"When you click on him it selects All the Knights he's grouped with as they are in a "unit" which is in formation."
Sorry. How did he become a group leader of 10? We would maintain all produced group values, just combine those into larger combo groups, all totally disbandable with a click.
In this instance "He" isn't a group leader. He's just one of the ten knights. In that example I was using the game mechanics from the Total War games. If you have a unit of 50 Knights in MedTW:2 on the field, and you zoom in and lick one knight out of the 50, you select all 50 of them because that is a unit. That number doesn't have to be 50 or 10. I want to say you can have up to 99 or 100 knights per-unit in Med2:TW. I don't feel like firing up the game right-this-second to tell you the exact number. Perhaps I didn't explain that too clearly, my bad.
The idea you mention of "disbanding with a click" sounds good though. I can see where that would be very useful.
I have a question. I'm not particularly well-informed about memory usage. In Total War, there is a limit of 20 units on-screen at once because most people's computers couldn't handle more than that simultaneously, whether because of the memory issues of loading so many units at once, or because of the computing/graphical power needed to animate them all I dunno.
Does Elemental's combat now being turn-based () change things up at all? Will some of those hardware limitations be less restrictive now?
Also, memory limitations couldn't possibly be the reason for why we couldn't split up squads in TW during combat. Splitting up a squad of 40 soldiers into two squads of 20 soldiers, to be recombined at the end of combat, shouldn't take up more memory... I think it was just a matter of either keeping things simple, not enough time/resources to implement it, or a limitation of the engine.
I can "attempt" to answer this in part, Pigeon. I can't answer entirely as I'm not privy to the memory usage information specific to Elemental. As for the Total War games though...yeah, I've modded the hell out of them and can explain Lots.
Do you remember the Cinematic made with "In Game" footage that starts every time you start a game of "Med2: TW"? You see how it shows Thousands of units on screen at once? They unlocked the "unit-caps" to make that movie. They have at least 30 to 40 units on screen on one side during the siege of the castle. Just look at the amount of cavalry alone. easily a few hundred and that's not counting the "Footmen" and other unit types. Then clearly it shows another army coming to attack the besiegers.
The computers they used "In House" to make that opening video for the game would be considered a "Super-Computer" compared to what the average user has in their own home. Even my Quad Core computer with 6 Gigs of Ram and a $500 graphics card can't push THAT MANY units at once without some kind of lag. 20 Units per side is even HARD CODED into the game, last I knew anyway. Current Mods might have been able to change that, I don't know.
It's Hard Coded because of Memory Limitations exactly like you guessed. They didn't want the average user to have so many units on screen at once that it made the game look like it ran bad or slow. They added the unit cap so that people's machines didn't freeze up or become laggy every time they went into a tactical battle.
I don't know "why" exactly we couldn't split up units mid battle in the TW games. My guess would be simply because they didn't design it to be able to, and not a memory limitation. 40 Soldiers is 40 Soldiers and will use the same amount of memory either way. So they either just didn't think people would want to split a unit like that in the middle of a fight, or it was a limitation of the engine. I don't know that part for sure though, that's just a "educated guess".