Khmer farm nerf: a mistake?

Why were Khmer farmers nerfed?

They already work slower than other farmers, and gather less overall res/min than a number of civs - especially with Wheelbarrow/Hand Cart.

I don’t know anyone in the community that has brought a reasonable reason to the table as to how the bonus is too strong. It isn’t. In late game it already starts to lose its objective value as a bonus due to eco upgrades.

Thoughts?

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Because Khmer farms are OP:

  • You get food instantly
  • There is no walking time to drop off point (-> you can gather food always)

I dont know why you think they farmers worked slower. Some nerf to Khmer farms were needed.

I dont know if the -3% workrate was the best nerf. But that is a complete other question.

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what made you think they gathered slower. they literally don’t have to travel to the mill and drop off food instantly. no more waiting for 20 food and a trip. no you get it now! and a 3% nerf isn’t that big of a nerf.

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Because it’s indeed true. Khmer have an hidden penalty to prevent the no drop off mechanic from making them the absolute best farmers, and the new 3% penalty is applied on top of the penalty that already existed.

You can go there to see why this happened Balancing the new khmer - #29 by CactusSteak2171 (bonus: you can see me arguing without knowing I was about to be proven wrong 11)

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Since when did they have this hidden penalty? Is it somewhere in de patch notes of an update?

Not, it’s the same kind of stuff as the Mayan penalty (except for Khmer it’s on purpose). Btw you can notice that in the Khmer in-game tech tree the new penalty isn’t mentioned either.

For me this is the best ‘scientific’ proof of the OP farms compared to most civs. If you have a better proof which shows Khmer fars arent great, please tell me. Just dont forgot you dont need multiple mills to farm efficient. You can use this extra wood to even make more farms. This is also an argument for there OP farms.

Feel free to show this is wrong and Khmer was already worse than generic civs.

I didn’t say they “aren’t great” I said there is a penalty to the “raw gathering rate” so that the effective gathering rate (ie. raw gathering rate + no drop off bonus) isn’t too good. Btw this video, taken out of context, would advertize the Khmer buffed farms as balanced since it shows they are inferior to Slav farms.

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no one is saying khmer farmers aren’t strong. were saying that it isn’t overpowered compared to bonuses other civs get.

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I already did tests of my own, as well, right after the initial patch. It isn’t as good as Slavs - it’s somewhere between Aztecs and Slavs. I trust Spirit more than my tests here though, since mine were fairly rudimentary. His said it’s worse than Aztecs and Slavs - so even worse than my tests. Aztec farmers aren’t that much better.

With this nerf, however, that would make them WORSE than every other civ once Hand Cart is researched, if we’re going by Spirit’s tests! Isn’t that odd to you?

Easy fix is to make wheelbarrow and hard cart affect Khmer farming rate to keep it at least in line with other civs for the late game. Making their eco bonus actually an eco nerf when players are playing properly is a major mistake.

I’d rather change the farmer bonus to drop off at houses. They wouldn’t have a top tier food eco that would make them too good but they would be better than many civs because you could just place 5 farms around a house so all can garrison if attacked. Late game would take a hit since usually farms are more erratic which means more walking distance but you need houses anyway for pop space and for villager protection so you could just spam several houses near farms. Usually you are floating wood anyway.

If that is too big of a nerf then also make farms 2x2 so less walking distance.

I think they would suck then. You still have to move, you would need to perfectly surround your farm eco with houses to make them better than mills, and it would take tons of micro in late game to spam houses and be able to actually use them as cover.

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