Terran Building Listing - Version 1.1
By Roland Carlos
FongSucks@hotmail.com

Taken from:
Commander RC's SC Page - http://commander.geminisector.com (I own the site)

Version Updates
---------------
1.1 January 10, 1999 - Updated with 1.04 info
1.0 December 17, 1998 - First online text release of listing


Little Intro
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Terran Buildings can be quickly repaired by SCVs. However, the Terran
Buildings have a disavantage to this. Whenever a Terran Building gets to the
red zone in HP, the building begins to lose HP quickly. Be sure to bring a
SCV to repair it quickly. Some Terran Buildings can also fly and some 
buildings also require add-ons for enhancements.

Explanations:
Cost: How much the building costs to build.
HP: How much damage the building can take.
Mobile: Yes means the building can move, No means it cannot.
Requirements: Any requirements needed to build the building (if any).
Add-ons are clearly stated in the title.

---------------
Command Center:
Cost: 400 Minerals
HP: 1500
Mobile: Yes
Requirements: None
Options:
Build SCV
Build Comsat Station, Requires Academy
Build Nuclear Silo, Requires Science Facility with attached Covert Ops

The Command Center provides 10 Supply Units.

The heart of all Terran operations, it is the best HQ of all the races. The 
ability to have it fly and reach island expansions quickly is very useful in 
early game. Also, you can repair it faster than any Zerg or Protoss building.
The Command Center is great in early game as it provides 10 Supply Units, 
other than the usual 9 for other races. This means you can create another 
extra unit before making a supply depot.

-----------------------
Comsat Station, Add-on:
Cost: 50 Minerals, 50 Gas
HP: 500
Mobile: No
Requirements: Academy

Options:
ComSat Sweep

Comsat Station are very important to your offense and defense. Beginning 
players may however make Nuclear Silos in place of Comsats, but that will be 
a fatal flaw in many Terran bases. Since the Comsat is a detector, you can 
see any cloaked units in the revealed area. Also, you can perform the scan 
on an enemy base and see what they are up to without the loss of any units.
In 1.04, Comsat only costs 50 instead of 75 in 1.00 to .03.

---------------------
Nuclear Silo, Add-on:
Cost: 100 Minerals, 100 Gas
HP: 600
Mobile: No
Requirements: Science Facility with attached Covert Ops

Options:
Build Nuclear Missile

Nukes are built at this add-on. The building of the nuke is costly (200 
Minerals and 200 Gas as well as 8 Supply Units) and very long. Don't ever 
lift-off your base when building a Nuke (unless it is under direct attack). 
If you do, you'll lose the Nuke and will not regain the resources (supply 
units are returned). In 1.04, the Nuclear Missile will be built a bit faster.

------------
Supply Depot:
Cost: 100 Minerals
HP: 500
Mobile: No
Requirements: None

The Supply Depot provides 8 Supply Units.

Build these in bulk. Since they provide the Supply Units, you can never have 
enough. Also, Supply Depots are great in creating make-shift choke points. 
(Choke points are paths that the enemy must go through). Be wary of other 
Terran players. Nukes are a great target for bunched up Supply Depots. If the
Nuke hits, you'll be way behind in supplies.

---------
Refinery:
Cost: 100 Minerals
HP: 750
Mobile: No
Requirements: None

This is just a boring Gas collector.

---------
Barracks:
Cost: 150 Minerals
HP: 1000
Mobile: Yes
Requirements: Command Center

Options:
Build Marine
Build Firebat, Requires Academy
Build Ghost, Requires Science Facility with attached Covert Ops

The first of the Terran unit producers, the Barracks makes all of the Terran 
cheap infantry. You can also fly the Barracks and produce units behind enemy 
lines. You'll want to make more than one Barracks so you can create many 
units at one time.

----------------
Engineering Bay:
Cost: 125 Minerals
HP: 850
Mobile: Yes
Requirements: Command Center

Options:
Infantry Attack Upgrade
Infantry Armor Upgrade

Infantry upgrades are made here. If you plan on using a ton of infantry, you 
should research all upgrades. Usually though, in late game you'll want to 
keep them in the bunkers and maybe sometimes send out Ghosts to nuke. If that
is the case, you should only research all the weapon upgrades. That way, the 
damage of the bunker attacks are maxmized.

--------
Academy:
Cost: 200 Minerals
HP: 600
Mobile: No
Requirements: Barracks

Options:
Marine Attack Range Upgrade
Stimpak Upgrade for Infantry

Very useful early game upgrades are researched here. The Marine range 
upgrade is very useful in attacks and in bunkers. The Stimpak may take away 
a little bit of HP, but you get a quick and fast attacker(s) when used.

--------------
Missile Tower:
Cost: 100 Minerals
HP: 200
Mobile: No
Requirements: Engineering Bay
Air Attack: 20
Attack Range: 7

Build these all around your base. The Missile Tower attacks air units as 
well as detecting cloaked units. Even if you leave one space open, air units 
can charge through there with little damage and do some damage.

-------
Bunker:
Cost: 100 Minerals
HP: 350
Mobile: No
Requirements: Barracks

One of the most useful buildings throughout the whole game, the Bunker 
allows you to place up to 4 Infantry units in it and allow them to fire away 
without taking any damage. The best units to put in it are 3 Marines and 1 
Firebat. That way you have a good anti-air anti-ground defense. For support, 
have an SCV close by to repair and a Siege Tank in Siege Mode for even more 
damage.

--------
Factory:
Cost: 200 Minerals, 100 Gas
HP: 1250
Mobile: Yes
Requirements: Barracks

Options:
Build Vulture
Build Siege Tank, Requires Attached Machine Shop
Build Goliath, Requires Armory
Build Machine Shop

Produced here are the ground vehicles of the Terrans. The Vulture (after 
speed upgrade) can be used to perform quick recon. The Siege Tank is great 
in defensive and offensive attacks because of the Siege Mode ability. The 
Goliath is one of the best vehicles as it is fast and has a good ground and 
air attack. Always make a Machine Shop so you can create the Siege Tanks.

---------------------
Machine Shop, Add-on:
Cost: 50 Minerals, 50 Gas
HP: 500
Mobile: No
Requirements: None

Options:
Vulture Speed Upgrade
Vulture Spider Mine Upgrade
Siege Mode Upgrade for Siege Tanks

You create various useful upgrades here. The Vulture speed upgrade is very 
useful. The Spider Mines can be an early-warning system, an attacker and may 
also discourage any attacks from the enemy. The Siege Mode for the Siege 
Tank should be the first upgrade researched.

-------
Armory:
Cost: 100 Minerals, 50 Gas
HP: 750
Mobile: No
Requirements: Factory

Options:
Ground Vehicle Attack Upgrade
Ground Vehicle Armor Upgrade
Air Units Attack Upgrade
Air Units Armor Upgrade

Here you can create the various upgrades for the machines of the Terran 
forces. However, you'll want to build more than one Armory as the upgrade 
process is slow and you'll want to learn more than one upgrade at a time.

---------
Starport:
Cost: 150 Minerals, 100 Gas
HP: 1300
Mobile: Yes
Requirements: Factory

Options:
Build Wraith
Build Dropship, Requires Attached Control Tower
Build Science Vessel, Requires Science Facility
Build Battlecruiser, Requires Attached Control Tower and Science Facility 
with attached Physics Lab
Build Control Tower

Here is where all Terran air units are produced. Wraiths are built very 
quickly, and you can have a full force quickly (if you have more than 1 
Starport). The Control Tower is needed to create all other air units. If you 
intend on making Battlecruisers, you better make more than 1 Starport. The 
Battlecruiser training is long and will mess up your building order. In 1.04
the building of the Starport is somewhat faster.

----------------------
Control Tower, Add-on:
Cost: 50 Minerals, 50 Gas
HP: 500
Mobile: No
Requirements: None

Options:
Learn Wraith Spell Cloak
+50 MP Upgrade for Wraiths

Always make sure this never dies. If you lose the Control Tower, you lose all
abilites to create air units (except the Wraith) on the formerly attached 
Starport. You can also create the very useful Cloak and Energy upgrades 
learned here for the Wraith.

-----------------
Science Facility:
Cost: 150 Minerals, 200 Gas
HP: 1500
Mobile: Yes
Requirements: Starport

Options:
Learn Science Vessel Spell EMP Blast
Learn Science Vessel Spell Irradiate
+50 MP Upgrade for Science Vessels
Build Covert Ops
Build Physics Lab

The last building you usually build, the Science Facility affects you in 
usually unseen ways. The Science Facility is needed for all Terran unit 
weapon and armor upgrades above level 1. Also you need this building to 
create Science Vessels. You learn the useful anti-Protoss spell, EMP Blast 
and the anti-Zerg spell, Irradiate.

-------------------
Covert Ops, Add-on:
Cost: 50 Minerals, 50 Gas
HP: 750
Mobile: No
Requirements: None

Options:
Ghost Sight Upgrade
Learn Ghost Spell Cloak
Learn Ghost Spell Lockdown
+50 MP Upgrade for Ghosts

The Ghost upgrades are researched here. A must for any nukers are the sight 
upgrade and Cloak. The Lockdown is only useful against Terrans and Protoss 
who like to use machines such as Siege Tanks and Carriers.

--------------------
Physics Lab, Add-on:
Cost: 50 Minerals, 50 Gas
HP: 600
Mobile: No
Requirements: None

Options:
Learn Battlecruiser Spell Yamato Gun
+50 MP Upgrade for Battlecruisers

If you plan on making Battlecruisers, you'll need to make this building. The 
Yamato Gun is a necessary upgrade as it is the main point for even building 
Battlecruisers. If you don't want to build the Battlecruisers, don't even 
waste time making the Physics Lab.

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Disclaimer

This guide can and should be given out as long as it is not altered in any 
way. The guide's purpose is to help people play Starcraft and that is its 
only purpose. This guide cannot be used in any commerically such as, but not 
limited to, Magazines, Books, Guides, without first contacting the author for
his consent. Credit must given if you take information from this guide.

Starcraft is a trademark of Blizzard Inc., copyright 1998.  
All other trademarks copyright their respective owners.

Copyright Roland Carlos 1998