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For the tech tree of The Empire in Total War: Warhammer, see The Empire tech tree (Total War: Warhammer)

The Empire tech tree, available to all Reikland The Empire factions, consists of technologies that unlock new advantages throughout the game. Research takes place constantly, but the rate at which discoveries occur can be increased by using heroes to spy or building additional research buildings at your settlements.

Technologies[ | ]

Tech Prerequisite Cost Effects Description
Infantry
Wh main emp state troop standard bearersState Troop Standards
  • Morale Leadership: +5 for infantry units
  • Battle movement Speed: +5% for infantry units
As regiments gain renown, their standards become talismans that are just as important as their sword-arms.
Wh main emp imrpoved heavy weaponsImproved Heavy Weapons State Troop Standards Refined ore techniques create stronger steel, making for more durable blades and heavier weapon-heads.
Wh main emp state issued infantry armourState-Issued Infantry Armour State Troop Standards Armour Armour: +15 for infantry units State Troops are often issued with armour plate to ensure unit cohesion and a reasonable level of protection.
Wh main emp state issued weaponsState-Issued Weapons State Troop Standards
  • Defence Melee defence: +4 for melee infantry units
  • Charge Charge bonus: +8% for melee infantry units
Although the cost falls to each individual soldiier, it is expected that all will use standardised equipment.
Cavalry
Wh main emp improved light cavalry armourImproved Cavalry Armour
  • Armour Armour: +10 for cavalry units
  • Morale Leadership: +5 for cavalry units
Thicker plates for riders and scaled barding for their mounts, meaning a greater percantage survive to charge again.
Wh2 dlc13 emp blinkersBlinkers Improved Cavalry Armour Charge Charge bonus: +10% for cavalry units What a mount cannot see will not spook them, ensuring every charge hits the target squarely.
Wh2 dlc13 emp endurance trainingEndurance Training Improved Cavalry Armour Vigour Vigour loss reduction for cavalry units Riding for days whilst bearing full kit increases one's stamina for the real thing.
Wh main emp the inner circleThe Inner Circle Improved Cavalry Armour
  • Defence Melee defence: +4 for cavalry units
  • Melee Melee attack: +4 for cavalry units
The Knights of the Inner Circle are the elite of the elite, amongst the best fighting men of the Empire.
War Machines
Wh main emp firing drillsFiring Drills Icon stat reload time force Reload time reduction: +8% for artillery units Packing a wallop when they strike, artillery crews are also measured on their firing rates; the faster the better.
Wh2 dlc13 emp ordnance canistersOrdnance Canisters Firing Drills Ammo Ammunition: +10% for artillery units When the enemy might be an enormous monster taller than the highest spire, it's a good idea not to run out of ammo!
Wh2 dlc13 emp multiple artillery barrelsMultiple Artillery Barrels Firing Drills Ranged damage Missile strength: +8% for artillery units More barrels, more chances to knock enemy blocks clean off - it's simply a matter of arithmetic.
Wh main emp vehicle armour platingReinforced Armour Plating Firing Drills Resistance missile Missile resistance: 8% for Steam Tank and War Wagon units Even the largest hulking war machine can be made more resilient to attack.
Missiles
Wh main emp mass produced small arms ammunitionMass-Produced Small Ammunition Ammo Ammunition: +10% for Free Company Militia, Crossbowmen, Huntsmen, Archers, Handgunners, Pistoliers and Outriders missile units Industrialised production of ammunition for handguns has allowed the Empire to hoard large supplies.
Wh main emp volley fireVolley Fire Mass-Produced Small Ammunition Icon stat reload time force Reload time reduction: +15% for Free Company Militia, Crossbowmen, Huntsmen, Archers, Handgunners, Pistoliers and Outriders Missile units who train together excel at firing a deadly hail, so not all members of a regiment have to see the target.
Wh main emp mounted musiciansMounted Weaponry Mass-Produced Small Ammunition
  • Resistance missile Missile resistance: 5% for Pistoliers and Outriders units
  • Ranged damage Missile strength: +10% for Pistoliers and Outriders units
Fixing arms atop mounts and rides does away with the need to dismount and set up prior to firing, in turn reducing vulnerability and increasing efficiency.
Wh main emp rifled barrelsRifled Barrels Mass-Produced Small Ammunition Ranged damage Missile strength: +10% for Free Company Militia, Crossbowmen, Huntsmen, Archers and Handgunners units The discovery of barrel-rifling led to increases in speed and accuracy. Both Dwarfs and men claim credit for this invention.
Colonial Factors
Tech dlc07 brt economy farm 2Tithe Rebates
  • Growth Growth: +10
  • Public order Control: +2
A rebate is a useful tool when things are good to ensure compliance during the hard times inevitably just around the corner.
Wh2 dlc13 emp commodity tradingCommodity Trading Tithe Rebates Trade agreement Tradeable resources produced: +8% There's always a new market to be tapped, or a fresh approach to existing ones.
Wh main emp draft irregularsLocal Militia Tithe Rebates
  • Experience Recruit rank: +2 for infantry units
  • Treasury Recruitment cost: -15% for infantry units
The bravest, most-accomplished warriors do not always come from among the nobility, but must get their start somewhere.
Tech dlc07 brt economy farm 3Grain Silos Tithe Rebates Income Income from Settlement buildings: +10% It's comforting for people to know where their next meal will come from when winter's chill descends.
Wh main emp merchantile fleetColonial Factors Grain Silos Income Income from trade tariffs: +10% This joint-stock enterprise, if the trade winds prefail, is bound to make both factors and shareholders filthy, stinking rich. Amen.
Wh main emp warhorse breedingWarhorse Breeding Colonial Factors Selective breeding allows the Empire to have good supply of steeds, capable of carrying heavily-armoured Knights into battle.
Wh main emp supply wagonsSupply Wagons Warhorse Breeding
  • Army Global recruitment capacity: +1
  • Army Local recruitment capacity: +1 (all provinces)
An army can only march as far as its supplies will last. Wagons loaded with goods allow for larger forces.
Wh main emp divine sanctionClergy of Sigmar Colonial Factors One god, one way, many agents to guarantee compliance in defence of the faith.
Wh main emp state troop sergeantsManorialism Clergy of Sigmar Army Lord recruit rank: +3 Lords rule and live well, peasants work themselves to death and must pay for the privilege - it's the perfect model for any truly forward-looking society.
Colonial Library
Wh2 dlc13 emp assumbly lineAssembly Line Income Income from Industry: +10% This progressive assembly enables swifter production of all manner of industrial goods.
Wh2 hef tech naval empireEngineers' Guild Assembly Line Technology Research rate: +10% Being able to share acquired knowledge among your peers can only lead to better results all round.
Wh2 dlc13 emp continuous productionContinuous Production Engineers' Guild
  • Income Income from Industry: +5%
  • Treasury Construction cost: -10% for all buildings
Interchangeable parts and constant work shifts ensure production targets are met or even exceeded.
Wh main emp shipwrights guildGuildmaster Professors Continuous Production Income Income from Iron, Gem and Gold Mines: +15% The greatest minds of the Old World are gathered by the Empire's various institutions to impart their knowledge and methods of efficiency.
Wh2 dlc13 emp imperial architectsImperial Architects Guildmaster Professors Construction Construction time: -25% for all buildings The Imperial Architects are an eccentric bunch who have always had, well, let's say 'fanciful' ideas about how a building should look...
Wh main emp ecclestial writImperial University Assembly Line
  • Captain Hero capacity: +1 for Empire Captains
  • Wizard Hero capacity: +1 for Battle Wizards
  • Captain Hero recruit rank: +3 for Empire Captains
  • Wizard Hero recruit rank: +3 for Battle Wizards
This colonial campus maintains the high standards taught withiin the Imperial Colleges of Magic black home.
Wh2 dlc13 emp combustion agentCombustion Agent Imperial University Experience Recruit rank: +2 for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Luminark of Hysh, Steam Tank and War Wagon An eighth of an ounce of this, a pinch of that, and half a pound of the other and... Boom! We have ignition!"
Wh2 dlc13 emp improved piston technologyImproved Piston Technology Combustion Agent Turns Recruitment duration: -1 turn for Steam tank, War Wagon and Luminark of Hysh units A more efficient way of transferring force from gas under pressure speeds up the production process, meaning more steam-powered weapons are ready for the fight.
Wh main emp rally lesser noblesIntelligence Sharing Improved Piston Technology
  • Treasury Hero action cost: +15%
  • Agent Hero action success chance: +5%
Intelligence shared is intelligence doubled.
Diplomatic Mission
Tech dlc13 emp diplomacy 1 aEmissary to the Prince of Aldorf Icon treasury 7000 This trusted advisor, whose loyalty is beyond reproach, knows the Emperor's mind almost as well as Karl Franz himself!
Tech dlc13 emp diplomacy 1 bAmbassador to the Phoenix King Icon treasury 7000 Diplomacy Diplomatic relations: +50 with High Elves Successful dealings with the lofty, aloof Asur takes a certain type of individual if awkward diplomatic misunderstandings are to be avoided.
Tech dlc13 emp diplomacy 1 cAmbassador to the Karaz Ankor Icon treasury 7000 Diplomacy Diplomatic relations: +50 with Dwarfs Diplomatic and discreet, this one knows exactly how to deal with fiery Dwarfen temperaments, so is well placed to fun the Imperial embassy to the Everlasting Realm.
Tech dlc13 emp diplomacy 1 dAmbassador to the Royarch of Bretonnia Icon treasury 7000 Diplomacy Diplomatic relations: +50 with Bretonnia Deferent and respectful, the embassy to Bretonnia understands perfectly the customs and traditions of this ancient feudal society.
Tech dlc13 emp purge 1Purge the Foul Icon treasury 7000
  • Morale Leadership: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen
  • Defence Melee defence: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen
Foul Greenskins, flea-infested Skaven, gluttonous Ogres and slimy Lizardmen are abroad in sufficient numbers that an organised cull is now necessary.
Tech dlc13 emp purge 2Purge of the Fell Icon treasury 7000 There may be fell Necromancy afoot, for the Undead and Unliving infest Imperial territory in too greater numbers, hastening the need for an immediate purge.
Tech dlc13 emp purge 3Purge of the Knife-Ears Icon treasury 7000
  • Resistance missile Missile resistance: 5% when fighting against Elves
  • Morale Leadership: +5 when fighting against Elves
These lands belong to the Empire - those arrogant, knife-eared Elves must be driven back to their own dominion, and with haste!
Tech dlc13 emp purge 4Purge of the Ruinous Breeds Icon treasury 7000 The taint of Chaos has been observed here; such things must not be allowed to gain a foothold and be removed without delay!
Elector Counts (Reikland Reikland and The Golden Order The Golden Order only)
Tech dlc13 emp elector counts 1Council of Electors Hunter effect icons elector count Fealty threshold at wich factions will trigger Civil Wars and Secessions: -1 It's always good to talk, especially when not doing so can lead to a cataclysmic civil war.
Tech dlc13 emp elector counts 2The Runefang Pact Council of Electors Hunter effect icons loyalty green Fealty of all Elector Counts' factions: +1 In days past, some nobles have allowed fell forces into their hearts and souls, with catastrophic results! Therefore, the noble Elector Counts swear fealty to both the Empire and to Karl Franz personally upon their storied blades.
Sigmar's Will (Cult of Sigmar Cult of Sigmar only)
Tech dlc13 emp elector counts 1Fanatic's Decree
  • Military spending Upkeep: -50% for Flagellant units
  • Battle movement Speed: +10% for Flagellants units
  • Resistance missile Missile resistance: 15% for Flagellants units
"The damned will fear us as we push fowards with unbridled wrath - AND THEY WILL BE DESTROYED!"
Tech dlc13 emp elector counts 2Divine Mandate Fanatic's Decree As more and more accursed books are sealed, bigger and bigger temples are built, and Sigmar's blessings smile upon us.
Hunting Advances (The Huntsmarshal's Expedition The Huntsmarshal's Expedition only)
Tech dlc13 emp wulfhart 1Hunters' Guild Experience Recruit rank: +2 for all Imperial supplies units Such groups are formed so that knowledge and experience can be shared for the betterment of all their members.
Tech dlc13 emp wulfhart 2Colonial Fort Hunters' Guild
  • Replenishment Casaulty replenishment rate: +10%
  • Public order Control: +1
A vital foothold in new territory and a home-from-home for Imperial subjects abroad on colonial business.
Tech dlc13 emp wulfhart 3Seaborne Logistics
  • Treasury Construction cost: +10% for Ports
  • Construction Construction time: -1 for Ports
Fledgling colonists must be supplied from back home in the Old World until the Empire's mark is firmly made upon its new lands.
Tech dlc13 emp wulfhart 4Imperial Reinforcements Seaborne Logistics Hunter effect icons imperial supplies Receive an additional detachment of reinforcements with every Imperial Supplies delivery If you've got a problem and no one else can help--- call the Empire's best to settle the issue once and for all!
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