Advances in Call to Power II (known as technologies in some similar games) are scientific or technological developments that need to be researched (with the expenditure of science) so as to unlock new and improved units, buildings, wonders, abilities, or advances.
List of advances[]
Ancient Age[]
- Agriculture
- Alchemy
- Ballistics
- Bronze Working
- Concrete
- Drama
- Feudalism
- Geometry
- Horse Riding
- Iron Working
- Jurisprudence
- Masonry
- Monarchy
- Philosophy
- Religion
- Shipbuilding
- Slave Labor
- Stone Working
- Toolmaking
- Trade
- Writing
Renaissance Age[]
- Age of Reason
- Agricultural Revolution
- Banking
- Bureaucracy
- Cannon Making
- Cavalry Tactics
- Classical Education
- Chemistry
- Democracy
- Fascism
- Gunpowder
- Hullmaking
- Modern Metallurgy
- Nationalism
- Naval Tactics
- Ocean Faring
- Optics
- Physics
- Printing Press
- Theology
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[]
- Advanced Composites
- AI Surveillance
- Arcologies
- Chaos Theory
- Digital Encryption
- Fluid Breathing
- Fuel Cells
- Genetics
- Global Communications
- Nano-Assembly
- Neural Interface
- Nuclear Power
- Robotics
- Space Flight
- Superconductor
- Technocracy