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Naval Tactics is an advance in Call to Power II.

Gameplay[]

Naval combat undergoes a renaissance with the discovery of modern Naval Tactics. The Ship of the line is the culmination of Hull Making advances that allowed ships to safely carry and utilize multiple Cannons in battle.

Great Library entry[]

Ships were originally conceived as floating fortresses, and conventional military practice involved placing guns as high on the fore and aft castles as possible to maintain height advantage over enemies. As cannon grew heavier over the years, placing them high rendered ships dangerously unstable. Bringing cannon down from castles to mid decks and later to lower decks was a revolutionary idea. The purpose of cannons changed from an anti-personnel weapon used to aid in boarding to one that crippled ships. By aiming cannon at the masts and rigging, attackers could render a ship "dead in the water" and capture it with ease.

Naval tactics underwent another shift with the development of the line ahead formation for ships. A fleet of ships, all of similar strength, sailed in the wake of the ships ahead of them, forming a "ribbon of death" miles long but scarcely 300 yards wide. This enabled each ship to have a clear shot at the enemy as no friendly ships ever risked sailing in front of their powerful broadside-mounted guns. The term ship of the line originated in the 1700s to describe the only suitable ships "to lie in the line of battle."

As the use of line ahead tactics increased, shipbuilders began rolling out ships with greater capacity. First-rate ships of the line carried as many as 136 cannon on three separate gun decks. These huge ships were less common, however, than third-raters, 175-footers with two full gun decks of as much as 74 cannon. These faster and more maneuverable ships dominated the seas until the late 19th century development of the battleship.

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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