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Another technique is to mimic that used by Napoleonic battalions (and probably as far back as Greek phalanxes if not further).

Frontage is generally maintained constant, and as a man falls (in any rank except the back) he is replaced by the man directly behind him stepping forward. The back rank is shuffled by the NCO's to ensure a few men at the extreme of each flank, and otherwise to fill in evenly.

The frontage is only reduced when the back rank falls below pre-specified densities. Likewise, when the back rank is overfull the extras first start filling in an additional rank from both flanks in, and then the frontage is increased.

When changing frontage, I suggest having your bots file out from the back rank to both flanks when increasing frontage, and filing in from both flanks to the back rank when reducing frontage.

If I am correct in inferring that you are looking for a "military" impression, and having your bot organizations look like phalanxes, I believe this ordered re-arrangement is a better way to achieve that end.

Update:
One simple way to manage the back row is to divide the back-row units into three squads: one on each flank and one in the centre. Depending on whether the frontage is odd or even, and whether the number of back-row units is congruent to 0,1,or 2 mod 3, there are exactly six cases to manage.

As an enhancement to the above, consider spacing the last unit(s) of each back-row squad once the fill drops below a threshold, like this:
xxx.x....x.xxx.x....x.xxx
or this:
xx.x.x...x.xxx.x...x.x.xx
A bit more work, for an even better appearance.

Update #2:
An additional thought on formation depth. The impact of volley fire, combined with the modern bayonet, made depths of 3 or 4 adequate in the late 18th and early 19th century. (The British rarely fought in 2 ranks, contrary to popular belief, until late in a battle; for one, it made their lines too long to form square quickly.) Prior to that it was common to have greater depths, perhaps up to 8 or 10 for a Greek phalanx equipped with Sarissa. Choose a depth that creates the impression you desire.

Armies in real life try to maintain unit frontage as long as possible, at the expense of increased unit brittleness, as this makes laying out a battlefield simpler. Caesar at Pharsalus deliberately reduced his unit depth to increase frontage to match that of Pompey's forces. As the quote goes: "We win or die today; Pompey's men have other choices." (which Caesar had cleverly and carefully ensured, of course).

Another technique is to mimic that used by Napoleonic battalions (and probably as far back as Greek phalanxes if not further).

Frontage is generally maintained constant, and as a man falls (in any rank except the back) he is replaced by the man directly behind him stepping forward. The back rank is shuffled by the NCO's to ensure a few men at the extreme of each flank, and otherwise to fill in evenly.

The frontage is only reduced when the back rank falls below pre-specified densities. Likewise, when the back rank is overfull the extras first start filling in an additional rank from both flanks in, and then the frontage is increased.

When changing frontage, I suggest having your bots file out from the back rank to both flanks when increasing frontage, and filing in from both flanks to the back rank when reducing frontage.

If I am correct in inferring that you are looking for a "military" impression, and having your bot organizations look like phalanxes, I believe this ordered re-arrangement is a better way to achieve that end.

Update:
One simple way to manage the back row is to divide the back-row units into three squads: one on each flank and one in the centre. Depending on whether the frontage is odd or even, and whether the number of back-row units is congruent to 0,1,or 2 mod 3, there are exactly six cases to manage.

As an enhancement to the above, consider spacing the last unit(s) of each back-row squad once the fill drops below a threshold, like this:
xxx.x....x.xxx.x....x.xxx
or this:
xx.x.x...x.xxx.x...x.x.xx
A bit more work, for an even better appearance.

Another technique is to mimic that used by Napoleonic battalions (and probably as far back as Greek phalanxes if not further).

Frontage is generally maintained constant, and as a man falls (in any rank except the back) he is replaced by the man directly behind him stepping forward. The back rank is shuffled by the NCO's to ensure a few men at the extreme of each flank, and otherwise to fill in evenly.

The frontage is only reduced when the back rank falls below pre-specified densities. Likewise, when the back rank is overfull the extras first start filling in an additional rank from both flanks in, and then the frontage is increased.

When changing frontage, I suggest having your bots file out from the back rank to both flanks when increasing frontage, and filing in from both flanks to the back rank when reducing frontage.

If I am correct in inferring that you are looking for a "military" impression, and having your bot organizations look like phalanxes, I believe this ordered re-arrangement is a better way to achieve that end.

Update:
One simple way to manage the back row is to divide the back-row units into three squads: one on each flank and one in the centre. Depending on whether the frontage is odd or even, and whether the number of back-row units is congruent to 0,1,or 2 mod 3, there are exactly six cases to manage.

As an enhancement to the above, consider spacing the last unit(s) of each back-row squad once the fill drops below a threshold, like this:
xxx.x....x.xxx.x....x.xxx
or this:
xx.x.x...x.xxx.x...x.x.xx
A bit more work, for an even better appearance.

Update #2:
An additional thought on formation depth. The impact of volley fire, combined with the modern bayonet, made depths of 3 or 4 adequate in the late 18th and early 19th century. (The British rarely fought in 2 ranks, contrary to popular belief, until late in a battle; for one, it made their lines too long to form square quickly.) Prior to that it was common to have greater depths, perhaps up to 8 or 10 for a Greek phalanx equipped with Sarissa. Choose a depth that creates the impression you desire.

Armies in real life try to maintain unit frontage as long as possible, at the expense of increased unit brittleness, as this makes laying out a battlefield simpler. Caesar at Pharsalus deliberately reduced his unit depth to increase frontage to match that of Pompey's forces. As the quote goes: "We win or die today; Pompey's men have other choices." (which Caesar had cleverly and carefully ensured, of course).

added 552 characters in body
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Another technique is to mimic that used by Napoleonic battalions (and probably as far back as Greek phalanxes if not further).

Frontage is generally maintained constant, and as a man falls (in any rank except the back) he is replaced by the man directly behind him stepping forward. The back rank is shuffled by the NCO's to ensure a few men at the extreme of each flank, and otherwise to fill in evenly.

The frontage is only reduced when the back rank falls below pre-specified densities. Likewise, when the back rank is overfull the extras first start filling in an additional rank from both flanks in, and then the frontage is increased.

When changing frontage, I suggest having your bots file out from the back rank to both flanks when increasing frontage, and filing in from both flanks to the back rank when reducing frontage.

If I am correct in inferring that you are looking for a "military" impression, and having your bot organizations look like phalanxes, I believe this ordered re-arrangement is a better way to achieve that end.

Update:
One simple way to manage the back row is to divide the back-row units into three squads: one on each flank and one in the centre. Depending on whether the frontage is odd or even, and whether the number of back-row units is congruent to 0,1,or 2 mod 3, there are exactly six cases to manage.

As an enhancement to the above, consider spacing the last unit(s) of each back-row squad once the fill drops below a threshold, like this:
xxx.x....x.xxx.x....x.xxx
or this:
xx.x.x...x.xxx.x...x.x.xx
A bit more work, for an even better appearance.

Another technique is to mimic that used by Napoleonic battalions (and probably as far back as Greek phalanxes if not further).

Frontage is generally maintained constant, and as a man falls (in any rank except the back) he is replaced by the man directly behind him stepping forward. The back rank is shuffled by the NCO's to ensure a few men at the extreme of each flank, and otherwise to fill in evenly.

The frontage is only reduced when the back rank falls below pre-specified densities. Likewise, when the back rank is overfull the extras first start filling in an additional rank from both flanks in, and then the frontage is increased.

When changing frontage, I suggest having your bots file out from the back rank to both flanks when increasing frontage, and filing in from both flanks to the back rank when reducing frontage.

If I am correct in inferring that you are looking for a "military" impression, and having your bot organizations look like phalanxes, I believe this ordered re-arrangement is a better way to achieve that end.

Another technique is to mimic that used by Napoleonic battalions (and probably as far back as Greek phalanxes if not further).

Frontage is generally maintained constant, and as a man falls (in any rank except the back) he is replaced by the man directly behind him stepping forward. The back rank is shuffled by the NCO's to ensure a few men at the extreme of each flank, and otherwise to fill in evenly.

The frontage is only reduced when the back rank falls below pre-specified densities. Likewise, when the back rank is overfull the extras first start filling in an additional rank from both flanks in, and then the frontage is increased.

When changing frontage, I suggest having your bots file out from the back rank to both flanks when increasing frontage, and filing in from both flanks to the back rank when reducing frontage.

If I am correct in inferring that you are looking for a "military" impression, and having your bot organizations look like phalanxes, I believe this ordered re-arrangement is a better way to achieve that end.

Update:
One simple way to manage the back row is to divide the back-row units into three squads: one on each flank and one in the centre. Depending on whether the frontage is odd or even, and whether the number of back-row units is congruent to 0,1,or 2 mod 3, there are exactly six cases to manage.

As an enhancement to the above, consider spacing the last unit(s) of each back-row squad once the fill drops below a threshold, like this:
xxx.x....x.xxx.x....x.xxx
or this:
xx.x.x...x.xxx.x...x.x.xx
A bit more work, for an even better appearance.

Source Link

Another technique is to mimic that used by Napoleonic battalions (and probably as far back as Greek phalanxes if not further).

Frontage is generally maintained constant, and as a man falls (in any rank except the back) he is replaced by the man directly behind him stepping forward. The back rank is shuffled by the NCO's to ensure a few men at the extreme of each flank, and otherwise to fill in evenly.

The frontage is only reduced when the back rank falls below pre-specified densities. Likewise, when the back rank is overfull the extras first start filling in an additional rank from both flanks in, and then the frontage is increased.

When changing frontage, I suggest having your bots file out from the back rank to both flanks when increasing frontage, and filing in from both flanks to the back rank when reducing frontage.

If I am correct in inferring that you are looking for a "military" impression, and having your bot organizations look like phalanxes, I believe this ordered re-arrangement is a better way to achieve that end.