Mac Starcraft Structures:



Building Type and Primary Role: Town Center
Cost: 400 minerals
Build Time: 120
Prerequisite Buildings: None
Upgrades Researched Here: None
Shields/Hit Points: 750/750
Resources Provided: 9

The shimmering Protoss Nexus is the headquarters of any Protoss military force. It produces worker Probes who in turn gather resources and return them to the Nexus for processing. It is a heavily armored structure, but far from invincible. Warping in additional Nexuses is a costly endeavor and takes a considerable length of time, but you must strive to expand to several patches of resources if you are to succeed. Try to position your Nexus as close to a resource patch as you can.



Building Type and Primary Role: Territory Expansion/Unit Support
Cost: 100 minerals
Build Time: 30
Prerequisite Buildings: None
Shields/Hit Points: 300/300
Resources Provided: 8

The Pylon is inexpensive, reasonably sturdy, and entirely crucial. It serves two purposes. First, it yields additional Psi energy for the Protoss, allowing a greater unit capacity on the battlefield. Always make certain to keep one step ahead of your unit production by maintaining a healthy supply of Pylons at your base.
Second, it channels the Protoss psychic link such that you may only warp in new structures within the influence of a Pylon. Select a Pylon to reveal its sphere of influence, then place new structures around it accordingly. The Pylon is the Protoss Achilles' Heel-if it is destroyed, all those structures under its influence lose power and become useless until the Pylon is replaced. This can be especially devastating if you position many Photon Cannons under the influence of a single Pylon; the wise opponent will destroy the Pylon first, rendering all your Cannons inoperative. Counteract this shortcoming by overlapping Pylon spheres of influence and placing your most important structures within the reinforced fields.



Building Type and Primary Role: Vespene Gas Refinery
Cost: 100 minerals
Build Time: 40
Prerequisite Buildings: None
Shields/Hit Points: 450/450

Select an Assimilator to see how much gas remains to be harvested. Once the geyser is depleted, your Probes will still bring back two units of gas rather than eight-hardly enough to meet your supply needs. You must quickly find additional Vespene Gas geysers lest you be cut off from a crucial resource. Low-level Protoss units and structures do not require Vespene Gas. Consider holding off on constructing an Assimilator until you already have plenty of Probes mining minerals and two Gateways producing Zealots. The Assimilator amounts to one fewer Zealot, and you'll need all the power you can muster early on.Aside from the Nexus, the Assimilator is the only Protoss structure that may be constructed outside the influence of a Pylon's psychic link. This inexpensive building is placed over a Vespene Gas geyser and processes the valuable substance for use at the Protoss headquarters. Vespene Gas is required for the production of all high-level Protoss structures and units, so a steady supply of the stuff is vital. Just one Probe may reside within an Assimilator at a time, so in most cases, you won't need a caravan of more than four Probes moving back and forth between an Assimilator and your Nexus.



Building Type and Primary Role: Infantry Unit Construction
Cost: 150 minerals
Build Time: 60
Prerequisite Buildings: Nexus
Shields/Hit Points: 500/500
Units That Can Be Constructed: Zealot, Dragoon, Templar

The Gateway warps in fearless Protoss warriors to support the Protoss military campaign. This must be one of the first structures you place in establishing your position, at which point you should immediately begin warping in Zealots and Dragoons to defend your base. One Gateway is never enough. The three types of units generated at the Gateway are powerful and vital to the success of the Protoss, but each is produced very slowly. Because the Gateway is inexpensive, it is in your best interest to construct two early on, then more as necessary later in the battle. That way, you can generate your core military force at a much quicker rate. It often proves convenient to establish multiple Gateways side by side so you can easily keep track of their production queues.



Building Type and Primary Role: Unit Upgrades
Cost: 200 minerals
Build Time: 40
Prerequisite Buildings: Gateway
Upgrades Researched Here: Attack Upgrade for ground units (x3)
Armor Upgrade for ground units (x3)
Plasma Shield Upgrade for all units and buildings (x3)
Shields/Hit Points: 550/550

The Forge is where the Protoss enhance their ground weapons, ground armor, and all plasma shields. These upgrades are all very time-consuming and rather expensive and increase performance only marginally in most circumstances. For these reasons, you should delay constructing a Forge until your defenses have already been established. Know that a Forge is
required before you can build Photon Cannons, though early on, Photon Cannons are primarily useful for cloak-detecting purposes rather than base defense.
Prioritize Ground Weapons upgrades above all else. Your Zealots, Dragoons, and Archons all greatly benefit from upgraded weapons. Armor upgrades are of far lesser import, and expensive Plasma Shield upgrades less important still. If resources permit, though, you will want to upgrade to maximum in every category, and to this extent, you may construct multiple Forges, each of which may work toward one of three upgrades simultaneously. You'll need a Templar Archive before you can research second- and third-level weapons and armor.


Photon Cannon

Building Type and Primary Role: Base Defense/Detector
Cost: 150 minerals
Build Time: 60
Prerequisite Buildings: Forge
Upgrades Researched Here: None
Shields/Hit Points: 100/100
Ground Attack Strength: 20
Air Attack Strength: 20
Range: 7
Rate of Fire: 48 attacks per minute
Damage Type: Normal
Other: Detector

The Protoss Photon Cannon is a finely sculpted all-purpose defensive em-placement designed to open fire on any enemy presence that ventures within its sizeable radius of effect. It attacks with powerful bolts of energy and, unlike Terran or Zerg defenses, it can target flying and ground opponents alike. The highly advanced Photon Cannon is perforce more expensive than the Terran or Zerg equivalent, though no more difficult to eliminate should it fall under concentrated assault. Photon Cannons have a relatively slow rate of fire and are thus very susceptible to swarming attacks. Large groups of small, expendable units like Zerg Zerglings or Terran Marines can easily overwhelm Photon Cannons with minimal casualties on their part. Further, certain types of units including Zerg Guardians, Terran Arclite Siege Tanks in siege mode, and Protoss Reavers attack with superior range to the Photon Cannon and may eliminate them safely. Terran Battlecruisers can crush Photon Cannons with a single blast from their fearsome Yamato Guns. You must understand, therefore, that Photon Cannons alone are not sufficient to defend your base. You must support them with mobile ground forces backed by Shield Batteries, in which case Photon Cannons will provide useful cover fire. But on their own, your Cannons will not last long.
Photon Cannons are at the mercy of the Pylons that provide them with power. Don't cluster several Photon Cannons about a single Pylon; the opponent will simply eliminate the Pylon, rendering all your Cannons inoperative. Use close pairs of Pylons to provide reinforced power to your Photon Cannons.
Photon Cannons are useful for their cloak detecting ability. Units like Terran Wraiths and Ghosts cannot sneak past these defenses, so place Cannons in areas where you anticipate these kinds of attackers.
Ultimately, Photon Cannons are a useful deterrent and are especially effective on raised plateaus inaccessible to ground forces. Place them throughout your base when resources allow, but know that you must be ready to back them up should an opponent storm in with a sizeable force.


Shield Battery

Building Type and Primary Role: Defensive Support
Cost: 100 minerals
Build Time: 30
Prerequisite Buildings: Gateway
Upgrades Researched Here: none
Shields/Hit Points: 200/200
Other: Shield Recharge

This inexpensive structure builds quickly and is infinitely useful. Namely, it recharges your fighting forces' shields almost instantaneously. The Shield Battery is your single most important defensive structure. A pack of units, from Zealots to Reavers to Carriers, surrounding a strategically placed Shield Battery will be made virtually unstoppable and can
hold off enemy assaults many times their number.
Construct Shield Batteries well in advance. They begin with a very limited reserve of energy, but begin charging up to a maximum of 200 points immediately. One point of energy converts to two points of shielding on any given unit, so a fully charged Shield Battery might easily maintain a swarm of Zealots or Dragoons. Still, since Shield Batteries are cheap, you are advised to build several in relatively close proximity so that should one be depleted, your forces may seek out the other.
The power of Shield Battery may be extracted in one of two ways. The more convenient method is to select a pack of units and right-click on the Battery. Each unit will be promptly recharged. The other method is to select the Battery, choose the Recharge option, and select the unit that
requires attention. In this way, your troops near the Battery may continue fighting while their shields are restored. Shield Batteries are also useful in conjunction with speed-upgraded Scouts, who can fly quick sorties into enemy territory and then return to recharge before they sustain any serious damage.


Cybernetics Core

Building Type and Primary Role: Air Unit Upgrades and Pre Requisite for Dragoons
Cost: 200 minerals
Build Time: 60
Prerequisite Buildings: Gateway
Upgrades Researched Here: Dragoon Range Upgrade (150/150/166)
Attack Upgrade for Air Units (x3)
Armor Upgrade for Air Units (x3)

Shields/Hit Points: 500/500

The Cybernetics Core is an important structure for several reasons and must be established fairly early in your campaign. It contains the data for your Gateways to produce Dragoons, which you will require in good supply to support your Zealots and fend off flying assailants. Once resources allow, you may wish to develop the Singularity Charge attack that increases Dragoon attack range significantly. The Cybernetics Core is also used for air weapons and air armor upgrades. Prioritize air weapons upgrades first; Scouts and Carriers benefit enormously from these enhancements. If you plan properly, you may have your first upgrade well underway by the time you create your first flying units, since the Cybernetics Core is available before those structures required to build your airforce. In fact, the Cybernetics Core is the key to making advanced construction options available to your army.


Robotics Facility

Building Type and Primary Role: Unit Construction
Cost: 200 minerals 200 gas
Build Time: 60
Prerequisite Buildings: Cybernetics Core
Shields/Hit Points: 450/450
Units That Can Be Constructed: Shuttles, Reavers, Observers

The Robotics Facility is an expensive structure that manufactures various Protoss automatons who will aid you in various ways over the course of your fight. The Facility's purpose is initially very restricted-at first it may only be used to construct Protoss Shuttles used to transport your forces about the battlefield. If you seek to expand your territory quickly, you may wish to hurry to construct a Robotics Facility and then a Shuttle, so you can send Probes to new resource patches. But in most cases, the Robotics Facility is a structure you should build only after your position is firmly established. After you possess a Robotics Facility, you may then in turn build a Robotics Support Bay and an Observatory, which let you produce the mighty Reavers and crafty Observers from your Facility.



Building Type and Primary Role: Upgrade Center and Pre Requisite for Observers
Cost: 150 minerals 100 gas
Build Time: 60
Prerequisite Buildings: Robotics Facility
Upgrades Researched Here: Sight Range Upgrade for Observers (150/150/133)
Speed Upgrade for Observers (150/150/133)
Shields/Hit Points: 250/250

An Observatory is required before you can construct Protoss Observers, used to survey the battlefield and provide crucial reconnaissance. You may also use this structure to enhance your Observers with faster movement and superior field of vision. Constructing an Observatory is always a good idea, but make certain you have plenty of resources reserved for your military forces when you do.



Building Type and Primary Role: Air Unit Construction
Cost: 200 minerals, 200 gas
Build Time: 80
Prerequisite Buildings: Cybernetics Core
Shields/Hit Points: 600/600
Units That Can Be Constructed: Scout, Carrier, Arbiter

The massive structure is used to warp in powerful Protoss aircraft. Do not waste your time even thinking about constructing the Stargate until you've established a good flow of resources from at least two bases. At first, it may only be used to warp in Scouts that build slowly, are terribly expensive, and not terribly useful without upgrades from the Cybernetics Core and Fleet Beacon. Once you establish a Fleet Beacon and an Arbiter Tribunal, you may warp in Carriers and Arbiters through your Stargate respectively. Like the Protoss Gateway, one Stargate is never sufficient in the end; you need at least two-preferably more-producing aircraft to establish a viable flying force. If you're fighting under the pressure of a small battlefield, you would do well to skip over the Stargate altogether and concentrate on your ground forces instead, since an adequately powerful Protoss airforce demands huge sums of minerals and Vespene Gas.


Fleet Beacon

Building Type and Primary Role: Upgrades for Scouts and Carriers
Cost: 300 minerals 200 gas
Build Time: 60
Prerequisite Buildings: Stargate
Upgrades Researched Here: Interceptor Capacity Upgrade for Carriers (200/200/166)
Speed Upgrade for Scouts (200/200/166)
Sight Range Upgrade for Scouts (100/100/166)
Shields/Hit Points: 500/500

The striking Fleet Beacon is used to relay coordinates from Protoss Carriers in orbit of their homeworld Aiur through to remote Protoss Stargates. You must have vast reserves of resources and a steady flow incoming to benefit from this structure. Its primary function is to let you warp in the mighty Protoss Carriers through your Stargates. However, the research options available through the Fleet Beacon are imperative. Your first course of action must be to develop Gravitic Thrusters for your Scouts, which give your fighter craft an invaluable speed enhancement. Of lesser importance are Apial Sensors, useful if you deploy Scouts as reconnaissance craft. If you intend to construct Carriers, you would first be wise to have already established a sizeable fleet of Scouts to fly escort and defend yourairspace in the interim. At that point, you absolutely must research the Increased Carrier Capacity option, without which Carriers are veritable flying trash heaps. You are advised to begin constructing Carriers as you research Increased Carrier Capacity because Carriers are very slow to build.It simply cannot be stressed enough just how important it is to have firmly established a huge flow of revenue before purchasing a Fleet Beacon.


Robotics Support Bay

Building Type and Primary Role: Upgrade Center and Pre Requisite for
Cost: 50 minerals 100 gas
Build Time: 30
Prerequisite Buildings: Robotics Support Bay
Upgrades Researched Here: Speed Upgrade for Shuttles (200/200/166)
Scarab Damage +25 for Reavers (200/200/166)
More Scarab Capacity for Reavers (200/200/166)
Shields/Hit Points: 450/450

This inexpensive structure contains the plans for constructing Protoss Reavers at your Robotics Facility. Reavers make for extremely powerful base defense, so it may be in your best interest to build a Robotics Support Bay relatively early. Always make certain you have enough resources for plenty of Zealots and Dragoons before investing in a Robotics Support Bay, though, because Reavers are costly and ineffective without smaller, faster units to back them up. You may research several expensive but only marginally useful upgrades from the Robotics Support Bay. These include upgraded damage for your Reavers, questionably valuable in that Reavers are tremendously powerful by default; increased Reaver capacity, hardly a necessity since Reavers produce ammunition faster than they fire it; and Gravitic Drive, which bestows a healthy burst of speed to your Shuttles. The latter is perhaps most important, as speed-upgraded Shuttles ferrying Reavers into battle make for a mighty combination indeed.


Templar Archives

Building Type and Primary Role: Upgrade Center and Pre Requisite for Templars
Cost: 100 minerals, 200 gas
Build Time: 60
Prerequisite Buildings: Citadel of Adun
Upgrades Researched Here: Psionic Storm (Templar) (200/200/120)
Hallucination (Templar) (150/150/80)
Maximum Mana Upgrade (Templar) (150/150/166)
Shields/Hit Points: 500/500

The Templar Archives contain the secrets of the Protoss warrior culture deep within their hallowed confines. The primary function of this structure is to accommodate the training of High Templars at your Gateways. Under capable command, these powerful sorcerers will prove instrumental in the ignoble defeat of all that oppose the Protoss manifest destiny. And if you wish to use them in battle more directly, High Templars may be merged to form the all powerful Protoss Archon. Make certain you have plenty of Vespene Gas in reserve and more rolling in constantly from two or more Assimilators before proceeding to construct the Templar Archives. The building is rather expensive in itself, and the vital technologies housed within as well as the High Templars themselves all require a great deal of Vespene Gas. Once resources allow, though, warp in the Archives and immediately begin researching Psionic Storm and training two or more High Templars at your Gateways. You'll attain Psionic Storm just after your High Templars are ready. If you employ High Templars frequently, you'd do well to research the Khaydarin Amulet to increase their energy capacity and the incredible Hallucination ability for its myriad functions. The Templar Archives are also important in that they let you research
second- and third-level weapons and armor upgrades at the Forge. In
particular, the weapons upgrades will prove invaluable for your Archons.