Naval power was the key to dominance in the ancient Mediterranean. Greece, Rome, Carthage, and Egypt all rose to prominence at one time or another by controlling the waves. In Old World, the ability to send troops across the water can allow for sudden strikes and lightning-fast defense against an attack.
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If you've played other 4X games you might be wondering how exactly your soldiers are supposed to get from one shore to another. There's an extra step in Old World that can trip players up. It makes sense, but without knowing about it already you might miss this key function entirely.
Workers can always traverse water within your borders, no matter what - this allows them to build coastal improvements like Nets, which tend to be especially useful. Workers don't even differentiate between land and sea tiles - as long as they have enough moves to reach their destination, they can get there.
Scouts also gain the ability to move freely on water if you have the Exploration Law in place. Unlike Workers, they can travel on water in both friendly and neutral territory. Exploration is unlocked with the Rhetoric technology, which usually appears early on. Seafaring scouts allow you to easily explore distant lands and harvest sea resources that are just outside your borders.
Exploration is a useful Law since it also negates the upkeep penalty on units outside your borders. If your empire has a Hunter Family among its nobility, they will be pleased by having Exploration in place. Exploration cannot be active at the same time as Epics, though, so if you're going for an early military strategy carefully weigh your options when the time comes to pass your Rhetoric Law.
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