Civilizations · Minor civilization · Asia

Tengri Shrine

Minor civilization added in Age of Empires III: Definitive Edition, not the original Asian Dynasties. Maps: Central Asia, Eurasian Steppe, Manchuria, Mongolia, Siberia, Silk Road and Yamal. A Trading Post or Inca Tambo unlocks units and technologies for anti-cavalry, treasure hunting, livestock income and mounted tempo.

APPLIES TO Age of Empires III: Definitive Edition
Tengri Shrine in Age of Empires III
Tengri Shrine

Settlement & allied options

Tatar Archer is Commerce Age light ranged cavalry with rapid fire and strong bonuses vs cavalry and artillery, but low hit points leave it vulnerable to foot archers. Tengri Wolf counters guardians and pets; it costs 90 Food, trains in 20 seconds and is limited to five per site. Kumis (150 Wood, 150 Coin) sends one Yak carrying additional Food every three minutes, up to 30 minutes. Shaman Drums (100 Food, 100 Coin) reduces cavalry and shock-infantry train time by 10%. Wind Horses (350 Food, 350 Coin) adds 0.5 speed to cavalry and pets but reduces their rate of fire by 10%.

Units, technologies & maps

Keep Tatar Archers moving instead of trading at range. Tengri Wolves help clear guardians early and cost no population, but the site cap is low. Kumis rewards long games and livestock economies. Shaman Drums suits sustained mounted production. Wind Horses trades faster movement for slower firing, so consider its effect on ranged cavalry.

When to ally

Kumis is a timed rather than immediate Food grant: each Yak installment must arrive before it can support the economy, so earlier research matters in a long match. The Tatar Archer’s 13-range, rapid-fire attack is built around its strong bonuses against Cavalry, Shock troops and Artillery, but its low base damage and 155 hit points make protection essential. Tengri Wolves instead use their pet-class bonuses against Treasure Guardians and other Pets. Wind Horses is the broad mobility choice for Cavalry and pets, but its rate-of-fire modifier is separate from the +0.5 speed and should be checked on affected unit panels. Select the option that benefits units already in the army or a timed resource plan that can mature.

Tatar Archer is a fast anti-cavalry specialist

The Tatar Archer costs 90 Food and 55 Wood, trains in 35 seconds and has 155 hit points, 20% hand resistance and 7.25 speed. Its ranged attack deals 5 damage at range 13 every 1.2 seconds, with large bonuses against Cavalry, Shock troops and Artillery. Its raw damage is low and its profile is fragile, so it is a skirmishing counter rather than a front-line cavalry fighter. The Tengri Wolf is a separate pet unit: it has 115 hit points, costs 90 Food and moves at 5.25 speed, with bonus hand damage against Treasure Guardians and Pets.

Timed Yak deliveries and cavalry upgrades

Kumis costs 150 Wood and 150 Coin and takes 10 seconds; it provides one Yak with an additional 150 Food every three minutes of game time, up to 30 minutes, for at most ten deliveries. Shaman Drums costs 100 Food and 100 Coin and reduces Cavalry and Shock Troop training time by 10%. Wind Horses costs 350 Food and 350 Coin, takes 30 seconds, and increases Cavalry and pet speed by 0.5 while modifying rate of fire by 10%; check the affected unit panel for the active version’s cadence. These upgrades offer timed Food, replacement speed or movement and attack-cadence changes.

Tengri site access and map scouting

A Trading Post or Inca Tambo on a Tengri Shrine holy site unlocks its technologies and allied units; the Native Embassy is another training route. Tengri sites are listed on Central Asia, Eurasian Steppe, Manchuria, Mongolia, Siberia, Silk Road and Yamal. Scout the generated match and protect the settlement before relying on the longer-term Yak stream or cavalry upgrades.