Age of Empires Series Wiki
Info icon.png
This article is about the building in Age of Empires II. For the building in other games of the series, see Farm.

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[]

Farming anim aoe2de.gif

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. If a Farm is not currently being tended, another player's Villager can capture it by simply starting to gather from it themselves. Farms can be automatically reseeded if they are queued in the Mill.

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. Prior to update 50292, Villagers mostly walked around on the left side of a Farm. Therefore, placing Farms to the right side of the Town Center or Mill first used to be slightly more efficient, as it reduced 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.

Farms have an inherent work rate of 0.4 food per second. This means they will produce 0.4 food per second upon being seeded and will add it up in their "storage", from which Villagers can gather food. This becomes essential if the farm is worked non-stop after being seeded, as typically Villagers' work rate exceeds Farms' work rate after Hand Cart is researched (Aztecs and to a lesser degree Khmer hit this farm-rate cap upon researching Wheelbarrow). This ultimately results into similar food production (0.4 food per second per farmer) for all civilizations (except for Slavs) in a Post-Imperial scenario, even though, for example, Mayans have their farmers' work rate reduced to 81% of a generic civilization. Slavs' farms have their work rate multiplied by ×1.1 in addition to their Villagers' work rate multiplied by ×1.18 which allows them to have ~10% higher farming rates in most circumstances.

Comparison to the Fish Trap[]

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

Farm (re-)seed time[]

Basic farm re-seed time is 15 seconds (×1.0 game speed). Treadmill Crane and Spanish civilization bonus speed up the re-seeding process.

Build rate bonus[note 1] Time
None 15
Treadmill Crane 12.5
Spanish civ bonus 11.5

In comparison, Fish Traps have a construction/'re-seed' time of 40 seconds. It is decreased to 32 seconds with Gillnets and is also affected by the Japanese civilization bonus (both stack multiplicatively together, up to ~26.7 sec construction time for Japanese in the Imperial Age).

Further statistics[]

Building strengths and weaknesses
Strong vs. Nothing
Weak vs. Everything
Food Quantity HorseCollarDE.png Horse Collar (+75, +150 for the Sicilians)
HeavyPlowDE.png Heavy Plow (+125, +250 for the Sicilians)
CropRotationDE.png Crop Rotation (+175, +350 for the Sicilians)
Construction speed TreadmillCraneDE.png Treadmill Crane (+20%)

Civilization bonuses[]

Team bonuses[]

  • A team containing Chinese: Farms provide +10% food.


Age of Kings[]

  • Chinese: The team bonus is Farms start with +45 food.
  • Teutons: Farms cost –33% (40 wood).

The Conquerors[]

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

The Forgotten[]

  • Mayans: The food on Farms lasts 15% longer.
  • Slavs: Farmers intended to work 15% faster.

The African Kingdoms[]

  • Malians: Initially, Farms are 15% cheaper. With patch 4.8, the wood bonus no longer applies to Farms.
  • Slavs: Farmers correctly work 15–18% faster.

Rise of the Rajas[]

  • Farms built on the 'Mangrove Shallows' terrain automatically become Rice Farms, which have identical stats.

Definitive Edition[]

Lords of the West[]

Dawn of the Dukes[]


  • The default Farm appears to be growing potato. However, this is appropriate only for the Incas and anachronistic for the other civilizations as potatoes were only introduced to Europe in late 16th century and became widespread around the 18th century. Cabbage might be another plant actually being used, which would make more sense as it was known to mankind much sooner than potatoes and is also planted by seeds (Villagers can be seen throwing seeds while starting a new Farm).
  • Farms are the only buildings visible to opponents when their foundations are placed (at 1 HP). This makes them prone to enemy attacks, and any single attack at this point destroys them, which is a loss of 60 wood for the player.
  • The Mayans with a Chinese ally extract most food out of a farm (with the exception of the Sicilians), that is 550 * 1.1 * 1.15 food = 696 food after all Mill upgrades are researched, which makes it quite comparable to Non-Malay Fish Traps.
  • The Sicilians with a Chinese ally have the farms with the largest amount of food, with a total of 1,017.5 with all farm upgrades researched.
  • The Teutons with a Chinese ally have the most cost effective Farms (with the exception of the Sicilians), producing 16.8 food/wood after all Mill upgrades are researched.
  • Byzantine Farms have the highest HP amongst all Farms, because Farms are not affected by Masonry/Architecture, but are affected by their civilization bonus.
  • Farms (and Fish Traps) are the only buildings which can be repaired by Monks (and Missionaries), but only Monks of the same player owning the Farm or Fish Trap (not allies'). In the case of Farms, it still costs the same amount of wood to repair the same amount of damage, but one Monk can repair the Farm several times faster than one Villager, and from their healing range. Monks do not start repairing the player's Farms automatically, unlike healing nearby allied units.


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.



  1. Build rate modifiers have an inverse effect on build time (e. g.: ×1.2 build rate modifier (Treadmill Crane) multiplies the construction time by 1/1.2 = 0.833…).