- 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 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 | ||||
State Troop Standards | As regiments gain renown, their standards become talismans that are just as important as their sword-arms. | |||
Improved Heavy Weapons | State Troop Standards |
|
Refined ore techniques create stronger steel, making for more durable blades and heavier weapon-heads. | |
State-Issued Infantry Armour | State Troop Standards | Armour: +15 for infantry units | State Troops are often issued with armour plate to ensure unit cohesion and a reasonable level of protection. | |
State-Issued Weapons | State Troop Standards | Although the cost falls to each individual soldiier, it is expected that all will use standardised equipment. | ||
Cavalry | ||||
Improved Cavalry Armour | Thicker plates for riders and scaled barding for their mounts, meaning a greater percantage survive to charge again. | |||
Blinkers | Improved Cavalry Armour | Charge bonus: +10% for cavalry units | What a mount cannot see will not spook them, ensuring every charge hits the target squarely. | |
Endurance Training | Improved Cavalry Armour | Vigour loss reduction for cavalry units | Riding for days whilst bearing full kit increases one's stamina for the real thing. | |
The Inner Circle | Improved Cavalry Armour | The Knights of the Inner Circle are the elite of the elite, amongst the best fighting men of the Empire. | ||
War Machines | ||||
Firing Drills | 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. | ||
Ordnance Canisters | Firing Drills | 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! | |
Multiple Artillery Barrels | Firing Drills | Missile strength: +8% for artillery units | More barrels, more chances to knock enemy blocks clean off - it's simply a matter of arithmetic. | |
Reinforced Armour Plating | Firing Drills | Missile resistance: 8% for Steam Tank and War Wagon units | Even the largest hulking war machine can be made more resilient to attack. | |
Missiles | ||||
Mass-Produced Small Ammunition | 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. | ||
Volley Fire | Mass-Produced Small Ammunition | 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. | |
Mounted Weaponry | Mass-Produced Small Ammunition | 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. | ||
Rifled Barrels | Mass-Produced Small Ammunition | 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 | ||||
Tithe Rebates | A rebate is a useful tool when things are good to ensure compliance during the hard times inevitably just around the corner. | |||
Commodity Trading | Tithe Rebates | Tradeable resources produced: +8% | There's always a new market to be tapped, or a fresh approach to existing ones. | |
Local Militia | Tithe Rebates | The bravest, most-accomplished warriors do not always come from among the nobility, but must get their start somewhere. | ||
Grain Silos | Tithe Rebates | Income from Settlement buildings: +10% | It's comforting for people to know where their next meal will come from when winter's chill descends. | |
Colonial Factors | Grain Silos | 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. | |
Warhorse Breeding | Colonial Factors |
|
Selective breeding allows the Empire to have good supply of steeds, capable of carrying heavily-armoured Knights into battle. | |
Supply Wagons | Warhorse Breeding | An army can only march as far as its supplies will last. Wagons loaded with goods allow for larger forces. | ||
Clergy of Sigmar | Colonial Factors |
|
One god, one way, many agents to guarantee compliance in defence of the faith. | |
Manorialism | Clergy of Sigmar | 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 | ||||
Assembly Line | Income from Industry: +10% | This progressive assembly enables swifter production of all manner of industrial goods. | ||
Engineers' Guild | Assembly Line | Research rate: +10% | Being able to share acquired knowledge among your peers can only lead to better results all round. | |
Continuous Production | Engineers' Guild | Interchangeable parts and constant work shifts ensure production targets are met or even exceeded. | ||
Guildmaster Professors | Continuous Production | 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. | |
Imperial Architects | Guildmaster Professors | 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... | |
Imperial University | Assembly Line |
|
This colonial campus maintains the high standards taught withiin the Imperial Colleges of Magic black home. | |
Combustion Agent | Imperial University | 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!" | |
Improved Piston Technology | Combustion Agent | 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. | |
Intelligence Sharing | Improved Piston Technology | Intelligence shared is intelligence doubled. | ||
Diplomatic Mission | ||||
Emissary to the Prince of Aldorf | 7000 |
|
This trusted advisor, whose loyalty is beyond reproach, knows the Emperor's mind almost as well as Karl Franz himself! | |
Ambassador to the Phoenix King | 7000 | 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. | |
Ambassador to the Karaz Ankor | 7000 | 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. | |
Ambassador to the Royarch of Bretonnia | 7000 | Diplomatic relations: +50 with Bretonnia | Deferent and respectful, the embassy to Bretonnia understands perfectly the customs and traditions of this ancient feudal society. | |
Purge the Foul | 7000 |
|
Foul Greenskins, flea-infested Skaven, gluttonous Ogres and slimy Lizardmen are abroad in sufficient numbers that an organised cull is now necessary. | |
Purge of the Fell | 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. | |
Purge of the Knife-Ears | 7000 | These lands belong to the Empire - those arrogant, knife-eared Elves must be driven back to their own dominion, and with haste! | ||
Purge of the Ruinous Breeds | 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 and The Golden Order only) | ||||
Council of Electors | 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. | ||
The Runefang Pact | Council of Electors | 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 only) | ||||
Fanatic's Decree |
|
"The damned will fear us as we push fowards with unbridled wrath - AND THEY WILL BE DESTROYED!" | ||
Divine 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 only) | ||||
Hunters' Guild | 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. | ||
Colonial Fort | Hunters' Guild | A vital foothold in new territory and a home-from-home for Imperial subjects abroad on colonial business. | ||
Seaborne Logistics | Fledgling colonists must be supplied from back home in the Old World until the Empire's mark is firmly made upon its new lands. | |||
Imperial Reinforcements | Seaborne Logistics | 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! |