hide results

    1.10 Units FAQ by Apathetic Aardvark

    Version: 1.0 | Updated: 03/12/04 | Printable Version | Search This Guide

    *******************************************************************************
    
                                      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
    
    *******************************************************************************
                               Index/Table of Contents
    *******************************************************************************
    
       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
    
    *******************************************************************************
                           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. 
    
    *******************************************************************************
                               ii) Version History
    *******************************************************************************
    
    3/9/2004 - Layout
    3/10/2004 - Buildings
    3/11/2004 - Upgrades
    3/12/2004 - Units
    
    *******************************************************************************
                              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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    *******************************************************************************
                                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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    *******************************************************************************
                                   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].
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    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.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Singularity Charge
    Time: 166
    Minerals: 150
    Gas: 150
    Where at: Cybernetics Core
    Does what: Increases firing range for all Dragoons.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Leg Enhancements
    Time: 133
    Minerals: 150
    Gas: 150
    Where at: Citadel of Adun
    Does what: Zealots run much faster.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Gravitic Drive
    Time: 166
    Minerals: 200
    Gas: 200
    Where at: Robotics Support Bay
    Does what: Greatly improves Shuttle Speed.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Scarab Damage
    Time: 166
    Minerals: 200 
    Gas: 200
    Where at: Robotics Support Bay
    Does what: Scarab damage increased by 25
    
    -------------------------------------------------------------------------------
    
    Upgrade: Reaver Capacity
    Time: 166
    Minerals: 200
    Gas: 200
    Where at: Robotics Support Bay
    Does what: +5 max Scarabs per Reaver.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Apial Sensors
    Time: 166
    Minerals: 100
    Gas: 100
    Where at: Fleet Beacon
    Does what: Increases Scout sight range.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Gravitic Thrusters
    Time: 166
    Minerals: 200
    Gas: 200
    Where at: Fleet Beacon
    Does what: Increases Scout movement speed.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Carrier Capacity
    Time: 100
    Minerals: 100
    Gas: 100
    Where at: Fleet Beacon
    Does what: Allows all Carriers to carry up to eight interceptors.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Psionic Storm
    Time: 120
    Minerals: 200
    Gas: 200
    Where at: Templar Archives
    Does what: Allows High Templars to use Psionic Storm
    
    -------------------------------------------------------------------------------
    
    Upgrade: Hallucination
    Time: 80
    Minerals: 150
    Gas: 150
    Where at: Templar Archives
    Does what: Allows High Templars to use Hallucination
    
    -------------------------------------------------------------------------------
    
    Upgrade: Khaydarin Amulet
    Time: 166
    Minerals: 150
    Gas: 150
    Where at: Templar Archives
    Does what: Increases High Templar energy to 250.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Sensor Array
    Time: 133
    Minerals: 150
    Gas: 150
    Where at: Observatory
    Does what: Increases Observer sight range.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Gravitic Boosters
    Time: 133
    Minerals: 150
    Gas: 150
    Where at: Observatory
    Does what: Increases Observer movement speed.
    
    -------------------------------------------------------------------------------
    
    Upgrade: Recall
    Time: 120
    Minerals: 150
    Gas: 150
    Where at: Arbiter Tribunal
    Does what: Allows Arbiters to use Recall
    
    -------------------------------------------------------------------------------
    
    Upgrade: Stasis Field
    Time: 100
    Minerals: 150
    Gas: 150
    Where at: Arbiter Tribunal
    Does what: Allows Arbiters to use Stasis Field
    
    -------------------------------------------------------------------------------
    
    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 |
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ