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Hullmaking is an advance in Call to Power II.

Gameplay[]

Hull Making enables seafaring people to build ships capable of withstanding the more turbulent waters of the deep oceans. The Longship is one of the first transport units, capable of traveling across any kind of ocean.

Great Library entry[]

Although skin boats, like the coracle, were widely used in the calm and shallow waters around the world, they had little impact on the development of wooden-hulled ships. The dugout boat, a long, slender boat carved out of the trunk of a massive tree was developed from 300 BC on. The Viking longship was one of the first seafaring vessels that employed a clinker-built hull with overlapping planks of wood. A single square sail and oarsmen propelled it, and it performed exceptionally in heavy seas. Ranging from 45 to 75 feet in length, it was a main component of Viking pirate raids in the 9th century and even brought Leif Eriksson to America in 1000 AD. Although the Dutch, French, English and Germans also employed the longship in war and in trade, only the Vikings managed to venture across the Atlantic Ocean.

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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