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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
  • Recruit rank: +2 for Infantry units
  • 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.
State-Issued Infantry Armour State Troop Standards
  • Armour: +15 for Infantry units
  • Missile resistance: 10% 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 attack: +4 for Melee Infantry units
  • Melee defence: +4 for Melee Infantry units
Although the cost falls to each individual soldiier, it is expected that all will use standardised equipment.
Improved Heavy Weapons State-Issued Weapons
State-Issued Infantry Armour
Refined ore techniques create stronger steel, making for more durable blades and heavier weapon-heads.
Missiles
Mass-Produced Small Ammunition
  • Ammunition: +10% for Missile units
  • Recruitment cost: -15% for Missile units
Industrialised production of ammunition for handguns has allowed the Empire to hoard large supplies.
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.
Trained Marksmen Mass-Produced Small Ammunition
  • Missile resistance: 5% for Missile Infantry units
  • Missile strength: +10% for Missile Infantry units
Gunnery units, archers and crossbowmen are well trained in their crafts, learning not only to hit their marks, but how to avoid becoming targets themselves.
Rifled Barrels Mounted Weaponry
Trained Marksmen
  • Range: +10% for Missile units
  • Reload time reduction: +10% for Missile units
The discovery of barrel-rifling led to increases in speed and accuracy. Both Dwarfs and men claim credit for this invention.
Cavalry
Improved Cavalry Armour
  • Missile resistance: 10% for Cavalry units
  • Armour: +15 for Cavalry units
Thicker plates for riders and scaled barding for their mounts, meaning a greater percantage survive to charge again.
Endurance Training Improved Cavalry Armour
  • Vigour loss reduction: -15% for Cavalry units
  • Speed: +10% for Cavalry units
Riding for days whilst bearing full kit increases one's stamina for the real thing.
Blinkers Improved Cavalry Armour
  • Leadership: +8 for Cavalry units
  • Charge bonus: +10 for Cavalry units
What a mount cannot see will not spook them, ensuring every charge hits the target squarely.
The Inner Circle Blinkers
Endurance Training
  • Melee attack: +5 for Cavalry units
  • Attribute: Immune to Psychology for Cavalry units
  • Melee defence: +5 for Cavalry units
The Knights of the Inner Circle are the elite of the elite, amongst the best fighting men of the Empire.
Artillery
Ordnance Canisters
  • Recruitment cost: -5% for Artillery units
  • Ammunition: +20% 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!
Refined Schematics Ordnance Canisters
  • Upkeep: -5% for Artillery units
  • Missile strength: +10% for Artillery units
By fundamentally redesigning how field guns are constructed, we can maximise the firepower of each machine while saving resources in less important areas.
Firing Drills Ordnance Canisters
  • Recruit rank: +2 for Artillery units
  • Reload time reduction: +10% for Artillery units
Packing a wallop when they strike, artillery crews are also measured on their firing rates; the faster the better.
Combustion Agent Refined Schematics
Firing Drills
  • Range: +10% for Artillery units
  • Missile Explosion Radius: +15% for Artillery units
"An eighth of an ounce of this, a pinch of that, and half a pound of the other and... Boom! We have ignition!"
War Machines
Improved Piston Technology
  • Speed: +15% for Steam Tank, Luminark and Land Ship units
  • Unit mass: +20% for Steam Tank, Luminark and Land Ship units
  • Charge bonus: +20 for Steam Tank, Luminark and Land Ship units
A more efficient way of transferring force from gas under pressure speeds up the production process, meaning more steam-powered weapons ready for the fight.
Greater Channelling Improved Piston Technology
  • Passive ability: "Aura of Protection Upgraded" for Luminark units
  • Missile strength: +5% for Luminark units
The Priests atop the Luminark hone their chants and prayers, offering greater protection to those around them.
Reinforced Armour Plating Improved Piston Technology
  • Attribute: Ballistic Plating for Steam Tank units
  • Armour: +15 for Steam Tank and Land Ship units
  • Missile resistance: 10% for Steam Tank and Land Ship units
Even the largest hulking war machine can be made more resilient to attack.
Pinnacle of the Empire Greater Channelling
Reinforced Armour Plating
  • Local Recruitment duration: -2 turns for Steam Tank, Luminark, and Land Ship units (minimum 1)
  • Attribute: Encourage for Steam Tank, Luminark and Land Ship units
The height of Imperial Engineering: just having these machines on the battlefield rallies nearby troops to sweeping pride!
Trade & Industry
Supply Wagons
  • Campaign movement range: +5%
  • Tradable resources produced: +10%
An army can only march as far as its supplies will last. Wagons loaded with goods allow for larger forces.
Colonial Factors Supply Wagons
  • Income from trade tariffs: +20%
  • Income from Iron, Gem and Gold Mines: +15%
This joint-stock enterprise, if the trade winds prevail, is bound to make both factors and shareholders filthy, stinking rich. Amen.
Guildmaster Professors Colonial Factors
  • Construction cost: -25% for resource-producing buildings
  • Construction time: -1 for resource-producing buildings
The greatest minds of the Old World are gathered by the Empire's various institutions to impart their knowledge and methods of efficiency.
Commodity Trading Guildmaster Professors
  • Income from Ports: +10%
  • Immune to High Seas attrition (all armies)
  • Sea Lanes journey duration: -1 turns
There's always a new market to be tapped, or a fresh approach to existing ones.
Grain Silos
  • Casualty replenishment rate: +5%
  • Growth: +10
It's comforting for people to know where their next meal will come from when winter's chill descends.
Continuous Production Grain Silos Construction cost: -10% for all buildings Interchangeable parts and constant work shifts ensure production targets are met or even exceeded.
Assembly Line Continuous Production Income from Industry: +15% This progressive assembly enables swifter production of all manner of industrial goods.
Imperial Architects Assembly Line
  • Construction time: -25% for all buildings
  • Income from Province Capital/Settlement buildings: +10%
The Imperial Architects are an eccentric bunch who have always had, well, let's say 'fanciful' ideas about how a building should look...
Imperial Colleges
Imperial University
  • Control: +2
  • Hero capacity: +1 for Empire Captains
  • Hero recruit rank: +3 for Empire Captains
This colonial campus maintains the high standards taught within the Imperial Colleges of Magic black home.
Clergy of Sigmar
  • Corruption: -2 (all provinces)
  • Hero capacity: +1 for Warrior Priests
  • Hero recruit rank: +3 for Warrior Priests
One god, one way, many agents to guarantee compliance in defence of the faith.
Intelligence Sharing
  • Hero action cost: -15%
  • Hero action success chance: +5%
  • Hero capacity: +1 for Witch Hunters
  • Hero recruit rank: +3 for Witch Hunters
Intelligence shared is intelligence doubled.
Engineers' Guild
  • Research rate: +10
  • Hero capacity: +1 for Engineers
  • Hero recruit rank: +3 for Engineers
Being able to share acquired knowledge among your peers can only lead to better results all round.
Manorialism Intelligence Sharing
Imperial University
Engineers' Guild
Clergy of Sigmar
  • Diplomatic relations: +20 with Empire
  • Lord recruit rank: +3
  • Global recruitment capacity: +1
  • Local recruitment capacity: +1 (all provinces)
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.
Colleges of Magic
Teachings of Teclis
  • Experience gain: +25% for all spellcasters
  • Construction time: -50% for Battle Wizard recruitment buildings (factionwide)
The Warden of the White Tower is known to many as the most powerful Wizard the mortal world has ever seen; fortunately; he imparts his wisdom gladly.
Protection of the Patriarch Teachings of Teclis
  • Spell resistance: 10% (all armies)
  • Ward save: 5% for Battle Wizards (all armies)
The Supreme Patriarch protects and guides the Colleges, ensuring dangerous magics are kept tightly under control.
The Eight Orders Teachings of Teclis
  • Winds of Magic power reserve: +3 per turn (all armies)
  • Hero capacity: +1 for Battle Wizards
  • Hero recruit rank: +3 for Battle Wizards
Long ago, Teclis founded the eight Colleges of Magic; ever since, human Wizards have gathered to learn and practise their craft.
Hall Of Duels Protection of the Patriarch
The Eight Orders
  • Cooldown: -10% to all spells (all armies)
  • Winds of Magic power reserve capacity: +10 (all armies)
It is in the Hall of Duels that a new Patriarch is decided and each Wizard must prove their worth.
Diplomatic Corps
Ambassador to the Tzarina 7000
  • Diplomatic relations: +50 with Kislev
  • Immune to Snow attrition (all armies)
A minor member of the Imperial aristocracy he may be, but the Emperor's ambassador knows exactly what to say, and how to say it, to guarantee a favourable outcome to proceedings.
Ambassador to the Phoenix King 7000
  • Diplomatic relations: +50 with High Elves
  • Allegiance points gained: +20%
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
  • Tradeable resources produced: +10%
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
  • Recruit rank: +1 for Cavalry units
  • Recruitment cost: -5% for Cavalry units
Deferent and respectful, the embassy to Bretonnia understands perfectly the customs and traditions of this ancient feudal society.
Ambassador to the Dragon Emperor 7000
  • Diplomatic relations: +50 with Grand Cathay
  • Income from trade tariffs: +20%
Grand Cathay is home to many wonders, many of which could be put to good use by the Empire.
Ambassador to the Overtyrant 7000
  • Diplomatic relations: +50 with Ogre Kingdoms
  • Allied recruitment cost: -10%
Unintelligent though they are, one cannot deny the usefulness and power of having a mighty Ogre Tyrant on side.
Enemies of State
Purge of 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 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
  • Leadership: +5 when fighting against Elves
  • Missile resistance: 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 The taint of Chaos has been observed here; such things must not be allowed to gain a foothold and be removed without delay!
State Troops ( The Golden Order and Wissenland & Nuln only)
Swords of the Empire 7500 Unlocks recruitment of the following Elector Count State Troops: Swords of Ulric (Swordsmen), Carroburg Greatswords (Greatswords) Always the first into battle on the charge, these elite troops aim for the very heart of the foe.
Spears of the Empire 7500 Unlocks recruitment of the following Elector Count State Troops: Eldred's Guard (Spearmen - Shields), Nordland Mariners (Halberdiers) Braced for the onslaught, these extensively-drilled spearmen hold fast in the face of the enemy.
Marksman of the Empire 7500 Unlocks recruitment of the following Elector Count State Troops: Stir River Patrol (Crossbowmen), Gunderman's Surefires (Handgunners) Those who dare approach Imperial battle lines must face multiple hails of arrows before the first blow is even struck.
Machines of the Empire 7500 Unlocks recruitment of the following Elector Count State Troops: Sootson's Guns (Mortars), The Emperor's Wrath (Steam Tank) These men's superior engineering skills are matched only by their martial prowess, as evidenced by the explosions that ring around the battlefield during the combat.
Riders of the Empire 7500 Unlocks recruitment of the following Elector Count State Troops: The Noble Sons Abroad (Pistoliers), The Bordermen (Outriders – Grenade Launchers) These advanced horsemen ensure that the enemy's numbers are fewer than intended when battle is finally joined.
Knights of the Empire 7500 Unlocks recruitment of the following Elector Count State Troops: Knights of Morr (Empire Knights). Knights of the Everlasting Light (Empire Knights), The Stubborn Bulls (Empire Knights - Greatswords) These advanced horsemen ensure that the enemy's numbers are fewer than intended when battle is finally joined.
Elector Counts ( Reikland only)
The Conclave of Light Diplomatic Talks can now be held between all Empire, High Elves, Kislev, Bretonnia, Dwarf and Cathay factions When dark times arrive, Karl Franz assembles prominent leaders and statesmen from across the Old World and beyond to vanquish whichever evil now stirs to threaten the natural order.
Emperor of the Empire The Conclave of Light All Emperor's Decrees Actions Upgraded Emperor Karl Franz is widely regarded as the greatest statesman the Empire has ever known, if not the entire Old World.
Supreme Patriarch ( The Golden Order only)
College Archives Arcane Essays gained post-batle: +10% (all armies) When not training in his magic or practising his Alchemy, Gelt can often be found in the College Archives studying his crafts.
Cataclysmic Power The Conclave of Light Ability number of uses: +1 for Cataclysm Spells Under the protection of and guidance of the Colleges of Magic, Wizards can hone their craft to the highest level.
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
  • Casualty 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!
Sigmar's Will ( Cult of Sigmar 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 As more and more accursed books are sealed, bigger and bigger temples are built, and Sigmar's blessings smile upon us.
Dark Lady of Nuln ( Wissenland & Nuln only)
Advisor to Nuln Schematics gained post-battle: +15% (all armies) Any who hold the ear of Countess Emmanuelle von Liebwitz enjoy boundless influence across all of Nuln.
The Amethyst Armourer Advisor to Nuln
  • Purchase cost: +25% for Amethyst Artillery charges
  • +3 Amethyst Unit capacity per army (faction leader's army)
By infusing Death Magic into the powerful arms of Nuln, new, ever-more deadly weapons are conceived.
Seeker of Knowledge Gardens of Morr fast travel cost: -30% Elspeth often spends time travelling between her Towers, in search of lost lore and artefacts of untold power.
Scion of the Empire Seeker of Knowledge Gain vision of all non-hostile Empire faction's capitals Despite her reclusive nature, Elspeth is and forever will be a true child and defender of the Empire.
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