A building in StarCraft is any structure placed on the map that can be interacted with (either pre-placed by the mapmaker or by a player during the game).
Buildings in StarCraft are all classified as large type units and generally have a base armor of one, with exception of:
Below Buildings are listed by race and by type.
Buildings initially have 10% of their full HP so they can't be one-shot-killed. Buildings can be cancelled, but the player will only regain 75% of its worth. If a building with queued units / upgrades is killed, costs of them are fully regained.
Protoss Buildings ( · )
Protoss buildings are "warped in". A Probe created a warp hole that will remain charging for some time before the building will appear. After placing the warp hole the Probe can be assigned to other tasks.
- Regenerative shields on all buildings that make 1/2 of total HP, which are similar to unit shields, e.g. they can be upgraded, take full damage from any damage type, can be reset to 0 with EMP.
- Buildings must be built within a Pylon's power range, with the exception of the Nexus, a Pylon itself, and the Assimilator. If the Pylon is destroyed, the buildings in its range will display "unpowered" and will cease functioning until the power is restored (unit production / upgrade will be frosen, player can't control them). The unpowered building, however, will still allow the technology (e.g. High Templars can still be produced if the Templar Archives is not powered) that the building enabled.
See also Protoss technology tree and Protoss unit production locations
Terran Buildings ( · )
Terran buildings are built by SCVs. When ordered to do so, an SCV will spend some time constructing the building, glitching over the building's image. During this time the SCV can only be ordered to stop production (the unfinished building will remain). A building SCV can be attacked, repaired as well as healed or affected by a spell.
- Structures are not restricted by any racial requirement like Creep -- they can be placed on any build-able terrain immediately.
- Buildings and mechanical units are able to repaired by SCVs. Using multiple SCVs increases the repair rate.
- If a building is damaged to 1/3 of its total HP, it will begin to burn until it destroys itself or is repaired past the 1/3 threshold (does not apply to buildings that have not finished construction).
- All production buildings (including Command Center), Engineering Bay and Science Facility have the ability to lift off the ground and float to a new location, if they are unoccupied. Speed is faster than that of an non-upgraded Overlord. Players will often use unneeded buildings to scout.
- Terrans often use buildings to wall in, restricting or completely denying enemy units a path.
- Some buildings (Comsat Station, Nuclear Silo, Machine Shop, Control Tower, Physics Lab, Covert Ops) are add-ons to other ones. Add-ons don't belong to specific players and can be attached by any Terran player.
See also Terran technology tree and Terran unit production locations
Zerg Buildings ( · )
Zerg Drones morph into building, being lost in the process. The building can be cancelled before completion to recover the Drone and the building's associated costs.
- All buildings that take damage will regenerate health over time, like Zerg units.
- Buildings must be constructed on Creep (including the enemy's Creep), with the exception of the Hatchery and the Extractor.
See also Zerg technology tree and Zerg unit production locations
Types of buildings
Each race is starts out with a 'headquarter' type building, where workers are produced, resources are collected, and technology begins. They are the Nexus, Command Center and Hatchery for Protoss, Terran and Zerg respectively.
These buildings serve to increase the total number of units a player can produced (until the maximum of 200 food count is reached). These buildings are the Protoss' Pylon and the Terran's Supply Depot. Zerg do not possess these buildings as Overlords are their source of supply, though town halls provide 1 supply.
These buildings are constructed to provide protection in a certain area. The general purpose of them is to either stop or discourage an opponent from attacking that area, but they can often be use in tandem with an army to drive off an opposing army or fleet. In competitive play, some are placed, such as Missile Turrets or Photon Cannons, around the base and especially around resource nodes not to provide complete protection, but to allow time for a much stronger force to aid against foes.
All defence towers have attack range of 7. Anti-air towers (Terran Missile Turret, Protoss Photon Cannon, Zerg Spore Colony) are also detectors and have detection radius of 7 and vision range of 11 (10 for the Zerg towers). Terran Bunker is totally different as it doesn't have its own attack radius but increases the range of infantry units within it by 1 and provides additional HP and ability to be fast repaired and blocked from melee units by SCV's.
These buildings are where the bulk of offensive units are produced. Zerg have their Town Hall building and Production Building combined as all units are produced from the same building: the Hatchery. Therefore, in a game featuring a Zerg, that player will virtually always build several, if not many, Hatcheries throughout the course of the game to keep up with production.
Some production / upgrade buildings also have graphical effects while working, allowing other players to see if they are working. They still don't allow to see what are they producing / upgrading / morphing to, even to allies.
All Terran buildings blink when producing / upgrading (including Nuclear Silo). See also Terran unit production locations.
Some production and technology building buildings blink when working, including:
- Cybernetic Core
See also Protoss unit production locations.
Zerg buildings do not directly indicate production is occurring but the Larva becomes an Egg when morphing. Building production can be seen when the building morphs, but technology/ability upgrades are not visibly indicated. See also Zerg unit production locations
Almost all buildings -- even Production and Town Hall buildings -- fall under this classification. These buildings open up new technology for a player, whether that is new units and buildings to be constructed or upgrades for those units. See each race's Technology tree.
These buildings are placed by the mapmaker. They are sometimes placed for art or a purpose within a Use Map Settings match. On competitive maps, most neutral buildings provide a destructible wall, providing a new path through which units can pass. A prime example of this is the map Medusa.