← All studies

Study · Economy · Farms

Which civ farms best?

We measured what a farmer really brings in, civ by civ and age by age, across more than 1,400 tests in game conditions. The surprise: a farm has a top speed, and from the Castle Age on it is the farm, not the farmer, that decides the ranking.

24 / min
food: the top speed at which a farm grows. No farmer does better, except for a few civs.
+15%
more food for the Slavs in the late game: 816 per minute with 30 farmers, against 708 for a typical civ.
0%
gain for farmers from Hand Cart in the Castle Age: they empty the farm faster and wait longer.
42 to 113
wood per minute to reseed the farms of 30 farmers, depending on the civ: the real hidden gap of the late game.

A farm grows, it does not just empty

People often picture a farm as a pile of 175 food that the farmer empties. In fact it works like a small field that grows: its food appears bit by bit, at most 0.4 per second, or 24 per minute, and the farmer can only gather what has already grown. If he is faster than the farm, he empties its stock and waits.

A farmer can gather 0.53 food per second, or 32 per minute. Yet he only brings back 20 per minute in the Dark Age and 23 in the Castle Age. Where does the rest go? He moves to a new spot on his farm four times per load and gathers nothing during those few steps, he walks to the mill or town center and back, he reseeds his farm when it runs out and, from the Castle Age on, he waits for the farm to grow back.

What a farmer spends his time on

GatheringWalking (farm and drop-off)Waiting for the farmReseeding and the rest
0%25%50%75%100%DarkDark · Gathering : 61%61%Dark · Walking (farm and drop-off) : 30%30%Dark · Waiting for the farm : 0%Dark · Reseeding and the rest : 9%9%FeudalFeudal · Gathering : 69%69%Feudal · Walking (farm and drop-off) : 24%24%Feudal · Waiting for the farm : 0%Feudal · Reseeding and the rest : 7%CastleCastle · Gathering : 73%73%Castle · Walking (farm and drop-off) : 14%14%Castle · Waiting for the farm : 10%10%Castle · Reseeding and the rest : 3%ImperialImperial · Gathering : 73%73%Imperial · Walking (farm and drop-off) : 14%14%Imperial · Waiting for the farm : 10%10%Imperial · Reseeding and the rest : 3%
Typical civ, farms next to the town center or mill, the age’s eco upgrades done. In the Dark Age a third of the time goes on walking; in the Castle Age Wheelbarrow and Hand Cart cut the walking, but the farmer starts waiting for his farm.

The ranking, age by age

For each civ, eight farmers on eight well-placed farms for 25 minutes, reseeding included, across three different games. Up to the Feudal Age, civs that speed up their farmers lead. In the Castle Age almost everyone hits the farm’s limit: most civs end up between 23.2 and 23.6 per minute, and only six civs stand out.

Food per minute per farmer

CivDarkFeudalCastleImperial
Slavs22.725.527.127.1
Khmer21.523.423.823.8
Aztecs21.222.723.623.1
Poles20.723.324.324.5
Romans20.423.124.624.6
Danes20.423.224.624.6
Mayans20.121.123.924.3
Typical civ19.722.123.423.5
Chinese19.522.223.223.2
Median of three games per civ. Typical civ: the forty or so civs without a farm bonus.

Strong starters, strong finishers

SlavsKhmerTypical civ
182022242628DarkFeudalCastleImperialSlavs · Dark : 22.7Slavs · Feudal : 25.5Slavs · Castle : 27.1Slavs · Imperial : 27.1Khmer · Dark : 21.5Khmer · Feudal : 23.4Khmer · Castle : 23.8Khmer · Imperial : 23.8Typical civ · Dark : 19.7Typical civ · Feudal : 22.1Typical civ · Castle : 23.4Typical civ · Imperial : 23.5
Food per minute per farmer. The reference line marks the top speed of an ordinary farm (24 per minute).

Why some bonuses fade in the Castle Age

There are two kinds of farm bonus. Those that make the farmer more efficient: the Khmer never walk to drop off, Aztec farmers carry more. They shine in the Dark and Feudal Ages, when the farmer still spends a third of his time walking. But once Wheelbarrow and Hand Cart are in, the farmer is already faster than the farm: making him faster still is useless, he just waits longer. The Khmer go from +9% in the Dark Age to +2% in the Castle Age.

And then there are bonuses that make the farm itself more generous. They are the only ones that let a farmer go past 24 per minute, and so the only ones that really matter in the late game.

The five civs that go past 24 per minute

Food per minute per farmer in the Imperial Age

22232425262728Slavs : 27.127.1SlavsRomans : 24.624.6RomansDanes : 24.624.6DanesPoles : 24.524.5PolesMayans : 24.324.3MayansKhmer : 23.823.8KhmerTypical civ : 23.523.5Typical civ
The line marks the top speed of an ordinary farm, 24 per minute. The Khmer, just below, hit it like everyone else.

Slavs, 27.1 per minute. Their farms grow 15% faster than everyone else’s: their ceiling rises from 24 to 27.6 per minute. And since their farmers are faster too, they can keep up with this more generous farm, which an ordinary farmer could not. The result: +16% per farmer in the Castle and Imperial Ages, the biggest lead of any civ at any age. It is the only bonus that never runs out of steam.

Romans, 24.6 per minute. Same idea on a smaller scale: farms that grow 5% faster (25.2 per minute at most) and slightly more efficient villagers. A quiet bonus, but there at every age.

Danes, 24.6 per minute. Here the farm does not grow faster: every food drop-off is worth 5% more than what the farmer was carrying. The farmer hits the farm’s limit like everyone else, but what he brings back is worth more. The downside: without Crop Rotation, their farms run out quickly and cost them a lot of wood.

Poles, 24.5 per minute. Their bonus comes from the mill: their farmers gain extra food when they work around it. It is in fact the only civ whose farms around the mill bring in more than those around the town center. To benefit, you have to cluster your farms around mills.

Mayans, 24.3 per minute. The oddest case. Their resources last 15% longer: every bit of farm harvested is worth a little more, which raises their ceiling to 27.6 per minute, like the Slavs. But their farmers work more slowly and cannot reach it: last of all in the Feudal Age (21.1), they climb back above 24 in the Imperial Age, with farms that also last longer.

And the others? The Khmer, Aztecs and Burgundians have genuine farm bonuses, but they speed up the farmer, not the farm. Once the farmer is faster than his farm, they have nothing left to give: they all end up between 23 and 24 per minute.

Hand Cart does nothing for your farmers

This is the most unexpected consequence of that top speed. In the Castle Age our tests give farmers the same rate with or without Hand Cart (even a hair lower with it: they carry more, empty the farm faster and wait longer for it to grow back). Hand Cart is still worth it, but for other reasons: +7% for lumberjacks and +3% for gold miners. Wheelbarrow, on the other hand, still gives farmers +9%.

Late game: 30 farmers

For the late game we put 30 farmers in the Imperial Age around two town centers and two mills, and measured the food coming in over an hour of play, reseeding included. At 30, farmers do not get in each other’s way: each brings in as much as at eight.

Food per minute with 30 farmers in the Imperial Age

0100200300400500600700800SlavsSlavs : 816.000816RomansRomans : 748.000748DanesDanes : 743.000743PolesPoles : 733.000733MayansMayans : 729.000729KhmerKhmer : 727.000727SiciliansSicilians : 716.000716Typical civTypical civ : 708.000708ChineseChinese : 703.000703
“Typical civ”: the forty or so civs without a farm bonus, all between 706 and 709.

In practice, 708 food per minute keeps about six stables of knights running non-stop. The Slavs almost run a seventh with the same 30 farmers, or field the same army with 26 farmers instead of 30.

Work out your economyHow many farmers, lumberjacks and miners to keep producing what you want, with your civ and at your age: our villager calculator uses these measurements.Open the calculator

The real hidden gap: farm wood

An exhausted farm costs 60 wood to reseed. What changes from civ to civ is how much food a farm holds before it runs out: 550 with all three mill upgrades, only 375 for civs without Crop Rotation. The Sicilians have huge farms (about 1,000 food) and the Teutons cheaper ones. With 30 farmers, the difference adds up to dozens of wood per minute.

Wood per minute to reseed the farms of 30 farmers

020406080100120SiciliansSicilians : 42.00042TeutonsTeutons : 46.00046With Crop RotationWith Crop Rotation : 77.00077SlavsSlavs : 89.00089ChineseChinese : 102.000102Without Crop RotationWithout Crop Rotation : 113.000113
Imperial Age, steady state. Civs without Crop Rotation: Britons, Danes, Armenians, Bohemians, Koreans, Turks, Japanese, Mongols, Celts and about ten others.

A Teuton or Sicilian player therefore saves 30 to 35 wood per minute compared with a typical civ, and almost 70 compared with civs without Crop Rotation: enough for a trebuchet’s wood every six minutes. The Chinese, for their part, have slightly bigger farms but no Crop Rotation, and finish last on both food and wood.

Tests run in an environment that reproduces the game exactly (12 October 2026 build), starting from the beginning of recent real ranked games on Arabia, Arena and a third land map. For every playable civ except the Khitans (who have no farms), three games in which a player plays that civ: 8 farmers on 8 farms next to the town center or mill, 25 minutes per age, the age’s eco upgrades done, farms reseeded automatically, 1,320 tests in all. Late game: 30 farmers in the Imperial Age around two town centers and two mills, one hour of play measured, two games per civ. Values are medians across games. The breakdown of a farmer’s time combines the measurements with how farms behaved in these tests.