Originally posted by SirPleb
Moonsinger: About your thought that if replaying you'd send just a couple of legionaries to the barbarian lands, I think you might need more - I originally sent two and they were quickly slaughtered. Later on I sent two groups of five, each with a Settler to build a town with Armamentarium for healing, and that was more than enough. Three or four in each group would probably have been fine, or five without the settler.
Yes, if we land four legionaries on a moutain, that would be a sure thing. Two legionaries may be barely enough. Base on the adventure of my two knights (the same defensive value as the legionary), clear out the barb island seem too easy for them. Here is the footnote of their adventure (the two knights, I was talking about):
1. They landed on the mountain ridge in the middle of the barb continent.
2. They were immediately attacked by a couple of barbs. Since they saw a dozen more barbs climbing at the bottom of the mountain, they decided to fortify behide a pile of rocks on the edge of the mountain. If necessary, their horsey could always kick some rock down upon their untamed foes.

3. They held their position at all cost. In another word, they did never attack any barbs, not even one. The barbs were launching wave after wave of horsemen and Zulu impies at them, but by the time the barbs reached the mountain top, they ran out of breath and gracefully died at the feet of the two knights.

4. Since the barbs had excellent communication, even those in the north pole and the south pole eventually found their way to the middle ridge. Eventually, they all (except the few to stay behide guarding their camps) came to die at the feet of the two knights.
5. After 40 turns, the barb homeland was clear for colonization.

Note: I lost about three galleys, a pikeman, and 2 legions to the squids and barb horsemen during the colonization process. The two knights were solely responsible for cleaning out the barb island and solving the puzzle. It was very easy for them to sit still watching sunrise and sunset while recording the name of the barbs. Since the barbs can move only 1 square per turn, my two brave knights felt like they had all the time in the galaxy singing song and healing up all their wounds before the next wave of attack.
