No edit summary |
Kronocracy (talk | contribs) No edit summary |
||
(17 intermediate revisions by 7 users not shown) | |||
Line 1: | Line 1: | ||
{{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 |
+ | {{Infobox building |
− | | |
+ | |Image = AomFarmIcon.png |
− | | |
+ | |Name = Farm |
− | | |
+ | |Type = Economic |
+ | |Intro = {{Micons}} |
||
⚫ | |||
− | | |
+ | |Cost = {{resources|gold = 70}} <small>([[Egyptians (Age of Mythology)|Egyptians]])</small><br />{{resources|wood = 200}} <small>([[Atlanteans]])</small><br />{{resources|wood = 75}} <small>([[Greeks (Age of Mythology)|Greeks]], [[Norse]], [[Nü Wa]] and [[Shennong]])</small><br />{{resources|wood = 60}} (<small>[[Fu Xi]])</small> |
+ | |Time = 10 seconds |
||
− | |age = [[File:ClassicalAge.png|22px]] [[Classical Age]]<br>(Egyptians: [[Archaic Age]]) |
||
+ | |Age = {{Micons|Classical Age}}<br />{{Micons|Archaic Age}} <small>(Egyptians only)</small> |
||
− | | |
+ | |HP = {{tt|200|150 before The Titans; 400 for Atlanteans}} |
− | |use = Provides an unlimited source of [[food]] |
||
+ | |Use = Harvested by workers to produce unlimited [[food]] |
||
− | |civs = All |
||
+ | |Civilization = All |
||
+ | |HackArmor = 30% |
||
+ | |PierceArmor = 80% |
||
+ | |CrushArmor = 5% |
||
+ | |LOS = 6 |
||
}} |
}} |
||
− | In ''[[Age of Mythology]]'', '''Farms''' are [[ |
+ | In ''[[Age of Mythology]]'', '''Farms''' are [[Building (Age of Mythology)|buildings]] that enable [[Worker]]s to gather unlimited [[food]]. The cost of a Farm varies with different [[Civilization (Age of Mythology)|civilizations]]. 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 ( |
+ | 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. |
− | == |
+ | == Bonuses and myth technologies == |
− | * Hades |
+ | * {{Micons|Hades}}: +25% hit points. |
− | * |
+ | * {{Micons|Shaduf}} <small>([[Ptah]])</small>: -33% cost, -50% build time. |
− | * |
+ | * {{Micons|Sundried Mudbrick}} <small>([[Hathor]])</small>: +10% hit points, {{Resources|gold = -15%}} cost. |
− | * |
+ | * {{Micons|Titan Shield}} <small>([[Atlas (god)|Atlas]])</small>: +15% hack and crush armor. |
− | * |
+ | * {{Micons|Athenian Wall}} <small>([[Hera]])</small>: +20% hit points. |
− | * |
+ | * {{Micons|Rammed Earth}} <small>([[He Bo]])</small>: +10% hit points {{tt|and hack armor|with patch 2.7}}. |
− | * |
+ | * {{Micons|Five Grains}} <small>([[Huang Di]])</small>: Cost {{Resources|wood = -30%}}. |
== Strategy == |
== 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 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. |
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 spending time razing |
+ | 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 == |
== Changelog == |
||
− | === |
+ | === {{Micons}} === |
* 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]]. |
* 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 == |
||
− | + | {{Quote|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.|In-game help section}} |
|
== Trivia == |
== Trivia == |
||
* 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. |
* 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. |
||
** Farms originally were 3D instead of being a 2D .DCL (used for flat 2D images and fake-shadows) texture representing a cabbage field. |
** 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 |
+ | *** There were also 6 visual types; Wheat, Olives, Berries, Cabbages and anachronistically Potatoes and Corn. |
== Gallery == |
== Gallery == |
||
<gallery> |
<gallery> |
||
AoMFarm.png|Farm in-game |
AoMFarm.png|Farm in-game |
||
− | + | Farm2.jpg|Egyptian Laborers gathering food from Farms around a Granary. |
|
− | + | Farm1.jpg|Atlantean Citizens gathering food from Farms. |
|
</gallery> |
</gallery> |
||
+ | |||
− | [[Category:Age of Mythology]] |
||
⚫ | |||
+ | |||
[[Category:Classical Age]] |
[[Category:Classical Age]] |
||
[[Category:Food]] |
[[Category:Food]] |
Latest revision as of 12:48, 16 April 2024
This article is about the economic building in Age of Mythology. For the building in other games in the series, see Farm. |
In Age of Mythology, Farms are buildings that enable Workers to gather unlimited food. The cost of a Farm varies with different civilizations. 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.
Bonuses and myth technologies[]
- Hades: +25% hit points.
- Shaduf (Ptah): -33% cost, -50% build time.
- Sundried Mudbrick (Hathor): +10% hit points, -15% gold cost.
- Titan Shield (Atlas): +15% hack and crush armor.
- Athenian Wall (Hera): +20% hit points.
- Rammed Earth (He Bo): +10% hit points and hack armor.
- Five Grains (Huang Di): Cost -30% wood.
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. | ” |
—In-game help section |
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.
- Farms originally were 3D instead of being a 2D .DCL (used for flat 2D images and fake-shadows) texture representing a cabbage field.