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This article is about the building in Age of Empires II. For the similar building in other games of the series, see Farm.
Farm
Farmicon
Overview
Type Economic
Introduced In KingsIcon The Age of Kings
Civilization All civilizations
Age Dark-age-logo-small Dark Age
Required Building Millicon Mill
Construction Time 15 seconds
Use Provides food
Cost
Wood 60
Stats
Size 3x3 tiles
Hit Points 480
Melee Armor 0
Pierce Armor 0
Armor Classes Building
Standard Building
Line of Sight 1

"A renewable source of food. Provides a limited amount of food before it goes fallow and must be rebuilt."

Age of Empires II description

The Farm is an economic building in Age of Empires II. It provides 175 food. With all farming upgrades researched, a Farm provides 550 food in the Imperial Age.

Tactics and Placement Edit

Farms may only be gathered from by one Villager at a time. Farms are very weak and do not hinder movements of friendly or enemy troops. An enemy Villager can take over a Farm and begin harvesting it simply by right clicking it. Farms can be automatically reseeded if they are queued in the Mill.

Farmmilltc

Ideally, eight Farms should be built around Town Centers and Mills like this

Farms should always be placed right next to Town Centers or Mills in order to keep the walking distances of the Villagers as short as possible. Villagers mostly walk around on the left side of a Farm, therefore placing Farms to the right side of the Town Center or Mill first is slightly more efficient, as it reduces walking time.

Farms that are built before upgrades (e.g. Horse Collar) are researched do not gain the food bonus. If the research is completed while a Farm is being built, the food bonus applies to that Farm.

Comparison to Fish Trap Edit

Farmers gather relatively faster from Farms than Fishing Ships gather from Fish Traps, however up until the late Imperial Age they are less effective cost-wise (also considering that Fishing Ships themselves cost wood). The actual gathering speed between them may vary due to traffic between gatherers and actual Farm/Fish Trap placement.

Building Overall Food Provided Food Generated per Wood
Farm 175 2.92
Farm + Horse Collar 250 4.17
Farm + Heavy Plow 375 6.25
Farm + Crop Rotation 550 9.17
Fish Trap 715 7.15
Fish Trap + Fishing Ship 715 4.09

Further statistics Edit

Building Strengths and Weaknesses
Strong vs. Nothing
Weak vs. Everything
Upgrades
Food Quantity Horsecollar Horse Collar (+75)
Heavyplow Heavy Plow (+125)
Croprotation Crop Rotation (+175)
Construction Speed Treadmillcrane Treadmill Crane (+20%)

Civilization bonuses Edit

Team bonuses Edit

  • A team containing Chinese: Farms provide +45 food.
  • A team containing Incas: Farms are built 100% faster.

Changelog Edit

The Conquerors Edit

  • Mayans: The food on Farms lasts 20% longer.

The Forgotten Edit

  • Mayans: The food on Farms now lasts 15% longer.

The African Kingdoms Edit

  • Malians: Initially, Farms are 15% cheaper. With patch 4.8, the wood bonus no longer applies to Farms.

Rise of the RajasEdit

  • Farms built on the mangrove shallow automatically become Rice Farms, which have identical stats.

History Edit

The technology of farming was carried forward into the Middle Ages and improved. Northern European soils were often rich glacial deposits hidden under dense forests. Over the course of the Middle Ages, much of this land was cleared and converted into farms. Key technology improvements in farming were the improved horse harness, the heavy plow, and crop rotation. The new horse harness did not choke the animal and increased pulling power. The heavy plow could cut into the dense soils. Farms in Europe were largely communal affairs where each family received the produce of several rows in the field. The production of some rows went directly to the local lord as his rent.

Gallery Edit

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