The Vampire Coast tech tree available to Vampire Coast 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 |
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Command | ||||
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A place for everyone an everyone in their place. | ||
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Command Crews | ![]() |
The smallfolk will obey... if they wish to live. | |
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Command Crews | ![]() |
Pirates have little time for landlubbing matters, so the expertise needed is drafted in from elsewhere. | |
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Command Crews | ![]() |
"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?" | |
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Command Crews | ![]() |
The more brains you hvae, the more - and better - loot you will bring back to port. | |
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Command Crews | ![]() |
"Yarr, it's a code of conduct - articles, if you will. Think of it as insurance, like." | |
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Command Crews | ![]() |
"Just keep them pistols pointed away from your own Vampire Admirals, maties!" | |
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Command Crews | ![]() |
There's no substitute for experience. | |
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Command Crews | ![]() |
Keeping the crew on side is important if you wish to remain in charge. A loyal chain of command helps with this. | |
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Command Crews | ![]() |
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. | |
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Command Crews | ![]() |
If you can keep your head while all around you are literally losing theirs... | |
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Command Crews | ![]() |
"Our power shall grow greater and greater with every tide..." | |
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Command Crews | ![]() |
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. | |
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Command Crews | ![]() |
Outstanding veterans, seasoned and with command cause and purpose, are invaluable to the seafaring adventurer. | |
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Command Crews | ![]() |
Those controlled by occult means confound their putrid, decrepit forms. | |
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Command Crews | ![]() |
If you're still at sea centuries later and not dead or starving in a gibbet somewhere, chances are you're doing something right. | |
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Command Crews | ![]() |
Obedient and unquestioning, if a little slack-jawed. | |
Legendary Admirals | ||||
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A good pirate has the instruments to plot the safest course through the deadliest of seas. | ||
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Admirals' Astrolabes | ![]() |
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It only takes a bit of light flogging and denial of shore leave for a less-than-stellar reputation to develop. |
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Admirals' Astrolabes | ![]() |
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"I knew a man who served under 'em once - they takes no prisoners 'n' gives no quarter whatsoever." |
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Admirals' Astrolabes | ![]() |
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Notoriety can be acquired for a number of reasons, but mostly for those of the insalubrious kind. |
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Admirals' Astrolabes | ![]() |
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"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 | ||||
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Battles at sea are tense, nerve-wracking and bloody. Obey orders - and quickly - if you want to survive. | ||
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Gunnery Grews | ![]() |
"That's right, lad, get that sponge right down inside - we want to blow the enemy to kingdom come, not ourselves!" | |
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Gunnery Crews | ![]() |
Leaving residue inside a cannon between battles is a sure-fire way of blowing yourselves up! A good maintenance schedule guards against this. | |
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Gunnery Crews | ![]() |
The hotter the explosion, the more easily their rags and dry bones will light up. | |
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Gunnery Crews | ![]() |
Not as important when the bomber is already dead, but a full complement of limbs should remain a priority. | |
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Gunnery Crews | ![]() |
...because running out of shot during a violent seaborne action is not an option. | |
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Gunnery Crews | ![]() |
What they don't have really *can* hurt them quite badly, as it turns out! | |
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Gunnery Crews | ![]() |
"Flintlocks are a thing of the past; today, we sail into a dark, bloody future." | |
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Gunnery Crews | ![]() |
Warships are cramped, hot and dirty, so keeping a small, eager youth around to bring up powder from below makes a lot of sense. | |
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Gunnery Crews | ![]() |
Practice goes a long way towards preparing a crew for the real thing. | |
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Gunnery Crews | ![]() |
Being technically dead can have its advantages when the fight reaches screaming pitch. | |
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Gunnery Crews |
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Even Dwarfen armour twists and cracks under a barrage of Nuln-forged steel. | |
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Gunnery Crews | ![]() |
An expert in his field, able to keep his head under pressure and with a dead-eyed stare. | |
Salvage | ||||
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Death is no escape. | ||
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Salvage Crews | ![]() |
"All shall know that we are here as masters to rule!" | |
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Salvage Crews | ![]() |
Knowing the shortcuts, and now best to deploy them, saves time when it really counts. | |
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Salvage Crews | ![]() |
The best way to fell an empire is to use their own weapons and armour against them. | |
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Salvage Crews | ![]() |
"Come on, me hearties, let's get at 'em... Yarrrr!!!!!!!" | |
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Salvage Crews | ![]() |
"Rise, me hearties, risssssssse!" | |
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Salvage Crews | ![]() |
"No elemental power shall halt them, nor spell nor hex nor charm..." | |
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Salvage Crews | ![]() |
It won't save you from a cannonball in the face, but smaller, indirect shot may be deflected. | |
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Salvage Crews | ![]() |
"Power of Undeath, flow through my fingers and align their fallen hearts to my will!" | |
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Salvage Crews |
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"Blurgggh! Blurgggh! Aaaaaaaaaaaaaaarrggh!!!!" | |
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Salvage Crews | ![]() |
Magical protection is useful, but cannonballs take the limbs and lives of precious beasts. | |
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Salvage Crews |
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Bound to their captain's will for eternity and beyond. | |
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Salvage Crews | ![]() |
The ship's carpenter repairs battle and storm damage - often whilst they rage and writhe about him! |