About the amount of messages sent by the server, it could be
drastically reduced if each client simulated the world and only
exchanged the orders with the other clients. For now the game is like
a MUD, with a server that hosts the world and clients that only do the
user interface.

Improving this architecture would require a big change in the code but
it may work in a not to long time. The population limit could be
raised then, even if I suspect other computations to slow the game
too. Moreover, a server would be able to host many games since it
would only forward the orders sent by the clients.

But for now, I will fix the synchronization problem.

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