Thanks! This looks like it should work. Didn’t see that you can override the GameEngine in the config file that easily.
If you’re making an RTS Game or any game that can have thousands of entities you can’t really keep them synced across all players in the game since the network load would be too much. I’m implementing a lockstep networking model that has each computer run the simulation on their own computers instead without syncing all of the entities current position, status, etc. To do that you have to make sure all the computers are running at a set pace.
You can read the article about the game/networking model here that will explain it much better then I can: Gamasutra - 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond.