Update of bug #11048 (project wesnoth):

                  Status:                    None => Confirmed              

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Follow-up Comment #1:

It seems the no_leader tag causes it. For the host the controller is the AI
and for the clients the controller is the network. This causes the different
behaviour between the host and clients. The right thing to do would be to set
no_leader to false when you unstore a unit which has can_recruit=true. Not
sure whether this will fix the problem otherwise we need to create the player
structure when we find a recall list.

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