Skip to content

Civilizations

Khmer

Verified

Siege and Elephant civilization

Flexible eco civ that skips building requirements, farms without drop sites, then wins with Scorpions, elephants, and Cavalier.

Idle Villager is current for Update 177723, with minor updates through 180059. Facts on this page were checked on 2026-09-19. Counters are not unconditional. Numbers, upgrades, terrain, and micro change the fight.

Best build

Fast Castle

Open land, 1v1 · 1v1 random map

  1. Sheep
  2. Wood
  3. Boar
  4. Berries
  5. Farms
  6. Click Castle
  7. Castle Age
  8. Stable or extra TC
  9. Knights or boom

Times are glance marks, not a streamer clock. Loom, animal spawn, and idle villagers move them. Food in the bank matters more than the minute. Khmer skip the building requirement to click up. You still need the food, wood, and gold. Farms do not need a Mill.

Quick overview

Beginner difficulty: moderate. The bonuses forgive messy build orders, but the army is expensive and melts to pikes, monks, and Onagers if you autopilot elephants.

Main strengths: Farming without drop-off, Scorpion range and Double Crossbow, Fast Battle Elephants, Unpredictable Feudal and Castle openings

Bonuses

Verified fact. Wording follows the in-game civilization string.

  • No buildings required to advance to the next Age or to unlock other buildings
  • Farmers don't require Mills or Town Centers to drop off food
  • Villagers can garrison in Houses
  • Battle Elephants move +10% faster

Team bonus: Scorpions +1 range

Unique units and unique techs

  • Ballista Elephant: Khmer unique siege cavalry. A durable mounted bolt thrower that can cut trees and hold a fight better than a Scorpion.

Tusk Swords (Castle Age)

Battle Elephants +3 attack

Cost: 300 wood, 450 gold. Research time: 40s.

Double Crossbow (Imperial Age)

Ballista Elephants and Scorpions fire an additional projectile

Cost: 700 food, 400 gold. Research time: 40s.

Strong army options

Scorpion ball

Heavy Scorpions with Siege Engineers, Double Crossbow, and a meat shield of Hussars or Battle Elephants. This is the identity army. Keep Onagers and BBC off it.

Cavalier plus support

Khmer Knights are fully upgradable through Cavalier with Bloodlines and Husbandry. Use them on open maps when elephants are too slow.

Elephant hammer

Battle Elephants with Tusk Swords, plus Scorpions so the opponent cannot just make Halberdiers. Slow and greedy. Better when you already have map control.

Archer into Castle siege

You have Arbalesters without Thumb Ring. Fine as a Castle transition, not the Imperial plan.

Important missing units and upgrades

Verified from the aoe2techtree dat extract.

Missing units: Champion, Paladin, Siege Onager, Bombard Cannon, Camel Rider

Missing upgrades: Thumb Ring, Squires, Plate Mail Armor, Gambesons, Shipwright

Common weaknesses

  • No Bombard Cannon, so enemy Onagers are harder to snipe
  • Infantry is thin: no Champion, Squires, or Plate Mail
  • No Thumb Ring on archers and Cavalry Archers
  • Elephants and Ballista Elephants eat monk fire

How opponents exploit them

Strategic advice on top of the missing-tech facts above.

  • Mass Halberdiers plus monks vs elephants
  • Onagers or BBC vs the Scorpion pack
  • Archer plus spear, which Khmer infantry cannot comfortably answer
  • Relic denial and Light Cavalry vs greedy Fast Castle

Practical counters this civ can field

Limited to units this civilization can actually train in the published set.

  • Scorpion

    Best unique answer. Team bonus range plus Double Crossbow.

  • Spearman

    You do get Halberdier. Use them vs Knights and enemy elephants.

  • Knight

    Cavalier is real. Paladin is not.

  • Battle Elephant

    Faster than generic. Still loses to a wall of pikes.

  • Hand Cannoneer

    Late pike answer because BBC is missing.

Recommended openings

Fast Castle into extra Town Centers or a Siege Workshop

Open land, 1v1

Because you can click Castle Age without a building requirement, greedy Castle times are common. Do not treat that as a free win. You still need villagers, farms, and a plan when you arrive.

Feudal Scouts or Archers

Open land, 1v1

The farm bonus supports food-heavy Scout play and also supports adding ranges. Scout first if you see a straight line to their wood.

Age-by-age timeline

This is gameplay progression, not real-world history. Timings are approximate. Each age states its assumptions.

Dark Age

1v1 random map on an open land map. Food from sheep, boar, berries, then farms. No exact minute marks. Click-up time depends on villager count and idle time.

Priorities: Houses for pop and for garrison Food. Farms can go down without a Mill if you choose that path. A stable Scout for map control

Openings: Standard Dark Age: sheep, lumber, boar, berries. A Mill is still useful for farms later even though drop-off is not required.

Power spikes: None yet. The bonus is convenience, not free army.

Upgrades: Loom when you take boar

Feudal Age

1v1 random map on an open land map. Food from sheep, boar, berries, then farms. No exact minute marks. Click-up time depends on villager count and idle time.

Priorities: Decide Scouts, Archers, or a quiet farm-up Blacksmith if you commit to military Keep making farms. Food arrives instantly from farmers.

Openings: Scout rush Archers Man-at-Arms into a follow-up Greedy linger into Castle Age

Power spikes: Any Feudal army is easier to fund because farms do not idle on drop-off walks.

Upgrades: Double-Bit Axe Fletching or Forging depending on the army Bloodlines if you are on Scouts

Castle Age

1v1 random map on an open land map. Food from sheep, boar, berries, then farms. No exact minute marks. Click-up time depends on villager count and idle time.

Priorities: Two or three Town Centers if you are safe A Siege Workshop when you want Scorpions Stable for Knights or elephants Monastery vs enemy Knights

Openings: Knights Crossbows Scorpions behind a few Pikes Battle Elephants if you already own the map

Power spikes: First Scorpion pack with Ballistics Knight numbers with Bloodlines Tusk Swords if you committed elephants

Upgrades: Ballistics Bow Saw Crossbow or Pikeman as needed Tusk Swords only if elephants are in the plan

Imperial Age

1v1 random map on an open land map. Food from sheep, boar, berries, then farms. No exact minute marks. Click-up time depends on villager count and idle time. Imperial fights assume both players have extra Town Centers and a Castle.

Priorities: Heavy Scorpion, Siege Engineers, Chemistry, Double Crossbow if siege is the plan Cavalier if Knights are the plan Halberdier vs enemy cavalry Hand Cannoneers if they mass pikes and you have no BBC

Openings: Deathball of Heavy Scorpions plus elephants or Hussars Cavalier plus Skirmishers Siege Rams into a closed position

Power spikes: Double Crossbow Scorpions at range 8, or 9 with Siege Engineers plus the team bonus Elite Battle Elephants with Tusk Swords

Upgrades: Heavy Scorpion Siege Engineers Double Crossbow Cavalier Halberdier Chemistry

Common mistakes

  • Clicking Castle Age with too few villagers because the building skip feels like a shortcut.
  • Massing elephants into obvious Halberdiers.
  • Scorpions with no front line.
  • Forgetting Ballistics on Scorpions.
  • Expecting Paladin or BBC in Imperial Age.

Balance notes

In-game bonus text does not list a farmer work-rate penalty. Community changelogs record farmers working 5% slower after update 42848, as a balance on the instant drop-off. Instant drop-off still saves walk time. SourceSource

Bombard Cannon was removed from Khmer in update 36906. Supplies was removed in update 37650. Treadmill Crane was removed in update 44725. Hussar and Faith were added in Definitive Edition. Source

Battle Elephant speed bonus was reduced from 15% to 10% in update 42848. Current in-game string is +10%. SourceSource