Vampire Coast tech tree

The Vampire Coast tech tree available to 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
Command 	Command 	Command 	Command 	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 	Legendary Admirals 	Legendary Admirals	Legendary Admirals 	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 	Firepower 	Firepower 	Firepower 	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 	 	
* Recruitment cost: -10% for Necrofex Colossus units
* Armour-piercing missile damage: +10% for Necrofex Colossus units 	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 	Salvage 	Salvage 	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 	 	
* Speed: +10% for Animated Hulks, Mournguls, Rotting Prometheans, and Rotting Leviathan units
* Charge bonus: +15 for Animated Hulks, Mournguls, Rotting Prometheans, and Rotting Leviathan units	"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 	 	
* Upkeep: -10% for Animated Hulks, Bloated Corpse, Syreens, Rotting Prometheans, Rotting Promeatheans Gunnery Mob, Mournguls, Rotting Leviathan and Necrofex Colossus units
* Recruitment duration: -1 turn for Animated Hulks, Bloated Corpse, Syreens, Rotting Prometheans, Rotting Promeatheans Gunnery Mob, Mournguls, Rotting Leviathan and Necrofex Colossus units (minimum 1)	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!
Category:Vampire Coast
Category:Technology trees