Terran Advanced Buildings
Back to Basic Buildings  
 
Back to Terran

 

 

 

 
Factory    Stats Upgrades/Special Abilites
 

Building Type: Armored Vehicle

        Building

Cost: 200100

Build Time: 80

Requires: Barracks

Hit Points: 1250

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 Factory produces all your ground armored vehicles for the Terran. But without the Machine Shop addon there isn't much use for it other than making Vultures and Goliaths, since the main purpose for the Factory is the Siege Tank. Later in the game, most people have 2 or 3 of these if they aren't building air so that they can quickly pump out Tanks and Goliaths.

 

 

 
Machine Shop    Stats Upgrades/Special Abilites
 

Building Type: Utility Building

Cost: 5050

Build Time: 40

Requires: Factory

Hit Points: 500

Allows You to Make:

Ion Thrusters greatly increases the movement speed of the Vulture, making them the fastest moving unit in the game.

100 100

This upgrades your Vultures to be able to place up to 3 spider mines.

100 100

Before you can convert your Tanks into Siege Mode, you must upgrade it at the Machine Shop.

150 150

Charon Boosters greatly increases the range of the Goliaths ground to air missles.

150 150

 

The Machine Shop is a good idea to have at all your Factories. It is an addon that upgrades all of your armored vehicles abilites. If you do not have one of these, you won't be able to make any

 

 

 
Starport    Stats Upgrades/Special Abilites
 

Building Type: Air Vehicle

        Building

Cost: 200100

Build Time: 80

Requires: Factory

Hit Points: 1300

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 Starport, along with the Factory, is among the most important buildings you can build. If you want to rely on air, you should build about 2 or 3 of these. Ideally, you will want about 2 Starports and 2 Factories.

 

 

 
Control Tower    Stats Upgrades/Special Abilites
 

Building Type: Utility Building

Cost: 5050

Build Time: 40

Requires: Factory

Hit Points: 500

Allows You to Make:

Cloaking is researched at the Control Tower for use by your Wraiths.

150 150

Apollo Reactor increases the maximum energy of your Wraith to 250.

200 200

 

The Control Tower is important if you plan on building anything other than Wraiths at your Starport. It is also required if you plan on cloaking your Wraiths. So pretty much, if you don't build a Control Tower, then you need therapy! Uncloakable Wratihs are useless! And Cloakable wraiths are ALMOST useless. So build one of these always.

 

 

 
Armory    Stats Upgrades/Special Abilites
 

Building Type: Vehicle Upgrade

        Building

Cost: 10050

Build Time: 80

Requires: Factory

Hit Points: 750

Allows You to Make:

This upgrades the attack power of the Vulture, Siege Tank, and Goliath.

Level 1: 100 100

Level 2: 175 175

Level 3: 150 150

This upgrades the armor of the Vulture, Siege Tank, and the Goliath.

Level 1: 100 100

Level 2: 175 175

Level 3: 250 250

This upgrades the attack power of the Wraith, Battlecruiser, and Valkyrie.

Level 1: 100 100

Level 2: 150 150

Level 3: 200 200

This upgrades the armor of the Wraith, Dropship, Battlecruiser, Science Vessel, and Valkyrie.

Level 1: 150 150

Level 2: 225 225

Level 3: 300 300

 

The Armory is where you upgrade all your air and ground vehicles. It is also required to build Goliaths and Valkyries. So it isn't that vital of a building until late game.

 

 

 
Science Facility    Stats Upgrades/Special Abilites
 

Building Type: Utility Building

Cost: 150200

Build Time: 80

Requires: Factory

Hit Points: 1500

Allows You to Make:

EMP Shockwave is upgraded here for use by your Science Vessels.

200 200

Irradiate is upgraded here for use by your Science Vessels.

150 150

Titan Reactor increases the maximum energy of your Science Vessels to 250.

150 150

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 Science Facility is important for many things. It allows you to build the only mobile detector for the Terran, and is also requred to build Battlecruisers, Nukes, and Ghosts.

 

 

 
Physics Lab    Stats Upgrades/Special Abilites
 

Building Type: Utility Building

Cost: 5050

Build Time: 40

Requires: Science Facility

Hit Points: 600

Allows You to Make:

Yamato Canon is researched here for use by your Battlecruisers.

200 200

Colossus Reactor increases the maximum energy of your Battlecruisers to 250.

150150

 

The Battlecruiser cannot be buiilt until you build one of these. Being at the very top of the Tech Tree, you won't be able to build the Battlecruiser until the very late game.

 

 

 
Covert Ops    Stats Upgrades/Special Abilites
 

Building Type: Utility Building

Cost: 5050

Build Time: 40

Requires: Science Facility

Hit Points: 750

Allows You to Make:

Cloaking is researched here for use by your Ghosts.

100 100

Lockdown is researched here for use by your Ghosts.

200 200

Ocular Implants increases the sight and range of your ghosts.

100 100

Moebus Reactor increases the maximum energy of your Ghosts to 250.

150 150

 

Ghosts and Nukes are possible after you build the Covert Ops. You can only have either a Covert Ops or a Physics Lab at a Science Facility at once, not both.


Back to the Top