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Agriculture is an advance in Call to Power II.

Gameplay[]

Agriculture is one of the critical Advances, in that it allows Cities to build Farms, which sustain larger Populations, and Granaries, in order that Cities may store Food.

Great Library entry[]

The discovery of reliable methods for agriculture marked a major turning point in human evolution. Animal husbandry and breeding increased the strength, supply and utility of livestock. Early farming methods were subject to the whims of nature, as deviations in seasons and weather patterns could decrease the yield of, or simply wipe out, crops. Early farmers would farm single pieces of land until fallow, which contributed to long periods of scarcity. Although starvation was a constant threat, granaries enabled communities to store food through winters, droughts and fallow periods. Regardless of the risks, farming prompted many cultures to abandon nomadic life and settle in one place. Grassy lands near major water sources proved ideal.

See also[]

Call to Power II Advances
Ancient Age Agriculture Alchemy Ballistics Bronze Working Concrete Drama Feudalism Geometry Horse Riding Iron Working Jurisprudence Masonry Monarchy Philosophy Religion Ship Building Slave Labor Stone Working Toolmaking Trade Writing
Renaissance Age Agricultural Revolution Modern Metallurgy Hull Making Ocean Faring Naval Tactics Gunpowder Cannon Making Cavalry Tactics Banking Optics Chemistry Age of Reason Physics Theology Fascism Bureaucracy Classical Education Printing Press Nationalism Democracy
Modern Age Advanced Infantry Tactics Advanced Naval Tactics Advanced Urban Planning Aerodynamics Communism Computer Conservation Corporate Republic Corporation Criminal Code Economics Electricity Explosives Global Defense Global Economics Guided Weapon Systems Industrial Revolution Internal Combustion Jet Propulsion Mass Media Mass Production Mass Transit Modern Medicine Naval Aviation Oil Refining Pharmaceuticals Quantum Physics Radar Railroad Supersonic Flight Tank Warfare Vertical-Flight Aircraft
Genetic Age AI Surveillance Advanced Composites Arcologies Chaos Theory Digital Encryption Fluid Breathing Fuel Cells Genetics Global Communications Nano-Assembly Neural Interface Nuclear Power Robotics Space Flight Superconductor Technocracy
Diamond Age Cybernetics Ecotopia Fusion Gaia Controller Gaia Theory Gene Therapy Genetic Tailoring Human Cloning Life Extension Nano-Machines Nano-Warfare Neural Reprogramming Plasma Weaponry Smart Materials Ultrapressure Machines Unified Physics Virtual Democracy
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