Pretty much the above - gives more utility for monks converting the whole crew of a ship as well as all on board as passengers.
It also gives players the ability to allow huge swaths of ‘gift’ units to other players if wanted with less micro.
It more or less removes the need to instantly delete a converted transport just because the units inside already have remained faithful to their Homeland even while the whole crew changes factions.
Of course this doesn’t effect non-convertible units such as kings/queens/heroes/units of an allied player(even if that player happens to have enemied you while you have him/her allied)
This should also effect all garrison-able buildings and siege units such as rams and siege towers that are converted.
This will give monks a solid buff that generally makes sense.
I think this is too much of an edge case to be considered for balance changes.
One question I have: if a player converts a transport with a Ram in it, but doesn’t have redemption, what happens?
No that would be so OP. Once you get the conversion, you can control the ship, so you can just delete it or leave it stranded in the middle of the ocean. Either way its already a huge waste of resources for the player who got converted.
It’s less overpowered, if at all, because at the end of the day you won’t be able to build anything beyond the pop cap until units die, and they will. The point of conversions is to have a temporary advantage, rather than a near permanent one if you just reduce enemy pop caps by converting and then hiding said transports.
Both situations are currently rare until placed into common practice on a per player basis.
Except with the 180 vs 220 you still have a chance at destroying said transport before it lands and you immediately have pop space to produce proper unit counters for any emergency situations, where as 180 vs 200 with your pop cap stuck at 180 you’ve lost the ability to produce a counter and are forced to stick with the current units until they die or you find that missing transport which is deadly since the enemy will know where to bring any traps to place and will know almost exactly where to spring it and when.
Youre still ar a much larger disadvantage until you can recover. Not to mention the huge amount of resources you just gifted your opponent.
Sounds like someone getting punished for the decision they made. I fail to see the issue with losing pop space because you went for a tactic rhat failed and werent avle to snipe the transport
There is no need to changs it. and so far i hacent seen any support for this either.