Optimizing an RTS

I have an RTS that I’ve been working on, and because of what I’m trying to do its getting pretty slow on me. right now each unit in each squad is using it’s own draw call. Is there a way I can fix that? Can I have one squad have one draw call?

Here’s a link to the game:
http://forum.unity3d.com//viewtopic.php?t=16790

If this helps:
Each unit has a rigidbody on it so that it will no walk through things like units and buildings, so the units need to be able to keep functioning with independent rigidbodies and scripts.

I’m betting that the physics is whats slowing down your game. Why have colliders and rigidbodies on your units?

It’s actually way faster than doing a simple pythagorean for distance on all the units, because C++ is faster than Javascript. But the game runs at 100 fps without any renderers on anything. There are 476 draw calls when all the units are on the screen. I’m looking for a way to run the game with fewer draw calls.