Chaos Dwarfs tech tree

The Chaos Dwarfs tech tree, available to the 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 tech tree is divided by 3 branches: Military, Sorcery and Industry and some technologies in the branches have a cost of special resources:
*Military - Armaments
*Sorcery - Conclave Influence
*Industry - Raw Materials
== Military ==
The Technologies in this section are focused around improving your military strength and recruitment capabilities.
Some technologies require Armaments to research.
Tech 	Prerequisite 	Cost	Effects 	Description
Stronghold Syndrome 	 	 	
* Upkeep: -10% for Labourers and Hobgoblin Infantry units
* Melee attack: +4 for Labourers and Hobgoblin Infantry units	Extended time spent on the Plains of Zharr has led these Labourers to fully believe in their overlords' objectives, and are now seeking to prove their loyalty in battle.
Starved Wolves 	Stronghold Syndrome 	 	
* Speed: +5% for Hobgoblin Wolf Raiders units
* Charge bonus: +10 for Hobgoblin Wolf Raiders units	A very hungry wild animal moves quicker and savages their prey with greatly increased vigour.
Hobgoblin Quartermasters	Starved Wolves 	 	
* Unit experience gain: +50% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
* Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
* Melee defence: +4 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units	Arming Hobgoblins is a risky business, but as long as they stay hated by other Greenskins they will stay loyal to you, more or less.
Living Metal 	Hobgoblin Quartermasters	500 	
* Armour: +15 for Bull Centaur Renders units
* Melee defence: +5 for Bull Centaur Renders units	The warping taint to which the Bull Centaurs are subjected eventually leads to the hardening and distorting of their flesh, so that they appear to be made of living metal.
Temple Training 	Living Metal 	 	
* Armament cost: -10% for increasing capacity of Bull Centaur units
* Attribute: Perfect Vigour for Bull Centaur Renders units (Rank 7 and above)
* Melee attack: +5 for Bull Centaur Renders units	Bull Centaur Renders, drilled in the Temple of Hashut and in sight of the Bull-God himself, fight harder and better for his infernal blessings.
Mighty Monsters 	Temple Training 	 	
* Speed: +10% for Lammasu, Great Taurus and Bale Taurus units
* Ward save: 5% for Lammasu, Great Taurus and Bale Taurus units	Perfecting the husbandry of Lammasu and Tauruses makes for faster, hardier beasts that are harder for the foe to kill in battle.
Beasts of Zharr 	Mighty Monsters 	 	
* Armament cost: -10% for increasing capacity of Flying Monsters units
* Weapon strength: +10% for all Lammasu, Great Taurus, and Bale Taurus units
* Number of uses: +1 for bound abilities on Lammasu and Bale Taurus units (Rank 7 and above)	Perfecting the husbandry of Lammasu and Tauruses makes for faster, hardier beasts that are harder for the foe to kill in battle.
Mandatory Service 	Stronghold Syndrome 	250 	
* Recruitment cost: -10%
* Global recruitment capacity: +1	All Dhrath-Zharr should be ready for war, whenever the call to military service is sounded.
Scorched Earth 	Mandatory Service 	 	
* Income from razing settlements: +10%
* Income from sacking settlements: +10%	"If it isn't nailed down we take it. We can work out what to do with it all later. Burn the rest.
Mass Production 	Mandatory Service 	 	Global recruitment duration: -1 turn(s) (minimum 1)	Rearming armies is costly, but streamlining production techniques inevitably make things cheaper and quicker to make.
Roaming Round-ups 	Mandatory Service 	 	
* Control: -2 in enemy provinces where an army is present
* Income from raiding: +10%	"They won't get far. Unleash the wolves."
Reduced Rations 	 	500 	Upkeep: -5% (all armies) 	An army may march on its stomach, but hungry troops fight with a greater urgency and brutality on the battlefield.
Alchemical Remedies 	Reduced Rations 	 	Casualty replenishment rate: +5% 	Very, very unnatural remedies, to heal battle wounds swiftly and cleanly, ensure warriors can return to the front in peak condition as soon as is Dwarfly possible.
Ammunition Caches 	Alchemical Remedies 	 	
* Hero capacity: +1 for Infernal Castellan
* Ammunition: +10% (all armies)	Many such stores exist throughout the Dark Lands, and no single Dhrath-Zharr commander knows them all.
Weapon Depots 	Ammunition Caches 	500 	
* Recruit rank: +2
* Local recruitment capacity: +1 (all provinces)	From skull-splitting axes to flesh-shredding blunderbusses, the weapons surpluses of the Chaos Dwarfs sit ready for distribution.
Medical Supplies 	Weapon Depots 	 	
* Wound recovery time: -2 (all characters)
* Ward save: 5% (all characters)	The Chaos Dwarfs' forgecraft can also have convalescent applications, but such boons are only afforded to those chosen to drive their hosts forward.
Total War! 	Weapon Depots 	 	Maximum active Hell-Forge Forgecraft Options: +2 	"The sport is war: Total War, when victory's a massacre."
Chosen by the Father 	Weapon Depots 	 	
* Hit points: +5% (all characters)
* Weapon strength: +10% (all characters)	Those whom the Father of Darkness has chosen gain great strength when fighting in his name.
The Call to War 	 	 	
* Leadership: +6 for Chaos Dwarf melee infantry units
* Melee defence: +4 for Chaos Dwarf melee infantry units	The call has come: it's war! Those who honour Hashut shall receive his infernal blessing.
Martial Training 	The Call to War 	250 	
* Recruit rank: +1
* Unit experience gain: +10% 	You can never drill too much, whether that be drilling for Hashut's Blood or drilling the Dawi-Zharr armed foces to brutal perfection.
Smog Shroud 	Martial Training 	 	
* Ambush success chance: +10%
* Evasion chance when using the Underway: +15%	You can never drill too much, whether that be drilling for Hashut's Blood or drilling the Dawi-Zharr armed foces to brutal perfection.
Ceaseless March 	Martial Training 	 	Campaign movement range: +5% 	The pace is punishing, with no breaks and no slowing down. March or die!
Tactical Review 	Martial Training 	 	
* Battle reinforcement time: -25% (all armies)
* Reinforcement range: +25% (all armies)	When the battle is over, the generals gather to consider what went well and what could be improved.
Hollow Rounds 	The Call to War 	 	
* Missile strength: +8% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units
* Reload time reduction: +6% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units	A high-velocity bullet at close range can damage the mind: shattering the skull, shredding the brain, servering the spine.
Varied Training 	Hollow Rounds 	 	
* Armament cost: +10% for increasing capacity of Melee and Missile Infantry units
* Recruitment cost: -10% for Chaos Dwarf Infantry units
* Recruit rank: +1 for Chaos Dwarf Infantry	Sometimes, the situation on the battlefield calls for a different approach. Therefore, units are trained to use a variety of arms and adapt to events as they unfold.
Boiling Blood Sacrifices	Varied Training 	500 	
* Melee defence: +5 for K'daai Fireborn units
* Weapon strength: +10% for K'daai Destroyer units	From such terrible events do wonderful things emerge. This is how the K'daai Zharr are made.
Daemon Forges 	Boiling Blood Sacrifices	 	
* Armament cost: -10% for increasing capacity of K'daai units
* Enables "Flammable" attacks for K'daai units (Rank 7 and above), reducing fire resistance
* Physical resistance: 10% for all K'daai units	This is where the K'daai are 'born' of fire, and the darkest of dark magicks.
Continuous Bombardment 	Daemon Forges 	 	
* Explosive Missile Damage: +10% for Iron Daemon and Artillery units
* Ammunition: +10% for Iron Daemon and Artillery units
* Missile strength: +10% for Iron Daemon and Artillery units	This is where the K'daai are 'born' of fire, and the darkest of dark magicks.
Weapons of War 	Continuous Bombardment 	 	
* Armament cost: -10% for increasing capacity of War Machine units
* Passive ability: "Infernal Engineer" for Iron Daemon and Artillery units (Rank 7 and above)
* Speed: +10% for Skullcracker, Iron Daemon and Artillery units
* Range: +5% for Iron Daemon and Artillery units	The engineers and artificers of the Chaos Dwarf armies calibrate the really big guns in their arsenal for improved range and accuracy.
== Sorcery ==
The Technologies in this section are focused around improving your diplomatic and provincial management tools, as well as your faction's magical capabilities.
Some technologies require Conclave Influence to research.
Tech 	Prerequisite 	Cost	Effects 	Description
Tallest Towers 	 	 	
* Campaign line of sight: +15% for settlements
* Control: +1 (all provinces) 	Reaching high above the putrid smog clouds, these spires are a symbol of Dawi-Zharr authority and a required vantage point.
Pandemic Preparations 	Tallest Towers 	 	
* Chance of a plague spreading: -25%
* Chaos Undivided corruption from Protection buildings: +2	There is always work to do. Sickness is a weakness of the industrial machine.
Future of the Dawi-Zharr	Pandemic Preperations 	 	
* Magic item drop chance: +15%
* Hero capacity: +1 for Daemonsmith Sorcerer 	Today's Daemonsmiths are tomorrow's Sorcerer-Prophets. The more of them with experience ofthe Chaos Dwarfs' war machine there are, the stronger their forces will be.
Finest Leaders 	Future of the Dawi-Zharr 	 	
* Lord recruit rank: +2
* Hero recruit rank: +2 	"Now we'll see what remains of this world. Only the strong will survive."
Signature Spellcasting 	Finest Leaders 	25 	
* Winds of Magic cost: -1 for "Spirit Leech"
* Winds of Magic cost: -1 for "Burning Wrath"
* Miscast base chance: -15% (all characters)	Sorcerer-Prophets practice these signature spells extensively to prepare themselves for more difficult one[sic] that are easier to miscast... and with a greater risk of petrification!
Mutual Benefits 	Signature Spellcasting 	 	
* Diplomatic relations: +20 with Daemons of Chaos
* Allied recruitment cost: -15% 	Not all Daemons must be bound to the Chaos Dwarfs' infernal engines - some simply hand over their lesser underlings, to the benefit of both parties.
Architects' Decrees 	Mutual Benefits 	 	
* The Masterful Architects commandment: additional -10% construction cost
* The Billowing Smoke Stacks commandment: additional +2 Control	Societal advancement is not possible unless the technocrats are given free rein.
Hashut Bound 	Architects' Decrees 	50 	
* Cooldown: -10% to Lore of Hashut spells (all armies)
* Winds of Magic cost: -10% for Lore of Hashut spells (all armies)	As the pact between the Chaos Dwarfs and their Dark God deepens, the tendrils of Hashut's malevolence become one with their bitter souls.
Sacrificial Vats 	Hashut Bound 	 	Sacrifices for Zharr-Naggrund Labour action: additional Conclave Influence +5 	As the pact between the Chaos Dwarfs and their Dark God deepens, the tendrils of Hashut's malevolence become one with their bitter souls.
Shyish Bound 	Sacrificial Vats 	 	
* Cooldown: -10% to Lore of Death spells (all armies)
* Winds of Magic cost: -10% for Lore of Death spells (all armmies)	Shyish brings about bodily mineralisation to Dawi-Zharr Sorcerers no slower than other lores, but those who use it pay the price gladly.
Mass Sacrifices 	Shyish Bound 	 	
* Winds of Magic power reserve capacity: +20 (all armies)
* Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)	The Winds of Magic obey those willing to lay lives on the line to achieve their aims. Not their own lives, of course.
Imperishability Ritualas	Hashut Bound 	 	
* Immune ot Desert attrition (all armies)
* Immune to Swamp attrition (all armies) 	The terrible Chaos magics gifted by Hashut can endow those he deems worthy with unnatural longevity and durability.
Brazen Bodyguard 	Pandemic Preperations 	 	
* Hero action cost: -20%
* Hero capacity: +1 for Bull Centaur Taur'ruk 	Strength comes more naturally to those blessed with the image of the Father of Darkness himself.
Envoys to the Conclave 	Brazen Bodyguard 	 	
* Allegiance points gained: +15%
* Diplomatic relations: +20 with Chaos Dwarfs 	Embedding rivals' envoys within the Dawi-Zharr hierarchy increases the chances of diplomatic accord and cements allegiances when it really matters.
Malicious Compliance 	Envoys to the Conclave 	25 	
* Casualties captured post-battle: +10%
* Control: +2 (all provinces) 	Increasing Labour capacity and, at the same time, breaking the spirit of the Labourers, is the sort of order any of the Chaos Dwarfs would happily carry out.
Ruinous Negotiations 	Malicious Compliance 	 	
* Diplomatic relations: +20 with Warriors of Chaos, Beastmen and Norsca
* Chaos Undivided corruption: +1 (all provinces)	Selling weapons to Chaos' lesser followers means they can be tested in a live environment, and spreads word of the Chaos Dwarfs' dread machines far and wide.
Tyrannical Decrees 	Ruinous Negotiations 	 	
* The Higher Quotas commandment: additional +5% Armaments output
* The Higher Quotas commandment: additional +5% income from Refinery buildings
* The Military Doctrine commandment: additional +1 recruit rank	There's no such thing as too many Labourers. The Overseers shall make work for their idle hands!
Metallurgy 	Tyrannical Decrees 	50 	
* Cooldown: -10% to Lore of Metal spells (all armies)
* Winds of Magic cost: -10% for Lore of Metal spells (all armies)	The production, purification and manipulation of metals is a specialised science, that requires extensive knowledge of Chamon, the Lore of Metal.
Conclave Dominance 	Metallurgy 	 	
* Tower Settlement buildings gain an additional: +2 Conclave influence per turn
* Winds of Magic power reserve: +3 per turn (all armies)	The Chaos Dwarf hierarchy rules through fear and cruelty. The ziggurats and towers of Zharr-Naggrund are the symbols of their mastery.
Communing Altar 	Imperishability RitualsConclave Dominance	100 	
* Conclave Influence gained from all sources: +10%
* Research rate: +10% 	An altar dedicated to Hashut grants his servants ancient knowledge, as well as the blessings of the Father of Darkness.
Hashut Reverence 	Metallurgy 	 	
* Temple of Hashut buildings gain an additional: +5 Conclave Influence per turn
* Construction time: -1 for Temple of Hashut buildings	Those loyal to the Dawi-Zharr recognise the hierarchy of their civilisation, with Hashut sitting alone atop it all, as a symbol of reverence.
Aqshy Bound 	Hashut Reverence 	 	
* Cooldown: -10% to Lore of Fire spells (all armies)
* Winds of Magic cost: -10% for Lore of Fire spells (all armies)	Mastery over the Lore of Fire can only bring the Dawi-Zharr's industrial goals, and the utter destruction of their hated foes, much closer to fruition.
Powers of the Conclave 	Aqshy Bound 	 	Number of uses: +1 for abilities granted by the Tower of Zharr Seats and District rewards	In the great Conclave of Evil, plans of domination are formulated and powers are seized to the cruellest of ends.
== Industry ==
The Technologies in this section are focused around improving your economy and construction capabilities.
Some technologies require Raw Materials to research.
Tech 	Prerequisite 	Cost	Effects 	Description
Labour Quotas 	 	 	Labour gained post-battle: +5% (all armies) 	Quotas must be met. If it's got a pulse, get it onto the production line.
Live to Work, Work to Live 	Labour Quotas 	1000	
* Construction cost: -15% for Outpost settlement buildings
* Construction time: -1 for Outpost settlement buildings	If the Labourers don't build outposts quickly, they will have nowhere to sleep - so no rest until it's done!
Applied Assignments 	Live to Work, Work to Live 	 	
* Rush Construction Labour cost: -10%
* Construction cost: -5% for all buildings	Since Goblins and their ilk are notably weaker than their larger Orcish cousins, it makes sense to assign the heavy duty tasks to them, which in turn keeps "workplace incidents" down...
Wagon Engineering 	Applied Assignments 	 	Obsidian and Marble provides +15% Raw Materials output for province	"You can't just build it bigger, you wazzock! Such immense loads require an entirely different chassis altogether!"
Extended Shifts 	Wagon Engineering 	 	
* Raw Materials output: +10%
* Income from Scavenger buildings: 50	"You can't just build it bigger, you wazzock! Such immense loads require an entirely different chassis altogether!"
Harbour Guilds 	Labour Quotas 	 	
* Construction cost: -15% for Ports
* Construction time: -1 for Ports	This union of specialist builders, working together with common aims, means ports will be built faster and for the best possible price.
Hotter Furnaces 	Harbour Guilds 	 	
* Income from Refinery buildings: +10%
* Armaments output: +10% 	The red glow of a thousand diabolical furnaces intensifies, symbolising the Chaos Dwarfs' growing industrial might.
Industrial Revolution 	Hotter Furnaces 	1500	
* Construction cost: -15% for Factory settlement buildings
* Construction time: -1 for Factory settlement buildings	Blood, sweat and corpses: the price to be paid for rapid and relentless progress.
Stockpiling 	Industrial Revolution 	 	Iron and Timber provides +15% Armaments output for province 	The land's surplus shall feed the Chaos Dwarf war machine, both in times of abundance and times of scarcity.
Increased Resource Allocation	Stockpiling 	2000	
* Construction cost: -15% for Tower settlement buildings
* Construction time: -1 for Tower settlement buildings	Hashut demands that he is honoured with fire, blood and spires that scrape the sky, the larger the fortress, the greater the monument to his greatness.
Workforce Diktats 	Increased Resource Allocation	 	
* Set an Example Labour action: additional Control +5
* Sell Labour Labour action: additional Treasury +750	Hashut demands that he is honoured with fire, blood and spires that scrape the sky, the larger the fortress, the greater the monument to his greatness.
Labour Organisation 	Increased Resource Allocation	 	
* Workload requirement for Raw Materials: -10% (all provinces)
* Labour gained post-battle: +10%	Not all captives have equal worth as Labourers, but it takes experience to tell who's worth shackling and where to send them.
Merchant Guilds 	 	 	
* Income from trade tariffs: +10%
* Tradable resources produced: +10%	When it comes to matters of trade, guilds are an ingenious device for increasing profits without individual responsibility.
Wartime Economy 	Merchant Guilds 	1000	
* Construction cost: -15% for Basic and Advanced Military buildings
* Construction time: -1 for Basic and Advanced Military buildings	Resources prioritised and mobilised for the sole purpose of war ensure military supremacy is maintained.
Territorial Consignments 	Wartime Economy 	 	
* Construction cost: -15% for Defence buildings
* Construction time: -1 for Defence buildings	No empire survives this long in the Dark Lands without paying heed to its regions' individual defence needs.
Siege Logistics 	Territorial Consignments 	 	
* Melee defence: +5 when under siege
* Ammunition: +20% when under siege	The Dawi-Zharr's natural proficiency in logistics gets the most out of their armouries and quartermasters when it is needed the most.
Siege Supplies 	Siege Logistics 	 	
* Defensive supplies: +500 (factionwide)
* Attrition: -20% when under siege	Caches of food, weapons and munitions are kept because the perpetual aggressor can just as easily be forced into a defensive stance, and they intend tobe ready for all eventualities.
Veteran Convoy Master 	Merchant Guilds 	 	
* Experience per turn: +100 for Convoy Overseers
* Lord recruit rank: +3 for Convoy Overseer (factionwide)	Trucking across the world on a Convoy is a life suited only to the hardiest Dawi, and the more experienced they are, the better.
Overseer Organisation 	Veteran Convoy Master 	 	Maximum Convoy cargo capacity: +15% 	Left unsurpervised, Labourers cannot be trusted.
Industrial Security 	Overseer Organisation 	1500	
* Campaign movement range from Tower Patrols buildings: +10%
* Upkeep from Tower Patrols buildings: -5%	Left unsurpervised, Labourers cannot be trusted.
Resource Extractors 	Industrial Security 	 	Income from Gem and Gold Mines: +20% 	The Chaos Dwarfs have become masters of trade and industry, as well as war, because they know which way total victory lies.
Arms Monopoly 	Resource Extractors 	2000	
* Sale value of cargo: +15%
* Maximum Convoy cargo capacity: +15% 	The secret to controlling the arms trade is to produce more and trade further afield than any of your rivals can.
Unilateral Agreements 	Arms Monopoly 	 	
* All Convoys gain an additional unit when completing Convoy route
* Income from trade tariffs: +5% for every completed Convoy route	"All I see here is a signature and someone who hasn't read the fine print".
Convoy Cartographers 	Arms Monopoly 	 	
* Chance of Convoy Ambush: -25%
* Maximum number of active Convoys: +1	Mapping the terrain ensures future Convoys avoid the pitfalls, both figurative and literal, that have hindered their predecessors' progress.
Category:Chaos Dwarfs
Category:Technology trees