Talk:Bugs/@comment-26393217-20150620184823/@comment-26393217-20150621095940

Yes, there should be some rather elaborate algorithm:

If near a keep / If a converter is near (not so wise to have one travel through half the map) / If building a level 1 keep nearby is wise / If the buildings worth it (some ratio involving building cost, tier, uniqueness). And/or allow for a random chance of being "silly", if systematic behaviour isn't wanted (e.g. if not near a keep: 20% move a converter to location / 80% consider them as enemy).