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Printing Press is an advance in Call to Power II.

Gameplay[]

The Printing Press drastically minimizes the time and energy needed to produce books on a mass scale. The Publishing House makes the dissemination of literature easier, and increases Science in every city that has one.

Gutenberg's Bible represents the power of the printing press in spreading and solidifying religious faith in an empire.

Great Library entry[]

The earliest devices for reproducing multiple copies of the same text was probably performed with painstakingly engraved woodblocks. This technique dates back as early as 8th and 9th century China and Japan. The Chinese also pioneered the use of movable type, in which individual elements could be arranged and printed, in the 11th century. The complexity of China's ideographic language discouraged further development of this technique.

The earliest examples of European adoption of xylography (printing from carved woodblocks) appeared in the 14th century. Various inventors experimented with both moveable wooden type and metallographic printing, which involved impressing metal type dies into clay to create a print plate. In 1450, Johannes Gutenberg combined the use of moveable, reusable type with a press by which sharp impressions could be made many times over, on both sides of a sheet a paper. Although the next 500 years saw many developments and refinements of the mechanics of this printing technique, the fundamental process remained the same.

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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