*******************************************************************************

                                  Starcraft 
                           Buildings/Units/Upgrades
                              Based on 1.10 patch 
                                                         
Copyright 2004, Apathetic Aardvark            Email: Jason@lelando.net
All rights reserved                           Version 1.0    3/12/2004

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                           Index/Table of Contents
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   Disclaimer.........................................................i
   Version History....................................................ii
   Terran Buildings...................................................iii
   Zerg Buildings.....................................................iv
   Protoss Buildings..................................................v
   Terran Units.......................................................vi
   Zerg Units.........................................................vii
   Protoss Units......................................................viii
   Terran Upgrades....................................................ix
   Zerg Upgrades......................................................x
   Protoss Upgrades...................................................xi
   Credits............................................................xii

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                       i)  Disclaimer (Legal stuff)
*******************************************************************************

Copyright 2004, Apathetic Aardvark
All rights reserved.

The following sites have my permission to post this;
www.gamefaqs.com

Any site, magazine, or other form of media, that is not included on this list
caught hosting this guide without my written consent is in violation of 
copyright laws and will be prosecuted to the full extent of the laws.  In 
addition, a terrible curse will be placed upon you and any subsequent 
generations of your family. 

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                           ii) Version History
*******************************************************************************

3/9/2004 - Layout
3/10/2004 - Buildings
3/11/2004 - Upgrades
3/12/2004 - Units

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                          iii) Terran Buildings
*******************************************************************************

Terrans are highly dependent on their buildings.  All Terran buildings will
burn once their health enters the red zone.  The Red zone begins when at 1/3 of
the structures maximum health.  Once in this zone, it will continue to lose 
about .5% health every unit of time.  To stop a building from burning you must
get its health back above the 33.3% mark.  Many Terran buildings may also be
moved through the air, with their unique ability to lift off and be placed
somewhere else.  Finally, Terran buildings have Add-on buildings, usually for
researching capabilities, but sometimes required to build new units.

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Command Center 
HP: 1500
Armor: 1
Time: 120 units
Minerals: 400

The Command Center is necessary for any Terran base to survive.  It represents
the only place a player may build SCVs.  All minerals and gas collected must be
taken to a commander center to be registered.  This building has the ability to
fly.  If you are very short on space, but not on minerals, build some of these
and lift them into the air for supplies, as they give ten supplies each.

-------------------------------------------------------------------------------

Comsat Station - Command Center Add-on
HP: 500
Armor: 1
Time: 40 units
Minerals: 50
Gas: 50
Requirements: Academy

The Comsat Station is a powerful tool for any Terran base.  With fifty energy,
it is able to reveal a large portion of the map visible for a few seconds.  In
this time period, all cloaked or burrowed units in that area will be able to 
be seen.  This is a great tool of you don't have a detector nearby a large 
attack.

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Nuclear Silo - Command Center Add-on
HP: 600
Armor: 1
Time: 80 units
Minerals: 100
Gas: 100
Requirements: Science Facility with attached Covert-Ops

The silos may build powerful Terran nukes.  These nukes may only be directed to
a target with the aid of a Ghost.  While they are fun to use and quite deadly,
they are also expensive and at the top of the tech tree.

-------------------------------------------------------------------------------

Supply Depot
HP: 500
Armor: 1
Time: 40 units
Minerals: 100

Supply depots are the primary way to arm your units.  Without them, you will be
unable to build new units once your supply is met up with by demand.  Each 
supply depot gives off eight additional supplies.  These buildings can do
nothing else though.  Some players have found it effective to use supply depots
as blocking devices, or "walls" in openings to their bases.  

-------------------------------------------------------------------------------

Refinery
HP: 750
Armor: 1
Time: 40 units
Minerals: 100

The Refinery may only be placed on open vespene geysers.  Once a refinery is in
place, SCVs may enter it one at a time to collect eight units of vespene gas.
Since most units and buildings require vespene, it is wise to start early and
get as many near by geysers under you control as possible.

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Barracks
HP: 1000
Armor: 1
Time: 80 Units
Minerals: 150

The barracks are the training grounds for all infantry units.  Marines, Fire
bats, Ghosts and Medics may be trained here, though only Marines if you have
no higher buildings.  This building has the ability to lift off, however, all
training must be cancelled before it can do so and you may not train additional
units while airborne.

-------------------------------------------------------------------------------

Academy
HP: 600
Armor: 1
Time: 80 units
Minerals: 150
Requirements: Barracks

The academy offers the ability to build many more objects around the base and
in the barracks.  The comsat station is one invaluable one, but so are Fire
Bats.  Academy's also are required to build units such as Ghosts.

-------------------------------------------------------------------------------

Factory
HP: 1250
Armor: 1
Time: 80 Units
Minerals: 200
Gas: 100
Requirements: Barracks

The factory is one of the most important buildings for Terran bases.  It makes
powerful units such as Goliaths and Siege tanks, but is also required to build
a good deal higher on the tech tree.  Factories may leave the ground like the
barracks and command centers, but also cancel productions to do so.  

-------------------------------------------------------------------------------

Machine Shop - Factory Add-On
HP: 750
Armor: 1
Time: 40 Units
Minerals: 50
Gas: 50

This add on is needed to be able to build siege tanks.  It also allows for the
upgrade of Vulture movement, Vulture Spidermines and Siege mode on the Siege
tanks.

-------------------------------------------------------------------------------

Starport
HP: 1300
Armor: 1
Time: 70 units
Minerals: 150
Gas: 100
Requirements: Factory

The Starport is where all Terran aircraft originate.  When built, it will only
be able to produce the Wraith.  This building may lift off like many other ones
can.  When done building, make sure to immediately begin work on...

-------------------------------------------------------------------------------

Control Tower - Starport Add-On
HP: 500
Armor: 1
Time: 40 units
Minerals: 50
Gas: 50

This add-on will enable you to purchase dropships from the Starport as well.
It is also one crucial component in all other aerial vehicles.  Wraith upgrades
are available here as well.  Make good use of this add-on.

-------------------------------------------------------------------------------

Science Facility
HP: 850
Armor: 1
Time: 60 units
Minerals: 100
Gas: 150

The highest tech building for the Terrans.  Science Facilities have two 
add-ons, because of this, you may wish to build two facilities.  This building
offers the second component in building science vessels.  This building may
lift off like many other buildings.  While it produces nothing, it does have
a lot of upgrades and a lot more from its add-ons.

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Covert Ops - Science Facility Add-On
HP: 750
Armor: 1
Time: 40 Units
Minerals: 50
Gas: 50

This add-on is built around the Ghost unit.  It is needed to produce them and
offers four upgrades for them as well.  This add-on is also needed to construct
nuclear silos onto command centers.

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Physics Lab - Science Facility Add-On
HP: 600
Armor: 1
Time: 40 Units
Minerals: 50
Gas: 50

This add-on focuses entirely on the powerful Battlecruiser.  It is needed to
build them and both of the upgrades it provides go to it.  If you plan to have
a great fleet, you'll need this add-on for sure.

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Engineering Bay
HP: 850
Armor: 1
Time: 60 units
Minerals: 125

The Engineering Bay can lift off like most Terran buildings.  It provides the
ability to make missile turrets and upgrade infantry units.  This building 
produces nothing of its own and has no add-ons.

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Armory 
HP: 750
Armor: 1
Time: 80 units
Minerals: 100
Gas: 50
Requirements: Factory

The Armory is a building which offers many weapons and armor upgrades.  It can
research them for Aerial units and Mechanical ground units [built in factory].
This building does nothing other than research and may not be lifted from the
ground like its distant cousin the Engineering bay.

-------------------------------------------------------------------------------

Missile Turret
HP: 200
Armor: 0
Time: 30
Minerals: 75
Requirements: Engineering Bay
STA Damage: 20 [explosive]

The automated Missile Turret is a detector.  It will fire at any hostile air
unit in the order they entered its firing range.  They fire pretty quickly and
do decent damage.  Also take note this building has no armor.

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Bunker
HP: 350
Armor: 1
Time: 30 Units
Minerals: 100
Requirements: Barracks

The bunker is a safe haven for four infantry units to hide out in and shoot
from.  While inside, the units will take no damage and be able to fire at 
enemy units.  If the bunker is destroyed in a single shot, all units inside of
it will remain unharmed.  This is a great way to make the low hit points of
infantry units last a great deal longer.

-------------------------------------------------------------------------------

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                            iv) Zerg Buildings
*******************************************************************************

Zerg buildings are made from Drones, rather than just being built.  All of the
buildings except for the Hatchery and Extractor must be built on a grey 
substance known as creep.  Creep will expand outward only from Creep Colonies
and Hatcheries.  While it takes a long time to expand it, when the colonies
are destroyed, it retracts very quickly.  Other races can not build on Zerg
creep.  Zerg buildings which are damaged will slowly regenerate themselves.

-------------------------------------------------------------------------------

Hatchery
HP: 1250
Armor: 1
Time: 120 units
Minerals: 300

Hatcheries are the building blocks of the Zerg.  They produce units known as
larva every so often.  Only from Larva may other units be built.  The Hatchery
produces all strains of the Zerg, do not limit yourself to only one of these
buildings or you will spend forever and a half trying to produce an army.  The
Hatchery also provides one unit of control.  Only three larva may exist outside
of the Hatchery at a single time.

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Lair - Upgraded Hatchery
HP: 1800
Armor: 1
Time: 100 units
Minerals: 150
Gas: 100
Requirements: Spawning Pool

An evolved hatchery, the lair allows for new buildings to be created by the
drone.  It also allows for a lot of upgrades to the Overlord unit.  It has
often been suggested lairs allow for faster larva regeneration, but there is
no evidence to support this. 

-------------------------------------------------------------------------------

Hive - Upgraded Lair
HP: 2500
Armor: 1
Time: 120 units
Minerals: 200
Gas: 150
Requirements: Queen's Nest

The Hive is a sitting wall.  From it, any Zerg building may be constructed by
the drones.  Hives offer no new upgrades [more on this in a minute].  Any unit
which the hive can produce can be made at all standard hatcheries once the Hive
can build it.

-------------------------------------------------------------------------------

Creep Colony
HP: 400
Armor: 0
Time: 20 units
Minerals: 75

The Creep Colony is the primary way to expand the creep Zerg build on.  This
building has no defenses, but it may be upgraded into them.  Zerg bases require
several of these to create adequate room.

-------------------------------------------------------------------------------

Spore Colony - Upgraded Creep Colony
HP: 400
Armor: 0
Time: 20 units
Minerals: 50
Requirements: Evolution Chamber
STA Damage: 15 [normal]

The Spore Colony launches green globs at any unfriendly air units in range.  It
is also a detector.  While it doesn't do a great deal of damage, it is one of
the few defense options Zerg have against aerial units.

-------------------------------------------------------------------------------

Sunken Colony - Upgraded Creep Colony
HP: 300
Armor: 2
Time: 20
Minerals: 50
Requirements: Spawning Pool
STS Damage: 40 [Explosive]

The Sunken Colony is a great way to defend from a ground attack.  They have
excellent range and do great damage to units, though less damage to smaller
units.  Their stats have been tweaked over and over again since the release of
the game.  They have less life than ever but more armor, which results in a
greater life span against most early game units.

-------------------------------------------------------------------------------

Extractor
HP: 750
Armor: 1
Time: 40 Units
Minerals: 50

This is the only way for Zerg to collect vespene gas.  It is one of the few
buildings which can be placed outside of creep.  Everything else about this
is identical to a Terran Refinery.

-------------------------------------------------------------------------------

Spawning Pool
HP: 750
Armor: 1
Time: 80 units
Minerals: 200

The Spawning Pool's minerals have been increased over and over to prevent early
Zerg rushes.  This basic building is needed to upgrade to a lair.  It also 
allows for the ability to build zerglings and may also provide them with a
couple of upgrades.

-------------------------------------------------------------------------------

Hydralisk Den
HP: 850
Armor: 1
Time: 40 units
Minerals: 100
Gas: 50
Requirements: Spawning Pool

The Hydralisk Den allows you to build Hydralisks and research many upgrades for
them.  This structure does NOT require a lair and produces what is pound for
pound the best unit in the entire game.  Do not go too long before building one
of these.

-------------------------------------------------------------------------------

Evolution Chamber 
HP: 750
Armor: 1
Time: 40 units
Minerals: 75

This building is where all ground upgrades for Zerg units take place.  You may
only research level one upgrades until you get a lair, when you can get level
two, and a hive is needed for level three.  It is recommended you have at least
two of these researching different upgrades.

-------------------------------------------------------------------------------

Queen's Nest 
HP: 850
Armor: 1
Time: 60 Units
Minerals: 150
Gas: 100
Requirements: Lair

The Queen's Nest is needed to upgrade to a hive.  It also allows for the 
building of Queen's, a very useful support unit.  There are many upgrades for
the queen here as well.

-------------------------------------------------------------------------------

Spire
HP: 600
Armor: 1
Time: 120 Units
Minerals: 200
Gas: 150

This building allows for the creation of the basic Aerial Units for the Zerg.
Without this building, you will be unable to produce any Aerial combat units.
The Spire also upgrades the Aerial units.  There are several good strategies
based around getting to one of these in a hurry.

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Greater Spire - Upgraded Spire
HP: 1000
Armor: 1
Time: 120 units
Minerals: 100
Gas: 150
Requirements: Hive

The Greater Spire allows for Mutalisks to morph into other Aerial units with
more specialization.  There are no additional upgrades granted for having a
Greater Spire, but it does look cooler.

-------------------------------------------------------------------------------

Nydus Canal
HP: 250
Armor: 1
Time: 40 units
Minerals: 150
Requirements: Hive

The Nydus Canal is the most unique building in the game.  It must be built on
creep.  It does nothing, except allow you to build another Nydus Canal anywhere
else on visible creep.  This can allow you to transport your troops from one
head of the canal to the other almost instantly.  It only works on ground 
troops.  This may be used defensively or in the very rare case, offensively.

-------------------------------------------------------------------------------

Defiler Mound
HP: 850
Armor: 1
Time: 60 units
Minerals: 100
Gas: 100
Requirements: Hive

Another building used to research abilities for a support unit.  The Defiler
mound takes up an awkward amount of space to build too.  While defilers do give
some great abilities, seldom do most people build them.  

-------------------------------------------------------------------------------

Ultralisk Cavern
HP: 600
Armor: 1
Time: 80 units
Minerals: 150
Gas: 200

The Ultralisk cavern allows for Ultralisks to be made at a hatchery class 
building.  

-------------------------------------------------------------------------------

Infested Command Center
HP: 1500
Armor: 1
Time: 120
Minerals: 1
Gas: 1
Requirements: Queen infesting a Terran Command Center in the Red.

Allows the creation of infested Terrans.  This unit isn't built, only taken. 
They are very useful at times and maintain the ability to lift off.  They can
not be used to collect resources.

-------------------------------------------------------------------------------

*******************************************************************************
                            v) Protoss Buildings
*******************************************************************************

The Protoss have some of the most unique buildings.  All of their buildings are
already made on their homeworld, Aiur.  They instead warp them in to the 
destination.  A probe must start the warp in process, but may do other things
while the building comes in.  Protoss buildings are also protected by shields.
These shields are energy based, but act like armor.  No physical damage to the
building will be taken while the shields are online.  The shields will recover
after a while, but there is no way to repair the structural damage.  Most
Protoss buildings must be built near pylons in order to get power.  If the 
pylon is destroyed, all functions of that building will halt until power has
been restored with another pylon.

-------------------------------------------------------------------------------

Nexus
HP: 750
Shields: 750
Armor: 1
Time: 120 Units
Minerals: 400

The heart of all Protoss colonies.  The Nexus is where probes are made and
resources taken for processing.  The Nexus provides nine psi energy, required
for Protoss to make units.  

-------------------------------------------------------------------------------

Pylon
HP: 300
Shields: 300
Armor: 0
Time: 30 units
Minerals: 100

Pylons are the most important building in a Protoss base.  For one, they supply
the critical power grid other buildings need to function.  The grid doesn't 
need to be consistent like creep, but must encompass most of a building.  It 
also supplies eight psi energy, necessary for troops.  These buildings are 
small.  It is generally a good idea to put a few pylons in the area of very
important structures.

-------------------------------------------------------------------------------

Assimilator
HP: 450
Shields: 450
Armor: 1
Time: 40 units
Minerals: 100

Necessary to gain access to vespene geysers.  They do not require the power of
pylons.  They are otherwise identical to Terran Refineries and Zerg Extractors.

-------------------------------------------------------------------------------

Gateway
HP: 500
Shields: 500
Armor: 1
Time: 60 units
Minerals: 150

The entry point for Protoss ground units.  The gateway is also a critical 
building for advancing up the tech tree.  If you're heavy on ground troops, it
would be wise to have more than one of these.

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Forge
HP: 550
Shields: 550
Armor: 1
Time: 40 units
Minerals: 150

The forge is where all ground upgrades of weaponry and armor are done.  In 
addition, shield research is done here, which also applies to buildings as well
as all units.  You will only be able to research level one upgrades if you do
not advance further on the tech tree.

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Photon Cannon
HP: 100
Shields: 100
Armor: 0
Time: 50 units
Minerals: 150
Requirements: Forge
STS Damage: 20 [normal]
STA Damage: 20 [normal]

The most powerful defensive structure in the game.  The Photon Cannon is a
detector.  It fires at both ground and aerial targets.  While it is very
immobile, they are excellent for defending small outposts with a skeleton army.
Do not leave too many cannons in range of too few pylons, or the pylon will
become the target.  Once a cannon has no power, it is completely helpless.

-------------------------------------------------------------------------------

Shield Battery
HP: 200
Shields: 200
Armor: 1
Time: 30 units
Minerals: 100
Requirements: Gateway

The Shield battery has an energy supply of two hundred, which recharge like all
other energy supplies.  It is able to replenish the shields of units nearby.
This gives Protoss units a substantial advantage in combat, if close.  There
isn't a great point in having more than a couple of these, best used recharging
support units.

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Cybernetics Core
HP: 500
Shields: 500
Armor: 1
Time: 60 units
Minerals: 200
Requirements: Gateway

The most important structure for advancing Protoss technology.  This building
opens the tree greatly.  It also allows for the creation of Dragoons and 
upgrades for them as well as aerial units.  You will only be able to research 
level one upgrades if you do not advance further on the tech tree.


-------------------------------------------------------------------------------

Citadel of Adun
HP: 450
Shields: 450
Armor: 1
Time: 60 units
Minerals: 150
Gas: 100
Requirements: Cybernetics Core

The Citadel of Adun is another building used mostly to advance the rest of the
religious half of the tree.  Its only other use is to upgrade Zealot foot
speed.

-------------------------------------------------------------------------------

Stargate
HP: 600
Shields: 600
Armor: 1
Time: 70 units
Minerals: 150
Gas: 150
Requirements: Cybernetics Core

The creating building of most units in the Protoss fleet.  These buildings
start by only being able to create the Scout It is also needed for a few more
advanced buildings to aid the fleet.

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Robotics Facility
HP: 500
Shields: 500
Armor: 1
Time: 80 units
Minerals: 200
Gas: 200
Requirements: Cybernetics Core

Another Tech building.  This also allows the creation of several support units
such as the shuttle.  You'll need to build its complementary buildings to make
the other two as well as upgrade them.  

-------------------------------------------------------------------------------

Templar Archives
HP: 500
Shields: 500
Armor: 1
Time: 60 units
Minerals: 150
Gas: 200
Requirements: Citadel of Adun

This building enables the creation of templar class units.  It also offers a
whole heap of upgrades for them.  In addition, it is required for the highest
tech Protoss building and upgrades.  You can only get to level one ground 
upgrades before building this.

-------------------------------------------------------------------------------

Fleet Beacon
HP: 500
Shields: 500
Armor: 1
Time: 60 units
Minerals: 300
Gas: 200
Requirements: Stargate

The Fleet Beacon allows the construction of most ships in the Stargate.  It
also allows for the upgrades of every fighting class ship.  This is a very
important building to have if you wish your fleet to have any amount of air
supremacy.

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Robotics Support Bay
HP: 450
Shields: 450
Armor: 1
Time: 30 units
Minerals: 150
Gas: 100
Requirements: Robotics Facility

This aid to the Robotics division allows you to construct Reavers in the main
facility.  It also supplies a great deal of upgrades to artillery based units
the Protoss have.  It is recommended you build one of these as soon as you can
in order to make your artillery based units useful

-------------------------------------------------------------------------------

Observatory 
HP: 250
Shields: 250
Armor: 1
Time: 30 units
Minerals: 50
Gas: 100
Requirements: Robotics Facility

This building allows Robotics Facilities to construct observers, perhaps the
best detector in the game, one of the few the Protoss have.  They may also be
upgraded here.  While it is quite a way along the tech tree, it is by far and
away one of the most important buildings.

-------------------------------------------------------------------------------

Arbiter Tribunal
HP: 500
Shields: 500
Armor: 1
Time: 60 units
Minerals: 200
Gas: 150
Requirements: Stargate, Templar Archives

The pinnacle of the Protoss faith.  The Arbiter Tribunal allows the Stargate
to produce Arbiters, which are essentially aerial templars.  They also learn
new abilities here.  While it is a very advanced building, it gives some very
overpowered abilities.

-------------------------------------------------------------------------------

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                               vi) Terran Units
*******************************************************************************

Terran units are cheap for the most part.  They are built from many different
locations.  They can not be healed in normal Starcraft.  However, SCVs can 
repair many Mechanical units, ground based or flying, but it will cost you a 
bit of money.

-------------------------------------------------------------------------------

Unit: SCV
HP: 60
Time: 20
Minerals: 50
Gas: 0
Supplies: 1
Built at: Command Center
Need: Command Center
Damage: 5 [normal]
Armor: 0 [+1 per upgrade] [ground to ground] [small]

The gatherers for the Terrans.  When an SCV is building a structure it can not
walk away from it without halting or canceling the production.  SCVs can also
repair buildings.  They may also fit into bunkers if you need to for whatever
reason, but sadly, they can not repair the bunker while inside.

-------------------------------------------------------------------------------

Unit: Marine
HP: 40
Time: 24
Minerals: 50
Gas: 0
Supplies: 1
Built at: Barracks
Need: Barracks
Damage: 6 [+1 per upgrade] [ground to ground or air missile] [normal]
Armor: 0 [+1 per upgrade] [small]

Marines start out being pretty crappy.  They can't shoot far, they die like
mad if not inside a bunker or in a large ground.  Once you upgrade their range
they become much better.  Add in a stim pack and they can be great.  They'll
move faster and shoot faster, though they will lose their HPs for using it.
Being cheap, don't be afraid to replace dead marines at any stage of the game.

-------------------------------------------------------------------------------

Unit: Firebat
HP: 50
Time: 24
Minerals: 50
Gas: 25
Supplies: 1
Built at: Barracks
Need: Barracks, Academy
Damage: 8 [+1 per upgrade] [ground to ground] [splash, double to triple hit]
Armor: 1 [+1 per upgrade] [small]

You may notice the damage is low, however, it always hits twice per animation.
Since it hits twice, armor takes a much bigger effect on it.  However, against
some small Zerg units, this attack negates the armor.  They have a little bit
of range, but nothing too impressive.  They can also damage allied players if
you get too close in combat.

-------------------------------------------------------------------------------

Unit: Ghost
HP: 45
Time: 50
Minerals: 25
Gas: 75
Supplies: 1
Built at: Barracks
Need: Barracks, Academy, Science Facility with Covert Ops
Damage: 10 [+1 per upgrade] [ground to ground or air] [concussive]
Armor: 0 [+1 per upgrade] [small]

Ghosts can be used to attack, but with concussive damage they are ineffective
on anything other than small units.  They can also research many useful 
abilities such as being able to cloak and see farther.  Lockdown costs a lot
of energy, but it can stop any mechanical unit for a great deal of time leaving
it open to attack and unable to do anything.  Ghosts are also the only unit
which may target a Nuke to its destination.

-------------------------------------------------------------------------------

Unit: Vulture
HP: 80
Time: 30
Minerals: 75
Gas: 0
Supplies: 2
Built at: Factory
Need: Factory
Damage: 20 [+2 per upgrade] [ground to ground missile] [concussive]
Armor: 0 [+1 per upgrade] [medium]

Vultures are very fast moving, even more so when they get an upgrade.  Their
weapon is very weak against buildings but absolutely schools most Zerg and
Terran ground units.  They can gain up to three spiders mines, which are great
for guarding an expansion base you can not yet afford.  

-------------------------------------------------------------------------------

Unit: Siege Tank | Tank mode / Siege mode
HP: 150
Time: 50
Minerals: 150
Gas: 100
Supplies: 2
Built at: Factory
Need: Factory with Machine Shop
Damage: 30 / 70 [+3/5 damage per upgrade][ground to ground][explosive / splash]
Armor: 1 [+1 per upgrade] [large]

Siege Tanks do great damage in Siege mode.  The downfall is of course they can
not move while in it and it takes a while to switch out of it.  Their range is
highly increased as well.  They will only do half damage in siege mode if the
target happens to be moving when struck, but it does have a good splash range.
These are great for defense as well, since they get one, often two shots in
before most enemies are in range.

-------------------------------------------------------------------------------

Unit: Goliath
HP: 125
Time: 40
Minerals: 100
Gas: 50
Supplies: 2
Built at: Factory
Need: Factory, Armory
Damage: 12 [+1 per upgrade] [ground to ground] [normal]
        10 [+2 per upgrade] [ground to air] [normal, double hit]
Armor: 1 [+1 per upgrade] [medium/large]

Goliaths hit twice per shot to air units, so they're doing phenomenal damage,
not the cheesy looking way I wrote it.  These are pretty bulky and tend to get
stuck, so keep a close eye on them.  Their not bad, but not great either
against ground units.

-------------------------------------------------------------------------------

Unit: Wraith
HP: 120
Time: 60
Minerals: 150
Gas: 100
Supplies: 2
Built at: Starport
Need: Starport
Damage: 8 [+1 per upgrade] [air to ground] [normal]
       20 [+2 per upgrade] [air to air] [explosive]
Armor: 0 [+1 per upgrade] [small]

Wraiths can gain cloaking abilities from the Starport's Control tower, which
makes them one of the best units in the game.  They do solid damage to large
units with excellent reload time.  They are very fast as well.  Use these to
support your behemoths.

-------------------------------------------------------------------------------

Unit: Science Vessel
HP: 200
Time: 80
Minerals: 100
Gas: 225
Supplies: 3
Built at: Starport
Need: Starport, Control Tower, Science Facility
Damage: N/A
Armor: 1 [+1 per upgrade] [medium]

These are detectors and support units.  They have defensive matrix which can
put a temporary shield around a unit which can take up to about 255 damage.
EMP Shockwave is by far their deadliest ability.  It removes all energy from
anything within the blast radius [including allies], which is a very large area
and also knocks all shielded units down to one shield point.  Their other 
ability is irradiate, which is used to decimate living things.  It has splash
range too.  These units are fast but a bit large.  Use them well.

-------------------------------------------------------------------------------

Unit: Dropship
HP: 150
Time: 50
Minerals: 100
Gas: 100
Supplies: 2
Built at: Starport
Need: Starport with Control Tower
Damage: N/A
Armor: 1 [+1 per upgrade] [large]

These are used to transport ground units.  8 SCVs, 8 Marines, 8 Firebats, 8
Medics, 8 Ghosts, 4 Goliaths, 4 Vultures or 2 Tanks can fit inside.  They are
slower than shuttles, but much faster than they used to be.  Don't send them
too far all by themselves, they can't take many hits.

-------------------------------------------------------------------------------

Unit: Battlecruiser
HP: 500
Time: 133
Minerals: 400
Gas: 300
Supplies: 6
Built at: Starport
Need: Starport with Control Tower, Science Facility with Physics Lab
Damage: 25 [+3 per upgrade] [air to air or ground] [normal]
Armor: 3 [+1 per upgrade] [large]

A great way to dominate the skies.  Battlecruisers do huge damage to ground
and air targets.  They don't fire too slowly either.  They move a bit slow, but
their auto targeting hits units in a good order.  They only cost six supplies
instead of the eight they did when the game came out.

-------------------------------------------------------------------------------

Unit: Spider Mine
HP: 20
Damage: 125 [one time splash, ground to ground]
Armor: 0

Deployed by Vultures, these will sit around until something comes near, then
they will attack it.

-------------------------------------------------------------------------------

Nuclear Missile
HP: 10000 [can not be hit]
Time: 100
Minerals: 200
Gas: 200
Built at: Nuclear Silo
Need: Nuclear Silo
Damage: Varies with building size.  500 Damage to small buildings.  No more
than 60% HP of big buildings.

This weapon can not be fired except for by a Ghost.  When launched, a little
red dot will appear at the target.  20 seconds later the nuke will appear on
the screen and about four more after that it will explode creating mass carnage
around it.  The nuke takes eight supplies to hold in a silo.

-------------------------------------------------------------------------------

*******************************************************************************
                                vii) Zerg Units
*******************************************************************************

Remember, all Zerg units are built from Larva at the Hatchery.  You will still
need the appropriate buildings to construct different units though.  Like Zerg
buildings, units also recover HP while just standing around.

-------------------------------------------------------------------------------

Unit: Drone
HP: 40
Time: 20
Minerals: 50
Gas: 0
Control: 1
Need: Hatchery/Lair/Hive
Damage: 5 [melee ground attack] [normal]
Armor: 0 [+1 per upgrade] [small]

Drone are the gatherers for the Zerg.  They also morph into buildings.  Due to
the fact you will lose a drone to create a building, Zerg buildings are cheaper
than others.  You can use morphing into buildings to your advantage to exceed
control by creating a building, then a unit, then canceling the building.

-------------------------------------------------------------------------------

Unit: Zergling
HP: 35
Time: 28
Minerals: 50
Gas: 0
Control: 1/2
Need: Spawning Pool
Damage: 5 [+1 per upgrade] [melee ground attack] [normal]
Armor: 0 [+1 per upgrade] [small]

Zerglings are very nice units for their price.  You get two of them for every
one larva used to create them, yet they only take up one control combined. 
They aren't too bad in the early game.  Once you get both of their upgrades
they are still ferocious in the late game.  While they don't have a lot of life
they can make an excellent wall just do to their cheapness.  Use Hydralisks 
behind them for maximum effect.

-------------------------------------------------------------------------------

Unit: Hydralisk
HP: 80
Time: 28
Minerals: 75
Gas: 25
Control: 1
Need: Hydralisk Den
Damage: 10 [+1 per upgrade] [missile ground & air attack] [explosive]
Armor: 0 [+1 per upgrade] [medium]

Hydralisks are without any doubt the best unit in the game for their cost. 
With their speed and particularly range upgrades, they can get into attack
patterns quickly.  They aren't too effective against smaller units, but they
tear apart virtually everything else.  Do not be afraid to have a lot of these
roaming around.

-------------------------------------------------------------------------------

Unit: Ultralisk
HP: 400
Time: 60
Minerals: 200
Gas: 200
Control: 4
Need: Ultralisk Cavern
Damage: 20 [+3 per upgrade] [melee ground attack] [normal]
Armor: 1 [+1 per upgrade] [large]

Ultralisks have a lot of life and armor.  Their damage may leave some to be 
desired and their somewhat slow, but they make good blockers for faster weaker 
units to hit behind, with their large HP and solid defense.

-------------------------------------------------------------------------------

Unit: Broodling
HP: 30
Time: 0
Minerals: 0 
Gas: 0
Control: 0
Need: A queen
Damage: 4 [+1 per upgrade] [melee ground attack] [normal]
Armor: 0 [+1 per upgrade] [small]

Two Broodlings are created when a Queen successfully morphs another unit into
them.  They have energy, when it is gone, they will die whether or not they
have received fatal damage or not.  They are more annoying than strong, but it
isn't like you're playing to use them.

-------------------------------------------------------------------------------

Unit: Defiler
HP: 80
Time: 50
Minerals: 50
Gas: 150
Control: 1
Need: Defiler Mound
Damage: N/A
Armor: 1 [+1 per upgrade] [medium]

Defilers are support units.  They do not attack directly.  They come with Dark
Swarm, which costs 100 energy to use.  It prevents all friendly units inside of
it from being damaged by melee and missile forms of damage.  They may also 
consume your own units to recharge their energy faster.  Their most annoying
ability though is plague, which will cause all targeted units and buildings to
take damage.  It can not kill anything, but it can cause Terran buildings to 
burn to the ground.

-------------------------------------------------------------------------------

Unit: Infested Terran
HP: 60
Time: 40
Minerals: 100
Gas: 50
Control: 1
Need: Infested Command Center
Damage: 500 [small splash]
Armor: 0 [small]

The only unit the Infested Command Center can produce.  These suffering Terrans
can only run up to something and explode on them.  They are difficult to use
since they have such a small amount of life though.

-------------------------------------------------------------------------------

Unit: Overlord
HP: 200
Time: 40
Minerals: 100
Gas: 0
Control: N/A [Supplies 8]
Need: Hatchery/Lair/Hive
Damage: N/A
Armor: 0 [+1 per upgrade] [Medium]

Overlords supply the control for the Zerg.  They are detectors as well.  They
can be upgraded to move faster, transport up to 8 Drones, 8 Zerglings, 4 
Hydralisks, 2 Lurkers, or 2 Ultralisks.  They can also gain more sight range 
from upgrades.  Protect these well, they don't have a lot of life.

-------------------------------------------------------------------------------

Unit: Mutalisk
HP: 120
Time: 40
Minerals: 100
Gas: 100
Control: 2
Need: Spire
Damage: 9 [+1 per upgrade] [air to ground or air bouncing missile] [normal]
Armor: 0 [+1 per upgrade] [small]

Mutalisks are not great air units, sadly, they are about all the Zerg have.
While they are very fast, they do small damage, which will get them shred by
almost all other air units.  They are good for hitting the ground though, as
their shots bounce around to nearby targets.

-------------------------------------------------------------------------------

Unit: Guardian
HP: 150
Time: 40
Minerals: 50
Gas: 100
Control: 2
Need: Greater Spire and a Mutalisk
Damage: 20 [+2 per upgrade] [air to ground] [normal]
Armor: 2 [+1 per upgrade] [large]

What they Zerg lack in air to air they more than make up for in air to ground.
Guardians have range better than any ground unit firing upward. They fire 
quickly and do great damage.  They have no way to fire back at air units, so 
cover them well as they are slow moving and will not be able to retreat.

-------------------------------------------------------------------------------

Unit: Queen
HP: 120
Time: 50
Minerals: 100
Gas: 100
Control: 2
Need: Queen's Nest
Damage: N/A
Armor: 0 [+1 per upgrade] [small]

Queen's are support units.  They are quick moving.  They have parasite by
default, which allows them to attach a bug to an enemy unit and you will be
able to see what that unit can see.  They can turn many biological units into
Broodlings, but perhaps their best two abilities include Ensnare, the ability
to slow the movement of a large area of enemies down greatly and infest command
center, which allows them to take over a badly damaged command center.

-------------------------------------------------------------------------------

Unit: Scourge
HP: 25
Time: 30
Minerals: 25
Gas: 75
Control: 1/2
Need: Spire
Damage: 110  [air to air collision] [normal]
Armor: 0 [small]

Scourges come two per larva just like zerglings.  They can only collide with
enemy air units to cause damage, thus killing the scourge.  They are very
ineffective a couple at a time because of low life, but all at once they all
hit a unit and blow each other up, making it take eight scourges to take out
a Carrier.  They also don't like to collide without human control.

-------------------------------------------------------------------------------

*******************************************************************************
                              viii) Protoss Units
*******************************************************************************

Protoss units are generally the strongest.  They do great damage, but take up
a lot of Psi energy.  They are also expensive.  They all have shields.  Their
shields will come back, faster than Zerg regenerate, but all bodily damage will
remain that way forever. Shields at level zero have the same effect as armor at
level one in terms of damage reduction.  Full shields plus full armor on an
unarmored unit before upgrades can reduce damage by seven.

-------------------------------------------------------------------------------

Unit: Probe
HP: 20
Shields: 20
Time: 20
Minerals: 50
Gas: 0
Psi needed: 1
Built at: Nexus
Need: Nexus
Damage: 5 [ground to ground] [normal]
Armor: 0 [+1 per upgrade] [small]

Probes gather the resources.  They also warp in buildings, they only need to be
near it when it starts warping in, after that they may go gather more, warp in
more, or just pick their nose.

-------------------------------------------------------------------------------

Unit: Zealot
HP: 100
Shields: 60
Time: 40
Minerals: 100
Gas: 0
Psi needed: 2
Built at: Gateway
Need: Gateway
Damage: 8 [+1 per upgrade] [ground to ground melee] [normal] [two hit]
Armor: 1 [+1 per upgrade] [medium]

Zealots hit twice per attack, so each hit is more affected by armor than the
game would like you to believe.  They used to have eighty shields and eighty
health but that was changed since few early units could cause structural damage
before being defeated.  Their speed can be upgraded at the Citadel of Adun.

-------------------------------------------------------------------------------

Unit: Dragoon
HP: 100
Shields: 80
Time: 50
Minerals: 125
Gas: 50
Psi needed: 2
Built at: Gateway
Need: Gateway, Cybernetics Core
Damage: 20 [+2 per upgrade] [ground to ground or air] [explosive]
Armor: 1 [+1 per upgrade] [large]

Dragoons are great units, just like Hydralisks.  The only problem is they are
larger and thus take more damage than Hydralisks take back.  They are also
easy to get stuck around a corner.  Their range may be upgraded at the 
Cybernetics Core.  These are great units.

-------------------------------------------------------------------------------

Unit: High Templar
HP: 40
Shields: 40
Time: 50
Minerals: 50
Gas: 150
Psi needed: 2
Built at: Gateway
Need: Gateway, Templar Archives
Damage: N/A
Armor: 0 [+1 per upgrade] [small]

These templars are casters.  They can summon powerful Psionic Storms which do
great damage to all enemy units inside.  They can create duplicates of units
which do no damage but act as a diversion.  They can also merge with another
High Templar to form an Archon.

-------------------------------------------------------------------------------

Unit: Archon
HP: 10
Shields: 350
Time: 20 [merge]
Minerals: 0
Gas: 0
Psi needed: 4 [no change]
Built at: merge
Need: Two High Templars
Damage: 30 [+3 per upgrade] [ground to ground or air] [range 2] [splash]
Armor: 0 [+1 per upgrade] [large]

Archons deal great damage and fire quickly to boot.  Their damage is splash so
they can clear out a pack in a hurry.  They only have ten HP though and are
beaten down quickly with EMP shockwave.  They will cost a lot since you need so
many high templars to maintain a good supply of them.

-------------------------------------------------------------------------------

Unit: Reaver
HP: 100
Shields: 80
Time: 70
Minerals: 200
Gas: 100
Psi needed: 4
Built at: Robotics Facility
Need: Robotics Facility, Robotics Support Bay
Damage: N/A - see Scarab
Armor: 0 [large]

Reavers shoot scarabs over long distances.  They can carry five by default,
but that may be upgraded to ten.  Reavers move VEEEERRRRYYYY slowly.  

-------------------------------------------------------------------------------

Unit: Scarab
HP: 20
Shields: 10
Time: 7
Minerals: 15
Gas: 0
Psi needed: 0
Built at: From Reaver
Need: Reaver
Damage: 100 [+25 with upgrade] [normal] [splash]
Armor: 0

Scarabs are fired by Reavers in rapid succession.  They do lots of damage and
have a good range.  They are ground to ground only.  Don't worry about the
fact it has only 20 HP, the only thing which can kill a scarab is a nuke, and
that isn't exactly an effective way to do it.  Make sure to get the damage 
upgrade, they can take down most buildings in a hurry.

-------------------------------------------------------------------------------

Unit: Observer
HP: 40
Shields: 20
Time: 40
Minerals: 25
Gas: 75
Psi needed: 1
Built at: Robotics Facility
Need: Robotics Facility, Observatory
Damage: N/A
Armor: 0 [+1 per upgrade] [small]

These guys are always cloaked.  They move slowly, but with the upgrade they
go pretty fast.  They have good range and are obviously detectors.  There is
no better surveillance unit in the game.

-------------------------------------------------------------------------------

Unit: Shuttle
HP: 80
Shields: 60
Time: 60
Minerals: 200
Gas: 0
Psi needed: 2
Built at: Robotics Facility
Need: Robotics Facility
Damage: N/A
Armor: 1 [+1 per upgrade] [medium]

These transport vehicles can carry 4 Zealots, 2 Dragoons, 2 Archons, 2 Dark
Archons, 4 High Templars, 4 Dark Templars or 2 Reavers.  They are the fastest
moving in the game and can be upgraded to be even faster.  This is one of the
best movement options available to the Protoss.

-------------------------------------------------------------------------------

Unit: Scout
HP: 150
Shields: 100
Time: 80
Minerals: 275
Gas: 125
Psi needed: 3
Built at: Stargate
Need: Stargate
Damage: 8 [+1 per upgrade] [air to ground] [normal]
       14 [+1 per upgrade] [air to air] [explosive] [double hit]
Armor: 0 [+3 per upgrade] [medium]

One of the best units in the game.  Scouts are fast with upgrades, they deal
amazing amounts of damage and they have a lot of life for a medium sized unit.
They hit twice with each air to air attack as well.  Their sight range may also
be increased with upgrades.

-------------------------------------------------------------------------------

Unit: Arbiter
HP: 200
Shields: 150
Time: 160
Minerals: 100
Gas: 100
Psi needed: 4
Built at: Stargate
Need: Stargate, Arbiter Tribunal
Damage: 10 [+1 per upgrade] [air to air or ground] [explosive]
Armor: 1 [+1 per upgrade] [large]

These ships may not deal a lot of damage, but they have some great abilities.
For one, any nearby unit you control will become cloaked as long as the Arbiter
remains nearby.  This ability does not work on fellow Arbiters.  They can put
large areas into stasis.  While in stasis, units can not do anything, but they
can not be attacked either.  Their most impressive ability is recall.  It 
allows one to transport about a 4x4 grid of units clear across the map.  Bring
the arbiter to wherever and then recall the units you want to move.  This is
great sneak attack method as your troops will be cloaked unless there is a 
detector nearby or until the Arbiter is destroyed.

-------------------------------------------------------------------------------

Unit: Carrier
HP: 300
Shields: 150
Time: 140
Minerals: 350
Gas: 250
Psi needed: 6
Built at: Stargate
Need: Stargate, Fleet Beacon
Damage: See 'Interceptor'
Armor: 4 [+1 per upgrade] [large]

Carriers are often related to 'instant win', though this really isn't the case.
They hold four interceptors by default, upgradeable to eight.  They need to 
build them all.  They have a good deal of life and a lot of defense.  Often,
enemy units will target interceptors by default instead of the Carrier, giving
you that much more of a buffer of life.  They only take six Psi now, instead of
eight.

-------------------------------------------------------------------------------

Unit: Interceptor
HP: 40
Shields: 40
Time: 20
Minerals: 25
Gas: 0
Psi needed: 0
Built at: Carriers
Need: Carriers
Damage: 6 [+1 per upgrade] [air to air or ground] [normal]
Armor: 0 [+1 per upgrade, I think] [small]

Interceptors are very small and very fast.  They will loop around the Carrier
firing at nearby targets fairly frequently.  Alone, they do very little damage,
in large backs, it is just scary.  They must be built one at a time inside of
the Carrier, which starts with an empty bay.  They can be killed, so be careful
of all of them getting picked off by something before the Carrier is hurt, 
which is very rare mind you.

-------------------------------------------------------------------------------

*******************************************************************************
                               ix) Terran Upgrades
*******************************************************************************

All species have upgrades.  Some of them are in the form of extra damage or
extra defense.  Others take the form of special abilities.  As they were 
described briefly in the units section, this on will focus on where to upgrade
them and the costs for doing so.

-------------------------------------------------------------------------------

Upgrade: Terran Infantry Weapons
Time: 266 [+32 for each additional level]
Minerals: 100 [+75 for each additional level]
Gas: 100 [+75 for each additional level]
Where at: Engineering Bay [Science Facility required to research levels 2 & 3]
Does what: Increases infantry unit damage.

-------------------------------------------------------------------------------

Upgrade: Terran Infantry Armor
Time: 266 [+32 for each additional level]
Minerals: 100 [+75 for each additional level]
Gas: 100 [+75 for each additional level]
Where at: Engineering Bay [Science Facility required to research levels 2 & 3]
Does what: Increases armor for infantry units.

-------------------------------------------------------------------------------

Upgrade: Terran Vehicle Weapons
Time: 266 [+32 for each additional level]
Minerals: 100 [+75 for each additional level]
Gas: 100 [+75 for each additional level]
Where at: Armory [Science Facility required to research levels 2 & 3]
Does what: Increases damage done by artillery type units

-------------------------------------------------------------------------------

Upgrade: Terran Vehicle Plating
Time: 266 [+32 for each additional level]
Minerals: 100 [+75 for each additional level]
Gas: 100 [+75 for each additional level]
Where at: Armory [Science Facility required to research levels 2 & 3]
Does what: Increases armor for artillery type units

-------------------------------------------------------------------------------

Upgrade: Terran Ship Weapons
Time: 266 [+32 for each additional level]
Minerals: 100 [+50 for each additional level]
Gas: 100 [+50 for each additional level]
Where at: Armory [Science Facility required to research levels 2 & 3]
Does what: Increases damage done by aerial units.

-------------------------------------------------------------------------------

Upgrade: Terran Ship Plating
Time: 266 [+32 for each additional level]
Minerals: 100 [+75 for each additional level]
Gas: 100 [+75 for each additional level]
Where at: Armory [Science Facility required to research levels 2 & 3]
Does what: Increases armor on aerial units.

-------------------------------------------------------------------------------

Upgrade: U-238 Shells
Time: 100
Minerals: 150
Gas: 150
Where at: Academy
Does what: Increases the firing range of Marines

-------------------------------------------------------------------------------

Upgrade: Stim Pack
Time: 80
Minerals: 100 
Gas: 100
Where at: Academy
Does what: Allows Marines and Fire bats to use the Stim ability, greatly 
increasing their firing speed and movement speed for the cost of 10HP.

-------------------------------------------------------------------------------

Upgrade: Ion Thrusters
Time: 100
Minerals: 100
Gas: 100
Where at: Machine Shop
Does what: Increases the movement speed of Vultures.

-------------------------------------------------------------------------------

Upgrade: Spider Mines
Time: 80
Minerals: 100
Gas: 100
Where at: Machine Shop
Does what: Allows Vultures to place up to three spider mines.

-------------------------------------------------------------------------------

Upgrade: Siege Mode [Tank]
Time: 80
Minerals: 150
Gas: 150
Where at: Machine Shop
Does what: Allows all Siege tanks to use Siege mode.

-------------------------------------------------------------------------------

Upgrade: Apollo Reactor
Time: 166
Minerals: 200
Gas: 200
Where at: Control Tower
Does what: Increases the maximum amount of energy on a Wraith to 250.

-------------------------------------------------------------------------------

Upgrade: Cloaking Field
Time: 100
Minerals: 150
Gas: 150
Where at: Control Tower
Does what: Allows Wraiths to use Cloaking Devices.

-------------------------------------------------------------------------------

Upgrade: EMP Shockwave
Time: 120
Minerals: 200
Gas: 200
Where at: Science Facility
Does what: Allows Science Vessels to use EMP Shockwave.

-------------------------------------------------------------------------------

Upgrade: Irradiate
Time: 80
Minerals: 200
Gas: 200
Where at: Science Facility
Does what: Allows Science Vessels to use Irradiate.

-------------------------------------------------------------------------------

Upgrade: Titan Reactor
Time: 166
Minerals: 150
Gas: 150
Where at: Science Facility
Does what: Increases the maximum amount of energy on the Science Vessel to 250.

-------------------------------------------------------------------------------

Upgrade: Lockdown
Time: 100
Minerals: 200
Gas: 200
Where at: Covert Ops
Does what: Allows Ghosts to use lockdown.

-------------------------------------------------------------------------------

Upgrade: Ocular Implants
Time: 166
Minerals: 100
Gas: 100
Where at: Covert Ops
Does what: Allows Ghosts too see farther.

-------------------------------------------------------------------------------

Upgrade: Personnel Cloaking
Time: 80
Minerals: 100
Gas: 100
Where at: Covert Ops
Does what: Allows Ghosts to use Cloaking Devices.

-------------------------------------------------------------------------------

Upgrade: Moebius Reactor
Time: 166
Minerals: 150
Gas: 150
Where at: Covert Ops
Does what: Increases the maximum amount of energy on a Ghost to 250.

-------------------------------------------------------------------------------

Upgrade: Yamato Gun
Time: 120
Minerals: 100 
Gas: 100
Where at: Physics Lab
Does what: Allows Battlecruisers to use the Yamato Gun.

-------------------------------------------------------------------------------

Upgrade: Colossus Reactor
Time: 166
Minerals: 150
Gas: 150
Where at: Physics Lab
Does what: Increases the maximum amount of energy on a Battlecruiser to 250.

-------------------------------------------------------------------------------

*******************************************************************************
                                x) Zerg Upgrades
*******************************************************************************

All species have upgrades.  Some of them are in the form of extra damage or
extra defense.  Others take the form of special abilities.  As they were 
described briefly in the units section, this on will focus on where to upgrade
them and the costs for doing so.

-------------------------------------------------------------------------------

Upgrade: Burrowing
Time: 80
Minerals: 100
Gas: 100
Where at: Hatchery/Lair/Hive
Does what: Allows most Zerg ground units the ability to Burrow.

-------------------------------------------------------------------------------

Upgrade: Ventral Sacs
Time: 160
Minerals: 200
Gas: 200
Where at: Lair/Hive
Does what: Overlords gain the ability to carry ground units.

-------------------------------------------------------------------------------

Upgrade: Antennae
Time: 133
Minerals: 150
Gas: 150
Where at: Lair/Hive
Does what: Overlords gain additional sight range.

-------------------------------------------------------------------------------

Upgrade: Pneumatized Carapace
Time: 133
Minerals: 150
Gas: 150
Where at: Lair/Hive
Does what: Overlords can move much faster.

-------------------------------------------------------------------------------

Upgrade: Metabolic Boost
Time: 100
Minerals: 100
Gas: 100
Where at: Spawning Pool
Does what: Zerglings run much faster.

-------------------------------------------------------------------------------

Upgrade: Adrenal Glands
Time: 100
Minerals: 200
Gas: 200
Where at: Spawning Pool
Does what: Zerglings attack rate greatly increased.

-------------------------------------------------------------------------------

Upgrade: Zerg Melee Attacks
Time: 266 [+32 each level]
Minerals: 100 [+50 each level]
Gas: 100 [+50 Each level]
Where at: Evolution Chamber [Lair and Hive needed for additional Upgrades]
Does what: Increases melee ground attacker damage.

-------------------------------------------------------------------------------

Upgrade: Zerg Missile Attacks
Time: 266 [+32 each level]
Minerals: 100 [+50 each level]
Gas: 100 [+50 Each level]
Where at: Evolution Chamber [Lair and Hive needed for additional Upgrades]
Does what: Increases missile shooting ground unit damage.

-------------------------------------------------------------------------------

Upgrade: Zerg Carapace
Time: 266 [+32 each level]
Minerals: 100 [+75 each level]
Gas: 100 [+75 Each level]
Where at: Evolution Chamber [Lair and Hive needed for additional Upgrades]
Does what: Increases ground unit armor.

-------------------------------------------------------------------------------

Upgrade: Muscular Augments
Time: 100
Minerals: 150
Gas: 150
Where at: Hydralisk Den
Does what: Hydralisks run much faster.

-------------------------------------------------------------------------------

Upgrade: Grooved Spines
Time: 100
Minerals: 150
Gas: 150
Where at: Hydralisk Den
Does what: Hydralisks gain additional firing range.

-------------------------------------------------------------------------------

Upgrade: Spawn Broodlings
Time: 80
Minerals: 100
Gas: 100
Where at: Queen's Nest
Does what: Allows Queen's to Spawn Broodlings

-------------------------------------------------------------------------------

Upgrade: Ensnare
Time: 80
Minerals: 100
Gas: 100
Where at: Queen's Nest
Does what: Allows Queens to use Ensnare.

-------------------------------------------------------------------------------

Upgrade: Gamete Meiosis
Time: 166
Minerals: 150
Gas: 150
Where at: Queen's Nest
Does what: Queen energy increased to 250.

-------------------------------------------------------------------------------

Upgrade: Zerg Flyer Attacks
Time: 266 [+32 each level]
Minerals: 100 [+75 each level]
Gas: 100 [+75 Each level]
Where at: Spire/Greater Spire [Lair and Hive needed for additional Upgrades]
Does what: Increases aerial unit damage.

-------------------------------------------------------------------------------

Upgrade: Zerg Flyer Carapace
Time: 266 [+32 each level]
Minerals: 100 [+75 each level]
Gas: 100 [+75 Each level]
Where at: Spire/Greater Spire [Lair and Hive needed for additional Upgrades]
Does what: Increases aerial unit armor.

-------------------------------------------------------------------------------

Upgrade: Plague
Time: 100
Minerals: 200
Gas: 200
Where at: Defiler Mount
Does what: Allows Defilers to use Plague

-------------------------------------------------------------------------------

Upgrade: Consume
Time: 100
Minerals: 100
Gas: 100
Where at: Defiler Mound
Does what: Allows Defilers to use Consume

-------------------------------------------------------------------------------

Upgrade: Metasynaptic Node
Time: 166
Minerals: 150
Gas: 150
Where at: Defiler Mound
Does what: Defiler energy increased to 250.

-------------------------------------------------------------------------------

*******************************************************************************
                              xi) Protoss Upgrades
*******************************************************************************

All species have upgrades.  Some of them are in the form of extra damage or
extra defense.  Others take the form of special abilities.  As they were 
described briefly in the units section, this on will focus on where to upgrade
them and the costs for doing so.

-------------------------------------------------------------------------------

Upgrade: Protoss Ground Weapons
Time: 266 [+32 each level]
Minerals: 100 [+50 each level]
Gas: 100 [+50 each level]
Where at: Forge
Does what: Increases ground unit damage.

-------------------------------------------------------------------------------

Upgrade: Protoss Armor
Time: 266 [+32 each level]
Minerals: 100 [+75 each level]
Gas: 100 [+75 each level]
Where at: Forge
Does what: Increases ground unit armor.

-------------------------------------------------------------------------------

Upgrade: Protoss Plasma Shields
Time: 266 [+32 each level]
Minerals: 200 [+100 each level]
Gas: 200 [+100 each level]
Where at: Forge
Does what: Increases shields for all units [and most buildings].

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Upgrade: Protoss Air Weapons
Time: 266 [+32 each level]
Minerals: 100 [+75 each level]
Gas: 100 [+75 each level]
Where at: Cybernetics Core
Does what: Increases air unit damage.

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Upgrade: Protoss Plating
Time: 266 [+32 each level]
Minerals: 150 [+75 each level]
Gas: 150 [+75 each level]
Where at: Cybernetics Core
Does what: Increases air unit armor.

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Upgrade: Singularity Charge
Time: 166
Minerals: 150
Gas: 150
Where at: Cybernetics Core
Does what: Increases firing range for all Dragoons.

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Upgrade: Leg Enhancements
Time: 133
Minerals: 150
Gas: 150
Where at: Citadel of Adun
Does what: Zealots run much faster.

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Upgrade: Gravitic Drive
Time: 166
Minerals: 200
Gas: 200
Where at: Robotics Support Bay
Does what: Greatly improves Shuttle Speed.

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Upgrade: Scarab Damage
Time: 166
Minerals: 200 
Gas: 200
Where at: Robotics Support Bay
Does what: Scarab damage increased by 25

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Upgrade: Reaver Capacity
Time: 166
Minerals: 200
Gas: 200
Where at: Robotics Support Bay
Does what: +5 max Scarabs per Reaver.

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Upgrade: Apial Sensors
Time: 166
Minerals: 100
Gas: 100
Where at: Fleet Beacon
Does what: Increases Scout sight range.

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Upgrade: Gravitic Thrusters
Time: 166
Minerals: 200
Gas: 200
Where at: Fleet Beacon
Does what: Increases Scout movement speed.

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Upgrade: Carrier Capacity
Time: 100
Minerals: 100
Gas: 100
Where at: Fleet Beacon
Does what: Allows all Carriers to carry up to eight interceptors.

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Upgrade: Psionic Storm
Time: 120
Minerals: 200
Gas: 200
Where at: Templar Archives
Does what: Allows High Templars to use Psionic Storm

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Upgrade: Hallucination
Time: 80
Minerals: 150
Gas: 150
Where at: Templar Archives
Does what: Allows High Templars to use Hallucination

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Upgrade: Khaydarin Amulet
Time: 166
Minerals: 150
Gas: 150
Where at: Templar Archives
Does what: Increases High Templar energy to 250.

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Upgrade: Sensor Array
Time: 133
Minerals: 150
Gas: 150
Where at: Observatory
Does what: Increases Observer sight range.

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Upgrade: Gravitic Boosters
Time: 133
Minerals: 150
Gas: 150
Where at: Observatory
Does what: Increases Observer movement speed.

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Upgrade: Recall
Time: 120
Minerals: 150
Gas: 150
Where at: Arbiter Tribunal
Does what: Allows Arbiters to use Recall

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Upgrade: Stasis Field
Time: 100
Minerals: 150
Gas: 150
Where at: Arbiter Tribunal
Does what: Allows Arbiters to use Stasis Field

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Upgrade: Khaydarin Core
Time: 166
Minerals: 150
Gas: 150
Where at: Arbiter Tribunal
Does what: Increases maximum Arbiter energy to 250.

-------------------------------------------------------------------------------

*******************************************************************************
                                xii) Credits
*******************************************************************************

CJayC - for creating GameFAQs.com, the best site on the Internet!

Blizzard - For making the best RTS game, ever.  Make a sequel already damnit!
___________________________
Apathetic Aardvark - 2004 |
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