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Electricity is an advance in Call to Power II.

Gameplay[]

The discovery and harnessing of electricity is one of the principle achievements of the Modern Age. The Movie Palace is a marvel of electronic entertainment, giving citizens a place to set their troubles aside.

Great Library entry[]

The ancient Greeks were the first to study an electrical phenomenon in the form of static electricity. They discovered that, when rubbed with fur, amber stones attracted light objects such as feathers. The word electric comes from the Greek word "elektron," meaning amber. At the end of the 16th century, British physician William Gilbert investigated the relationship of static electricity and magnetism. American inventor and statesman Benjamin Franklin famously proved the electrical nature of lightning in his famous kite experiment of 1752 and he established the convention of using negative and positive to indicate different kinds of charge. By the mid-18th century, electrical materials were divided into two major categories: insulators, which, when rubbed, would get and keep a static surface electric charge, and conductors, mostly metals, which were able to carry away the charge from the insulator. It was also discovered that conductors could store a charge if they were insulated from their surroundings. These discoveries gave rise to the use of electric generators as a power source. The harnessing and implementation of electricity was one of the chief advancements of the modern age.

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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