In an RTS you can select a group of units and tell them to go to a point on the map. Obviously not every unit can actually go to that point since they occupy space.
One easy but not entirely general way is to define a group formation, interpret the destination as the middle of that formation and send each unit to a position within that formation. Some games work almost entirely like this, e.g. Age of Empires 2.
Forcing units to always have a formation is restrictive though, and sometimes it's impossible to get in the right formation due to obstacles and other units. So we need a fallback strategy. In other words a unit must have a definition of what it means to have "reached" the destination, even though it may not be possible to reach the exact destination point and it may not be possible to occupy a pre-defined position within a formation. Age of Empires 2 doesn't handle this well; units go to the "nearest" legal position even though that may cause them to clip with other units.
I've looked a lot at what Starcraft 2 does when you select a group that's too spread to keep formation (or just click in the middle of the space it occupies). Units seem to all converge towards the destination point, but then some push the others to some extent and some let themselves be pushed and the result is unpredictable, although acceptable in general. It is assumed players can just keep clicking the same point if they want units to try and group more closely. It's really hard to tell what the exact rules are though.
There seems to be a lot of literature about group movement but not much about how the pathfinding actually terminates. Any good references or insight?