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{{for|economic building in [[Age of Mythology]]|the building in other games in the series|Farm}}
 
{{for|economic building in [[Age of Mythology]]|the building in other games in the series|Farm}}
 
{{Infobox Building
 
{{Infobox Building
|image=[[File:AoMFarm.png]]
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|image=[[File:AomFarmIcon.png]]
 
|building = Farm
 
|building = Farm
 
|type = Economic
 
|type = Economic
|originalgame = [[Age of Mythology]]
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|originalgame = ''[[Age of Mythology]]''
|cost ={{resources|wood=75}}<br/>(Egyptians: {{resources|gold=70}})<br/>(Atlanteans: {{resources|wood=200}})
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|cost ={{resources|gold=70}} ([[Egyptians (Age of Mythology)|Egyptians]])<br>{{resources|wood=200}} ([[Atlanteans]])<br>{{resources|wood=75}} ([[Greeks (Age of Mythology)|Greeks]], [[Norse]], [[Nü Wa]] and [[Shennong]])<br>{{resources|wood=60}} ([[Fu Xi]])
|age = [[Classical Age]]<br>(Egyptians: [[Archaic Age]])
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|age = [[File:ClassicalAge.png|22px]] [[Classical Age]]<br>(Egyptians: [[Archaic Age]])
  +
|hp = {{tt|200|150 before The Titans; 400 for Atlanteans}}
|hp = 150
 
|use = Produces [[Food]]
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|use = Provides an unlimited source of [[food]]
|civs = All}}
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|civs = All
  +
}}
As in the previous Age games, '''Farms''' in ''[[Age of Mythology]]'' steadily produce [[Food]] and can be built in an area of the player's choice. In ''Age of Mythology'', however, Farms last indefinitely and never need to be replanted. The cost of a Farm varies depending on the main culture, as shown on the right. The high cost to the Atlanteans is presumably due to the [[Citizen]]'s greatly enhanced work rate.
 
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In ''[[Age of Mythology]]'', '''Farms''' are [[Buildings (Age of Mythology)|buildings]] that enable [[Worker]]s to gather unlimited [[food]]. The cost of a Farm varies with different [[Civilizations (Age of Mythology)|cultures]]. The high cost for the Atlanteans is presumably due to their [[Citizen]]'s greatly enhanced work rate.
   
The [[Greeks (Age of Mythology)|Greeks]], [[Norse]], [[Atlanteans]] and [[Chinese (Age_of_Mythology)|Chinese]] can build Farms in the Classical Age, and the [[Egyptians (Age of Mythology)|Egyptians]] can do so in the Archaic Age, though at a small production penalty. Like in the other games of the Age series, Farms may only be farmed by one worker at a time. Unlike all other buildings, they do not hinder unit movement. Farms are very weak and can be destroyed very quickly. Moreover, another player's workers can take over an unoccupied Farm simply by beginning to gather from it.
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The [[Greeks (Age of Mythology)|Greeks]], [[Norse]], [[Atlanteans]], and [[Chinese (Age_of_Mythology)|Chinese]] can build Farms in the [[Classical Age]], but the [[Egyptians (Age of Mythology)|Egyptians]] can do so in the [[Archaic Age]]. Like in other Age series games, only one [[Villager]] may work a Farm at a time. Farms do not hinder unit movement (unlike all other buildings), are very weak and can be destroyed very quickly. Moreover, another player's workers can take over an unoccupied Farm simply by beginning to gather from it.
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== Myth technologies ==
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* Hades' Farms have 25% more hit points.
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* [[File:Shaduf.png|22px]] [[Shaduf]] <small>([[Ptah]])</small>: Decreases Farm cost by 33% and build time by 50%.
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* [[File:Sun-dried Mud Brick.png|22px]] [[Sundried Mudbrick]] <small>([[Hathor]])</small>: Increases Farm hit points by 10%, decreases gold cost by 15%.
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* [[File:TitanShield.png|22px]] [[Titan Shield]] <small>([[Atlas]])</small>: Farm -15% hack and crush vulnerability.
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* [[File:AthenianWall.png|22px]] [[Athenian Wall]] <small>([[Hera]])</small>: Increases Farm hit points by 20%.
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* [[File:RammedEarth.png|22px]] [[Rammed Earth]] <small>([[He Bo]])</small>: Increases Farm hit points {{tt|and hack armor|with patch 2.7}} by 10%.
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* [[File:FiveGrains.png|22px]] [[Five Grains]] <small>([[Huang Di]])</small>: Farms cost 30% less wood.
   
 
== Strategy ==
 
== Strategy ==
On most maps, farming is not economically viable in the early game. Farms cost resources to build and the other available food sources (animals and berry bushes) yield food more quickly. Once these sources become more scarce and farms have been upgraded, farming becomes more useful, and by the late game, farming dominates food production. Farms should always be built in a secure location. Normally, this will be inside a player's base, preferably around to a Town Center, which acts as a drop-off point and can garrison and defend the farmers.
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On most maps, farming is not economically viable in the early game. Farms cost resources to build, while the other available food sources (animals and [[Berry Bush]]es) are free and yield food more quickly. Once these sources become more scarce and Farms have been upgraded, farming becomes more useful; by the late game, farming dominates food production. Farms should always be built in a secure area. Normally, this will be inside a player's base, preferably around to a [[Town Center (Age of Mythology)|Town Center]], which acts as a drop-off point and can garrison and defend the farmers if necessary.
   
When capturing a player's base, rather than razing farms, it may be a good idea to send workers to capture them once the area is safe enough.
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When capturing a player's base, rather than spending time razing farms, it may be a good idea to send workers to capture them once the area is safe enough.
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== Changelog ==
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=== ''Age of Mythology'' ===
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* Originally, Egyptians farmed equally fast in all ages. With [[Patch 1.03 (Age of Mythology)|patch 1.03]], they farm slower in the [[Archaic Age]].
   
 
== History ==
 
== History ==
 
''The ability to farm was one of the great advancements in human progress, because agriculture made possible large, renewable food supplies that could be stored and consumed year-round. The availability of food plants, rich soils, a mild climate, and dependable water determined where farming was possible and where early civilizations arose. Improvements such as the plow, irrigation, and fertilization increased yields.''
 
''The ability to farm was one of the great advancements in human progress, because agriculture made possible large, renewable food supplies that could be stored and consumed year-round. The availability of food plants, rich soils, a mild climate, and dependable water determined where farming was possible and where early civilizations arose. Improvements such as the plow, irrigation, and fertilization increased yields.''
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== Trivia ==
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* Originally, Farms required a Socket Unit (similar to [[Settlement]]s) called Fertile Fields. Farms also dictated the player's access to population (As houses were not added yet) making Action more common earlier in the game.
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** Farms originally were 3D instead of being a 2D .DCL (used for flat 2D images and fake-shadows) texture representing a cabbage field.
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*** There were also 6 visual types; Wheat, Olives, Berries, Cabbages and anachronistically Potatoes, and Corn.
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== Gallery ==
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<gallery>
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AoMFarm.png|Farm in-game
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farm2.jpg|Egyptian Laborers gathering food from Farms around a Granary.
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farm1.jpg|Atlantean Citizens gathering food from Farms.
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</gallery>
 
[[Category:Age of Mythology]]
 
[[Category:Age of Mythology]]
 
[[Category:Classical Age]]
 
[[Category:Classical Age]]
 
[[Category:Food]]
 
[[Category:Food]]
[[Category:Economy Buildings]]
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[[Category:Farms]]
[[Category:Mill]]
 

Revision as of 18:34, 24 May 2020

Info icon
This article is about the economic building in Age of Mythology. For the building in other games in the series, see Farm.

Template:Infobox Building In Age of Mythology, Farms are buildings that enable Workers to gather unlimited food. The cost of a Farm varies with different cultures. The high cost for the Atlanteans is presumably due to their Citizen's greatly enhanced work rate.

The Greeks, Norse, Atlanteans, and Chinese can build Farms in the Classical Age, but the Egyptians can do so in the Archaic Age. Like in other Age series games, only one Villager may work a Farm at a time. Farms do not hinder unit movement (unlike all other buildings), are very weak and can be destroyed very quickly. Moreover, another player's workers can take over an unoccupied Farm simply by beginning to gather from it.

Myth technologies

Strategy

On most maps, farming is not economically viable in the early game. Farms cost resources to build, while the other available food sources (animals and Berry Bushes) are free and yield food more quickly. Once these sources become more scarce and Farms have been upgraded, farming becomes more useful; by the late game, farming dominates food production. Farms should always be built in a secure area. Normally, this will be inside a player's base, preferably around to a Town Center, which acts as a drop-off point and can garrison and defend the farmers if necessary.

When capturing a player's base, rather than spending time razing farms, it may be a good idea to send workers to capture them once the area is safe enough.

Changelog

Age of Mythology

  • Originally, Egyptians farmed equally fast in all ages. With patch 1.03, they farm slower in the Archaic Age.

History

The ability to farm was one of the great advancements in human progress, because agriculture made possible large, renewable food supplies that could be stored and consumed year-round. The availability of food plants, rich soils, a mild climate, and dependable water determined where farming was possible and where early civilizations arose. Improvements such as the plow, irrigation, and fertilization increased yields.

Trivia

  • Originally, Farms required a Socket Unit (similar to Settlements) called Fertile Fields. Farms also dictated the player's access to population (As houses were not added yet) making Action more common earlier in the game.
    • Farms originally were 3D instead of being a 2D .DCL (used for flat 2D images and fake-shadows) texture representing a cabbage field.
      • There were also 6 visual types; Wheat, Olives, Berries, Cabbages and anachronistically Potatoes, and Corn.

Gallery