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Toolmaking is an advance in Call to Power II.

Gameplay[]

The ability to make tools was a major breakthrough for human industry. Tools enable people to process raw materials, like food or wood, and manufacture useful items, like weapons and clothing.

The Tool Making Advance makes available the Warrior unit, which is the first armed unit in the game.

Great Library entry[]

The origins of tool making can be found in prehistoric times, when early man employed naturally sharp stones to, among other things, dig, hunt and cut animal hides. The human impulse to fashion useful items out of natural substances, such as stone, wood and bone is what set humans apart from other animals. Tool making developed over the course of prehistory and was one of the advances that made ancient societies capable of feeding, clothing and defending themselves. Advances continued, and in 11th millennium BC, Palestinian natives created reaping knives by setting flint blades into primitive handles. Simple metal working dates back to 4500 BC, in which people fashioned ornamental and utilitarian items out of gold, silver and copper. By heating and hammering metal, treating and tanning hides and cutting wood into virtually any shape, early civilizations could create a tool for almost all of their needs, from armaments to farming implements.

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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