Work in Progress: The Knights Templar and House of Lancaster civilizations aren't fully updated and miss stats, abilities and upgrades.
Explorer will continue to be updated over the next few weeks for both old and new civs.
Religious Building

Mosque

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.

Available for 5 civilizations

This unit is available for the below civilizations. Click on a civilization to see more detailed information, including specific bonuses and upgrades.

Produces

Researches

Patch History

Season Four Update

Garrison slots increased from 3 to 5.

Dome of the Faith now acts as a Mosque.

Season Three Update

Fixed an exploit allowing multiple free Scholars to be provided when two (first) Mosques finish construction simultaneously

Costs
200
0:25
Garrison

Can garrison up to 5 units

21002730 Hitpoints
05 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

Tranquil Venue

Age III

Mosque Technology

Mosques restore +4 health every second to units that are out of combat.

Costs
3:00
Unique

Tithe Barns

Age IV

Religious Technology

Relics placed in a Mosque 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 III

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

Slate and Stone Construction

Age III

Building Technology

All buildings gain +5 fire armor.

Costs
250
100
1:00

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