The Empire tech tree

: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 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 	Infantry 	Infantry 	Infantry 	Infantry
State Troop Standards 	 	 	
* Leadership: +5 for infantry units
* Speed: +5% for infantry units 	As regiments gain renown, their standards become talismans that are just as important as their sword-arms.
Improved Heavy Weapons 	State Troop Standards 	 	
* Weapon strength: +10% for infantry units
* Attribute: Expert Charge Defence for Halberdier units 	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 	 	
* Melee defence: +4 for melee infantry units
* 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 	Cavalry 	Cavalry 	Cavalry 	Cavalry
Improved Cavalry Armour 	 	 	
* Armour: +10 for cavalry units
* Leadership: +5 for cavalry units 	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 	 	
* Melee defence: +4 for cavalry units
* 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 	War Machines 	War Machines 	War Machines 	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 	Missiles 	Missiles 	Missiles 	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	 	
* Missile resistance: 5% for Pistoliers and Outriders units
* 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.
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 	Colonial Factors 	Colonial Factors 	Colonial Factors 	Colonial Factors
Tithe Rebates 	 	 	
* Growth: +10
* Control: +2 	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 	 	
* Recruit rank: +2 for infantry units
* 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.
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 	 	
* Upkeep: -5% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units
* Recruitment cost: -15% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units	Selective breeding allows the Empire to have good supply of steeds, capable of carrying heavily-armoured Knights into battle.
Supply Wagons 	Warhorse Breeding 	 	
* Global recruitment capacity: +1
* 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.
Clergy of Sigmar 	Colonial Factors 	 	
* Corruption: -2 (all provinces)
* Hero recruit rank: +3 for Warrior Priests
* Hero recruit rank: +3 for Witch Hunters 	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 	Colonial Library 	Colonial Library 	Colonial Library 	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 	 	
* Income from Industry: +5%
* Construction cost: -10% for all buildings 	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 	 	
* Hero capacity: +1 for Empire Captains
* Hero capacity: +1 for Battle Wizards
* Hero recruit rank: +3 for Empire Captains
* Hero recruit rank: +3 for Battle Wizards	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 	 	
* Hero action cost: +15%
* Hero action success chance: +5% 	Intelligence shared is intelligence doubled.
Diplomatic Mission 	Diplomatic Mission 	Diplomatic Mission 	Diplomatic Mission 	Diplomatic Mission
Emissary to the Prince of Aldorf 	 	7000 	
* Diplomatic relations: +25 with Empire, Kislev and Southern Realms
* Control: +1 	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 	
* Leadership: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen
* 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.
Purge of the Fell 	 	7000 	
* Melee attack: +5 when fighting against Vampire Counts, Vampire Coast and Tomb Kings
* Leadership: +5 when fighting against Vampire Counts, Vampire Coast and Tomb Kings	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 	
* Missile resistance: 5% when fighting against Elves
* 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!
Purge of the Ruinous Breeds 	 	7000 	
* Leadership: +5 when fighting against Norsca, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Beastmen
* +5% when fighting against Norsca, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Beastmen	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 ( and only) 	Elector Counts ( and only) 	Elector Counts ( and only)	Elector Counts ( and only) 	Elector Counts ( and 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 ( only) 	Sigmar's Will ( only) 	Sigmar's Will ( only) 	Sigmar's Will ( only) 	Sigmar's Will ( only)
Fanatic's Decree 	 	 	
* Upkeep: -50% for Flagellant units
* Speed: +10% for Flagellants units
* Missile resistance: 15% for Flagellants units 	"The damned will fear us as we push fowards with unbridled wrath - AND THEY WILL BE DESTROYED!"
Divine Mandate 	Fanatic's Decree 	 	
* Effect range: +25% for "Grand Hammer of Sigmar"
*Effect range: +25% for "Grand Shield of Faith" 	As more and more accursed books are sealed, bigger and bigger temples are built, and Sigmar's blessings smile upon us.
Hunting Advances ( only) 	Hunting Advances ( only) 	Hunting Advances ( only) 	Hunting Advances ( only) 	Hunting Advances ( 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 	 	
* Casaulty replenishment rate: +10%
* Control: +1 	A vital foothold in new territory and a home-from-home for Imperial subjects abroad on colonial business.
Seaborne Logistics 	 	 	
* Construction cost: +10% for Ports
* 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.
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!
Category:Technology trees
Category:The Empire