CURRENTLY CONFIRMED BUILDINGS

 

TERRAN BUILDINGS



Command Center
 

Cost: 400  
Build Time: 100

Hit Points: 1500
Builds: SCV

Upgrades to: Planetary Fortress, Surveillance Station
Transport: Can load and transport up to 5 SCVs while airborne.

The Command Center is the focal point of every Terran Colony. The SCVs deposit all the harvested minerals and vespene gas at the Command Center, and this is also where the SCVs are produced.

 

Planetary Fortress Upgrade
This new attachment to the Command Center allows you to have a defensive turret on top of your Command Center. We don't know if this will attack air or ground, or possibly detect stealth

 

Supply Depot
 

Cost: 100  
Build Time: 33

Hit Points: 500
Requires: Command Center


 

 

Supply Depot Submerged Mode
We do not know if this is an upgrade or just an ability of the new Supply Depots but they will be able to submerge underground to allow troops to cross over them.

 

Barracks
 

Cost: 150  
Build Time: 67

Hit Points: 1000
Builds: Marine, Medic, Ghost

Add-ons: Tech Lab, Reactor
Requires: Command Center

The Barracks is responsible for training and producing infantry. It is also known to be the root for the Advanced Building.

 

Factory

Cost: 200   100
Build Time: 67

Hit Points: 1250
Builds: Viking, Siege Tank, Cobra

Add-ons: Tech Lab, Reactor
Requires: Barracks


This is the Terran factory, no specific units have been confirmed to be built here but we assume all the mechanical ground units.
 

Add-on

Tech Center
This is the Tech Center add-on which allows you to build higher tier units from the building it is attached to. Add-ons are no longer building specific and the same add-ons can be built at every building that supports them.

Add-on

Reactor
The Reactor add-on allows you to build two units at a time from the building it is attached to. Add-ons are no longer building specific and the same add-ons can be built at every building that supports them.

 

Sensor Tower
 

Cost: 50  
Build Time: 25

Hit Points: 200
Upgrades to: Radar Tower
Requires: Engineering Bay


The Sensor Tower is essentially a detector, it detects cloaked units and  approaching enemies inside the fog of war. Detected units or buildings within the fog of war cannot be distinguished for what they are, rather they appear as a red marker in the fog of war and act as a warning signal against approaching enemy forces.

 

 

Refinery
 

Cost: 100  
Build Time: 33

Hit Points: 400
Requires: Command Center
Salvage
Salvage the structure, removing it and returning 100% of its minerals and gas value. Warning - once salvage is triggered it cannot be cancelled.

In order to harvest Vespene Gas, a Refinery must be built atop the geyser.




Bunker
 

Cost: 150  
Build Time: 25

Hit Points: 400
Requires: Barracks

Up to four infantry units can enter the Bunker. The units in the Bunker do not take damage as long as they are in the Bunker and the Bunker is still standing.



Missile Turret
 

Cost: 75  
Build Time: 25

Hit Points: 200
Requires: Engineering Bay


The Missile Turret provides anti-air defense. It is also stated that they can shoot at "tall" targets, such as Colossus. So they will be useful against a select few ground units as well. You can forget about getting a Colossus in a Terran base.
 

 

PROTOSS BUILDINGS


Nexus
 

Cost: 400  
Build Time: 100

Hit Points: 750
Shields: 750
Builds: Probe

We know very little about the Nexus in SC2 other than we've seen it in the game-play demo. We assume it will act just like the nexus in Brood War. Acting as a probe dispenser, with no add-ons or upgrades. If you set the rally point to a resource the Pobes you build will start auto-gathering it.



Pylon
 

Cost: 100  
Build Time: 60

Hit Points: 200
Shields: 200
Requires: Nexus

I counted 11 pylons in the Protoss base of the game play trailer. The Psi in the UI said 141. So assuming the Nexus still provides 9 Psi, each pylon gives 12 Psi instead of 8.




Phase Cannon
 

Cost: 150  
Build Time: 35

Hit Points: 125
Shields: 125
Requires: Forge

The Phase Cannon looks to be another feat of Protoss technology. They have created a turret of some kind that can literally move it self. This will give the Protoss far more flexibility in the defense of there base.



Assimilator
 

Cost: 100  
Build Time: 33

Hit Points: 100
Shields: 250
Requires: Nexus

In the game play trailer you can clearly see probes go in and out of this building carrying green balls. So its safe to say this is the Protoss Assimilator.



Gateway / Warp Gate
 

Cost: 150  
Build Time: 33

Hit Points: 500
Shields: 500
Builds: Zealot, Immortal, Stalker, Stasis Orb, High Templar, Dark Templar

Upgrades to: Warpgate
Requires: Nexus

The Gateway will warp in units from the Protoss homeworld. As a Gateway it seems to work just like it does in Brood War. But it has gained a new upgrade to turn it into a Warp Gate. Once a Warp Gate the building can teleport units to anywhere there is a power source you control.



Forge
 

Cost: 150  
Build Time: 33

Hit Points: 550
Shields: 550
Upgrades: Ground Weapons, Ground Armor, Plasma Shields

Requires: Nexus

We think this is the SC2 version of the Forge. It is seen at the begining of the game play trailer during the fly over of the Protoss base.



Robotics Facility
 

Cost: 200   200
Build Time: 60

Hit Points: 450
Shields: 450
Builds: Phase Prism, Observer, Colossus

Requires: Cybernetics Core

We really don't know what this building is. But if I had to take a shot in the dark I'd say it is the Robotics Facility. It is seen at the begining of the game play trailer during the fly over of the Protoss base.




Templar Archives
 

Cost: 150   200
Build Time: 50

Hit Points: 500
Shields: 500
Upgrades: Psi Storm, Khaydarin Amulet

Requires: Twilight Council

We think this is the SC2 version of the Templar Archives. It is seen at the begining of the game play trailer during the fly over of the Protoss base.



Stargate
 

Cost: 150   150
Build Time: 60

Hit Points: 600
Shields: 600
Builds: Phoenix, Warp Ray, Carrier, Mothership

Requires: Cybernetics Core

Produces the Protoss attacking flying vehicles.

 

ZERG BUILDINGS

 
Hatchery

Cost: 300 
Build Time: 100

Hit Points: 1250
Produces: Larva, Queen

Upgrades to: Lair

The Zerg Hatchery is the focal point of every starting Zerg colony. It performs two vital functions that no colony could survive without: producing Creep and producing Larva that can evolve into the various Zerg breeds. In addition, the Hatchery, is one of the only structures that can be built without pre-existing Creep and is therefore essential for any expansion attempt.

 

Lair

Cost: 150 
Build Time: 100

Hit Points: 1800
Produces: Larva, Queen

Upgrades from: Hatchery

Upgrades to: Hive

Requires: Spawning Pool

 

 

Hive

Cost: 200
Build Time: 150

Hit Points: 2500
Produces: Larva, Queen

Upgrades from: Lair

Requires: Spawning Pool, Lair

 

Extractor

Cost: 50
Build Time: unkown

Hit Points: 500
 

Allows a player to harvest gas from a vespene geyser.

 

Spawning Pool

Cost: 200 
Build Time: unkown

Hit Points: 750
Allows Production of: Zergling

Requires: Hatchery



 

 

Evolution Chamber

Cost: 75 
Build Time: unknown

Hit Points: 750
Requires: Hatchery

Required for the production of various Zerg units and buildings.



Roach Den

Cost: 150  100
Build Time: unkown

Hit Points: 850
Allows Production of: Roach, Baneling

Requires: Spawning Pool

 



Nest

Cost: 150  100
Build Time: unkown

Hit Points: 850
Allows Production of: Roach, Baneling

Requires: Spawning Pool

 



Hydralisk Den

Cost: 150  100
Build Time: unkown

Hit Points: 850
Allows Production of: Hydralisk

Requires: Lair

Upgrades to: Deep Warren

 



Deep Warren

Cost: 50  100
Build Time: unkown

Hit Points: 850
Allows Production of: Hive Matriarch

Requires: Hive

Upgrades From: Hydralisk Den

 



Spire

Cost: 200  200
Build Time: unkown

Hit Points: 600
Allows Production of: Mutalisk

Requires: Lair

Upgrades To: Greater Spire

 



Greater Spire

Cost: unkown  unkown
Build Time: unkown

Hit Points: unkown
Allows Production of: Swarm Guardian

Upgrades From: Spire

Requires: Hive

 

 

Ultralisk Cavern

Cost: 150  200
Build Time: unkown

Hit Points: 600
Allows Production of: Ultralisk

Requires: Hive

 

 

Nydus Warren

Cost: 150  100
Build Time: 45

Hit Points: unkown
Allows Production of: Infester

Requires: Lair