/// Remove a unit from the army
bool CvArmyAI::RemoveUnit(int iUnitToRemoveID)
{
	for(int iI = 0; iI < (int)m_FormationEntries.size(); iI++)
	{
		CvArmyFormationSlot slot = m_FormationEntries[iI];
		if(slot.GetUnitID() == iUnitToRemoveID)
		{
			CvUnit* pThisUnit = GET_PLAYER(GetOwner()).getUnit(iUnitToRemoveID);
			if(pThisUnit)
			{
				// Clears unit's army ID and erase from formation entries
				pThisUnit->setArmyID(-1);
				pThisUnit->AI_setUnitAIType(pThisUnit->getUnitInfo().GetDefaultUnitAIType());

				// Tell the associate operation that a unit was lost
				CvAIOperation* pThisOperation = GET_PLAYER(GetOwner()).getAIOperation(m_iOperationID);
				if(pThisOperation)
					pThisOperation->UnitWasRemoved(GetID(), iI);

				return true;
			}
		}
	}

	return false;
}
/// Deallocate memory
void CvArmyAI::ReleaseUnits(bool bAddUnitsToTacticalAI)
{
	for (size_t i = 0; i<m_FormationEntries.size(); i++)
	{
		if (!m_FormationEntries[i].IsUsed())
			continue;

		CvUnit* pThisUnit = GET_PLAYER(GetOwner()).getUnit(m_FormationEntries[i].GetUnitID());
		if (pThisUnit)
		{
			pThisUnit->setArmyID(-1);
			pThisUnit->AI_setUnitAIType(pThisUnit->getUnitInfo().GetDefaultUnitAIType());
			if (bAddUnitsToTacticalAI) //for stupid reasons we first recruit units and then disband armies ...
				GET_PLAYER(GetOwner()).GetTacticalAI()->AddCurrentTurnUnit(pThisUnit);
		}
	}

	m_FormationEntries.clear();
}