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CURRENTLY CONFIRMED
BUILDINGS
TERRAN
BUILDINGS
Command Center
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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.
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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
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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
Factory
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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.
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Add-on
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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
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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
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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
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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
Missile Turret
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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
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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
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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
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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
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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
Forge
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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
Templar Archives
Stargate
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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
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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.
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Lair
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Cost:
150
Build Time:
100
Hit Points:
1800
Produces: Larva, Queen
Upgrades
from: Hatchery
Upgrades
to: Hive
Requires: Spawning
Pool
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Hive
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Cost:
200
Build Time:
150
Hit Points:
2500
Produces: Larva, Queen
Upgrades
from: Lair
Requires: Spawning
Pool, Lair
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Extractor
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Cost:
50
Build Time:
unkown
Hit Points:
500
Allows a player to harvest
gas from a vespene geyser.
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Spawning
Pool
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Cost:
200
Build Time:
unkown
Hit Points:
750
Allows Production of: Zergling
Requires: Hatchery
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Evolution
Chamber
Roach
Den
Nest
Hydralisk Den
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Cost:
150
100
Build Time:
unkown Hit Points:
850
Allows Production of: Hydralisk
Requires: Lair
Upgrades to: Deep
Warren
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Deep Warren
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Cost:
50
100
Build Time:
unkown Hit Points:
850
Allows Production of: Hive Matriarch
Requires: Hive
Upgrades From:
Hydralisk Den
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Spire
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Cost:
200
200
Build Time:
unkown Hit Points:
600
Allows Production of: Mutalisk
Requires: Lair
Upgrades To:
Greater Spire
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Greater
Spire
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Cost:
unkown
unkown
Build Time:
unkown Hit Points:
unkown
Allows Production of: Swarm Guardian
Upgrades From: Spire
Requires: Hive
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Ultralisk
Cavern
Nydus
Warren
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