whatever- in any particular part of the map you choose. This is the safest way for any race to perform reconnaissance on a given area. The drawback is that each scanner sweep takes 75 mana energy from the ComSat, which can hold a maximum of 200 mana points at a time.

You can add a Nuclear Silo to your Command Center only after you've attached a Covert Ops to your Science Facility. This structure lets you build a nuclear bomb that a Ghost agent may later target on the enemy. Nukes take a very long time to build and are expensive to produce. Fur-ther, using a Nuclear Silo means not using a Comsat Station, so a Nuclear Silo is only suitable at a secondary Command Center. Nuclear strikes are only useful in long battles. A Nuclear Silo may only contain a single nuke, but you can construct multiple silos and build multiple nukes in that fashion. For more information on using nuclear bombs, consult the unit guide for a thorough description of the Ghost agent.

 

Supply Depot

Building Type and Primary Role: Supply for Units
Cost: 100 minerals
Build Time: 40
Prerequisite Buildings: None
Upgrades Researched Here: None
Possible Add Ons: None
Hit Points: 500
Mobile? no
Supply Units Provided: 8

The quantity of Supply Depots under your control directly influences how many units you can support on the battlefield. Make sure and always stay ahead of your unit production by building plenty of austere structures. Supply Depots are big and bulky, and toward the end of a battle, you'll have built far more of them than you would have liked. Try and find a clean spot within your base where you can place many Depots side by side, so you can readily keep track of them. Otherwise, since Supply Depots are cheap and reasonably well armored, don't be afraid to line the outskirts of your base with them to slow the enemy down.

 

Refinery

Building Type and Primary Role: Vespene Gas
Refinery
Cost: 100 minerals
Build Time: 40
Prerequisite Buildings: None
Upgrades Researched Here: None
Possible Add Ons: None
Hit Points: 750
Mobile? No

The Terran Refinery must be constructed over a Vespene Gas geyser. It serves to package the valuable substance into containers your SCVs may readily bring it back to your Command Center. Vespene Gas is required to build all advanced Terran facilities as well as many Terran units. Since only one SCV may be present within a Refinery at any one time, with proper Command Center placement, you'll need no more than four of them to bring in a steady supply of gas. Do not build a Refinery until you've already constructed a Barracks and trained a few Marines.

 

Barracks

Building Type and Primary Role: Makes Infantry
Cost: 150 minerals
Build Time: 80
Prerequisite Buildings: Command Center
Upgrades Researched Here: None
Possible Add Ons: None
Hit Points: 1000
Units Produced Here: Marines, Firebats, Ghosts
Mobile? Yes

The Barracks is a mobile structure where all Terran infantry units are trained. This must be one of the first buildings you erect early in a battle, as it will provide you with Marines who will defend your territory early on. Marines and Firebats work best in large groups, and for that reason, you will want to construct more than one Barracks as soon as resources permit. Producing great numbers of infantry at once also means you can fill your defensive Bunkers quickly.

 

Bunker

Building Type and Primary Role: Defensive
Structure/Protected Firing Spot
Cost: 100 minerals
Build Time: 30
Prerequisite Buildings: Barracks
Upgrades Researched Here: None
Hit Points: 350
Mobile? No

This outstanding defensive structure is specifically designed to provide a protective shell for Terran infantry. Up to four infantry units in any com-bination may be stationed within a Bunker, and they will automatically fire on any enemy forces that move within their firing range. A Bunker provides 350 hit points' worth of defense on top of your infantry, and even if it's destroyed, the units inside emerge unscathed. Four Marines tends to be the best way to fill a Bunker, but Firebats in Bunkers are deadly against Zerg Zerglings and Protoss Zealots. Position Bunkers near your supply lines and at choke points leading to your base, and do not hesitate to send SCVs into battle to construct Bunkers in hostile zones. SCVs may be stationed in Bunkers for protection. Remember that Bunkers repair quickly, and Marines and Firebats cannot use Stim Packs from within their confines.

 

Factory

Building Type and Primary Role: Produces Ground Vehicles
Cost: 200 minerals, 100 gas
Build Time: 80
Prerequisite Buildings: Barracks
Upgrades Researched Here: None
Possible Add Ons: Machine Shop
Hit Points: 1250
Units Produced Here: Vultures, Siege Tanks, Goliaths
Mobile? Yes

 

Machine Shop (add on for Factory)

Building Type and Primary Role: Upgrades for Vehicles and
Enhances Factory
Cost: 50 minerals, 50 gas
Build Time: 40
Prerequisite Buildings: Factory
Upgrades Researched Here: Speed Upgrade for Vultures (100/100/100)
Spider Mine Upgrade for Vultures (150/150/80)
Siege Mode Upgrade for Siege Tanks (150/150/80)
Hit Points: 500
Mobile? No

The Factory produces Terran ground assault vehicles, from the speedy Vulture Hoverbike to the awesome Arclite Siege Tank. Build this structure as soon as you've fortified your infantry defenses. Build a Machine Shop attachment as soon as you can to upgrade your Siege Tanks and Vultures with useful enhancements. Be sure to build an additional Factory when resources allow, and if you want to build tanks at this factory, remember that it needs a machine shop as well. Siege Tanks and Goliaths are slow to produce, so you need at least two Factories turning them out to build a strong attack force. The Factory can lift off and fly.

The inexpensive yet heavily armored MAchine Shop add-on lets you research several critical enhancements for your vehicles. Spider Mines are a crucial addi-tion to your Vultures, debatably more useful than the Vultures them-selves. Ion Thrusters make the naturally quick Vultures the single fastest land unit anywhere. Siege Tech is imperative for your Siege Tanks, letting them change into deadly artillery cannons at will. Build this add-on only after you construct a few Vultures since you cannot produce units while the Machine Shop is being constructed. Then, get to researching Spider Mines, and once finished, those Vultures you've already built will be equipped with the mines.

 

Missile Turret

Building Type and Primary Role: Anti Air Base Defense/Detector
Cost: 100 minerals
Build Time: 30
Prerequisite Buildings: Engineering Bay
Upgrades Researched Here: None
Hit Points: 200
Air Attack Strength: 20
Range: 7
Rate of Fire: 70 attacks per minute
Damage Type: Explosive
Mobile? No

The Terran Missile Tower is an important structure, not only because it can shoot any air targets, but because it serves as a detector unit against cloaked units. Without these in your town, enemy Terran Wraiths and Protoss units cloaked by an Arbiter can attack your town without fear of being detected. Also, Observers can sit idly in your town watching your every move. Without Missile Turrets, you'd need to make Science Vessels or be quick on the Comsat button. The Missile Tower is not only more automated than those options, but it is cheaper than the Science Vessel and more reliable than the Comsat (which may be out of mana when you need it most). Build a few around your town, especially near your SCVs. But don't be complacent, it may need protection itself.

 

Academy

Building Type and Primary Role: Upgrade Center for Infantry
Cost: 200 minerals
Build Time: 80
Prerequisite Buildings: Barracks
Upgrades Researched Here: Range Upgrade for Marines (150/150/100)
Stimpak Upgrade for Infantry (100/100/80)
Possible Add Ons: None
Hit Points: 600
Mobile? No

You need this structure before you can attach a Comsat Station to your Command Center. Otherwise, this structure lets you train Firebats at your Barracks as well as research two useful upgrades for your infantry. U-238 Shells increase the range of your Marines' Gauss Rifles, while Stim Packs offer Marines and Firebats a temporary twofold increase in speed and rate of fire at the cost of ten hit points. The Academy is an expensive structure, but you should try to build one as soon as possible-especially against the Zerg and Protoss, whose Zerglings and Zealots are vulnerable to Firebats.

 

Engineering Bay

Building Type and Primary Role: Upgrade Center for Infantry
Cost: 125 minerals
Build Time: 60
Prerequisite Buildings: Command Center
Upgrades Researched Here: Attack Upgrade for Infantry (x3)
Armor Upgrade for Infantry (x3)
Possible Add Ons: None
Hit Points: 850
Units Produced Here: None
Mobile? Yes

An Engineering Bay is required before you can build Missile Turret defenses. The primary function of this structure is to upgrade the weapons and armor of your infantry units. Since infantry tend to be deployed in great numbers, the extra points of damage afforded by each weapons upgrade tend to have a significant effect in battle. Do not rush to build this structure-upgrades take a very long time and cost more than you can spare at the beginning of a match. Once you have some revenue to spend, go ahead and set this building up.

 

Armory

Building Type and Primary Role: Upgrade Center for
ground and air vehicles
Cost: 100 minerals, 50 gas
Build Time: 80
Prerequisite Buildings: Factory
Upgrades Researched Here: Attack Upgrade for Ground Vehicles (x3)
Armor Upgrade for Ground Vehicles (x3)
Attack Upgrade for Air Vehicles (x3)
Armor Upgrade for Air Vehicles (x3)
Possible Add Ons: None
Hit Points: 750
Units Produced Here: None
Mobile? No

You must build an Armory before you can construct Goliaths at your Factory. The function of this structure is to upgrade the weapons and armor of Terran ground vehicles and flying units. Because upgrades take a very long time, you may wish to build additional Armories so that you can research several upgrades at once. Always prioritize weapons upgrades before armor upgrades. Siege Tanks in particular reap great benefits from each improvement. Note that second level upgrades require that you build a Science Facility first.

 

Starport

Building Type and Primary Role: Produces Air Units
Cost: 200 minerals, 100 gas
Build Time: 80
Prerequisite Buildings: Factory
Upgrades Researched Here: None
Possible Add Ons: Control Tower
Hit Points: 1300
Units Produced Here: Wraiths, Drop Ships, Science
Vessels, Battle Cruisers
Mobile? Yes

 

Control Tower (add on for Starport)

Building Type and Primary Role: Upgrades for Wraiths and Enhances Starport
Cost: 50 minerals, 50 gas
Build Time: 40
Prerequisite Buildings: Starport
Upgrades Researched Here: Cloaking Upgrade for Wraiths (150/150/100)
Maximum Mana Upgrade for Wraiths (150/150/166)
Hit Points: 500
Mobile? No

Terrans produce their air units at Starports. To have a powerful air force, it's probably best to make more than one Starport, so Wraith production is faster. "Island" type games would necessitate having more than one Starport with Control Tower add ons, for faster DropShip and Wraith Production. The Control Tower has two important upgrades for Wraith. Cloaking is researched there as is the increased mana upgrade. Since the Wraith relies heavily on cloaking, research these two upgrades. The Control tower is a prerequisite for all Terran air units EXCEPT Wraiths.

The fairly costly Control Tower add-on lets you construct Dropship transports from your Starport. Likewise, this add-on is imperative if you intend to use Wraith fighters, as this is the place where you research the Wraith Cloaking Field that lets them turn invisible at will. The Apollo Reactor increases their energy reserves by 50 points, letting them remain cloaked for a while longer.

 

Science Facility

Building Type and Primary Role: Research Center for
Special Ops units
Cost: 150 minerals, 200 gas
Build Time: 80
Prerequisite Buildings: Starport
Upgrades Here: EMP Ability for Science Vessels (200/200/120)
Irradiate Ability for Science Vessels (150/150/80)
Maximum Mana Upgrade for Science Vessels (150/150/166)
Possible Add Ons: Covert Ops, Physics Lab
Hit Points: 1500
Units Produced Here: None
Mobile? Yes

 

Covert Ops (add on for Science Facility)

Building Type and Primary Role: Upgrade Center and
Pre Requisite for Ghosts
Cost: 50 minerals, 50 gas
Build Time: 40
Prerequisite Buildings: Science Facility
Upgrades Researched Here: Sight Range Upgrade for Ghost (100/100/166)
Cloaking Ability for Ghost (100/100/80)
Lockdown Ability for Ghost (200/200/100)
Maximum Mana Upgrade for Ghost (150/150/166)
Hit Points: 750
Mobile? No

 

Physics Lab (add on for Science Facility)

Building Type and Primary Role: Upgrade Center and
Requirement for Battle Cruisers
Cost: 50 minerals, 50 gas
Build Time: 40
Prerequisite Buildings: Science Facility
Upgrades Researched Here: Yamato Cannon Upgrade for Battle Cruiser (200/200/120)
Maximum Mana Upgrade for Battle Cruiser (150/150/166)
Hit Points: 600
Mobile? No

This costly Science Facility lets you research second- and third-level upgrades at your Engineering Bay and Armory. Further, it lets you produce Science Vessels from your Starport, which are valuable for their offensive and defensive special abilities as well as their cloak detecting sensors. You can add one of two different add-ons to your Science Facility. The Covert Ops lets you produce Ghost agents at your Barracks and add a Nuclear Silo to your Command Center. The Physics Lab will let you con-struct Battlecruisers at your Starport. Ghosts are useful and inexpensive, so in most cases, you will want to build a Covert Ops first. Should you later decide to build a Physics Lab, the simplest solution is to construct a second Science Facility to support it. However, you have the option to fly your Science Facility to a new location and build a new add-on there, with the disadvantage being that the former add-on is rendered useless. The Science Facility is the last structure on your technology tree, but important to produce if only to facilitate new upgrades and let you train valuable Ghost agents.

This inexpensive add-on facilitates the construction of the mighty Behemoth class Battlecruisers at your Starport. Only construct this add-on if youunits in their tracks. Personal Cloaking lets the Ghost vanish out of sight, while the compact Moebius Reactor increases a Ghost's energy reserves by 50 points. Ocular Implants increase a Ghost's field of vision, letting him target a Nuclear Strike from longer distances. Know that while the Covert Ops is inexpensive, as are individual Ghost agents, Ghosts are ineffective without the Lockdown ability at the very least. And you must invest many more resources before you can stage a
successful Nuclear Strike. Begin researching Lockdown even as you train your first Ghost.

This inexpensive add-on facilitates the construction of the mighty Behemoth class Battlecruisers at your Starport. Only construct this add-on if you have huge reserves of resources (or intend to acquire them in the near future). As soon as it is prepared, you should begin researching the Colossus Reactor even as you start building your first Battlecruiser. This upgrade increases the Battlecruiser's energy reserves, letting it use its fearsome Yamato Gun more frequently. Only research the Yamato Gun after the Reactor is complete, as you must wait a long while for your new Battlecruiser's energy stores to charge up before you can use it.