The Vampire Coast tech tree available to Vampire Coast 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.
The Coast tech tree four multiple sections that focus on a different aspect of the campaign. For example, one focuses on buffing artillery and missile units.
Technologies[ | ]
Tech | Prerequisite | Cost | Effects | Description |
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Command | ||||
Command Crews | Leadership: +5 for Zombie Pirate Deckhands Mob units | A place for everyone an everyone in their place. | ||
Dominion Over Mortals | Command Crews | Control: +2 | The smallfolk will obey... if they wish to live. | |
Foreign Architect | Command Crews | Construction cost: -15% for infrastructure buildings | Pirates have little time for landlubbing matters, so the expertise needed is drafted in from elsewhere. | |
Protection Racket | Command Crews | Income from Ports: +10% | "You pay us and we keep the darkness at bay... After all, you wouldn't want one of your loved ones to have an... 'accident', would you?" | |
Quartermaster | Command Crews | Grants the Quartermaster follower to your faction | The more brains you hvae, the more - and better - loot you will bring back to port. | |
The Pirate Code | Command Crews | Lord recruitment cost: -75% | "Yarr, it's a code of conduct - articles, if you will. Think of it as insurance, like." | |
Silver Musket-Balls & Cutlasses | Command Crews | Bonus vs infantry: +3 for Zombie Pirate Deckhands Mob, Zombie Pirate Gunnery Mob and Deck Droppers units | "Just keep them pistols pointed away from your own Vampire Admirals, maties!" | |
Hardened Pirate Scum | Command Crews | Recruit rank: +2 for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units | There's no substitute for experience. | |
First Mate | Command Crews | Grants the First Mate follower to your faction | Keeping the crew on side is important if you wish to remain in charge. A loyal chain of command helps with this. | |
Serrated Harpoon | Command Crews | Bonus vs Lage: +3 for Zombie Pirate Deckhands Mob (Polearms) and Depth Guard (Polearms) units | There's no wriggling out of this one - the harpoon-blade has a barbed edge which tears the flesh of monstrous targets as they struggle to escape. | |
Marines' Upkeep | Command Crews | Upkeep: -15% for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units | If you can keep your head while all around you are literally losing theirs... | |
Raise the Masses | Command Crews | Growth: +5 | "Our power shall grow greater and greater with every tide..." | |
Seascape Artist | Command Crews | Grants the Seascape Artist follower to your faction | It's useful to get an idea of what your destination looks like, as there's barely a moment to think once the cannons start. | |
The Converted | Command Crews | Hero recruit rank: +5 | Outstanding veterans, seasoned and with command cause and purpose, are invaluable to the seafaring adventurer. | |
Unliving Reflexes | Command Crews | Melee defence: +5 for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units | Those controlled by occult means confound their putrid, decrepit forms. | |
Centuries in Command | Command Crews | Lord recruit rank: +5 | If you're still at sea centuries later and not dead or starving in a gibbet somewhere, chances are you're doing something right. | |
Unliving Labour Force | Command Crews | Construction time: -35% for all buildings | Obedient and unquestioning, if a little slack-jawed. | |
Legendary Admirals | ||||
Admirals' Astrolabes | Immune to Storm and Reef attrition (all armies) | A good pirate has the instruments to plot the safest course through the deadliest of seas. | ||
Disreputable Admiral | Admirals' Astrolabes | 2000 | Adds the Vampire Fleet Admiral (Vampires) Trusty Montford to your faction's Lord pool | It only takes a bit of light flogging and denial of shore leave for a less-than-stellar reputation to develop. |
Infamous Admiral | Admirals' Astrolabes | 2000 | Adds the Vampire Fleet Admiral (Deep) O'Bones Macdonald to your faction's Lord pool | "I knew a man who served under 'em once - they takes no prisoners 'n' gives no quarter whatsoever." |
Notorious Admiral | Admirals' Astrolabes | 2000 | Adds the Vampire Fleet Admiral (Death) Burke Black to your faction's Lord pool | Notoriety can be acquired for a number of reasons, but mostly for those of the insalubrious kind. |
Dread Admiral | Admirals' Astrolabes | 2000 | Adds the Vampire Fleet Admiral (Deep) Two Toes Adley to your faction's Lord pool | "Nah - I'll tell yer - you see that banner, you turn the ship around, as they'll be upon yer before you can scream 'Manann, protect us!'" |
Firepower | ||||
Gunnery Crews | Missile strength: +5% for Zombie Pirate Gunnery Mob units | Battles at sea are tense, nerve-wracking and bloody. Obey orders - and quickly - if you want to survive. | ||
Maintained Cannons | Gunnery Grews | Missile strength: +10% for Mortar, Carronade, Deck Gunners, and Queen Bess units | "That's right, lad, get that sponge right down inside - we want to blow the enemy to kingdom come, not ourselves!" | |
Clean Yer Bores! | Gunnery Crews | Upkeep: -15% for Mortar, Carronade, Deck Gunners and Queen Bess units | Leaving residue inside a cannon between battles is a sure-fire way of blowing yourselves up! A good maintenance schedule guards against this. | |
Black Powder Oxides | Gunnery Crews | Missile strength: +5% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units | The hotter the explosion, the more easily their rags and dry bones will light up. | |
Throwing-Bombs | Gunnery Crews | Grants the Throwing Bombs banner to your faction | Not as important when the bomber is already dead, but a full complement of limbs should remain a priority. | |
Magazine | Gunnery Crews | Ammunition: +20% for Mortar, Carronade, Deck Gunners, and Queen Bess units | ...because running out of shot during a violent seaborne action is not an option. | |
Stolen Imperial Ordnance | Gunnery Crews | Armour-piercing missile damage: +20% for Zombie Pirate Gunnery Mob and Deck Droppers units | What they don't have really *can* hurt them quite badly, as it turns out! | |
Percussion Caps | Gunnery Crews | Ammunition: +15% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units | "Flintlocks are a thing of the past; today, we sail into a dark, bloody future." | |
Powder Monkey | Gunnery Crews | Grants the Powder Monkey follower to your faction | Warships are cramped, hot and dirty, so keeping a small, eager youth around to bring up powder from below makes a lot of sense. | |
Trained Gun Hands | Gunnery Crews | Recruit rank: +2 for Mortar, Carronade, and Deck Gunners units | Practice goes a long way towards preparing a crew for the real thing. | |
Steadier Aim | Gunnery Crews | Range: +10% for Zombie Pirate Gunnery Mob and Deck Droppers units | Being technically dead can have its advantages when the fight reaches screaming pitch. | |
Forged-Steel Shot | Gunnery Crews |
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Even Dwarfen armour twists and cracks under a barrage of Nuln-forged steel. | |
Master Gunner | Gunnery Crews | Grants the Master Gunner follower to your faction | An expert in his field, able to keep his head under pressure and with a dead-eyed stare. | |
Salvage | ||||
Salvage Crews | Casualty replenishment rate: +10% for Zombie Pirate Deckhands Mob and Zombie Pirate Gunnery Mob units | Death is no escape. | ||
Corrupt the Land | Salvage Crews | Vampiric corruption: +2 (all provinces) | "All shall know that we are here as masters to rule!" | |
Efficient Necromancy | Salvage Crews | Raise dead cost: -10% | Knowing the shortcuts, and now best to deploy them, saves time when it really counts. | |
Salvaged Arsenal | Salvage Crews | Weapon strength: +20% for Zombie Pirate Deckhands Mob and Depth Guard units | The best way to fell an empire is to use their own weapons and armour against them. | |
Skull & Crossbones | Salvage Crews | Grants the Skull & Crossbones banner to your faction | "Come on, me hearties, let's get at 'em... Yarrrr!!!!!!!" | |
Supernatural Regeneration | Salvage Crews | Casualty replenishment rate: +10% | "Rise, me hearties, risssssssse!" | |
Protection from the Elements | Salvage Crews | Spell resistance: 20% for Animated Hulks, Bloated Corpse, and Mourngul units | "No elemental power shall halt them, nor spell nor hex nor charm..." | |
Protective Hide | Salvage Crews | Missile resistance: 20% for Scurvy Dogs, Fell Bats, Deck Droppers, and Death Shriek Terrorgheist units | It won't save you from a cannonball in the face, but smaller, indirect shot may be deflected. | |
Spell of the Necromancer's Apprentice | Salvage Crews | Grants the Spell of the Necromancer's Apprentice banner to your faction | "Power of Undeath, flow through my fingers and align their fallen hearts to my will!" | |
Straining at the Leash | Salvage Crews |
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"Blurgggh! Blurgggh! Aaaaaaaaaaaaaaarrggh!!!!" | |
Reinforced Carcasses | Salvage Crews | Physical resistance: 20% for Rotting Promeatheans, Rotting Prometheans Gunnery Mob, Rotting Leviathan and Necroflex Colossus units | Magical protection is useful, but cannonballs take the limbs and lives of precious beasts. | |
Enduring Reanimation | Salvage Crews |
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Bound to their captain's will for eternity and beyond. | |
Ship's Carpenter | Salvage Crews | Grants the Ship's Carpenter follower to your faction | The ship's carpenter repairs battle and storm damage - often whilst they rage and writhe about him! |