21. Terrains
Terrains
Generals of Kaladan: Age of Crowns – Terrain capacity, combat bonuses, and strategic positioning
Each tile in Generals of Kaladan: Age of Crowns has a terrain type that affects:
- Maximum unit capacity
- Castle capacity
- Attack or defense bonuses when battles begin on or from that terrain
There are three terrain types:
- Field
- Forest
- Mountain
Every battle is influenced by the positioning of units on these terrains. Use this section as a reference to understand each tile's capacity and battlefield impact.
1. Field

Capacity
- Base Capacity: 4 units
- Capacity with Castle: 5 units
Combat Bonuses
- No attack bonus
- No defense bonus
Role
- Open ground
- Ideal for massed armies and large invasions
- Best terrain for armies relying on volume rather than bonuses
- Strategically flexible, but offers no inherent combat advantage
2. Mountain

Capacity
- Base Capacity: 3 units
- Capacity with Castle: 4 units
Combat Bonuses
When being attacked on a Mountain tile, defenders roll a D10
- This bonus applies only to defenders
- It provides stronger defensive presence on high ground
Role
- Defensive stronghold
- Best terrain for holding positions, especially with Shields or Ardan
- Excellent for Crown protection or choke-point control
- Harder to invade due to reduced attacker capacity (max 3 units unless Castle)
3. Forest

Capacity
- Base Capacity: 3 units
- Capacity with Castle: 4 units
Combat Bonuses
When attacking from a Forest tile, attackers roll a D10
- Bonus applies to attack rolls only
- Encourages using Forest tiles as staging grounds
Role
Offensive staging ground
Strong ambush potential
Works exceptionally well with:
- Archers
- Zhoji (Special Unit with D12 when rolling from Forest)
- Aggressive formations preparing for a strong first strike
4. Summary Table
| Terrain | Base Capacity | Capacity w/ Castle | Attack Bonus | Defense Bonus | Notes |
|---|---|---|---|---|---|
| Field | 4 | 5 | None | None | Largest tile; flexible, no bonuses |
| Mountain | 3 | 4 | None | Defenders roll D10 | Strong defensive tile |
| Forest | 3 | 4 | Attackers roll D10 | None | Best for aggressive strikes |
5. Strategic Notes
- Mountains are best for holding, slowing, and absorbing attacks.
- Forests are ideal launching points for powerful offensive maneuvers.
- Fields maximize capacity, which matters in large battles where tile limits dictate invasion strength.
When combined with Special Units, terrains can dramatically shift outcome probabilities:
- Zhoji improves dramatically from Forest
- Nanchi excels in Mountains
- Kimba dominates in Fields
- Ardan and Lauriel fit anywhere but prefer specialized positions
Understanding terrain is essential for predicting battle outcomes, staging invasions, and optimizing the placement of Crowns, Castles, and elite units.