Religious Building

Prayer Tent

Mongols
Produces religious units and houses religious technologies. Starting in the Castle Age (III), religious units can pick up Relics and place them in this building to generate Gold.

Produces

Researches

Patch History

Patch 10.0.576

Prayer Tents no longer grant vision on pre-placement after researching Monastic Shrines.

Season Three Update

Fixed an issue where the Prayer Tent’s command card could sometimes display unintended duplicate buttons

Costs
200
0:25
21002730 Hitpoints
0 Fire Armor
5053 Ranged Armor
Line of Sight5.556TILES

Technology Upgrades

Tithe Barns (Improved)

Age IV

Religious Technology

Relics placed in a Prayer Tent provide an income of +60 Food, +60 Wood, and +15 Stone every minute. If Tithe Barns has already been researched, increase the income of Food and Wood by +20 and Stone by +5 instead.

Costs
500
500
1:00
Unique to Mongols

Monastic Shrines

Age IV

Production Technology

Prayer Tents allow Improved Production within their influence even without an Ovoo.

Costs
100
225
0:45
Unique to Mongols

Tithe Barns

Age IV

Religious Technology

Relics placed in a Prayer Tent provide an income of +40 Food, +40 Wood, and +10 Stone every minute.

Costs
500
1:00

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

Costs
150
350
1:00

Court Architects

Age IV

Building Technology

Patronage of the finest builders increases all building health by +30%.

Costs
700
300
1:30

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

Costs
50
125
1:00

Insulated Helm

Age III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

Costs
100
250
1:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

Costs
50
125
1:00

Master Smiths

Age IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

Costs
150
350
1:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

Costs
100
250
1:00

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