Cool, but for the IDs being replicated, don't you use pointers to ID?
IDs are basically numbers that need to be stored in the game's DB when playing and into files when saving. The most important part about IDs is saving/loading. Entities have relationships to each other and those relationships are saved into file as ID references. To restore those relationships after reloading I need to query the rebuilt game DB for the entities those IDs refer to.