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Ocean Faring is an advance in Call to Power II.

Gameplay[]

Ocean Faring represents advancements in shipbuilding that made large- scale, open-ocean transport and trade possible. The Carrack is a ship ideally suited to cargo transport, exploration and combat. The East India Company represents a shipping cartel of tremendous commercial power.

Ocean Faring also gives the Tile Improvement Fisheries, which increase the Food yield from fishing tiles.

Great Library entry[]

For centuries after the introduction of clinker-built, single-mast, square-rigged longship, European shipbuilding deviated little from this solid, seaworthy design. Ship design underwent a major change in about 1200 AD with the introduction of the stern rudder. Along with the deep-draft hull, the bowsprit and, eventually, additional masts, this change transformed longships into true sailing vessels, capable of beating into the wind as well as sailing with it.

Until the 15th century, European ships most likely remained single-mast, although a two-mast ship carrying lateen sails could be found in the Mediterranean. Later clinker-built ships, most notable Henry V of England's Grâce Dieu, reflected the longship construction, but had a keel to beam ration of 2.5:1 and a second mast. The rest of the 15th century saw a dramatic increase in the size, length and weight of ships. The carrack was the culmination of these changes: they weighed from 700 to 1000 tons, carried three masts and an abundance of sails, employed a carvel-built hull and carried cannon and guns below decks. The carrack was also an ideal transport and cargo vessel. Its high sides made it easily defensible, it had considerable larger cargo holds than previous ships, and its three masts of sails gave it the force it needed to carry heavy loads on intercontinental voyages. The expansion of cargo capacity in the late 15th and early 16th centuries was a direct response to the explosion of trade within Europe and across the world. International trading conglomerates could now rely on larger, more sea-worthy ships to withstand the treacherous high seas and deliver their cargo.

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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