So, I've been looking around a bit and I can't find anything that should set it's priority higher. I even grepped all the files for the word "beacon" and then the word "mimic" and looked at every place they're mentioned and, if it's there, i'm missing it. Closest I can find is in XGAIBehavior. First this is declared: var int BTPriorityTarget; // Priority Target specified by Behavior Tree for use in movement profile scoring. and then later: // If a visible mimic beacon exists, all destinations must have LoS to it.if( BTPriorityTarget > 0 && bScoringPriorityTarget ){TilePosition = XWorld.GetTileCoordinatesFromPosition(vPosition);PriorityTile = XWorld.GetTileCoordinatesFromPosition(ScoringPriorityLocation);if (!`XWORLD.CanSeeTileToTile(TilePosition, PriorityTile, VisInfo)){return false;}} Because of that, I did a bit of looking in some of the behavior tree files (X2AIBT*whatever* and X2Effect_RunBehaviorTree) and can't find anything specifically there. There are a bunch of scoring methods based on stats, so maybe there's a stat which the Mimic Beacon has an abnormally high value, but I can't find something like that anywhere (took another look through the various mimic beacon files and X2Action_CreateDoppleganger and didn't spot it). I didn't look as well as I possibly could have, so it's possible there's something there and I missed the line, but I figured since I spent a little time on that I should mention it, in case it gives you any ideas of where to look. And to give you a heads up there's nothing in any of the source files that ever DIRECTLY says to give the mimic beacon priority (at least not that uses the word "beacon" or "mimic" that I could see). Oh, and apparently mimic beacon is the only unit that is set bNeverSelectable, which I got from a few lines like this:if( bSkipUnselectable && CurrentUnitState.GetMyTemplate().bNeverSelectable ) // Currently includes only mimic beacons. So maybe there's a check for THAT somewhere in targeting priority, but I don't know. And now I'm off to do my real work. :)