Civilizations · Minor civilization · Asia & Africa

Sufi Mosque

Religious native settlement present in Asian and African map pools. Maps: Borneo, Central Asia, Darfur, Deccan, Fertile Crescent, Horn, Indochina, Indonesia, Malaysia, Mongolia, Nile Valley, Silk Road, Siwa Oasis and Swahili Coast. A Trading Post or Inca Tambo unlocks limited recruitment and research.

APPLIES TO The Asian Dynasties (2007); also in Definitive Edition
Sufi Mosque in Age of Empires III
Sufi Mosque

Settlement & allied options

Current warrior Qizilbash is heavy cavalry with ranged and hand attacks; choose its mode for the target and use melee against infantry. Pilgrimage (250 Food, 250 Coin) delivers one Fattened Goat per two minutes elapsed, up to 30 minutes. Fasting (200 Wood, 200 Coin) gives Villagers, Fishing Boats and Abuns +10% gathering, but Villagers lose 40% hit points; Hacienda auto Food and Coin gathering rises 10%. Sharia (100 Food, 100 Coin) raises Settler, Villager and Hindu Villager limits by 10, or Coureur des Bois by 8.

Units, technologies & maps

Pilgrimage is delayed livestock income and suits longer games. Fasting trades worker safety for income, so use it when raids are controlled. Sharia helps when worker limits are restrictive. Earlier Asian Dynasties tables associated War Elephant with Sufi; Definitive Edition lists Qizilbash and places War Elephant with Bhakti Temple.

Qizilbash combine cavalry movement and anti-infantry damage

Qizilbash are Commerce Age heavy cavalry with 230 hit points, 20% ranged resistance and 6.75 speed. They cost 120 Food and 75 Wood and train in 38 seconds. Their 18-damage hand attack deals double damage to Infantry; they also have a 12.5-damage ranged attack at range 12 and a 12-damage trample attack. The ranged option does not make them ordinary ranged cavalry: their mobility and hand attack are central to the role, and they still need protection from anti-cavalry.

Choose a timed economy, gathering risk or worker capacity

Pilgrimage costs 250 Food and 250 Coin and supplies one 300-Food Fattened Goat every two minutes up to 30 minutes, a maximum of 15 goats. Fasting costs 200 Wood and 200 Coin; it raises gather rates by 10% for Villagers, Fishing Ships and Abuns and Hacienda automatic Food and Coin, but reduces Villager hit points by 40%. Sharia costs 100 Food and 100 Coin and increases training limits by 10 for Settlers, Villagers and Hindu Villagers, and by eight for Coureurs des Bois. These effects serve Food income, gathering throughput and worker-population capacity; none is a free unit delivery except the timed goats.

Secure the holy site before researching

A Trading Post or Inca Tambo built on a Sufi Mosque holy site unlocks the alliance. Sufi sites are listed across maps such as Deccan, Borneo, Central Asia, Horn, Malaysia, Nile Valley and Silk Road, among others. Scout the generated position and protect the post. Fasting’s worker-health penalty makes exposed gathering especially risky, while the goat stream rewards early research and a sufficiently long match.

Choose research for the resource or population bottleneck

These researches address different needs and have separate resource costs. Pilgrimage costs 250 Food and 250 Coin and adds delayed livestock rather than an immediate Food shipment, so it is more useful when the match can continue long enough to use the goats. Fasting costs 200 Wood and 200 Coin for a 10% gathering increase, but the 40% Villager hit-point reduction makes exposed workers easier to punish. Sharia costs 100 Food and 100 Coin and raises selected worker limits; it does not itself create Villagers. Match the choice to the current constraint, and account for the worker vulnerability before taking Fasting while under raid pressure.

Separate the settlement bonus from its military access

A Sufi Trading Post supplies both recruitment and research access, but those functions do not remove the need to choose and pay for the relevant option. Qizilbash is the listed current warrior: its heavy-cavalry role and ranged or hand attack modes let it respond to different targets, while the melee mode is the appropriate choice against infantry as the entry notes. Treat the settlement as a map-dependent support point rather than a complete army plan; its position, access route and the time needed to gather its research costs all affect whether it can help before the opponent contests the site.