The Empire technologies
47 technologies from the game's research tree for The Empire, patch 9.0, line by line as the game lays them out. Hover or tap a technology for its research cost, its effects and what it needs first. Faction-only trees (a single lord's variant) are not included.
State Troop StandardsState Troop Standards300 research points
Recruit rank: +2 for Infantry units
Leadership: +5 for Infantry units
Speed: +5% for Infantry unitsAs regiments gain renown, their standards become talismans that are just as important as their sword-arms.
State-Issued Infantry ArmourState-Issued Infantry Armour600 research points
Missile resistance: 10% for Infantry units
Armour: +15 for Infantry unitsRequires: State Troop StandardsState Troops are often issued with armour plate to ensure unit cohesion and a reasonable level of protection.
Mass-Produced Small AmmunitionMass-Produced Small Ammunition300 research points
Ammunition: +10% for Missile units
Recruitment cost: -15% for Missile unitsIndustrialised production of ammunition for handguns has allowed the Empire to hoard large supplies.
Mounted WeaponryMounted Weaponry600 research points
Missile strength: +10% for Pistoliers and Outriders units
Speed: +10% for Missile CavalryRequires: Mass-Produced Small AmmunitionFixing 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.
Improved Cavalry ArmourImproved Cavalry Armour300 research points
Missile resistance: 10% for Cavalry units
Armour: +15 for Cavalry unitsThicker plates for riders and scaled barding for their mounts, meaning a greater percentage survive to charge again.
Endurance TrainingEndurance Training600 research points
Speed: +10% for Cavalry and Hunting Hounds units
Vigour loss reduction: -15% for Cavalry and Hunting Hounds unitsRequires: Improved Cavalry ArmourRiding for days whilst bearing full kit increases one's stamina for the real thing.
Ordnance CanistersOrdnance Canisters300 research points
Recruitment cost: -5% for Artillery units
Ammunition: +20% for Artillery unitsWhen the enemy might be an enormous monster taller than the highest spire, it's a good idea not to run out of ammo!
Refined SchematicsRefined Schematics600 research points
Upkeep: -5% for Artillery units
Missile strength: +10% for Artillery unitsRequires: Ordnance CanistersBy fundamentally redesigning how field guns are constructed, we can maximise the firepower of each machine while saving resources in less important areas.
Improved Piston TechnologyImproved Piston Technology300 research points
Charge bonus: +20 for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units
Unit mass: +20% for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units
Speed: +15% for Steam Tank, Celestial Hurricanum, Luminark and Land Ship unitsA 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 ChannellingGreater Channelling600 research points
Passive ability: "Aura of Protection Upgraded" for Luminark units
Missile strength: +5% for Celestial Hurricanum, Luminark unitsRequires: Improved Piston TechnologyThe Priests atop the Luminark hone their chants and prayers, offering greater protection to those around them.
State-Issued WeaponsState-Issued Weapons600 research points
Melee attack: +4 for Melee Infantry units
Melee defence: +4 for Melee Infantry unitsRequires: State Troop StandardsAlthough the cost falls to each individual soldier, it is expected that all will use standardised equipment.
Improved Heavy WeaponsImproved Heavy Weapons900 research points
Attribute: Expert Charge Defence for Halberdier units
Charge bonus: +8 for Melee Infantry units
Weapon strength: +10% for Melee Infantry unitsRequires: State-Issued Infantry Armour, State-Issued WeaponsRefined ore techniques create stronger steel, making for more durable blades and heavier weapon-heads.
Trained MarksmenTrained Marksmen600 research points
Missile strength: +10% for Missile Infantry units
Missile resistance: 5% for Missile Infantry unitsRequires: Mass-Produced Small AmmunitionGunnery 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 BarrelsRifled Barrels900 research points
Reload time reduction: +10% for Missile units
Range: +10% for Missile unitsRequires: Mounted Weaponry, Trained MarksmenThe discovery of barrel-rifling led to increases in speed and accuracy. Both Dwarfs and men claim credit for this invention.
BlinkersBlinkers600 research points
Charge bonus: +10 for Cavalry and Hunting Hounds units
Leadership: +8 for Cavalry and Hunting Hounds unitsRequires: Improved Cavalry ArmourWhat a mount cannot see will not spook them, ensuring every charge hits the target squarely.
The Inner CircleThe Inner Circle900 research points
Attribute: Immune to Psychology for Cavalry units
Melee attack: +5 for Cavalry units
Melee defence: +5 for Cavalry unitsRequires: Blinkers, Endurance TrainingThe Knights of the Inner Circle are the elite of the elite, amongst the best fighting men of the Empire.
Firing DrillsFiring Drills600 research points
Recruit rank: +2 for artillery units
Reload time reduction: +10% for Artillery unitsRequires: Ordnance CanistersPacking a wallop when they strike, artillery crews are also measured on their firing rates; the faster the better.
Combustion AgentCombustion Agent900 research points
Missile Explosion Radius: +15% for Artillery units
Range: +10% for Artillery unitsRequires: Firing Drills, Refined Schematics"An eighth of an ounce of this, a pinch of that, and half a pound of the other and… Boom! We have ignition!"
Reinforced Armour PlatingReinforced Armour Plating600 research points
Missile resistance: 10% for Steam Tank and Land Ship units
Attribute: Ballistic Plating for Steam Tank units
Armour: +15 for Steam Tank and Land Ship unitsRequires: Improved Piston TechnologyEven the largest hulking war machine can be made more resilient to attack.
Pinnacle of the EmpirePinnacle of the Empire900 research points
Attribute: Encourage for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units
Local Recruitment duration: -2 turn for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units (minimum 1)Requires: Reinforced Armour Plating, Greater ChannellingThe height of Imperial Engineering; just having these machines on the battlefield rallies nearby troops to sweeping pride!
Supply WagonsSupply Wagons300 research points
Tradable resources produced: +10%
Campaign movement range: +5%An army can only march as far as its supplies will last. Wagons loaded with goods allow for larger forces.
Colonial FactorsColonial Factors500 research points
Income from Iron, Gem and Gold Mines: +15%
Income from trade tariffs: +20%Requires: Supply WagonsThis joint-stock enterprise, if the trade winds prevail, is bound to make both factors and shareholders filthy, stinking rich. Amen.
Guildmaster ProfessorsGuildmaster Professors700 research points
Construction cost: -25% for resource-producing buildings
Construction time: -1 for resource-producing buildingsRequires: Colonial FactorsThe greatest minds of the Old World are gathered by the Empire’s various institutions to impart their knowledge and methods of efficiency.
Commodity TradingCommodity Trading900 research points
Sea Lanes journey duration: -1 turns
Immune to High Seas attrition (all armies)
Income from Ports: +10%Requires: Guildmaster ProfessorsThere's always a new market to be tapped, or a fresh approach to existing ones.
Imperial UniversityImperial University700 research points
Hero capacity: +1 for Empire Captains
Hero recruit rank: +3 for Empire Captains
Control: +2This colonial campus maintains the high standards taught within the Imperial Colleges of Magic back home.
ManorialismManorialism1,000 research points
Global recruitment capacity: +1
Local recruitment capacity: +1 (all provinces)
Diplomatic relations: +20 with Empire
Lord recruit rank: +3Requires: Engineers' Guild, Imperial University, Intelligence Sharing, Clergy of the EmpireLords 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.
Intelligence SharingIntelligence Sharing700 research points
Hero action cost: -15%
Hero action success chance: +5%
Hero capacity: +1 for Witch Hunters
Hero recruit rank: +3 for Witch HuntersIntelligence shared is intelligence doubled.
Teachings of TeclisTeachings of Teclis300 research points
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 PatriarchProtection of the Patriarch600 research points
Ward save: +5% for Battle Wizards (all armies)
Spell resistance: 10% (all armies)Requires: Teachings of TeclisThe Supreme Patriarch protects and guides the Colleges, ensuring dangerous magics are kept tightly under control.
Hall of DuelsHall of Duels900 research points
Cooldown: -10% to all spells (all armies)
Winds of Magic power reserve capacity: +10 (all armies)Requires: The Eight Orders, Protection of the PatriarchIt is in the Hall of Duels that a new Patriarch is decided and each Wizard must prove their worth.
Grain SilosGrain Silos300 research points
Casualty replenishment rate: +5%
Growth: +10It's comforting for people to know where their next meal will come from when winter's chill descends.
Continuous ProductionContinuous Production500 research points
Construction cost: -10% for all buildingsRequires: Grain SilosInterchangeable parts and constant work shifts ensure production targets are met or even exceeded.
Assembly LineAssembly Line700 research points
Income from Industry: +15%Requires: Continuous ProductionThis progressive assembly enables swifter production of all manner of industrial goods.
Imperial ArchitectsImperial Architects900 research points
Construction time: -25% for all buildings
Income from Province Capital/Settlement buildings: +10%Requires: Assembly LineThe Imperial Architects are an eccentric bunch who have always had, well, let's say 'fanciful' ideas about how a building should look…
Clergy of the EmpireClergy of the Empire700 research points
Hero recruit rank: +3 for Priests
Corruption: -2 (all provinces)
Hero capacity: +1 for PriestsOne fight, one soul, many ways to manifest the divine truth.
Engineers' GuildEngineers' Guild700 research points
Hero capacity: +1 for Engineer
Hero recruit rank: +3 for Engineer
Research rate: +10Being able to share acquired knowledge among your peers can only lead to better results all round.
The Eight OrdersThe Eight Orders600 research points
Winds of Magic power reserve: +3 per turn (all armies)
Hero capacity: +1 for Battle Wizards
Hero recruit rank: +3 for Battle WizardsRequires: Teachings of TeclisLong ago, Teclis founded the eight Colleges of Magic; ever since, human Wizards have gathered to learn and practise their craft.
Ambassador to the TzarinaAmbassador to the Tzarina100 research points
Diplomatic relations: +50 with all Kislev factions
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 KingAmbassador to the Phoenix King100 research points
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 AnkorAmbassador to the Karaz Ankor100 research points
Tradable resources produced: +10%
Diplomatic relations: +50 with DwarfsDiplomatic and discreet, this one knows exactly how to deal with fiery Dwarfen temperaments, so is well placed to run the Imperial embassy to the Everlasting Realm.
Purge of the FoulPurge of the Foul100 research points
Melee defence: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen
Leadership: +5 when fighting against Greenskins, Skaven, Ogres and LizardmenFoul Greenskins, flea-infested Skaven, gluttonous Ogres and slimy Lizardmen are abroad in sufficient numbers that an organised cull is now necessary.
Purge of the FellPurge of the Fell100 research points
Melee attack: +5 when fighting against Undead factions
Leadership: +5 when fighting against Undead factionsThere may be fell Necromancy afoot, for the Undead and Unliving infest Imperial territory in too greater numbers, hastening the need for an immediate purge.
Ambassador to the Royarch of BretonniaAmbassador to the Royarch of Bretonnia100 research points
Diplomatic relations: +50 with Bretonnia
Recruit rank: +1 for Cavalry units
Recruitment cost: -5% for Cavalry unitsDeferent and respectful, the embassy to Bretonnia understands perfectly the customs and traditions of this ancient feudal society.
Ambassador to the Dragon EmperorAmbassador to the Dragon Emperor100 research points
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 OvertyrantAmbassador to the Overtyrant100 research points
Allied recruitment cost: -10%
Diplomatic relations: +50 with Ogre KingdomsUnintelligent though they are, one cannot deny the usefulness and power of having a mighty Ogre Tyrant on side.
Purge of the Knife-EarsPurge of the Knife-Ears100 research points
Missile resistance: 5% when fighting against Elves
Leadership: +5 when fighting against ElvesThese 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 BreedsPurge of the Ruinous Breeds100 research points
Weapon strength: +5% for all units when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen
Leadership: +5 when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and BeastmenThe taint of Chaos has been observed here; such things must not be allowed to gain a foothold and be removed without delay!