thanks for the fast reply.
The key problem you are likely encountering is a group of units blocking each other trying to harvest a resource and not much space to do so.
Many things could be done to try to help with this but it speaks to a map that has very limited resources and a faction with lots of harvesters. This is not the best idea since you will always be crowded and fighting to get somewhere and will affect performance constantly.
-I forgot to say, that the atack-boost is not to "neutralize" this AI behavior but to "regulate" the distance the initiates walk, I agree with you that If this Behavior is deleted it would be a shambles. the attack boost just lets walk enough distance to the initiates to get room and move around, of this way the scatter behavior do its work and the faction have a better performance.
-The AI sometimes use this behavior of scattering, after attacking with a group of initiates when the enemy attack its base, this affects the faction too, although there´s this problem only in factions with workers that can attack. The attack boost help to minimize these two behaviors and get better the perfomance of the faction.
-But there is a colateral effect with the attack boost, you cant explore the map with initiates with the normal move command, you have to give a construction, repair or harvest command to can explore (this is the problem that I want to solve). the only idea that I have its that "scatter behavior" use other "move skill" diferent to the normal "move skill" and this diferent move skill can be in the initiate´s xml file to put the attack boost in it.
This attack boost give to Magic faction a good help, that´s the reason I want to keep it in the mod, but you like coder maybe you have another idea to resolve this flaw.