Left Panel
| Military | ||||||
|---|---|---|---|---|---|---|
| No. | Technology | research_points | cost_per_round | Requires | Effects | Enables | 
| 1 |  | Military Tier 1 Tithe Rebates A rebate is a useful tool when things are good to ensure compliance during the inevitable hard times just around the corner. | ||||
| 500 | 0 |  Growth: +10 (faction_to_province_own_unseen)  Public order: +2 (faction_to_province_own_unseen) |       | |||
| 2 |  | Military Tier 1 Emissary to the Prince of Altdorf This trusted advisor, whose loyalty is beyond reproach, knows the Emperor's mind almost as well as Karl Franz himself! | ||||
| 100 | 7000 |  Diplomatic relations: +25 with Men (Empire, Kislev, Southern Realms) (faction_to_faction_own_unseen)  Public order: +1 (faction_to_province_own_unseen) | ||||
| 3 |  | Military Tier 1 Purge of the Foul Foul Greenskins, flea-infested Skaven and slimy Lizardmen are abroad in sufficient numbers that an organised cull is now necessary. | ||||
| 100 | 7000 |  Melee defence: +10 when fighting against Greenskins, Skaven and Lizardmen (faction_to_force_own_unseen)  Leadership: +10 when fighting against Greenskins, Skaven and Lizardmen (faction_to_force_own_unseen) | ||||
| 4 |  | Military Tier 1 Local Militia The bravest, most-accomplished warriors do not always come from among the nobility, but must get their start somewhere. | ||||
| 700 | 0 |   |  Recruit rank: +2 for infantry units (faction_to_character_own_unseen)  Recruitment cost: -15% for infantry units (faction_to_force_own_unseen) | |||
| 5 |  | Military Tier 1 Improved Heavy Weapons Refined ore techniques create stronger steel, making for more durable blades and heavier weapon heads. | ||||
| 700 | 0 |   |  Weapon strength: +10% for infantry units (faction_to_force_own_unseen)  Attribute: Expert Charge Defence for Halberdier units (faction_to_force_own_unseen) | |||
| 6 |  | Military Tier 1 State Troop Standards As regiments gain renown, their standards become talismans that are just as important as their sword-arms. | ||||
| 500 | 0 |  Leadership: +5 for infantry units (faction_to_force_own_unseen)  Speed: +5% for infantry units (faction_to_force_own_unseen) |       | |||
| 7 |  | Military Tier 1 Commodity Trading There's always a new market to be tapped, or a fresh approach to existing ones. | ||||
| 700 | 0 |   |  Additional tradable resources produced: +8% (faction_to_faction_own_unseen) | |||
| 8 |  | Military Tier 2 Grain Silos It's comforting for people to know where their next meal will come from when winter's chill descends. | ||||
| 500 | 0 |   |  Income from Settlement buildings: +10% (faction_to_region_own_unseen) |   | ||
| 9 |  | Military Tier 2 Ambassador to the Phoenix King Successful dealings with the lofty, aloof Asur takes a certain type of individual, if awkward diplomatic misunderstandings are to be avoided. | ||||
| 100 | 7000 |  Diplomatic relations: +50 with High Elves (faction_to_faction_own_unseen) | ||||
| 10 |  | Military Tier 2 Purge of the Fell 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. | ||||
| 100 | 7000 |  Melee attack: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (faction_to_force_own_unseen)  Leadership: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (faction_to_force_own_unseen) | ||||
| 11 |  | Military Tier 2 State-Issued Infantry Armour State Troops are often issued with armour plate to ensure unit cohesion and a modest level of protection. | ||||
| 700 | 0 |   |  Armour: +15 for infantry units (faction_to_force_own_unseen) | |||
| 12 |  | Military Tier 2 State-Issued Weapons Although the cost falls to each individual soldier, it is expected that all will use standardised equipment. | ||||
| 700 | 0 |   |  Charge bonus: +8% for melee infantry units (faction_to_force_own_unseen)  Melee defence: +4 for melee infantry units (faction_to_force_own_unseen) | |||
| 13 |  | Military Tier 3 Ambassador to the Karaz Ankor Diplomatic 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. | ||||
| 100 | 7000 |  Diplomatic relations: +50 with Dwarfs (faction_to_faction_own_unseen) | ||||
| 14 |  | Military Tier 3 Purge of the Knife-Ears These lands belong to the Empire - those arrogant, knife-eared Elves must be driven back to their own dominion, and with haste! | ||||
| 100 | 7000 |  Missile resistance: %n% when fighting against Elves (faction_to_force_own_unseen)  Leadership: +10 when fighting against Elves (faction_to_force_own_unseen) | ||||
| 15 |  | Military Tier 3 Clergy of Sigmar One god, one way, many agents to guarantee compliance in defence of the faith. | ||||
| 700 | 0 |   |  Hero recruit rank: +3 for Warrior Priests (faction_to_province_own_unseen)  Hero recruit rank: +3 for Witch Hunters (faction_to_province_own_unseen)  Untainted: +2 (factionwide) |   | ||
| 16 |  | Military Tier 3 Improved Cavalry Armour Thicker plates for riders and scaled barding for their mounts, meaning a greater percentage survive to charge again. | ||||
| 500 | 0 |  Armour: +10 for cavalry units (faction_to_force_own_unseen)  Leadership: +5 for cavalry units (faction_to_force_own_unseen) |       | |||
| 17 |  | Military Tier 3 Colonial Factors This joint-stock enterprise, if the trade winds prevail, is bound to make both factors and shareholders filthy, stinking rich. Amen. | ||||
| 700 | 0 |   |  Income from trade: +10% (faction_to_faction_own_unseen) |     | ||
| 18 |  | Military Tier 3 Warhorse Breeding Selective breeding allows the Empire to have good supply of steeds, capable of carrying heavily-armoured Knights into battle. | ||||
| 700 | 0 |   |  Recruitment cost: -15% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (faction_to_force_own_unseen)  Upkeep: -5% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (faction_to_force_own_unseen) |   | ||
| 19 |  | Military Tier 3 Blinkers What a mount cannot see will not spook them, ensuring every charge hits the target squarely. | ||||
| 700 | 0 |   |  Charge bonus: +10 for cavalry units (faction_to_force_own_unseen) | |||
| 20 |  | Military Tier 4 Ambassador to the Royarch of Bretonnia Deferent and respectful, the embassy to Bretonnia understands perfectly the customs and traditions of this ancient, feudal society. | ||||
| 100 | 7000 |  Diplomatic relations: +50 with Bretonnia (faction_to_faction_own_unseen) | ||||
| 21 |  | Military Tier 4 Purge of the Ruinous Breeds The taint of Chaos has been observed here; such things must not be allowed to gain a foothold and must be removed without delay! | ||||
| 100 | 7000 |  Weapon strength: +10% for all units when fighting against Warriors of Chaos, Norsca and Beastmen (faction_to_force_own_unseen)  Leadership: +10 when fighting against Norsca, Chaos and Beastmen (faction_to_force_own_unseen) | ||||
| 22 |  | Military Tier 4 Manorialism 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. | ||||
| 700 | 0 |   |  Lord recruit rank: +3 (faction_to_province_own_unseen) [HIDDEN - do not translate] Used to increase lord rank when replacing a lord (target the effect at forces factionwide) - use in conjunction with a shown effect that targets provinces factionwide (all armies) | |||
| 23 |  | Military Tier 4 Supply Wagons An army can only march as far as its supplies will last. Wagons loaded with goods allow for larger forces. | ||||
| 500 | 0 |   |  Global recruitment capacity: +1 (faction_to_faction_own_unseen)  Local recruitment capacity: +1 (all provinces) | |||
| 24 |  | Military Tier 4 The Inner Circle The Knights of the Inner Circle are the elite of the elite, amongst the best fighting men of the Empire. | ||||
| 700 | 0 |   |  Melee attack: +4 for cavalry units (faction_to_force_own_unseen)  Melee defence: +4 for cavalry units (faction_to_force_own_unseen) | |||
| 25 |  | Military Tier 4 Endurance Training Riding for days whilst bearing full kit increases one's stamina for the real thing. | ||||
| 700 | 0 |   |  Vigour loss reduction: -15% for cavalry units (faction_to_force_own_unseen) | |||
| 26 |  | Military Tier 5 Council of Electors It's always good to talk, especially when not doing so can lead to a cataclysmic civil war. | ||||
| 700 | 0 |  Fealty threshold at which factions will trigger Civil Wars and Secessions: -1 (faction_to_faction_own_unseen) |   | |||
| 27 |  | Military Tier 5 The Runefang Pact 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. | ||||
| 700 | 0 |   |  Fealty of all Elector Counts' factions: +1 (faction_to_faction_own_unseen) | |||
| 28 |  | Military Tier 5 Imperial University This colonial campus maintains the high standards taught within the Imperial Colleges of Magic back home. | ||||
| 700 | 0 |   |  Hero capacity: +1 for Captains (faction_to_faction_own_unseen)  Hero capacity: +1 for Battle Wizards (faction_to_faction_own_unseen)  Hero recruit rank: +3 for Empire Captains (faction_to_province_own_unseen)  Hero recruit rank: +3 for Battle Wizards (faction_to_province_own_unseen) |   | ||
| 29 |  | Military Tier 5 Firing Drills Packing a wallop when they strike, artillery crews are also measured on their firing rates; the faster the better. | ||||
| 500 | 0 |  Reload time reduction: +8% for artillery units (faction_to_force_own_unseen) |       | |||
| 30 |  | Military Tier 5 Assembly Line This progressive assembly enables swifter production of all manner of industrial goods. | ||||
| 500 | 0 |  Income from Industry: +10% (faction_to_region_own_unseen) |     | |||
| 31 |  | Military Tier 5 Ordnance Canisters When the enemy might be an enormous monster taller than the highest spire, it's a good idea not to run out of ammo! | ||||
| 700 | 0 |   |  Ammunition: +10% for artillery units (faction_to_force_own_unseen) | |||
| 32 |  | Military Tier 5 Engineers' Guild Being able to share acquired knowledge among your peers can only lead to better results all round. | ||||
| 700 | 0 |   |  Research rate: +10% (faction_to_faction_own_unseen) |   | ||
| 33 |  | Military Tier 6 Reinforced Armour Plating Even the largest hulking war machine can be made more resilient to attack. | ||||
| 700 | 0 |   |  Missile resistance: %n% for Steam Tank and War Wagon units (faction_to_force_own_unseen) | |||
| 34 |  | Military Tier 6 Combustion Agent "An eighth of an ounce of this, a pinch of that, and half a pound of the other and… Boom! We have ignition!" | ||||
| 700 | 0 |   |  Recruit rank: +2 for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Luminark of Hysh, Steam Tank and War Wagon (faction_to_character_own_unseen) |   | ||
| 35 |  | Military Tier 6 Continuous Production Interchangeable parts and constant work shifts ensure production targets are met or even exceeded. | ||||
| 500 | 0 |   |  Construction cost: -10% for all buildings (faction_to_region_own_unseen)  Income from Industry: +5% (faction_to_region_own_unseen) |   | ||
| 36 |  | Military Tier 6 Multiple Artillery Barrels More barrels, more chances to knock enemy blocks clean off - it's simply a matter of arithmetic. | ||||
| 700 | 0 |   |  Missile strength: +8% for artillery units (faction_to_force_own_unseen) | |||
| 37 |  | Military Tier 7 Mass-Produced Small Ammunition Industrialised production of ammunition for handguns has allowed the Empire to hoard large supplies. | ||||
| 500 | 0 |  Ammunition: +10% for Free Company Militia, Crossbowmen, Huntsmen, Archers, Handgunners, Pistoliers and Outriders missile units (faction_to_force_own_unseen) |       | |||
| 38 |  | Military Tier 7 Guildmaster Professors The greatest minds of the Old World are gathered by the Empire’s various institutions to impart their knowledge and methods of efficiency. | ||||
| 700 | 0 |   |  Income from Iron Mines and Gold Mines: +15% (faction_to_region_own_unseen) |   | ||
| 39 |  | Military Tier 7 Volley Fire Missile units that train together excel at firing a deadly hail, so not all members of the regiment have to see the target. | ||||
| 700 | 0 |   |  Reload time reduction: +15% for Free Company Militia, Crossbowmen, Huntsmen, Archers, Handgunners, Pistoliers and Outriders units (faction_to_force_own_unseen) | |||
| 40 |  | Military Tier 7 Improved Piston Technology 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. | ||||
| 700 | 0 |   |  Recruitment duration: -1 turn for Steam Tank, War Wagon and Luminark of Hysh units (faction_to_province_own_unseen) |   | ||
| 41 |  | Military Tier 8 Mounted Weaponry 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. | ||||
| 700 | 0 |   |  Missile strength: +10% for Pistoliers and Outriders units (faction_to_force_own_unseen)  Missile resistance: %n% for Pistoliers and Outriders units (faction_to_force_own_unseen) | |||
| 42 |  | Military Tier 8 Intelligence Sharing Intelligence shared is intelligence doubled. | ||||
| 700 | 0 |   |  Hero action cost: -15% (faction_to_character_own_unseen)  Hero action success chance: +5% (faction_to_character_own_unseen) | |||
| 43 |  | Military Tier 8 Rifled Barrels The discovery of barrel-rifling led to increases in speed and accuracy. Both Dwarfs and men claim credit for this invention. | ||||
| 700 | 0 |   |  Missile strength: +10% for Free Company Militia, Crossbowmen, Huntsmen, Archers and Handgunners units (faction_to_force_own_unseen) | |||
| 44 |  | Military Tier 8 Imperial Architects The Imperial Architects are an eccentric bunch who have always had, well, let's say 'fanciful' ideas about how a building should look… | ||||
| 500 | 0 |   |  Construction time: -25% for all buildings (faction_to_region_own_unseen) | |||
 
		
	
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