Terran Basic Buildings
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Command Center    Stats Upgrades/Special Abilites
 

Building Type: Town Hall

Cost: 400

Build Time: 120

Requires: none

Hit Points: 1500

Supply Provided: 8

Allows You to Make:

When you set a rally point, all units that are built at the building will automatically move to the location you chose when they are built.

The Comsat Station is an addon to the Command Center.

50 50

The Nuclear Silo is an addon to the Command Center.

100 100

Many Terran buildings have the ability to lift off and fly to a new location. While it is flying, it is extremely slow moving and very vulnurable to attack.

 

The Command Center is the Town Hall unit for the Terran. This central building is where your workers are construced, and also houses all the resources that your SCV's gather. For a quick way to expand in island maps, try building one of these and flying it to a new island. It is faster than building a dropship and building it on the new island early in the game. It is also good for it is defended by your main base while it is building.

 

 
ComSat Station    Stats Upgrades/Special Abilites
 

Building Type: Utility Building

Cost:50 50

Build Time: 40

Requires:

    Command Center
    Acadamy

Hit Points: 500

The Scanner Sweep allows you to see any spot on the map fully revealed for about 10 seconds. It costs 50 energy to cast. Its good for early game and if you need to detect something quickly and easily.

 

The ComSat Station is a must have for the early game. It only costs 50 minerals and gas and it can be extremely useful.

 

 

 
Nuclear Silo    Stats Upgrades/Special Abilites
 

Building Type: Utility Building

Cost: 100100

Build Time: 80

Requires:

    Command Center
    Covert Ops

Hit Points: 600

Once you have a completed Nuclear Silo, you can train up to one nuke at a time there. Then after your Ghost launches the nuke, you can build another one.

200 200

 

The Nuclear Silo can be useful, but most of the time you are better off with a Com-Sat. Nukes are only possible in the late game. And by the late game, it usually doesn't matter too much if you get nuked unless you are getting beat anyway. And to nuke a person is extremely difficult compared to nuking a human opponent. While the computer doesn't do anything to try and find your ghost, a human player is frantically searching everywhere, and usually will find it.

 

 

 
Supply Depot    Stats Upgrades/Special Abilites
 

Building Type: Supply Building

Cost: 100

Build Time: 40

Requires: none

Hit Points: 500

Supply Provided: 8

 

 

The Supply Depot is required to build up your forces. They have a tendancy to be a pain since you must have many of these by late game, and many supply depots tend to take up most of the space in your base. That is the main reason why the Terran "turtle" so easily.

 

 

 
Refinery    Stats Upgrades/Special Abilites
 

Building Type: Gas Mine

Cost: 100

Build Time: 40

Requires: none

Hit Points: 750

 

 

The Refinery is the gas mining building for the Terran. You must build one of these on top of a gas deposit before you can mine from it.

 

 

 
Barracks    Stats Upgrades/Special Abilites
 

Building Type: Infantry Building

Cost: 150

Build Time: 80

Requires: Command Center

Hit Points: 1000

Allows You to Make:

Many Terran buildings have the ability to lift off and fly to a new location. While it is flying, it is extremely slow moving and very vulnurable to attack.

 

The Barracks is where you train all of your early troops. It is also the base of the Tech Tree that builds up to all the other important buildings. It would be wise to build at least 2 of these unless you are going for a fast buildup.

 

 

 
Engineering Bay    Stats Upgrades/Special Abilites
 

Building Type: Infantry Upgrade

        Building

Cost: 125

Build Time: 60

Requires: Command Center

Hit Points: 850

Allows You to Make:

 This upgrades the attack power of the Marine, Firebat, and Ghost.

Level 1: 100 100

Level 2: 175 175

Level 3: 250 250

This upgrades the armor rating of the SCV, Marine, Firebat, Ghost, and Medic.

Level 1: 100 100

Level 2: 175 175

Level 3: 250 250

Many Terran buildings have the ability to lift off and fly to a new location. While it is flying, it is extremely slow moving and very vulnurable to attack.

 

The Engineering Bay is where you upgrade all your ground infantry stats. It isn't really very vital to the terran force except if you need Missle Turrets, which you probably will, so it would be a good idea to build one of these.

 

 

 
Bunker    Stats Upgrades/Special Abilites
 

Building Type: Defense Building

Cost: 100

Build Time: 30

Requires: Barracks

Hit Points: 350

 The Bunker can hold up to 4 infantry units. While they are in the Bunker, they can shoot out at targets, but cannot be damaged until the Bunker is destroyed.

 

The Bunker is the Base of the Terrand defense. These are one of the best anti rush buildings there are if you have at least 4 of them. Offensive Bunkering is possible, but not very effective.

 

 

 
Acadamy    Stats Upgrades/Special Abilites
 

Building Type: Infantry Building

Cost: 150

Build Time: 80

Requires: Barracks

Hit Points: 600

Allows You to Make:

U-238 Shells increases the range of the Marine's attack.

150 150

Stim Pack is researched at the Acadamy for use by your Marines and Firebats.

100 100

Restoration is researched at the Acadamy for use by your Medics.

100 100

Optic Flare is researched at the Acadamy for use by your Medics.

100 100

Caduceus Rector increases the maximum energy of the Medic to 250.

150 150

 

The Acadamy used to only be necessary for ComSat stations. But now with Medics, the Acadamy has become a much more popular building.

 

 

 
Missle Turret    Stats Upgrades/Special Abilites
 

Building Type: Anti Air Defense

Cost: 100

Build Time: 30

Requires: Engineering Bay

Hit Points: 200

 

 

The Missle Turret is the anti air building for the Terran. Although its attack looks puny, enough of these are enough to repel enemy attack. They also serve as detectors.

 


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