CIVILIZATION · SOUTHEAST ASIA
Khmer
Khmer are part of Age of Empires II, representing Southeast Asia and emphasizing elephants & siege. Their signature roster includes the Ballista Elephant. Buildings are not required to advance Ages or unlock other buildings.

Overview
Khmer are part of Age of Empires II, representing Southeast Asia and emphasizing elephants & siege. Their signature roster includes the Ballista Elephant. Buildings are not required to advance Ages or unlock other buildings.
Civilization identity
Khmer is classified as Southeast Asia and is centered on elephants & siege. Its defining roster entry is Ballista Elephant. This focus is a starting point for reading the technology tree, not a requirement to use only one unit line: the bonuses and matchup determine which parts of the roster are worth investing in. In team games, scorpions gain range; account for this while choosing allies and deciding which role the civilization should cover.
Civilization bonuses and their value
Each bonus applies to a specific part of the economy, army, or map plan. Read the effect together with its target: a discount matters when it changes a build or upgrade timing, while a combat bonus matters only when the affected unit or structure is actually fielded.
- Buildings are not required to advance Ages or unlock other buildings This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Battle Elephants move faster Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Farmers deposit food directly without a drop-off, though they work more slowly Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Villagers can garrison in Houses This affects economic tempo or worker efficiency and can change how quickly the civilization reaches its next production or Age-up timing.
Signature units and unique technologies
Ballista Elephant: An elephant-mounted bolt thrower that damages units in a line and can clear trees These units define the civilization’s distinctive options. Its unique technologies add later-game choices; compare their effects with the cost and research timing before committing resources.
- Tusk Swords: Battle Elephants gain attack
- Double Crossbow: Scorpions and Ballista Elephants fire an additional bolt
Civilization game plan
The guide below connects the civilization’s bonuses to an opening, a main army, a transition, and the principal risk to watch. Adapt the sequence after scouting rather than treating it as a fixed build order.
- Opening: Use the freedom to build production and advance without the usual prerequisite buildings to keep the opening adaptable.
- Core army: Battle Elephants, Ballista Elephants, and siege can combine into a strong push when resources support them.
- Transition: Use the economy and flexible building access to add Town Centers or military production without interrupting the plan.
- Watch for: The open build order can tempt overspending; keep Villager production and food income ahead of expensive units.
Technology tree gaps
This civilization-specific tree marks the units, research, and upgrades that are unavailable. Check the named production building or research line before planning a transition; the gaps can rule out an otherwise familiar counter or upgrade.
- Barracks: Champion, Gambesons, Squires
- Archery Range: Thumb Ring
- Stable: Paladin, Camel Rider, Steppe Lancer
- Siege Workshop: Siege Onager, Bombard Cannon
- Castle:
- Dock: Heavy Demolition Ship, Shipwright
- Monastery: Atonement, Heresy, Block Printing
- Defensive structures: Bombard Tower
- Blacksmith: Plate Mail Armor
- University: Bombard Tower, Arrowslits, Treadmill Crane, Shipwright, Incendiaries
- Lumber Camp: Two-Man Saw
- Market: Guilds, Requires
Team-game role
The team bonus is Scorpions gain range. This can help define a complementary team role. Coordinate it with allied civilizations that can use the bonus or cover a weakness in the roster.
Strategic identity
Signature unit: Ballista Elephant. Distinctive bonuses: Battle Elephants move faster. Farmers deposit food directly without a drop-off, though they work more slowly. Villagers can garrison in Houses. In team games, its team bonus is Scorpions gain range. Its unique technologies are Tusk Swords (battle Elephants gain attack); Double Crossbow (scorpions and Ballista Elephants fire an additional bolt).
Unique units
Team bonus
Scorpions gain range.
Civilization bonuses
Unique technologies
- Focus
- Elephants & siege
- Signature / category
- Ballista Elephant
- Release / context
- Rise of the Rajas
- Region
- Southeast Asia
- Classification
- Southeast Asian