>>2095054well they are adding this
https://www.grandtactician.com/thecivilwar/blog/articles/new-unit-system
The Rebuilt System
Just tinkering with the old unit system would have improved the situation in general by a limited degree. For that reason, we scrapped the old system completely and rebuilt the new one using the knowledge we’ve gained and also modern tools that have only become available more recently.
In the updated GT engine, units are built differently. Instead of using set coy blocks like Legos, we determine the composition of whole units, soldier by soldier. Each unit can contain many different soldier types including special ones such as officers, and drummers, each with their own 3D models and animations. The per soldier data also contains info for combat simulation. What this allows, for example, is units engaging in multiple directions depending on the combat situation and using different kinds of firing systems, such as different numbers of ranks firing simultaneous volleys or in succession.
The units now have more flexible formations for different combat situations they can assume depending on conditions around the unit, the situation of the unit itself, and the training level. As an example, a cavalry unit may use different formations for marching, battlefield movement, ranged engagement, skirmishing, and a few different for charging. Together with the more flexible firing mechanisms and ability to fight in multiple directions the battle micro-AI will have fewer difficulties in countering player’s moves on the lowest, i.e. unit, level. (The battle AI is divided into unit-level “micro-AI” that reacts to surrounding conditions and a “macro-AI” that handles moving groups of units and assigning stances.)
From a management point of view, drill is more important than before, as raw troops cannot perform the more complex maneuvers as a cohesive unit. This limits their effectiveness even more compared to GT1.