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Fluid Breathing is an advance in Call to Power II.

Gameplay[]

Fluid Breathing is an Advance that enables humans to explore the farthest depths of the ocean, unencumbered by the need for pressurized cabins in underwater craft. By filling the lungs with a special fluid, the human body is no longer limited by its ability to withstand the pressure of the deep.

The Scout Sub takes advantage of this technology, making it a powerful, fast and deep-running underwater unit.

Great Library entry[]

The extremely hostile environment of the deepest oceans had prevented manned exploration of the ocean floor for much of the 20th century. As fluid breathing systems became available, the worst problem, that of human reliance on properly pressurized oxygen to breathe, was finally dealt with. Research into the differences between human lungs and fish gills revealed structural, but not compositional, differences in the oxygen membrane of each. In other words, they were fundamentally the same material, although their uses differed slightly. Filling lungs with an oxygen-infused fluorocarbon emulsion was the answer, enabling the lungs to derive oxygen and sustain the function. Combined with a deep-water suit to protect the body against cold and pressure, the fluid breathing system opened up the world of submarine canyons, trenches and ocean floors to manned research craft. Military applications prevailed with the development of the scout submarine.

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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