"Loading" and "hanging" (due to network lags) were some further states I 
considered. But they are both (hopefully) quite short states and the 
interaction possibilities for other users are the same as for "running". 
Loading could take some time, but it should/might be possible to code the host 
in a way that the new client can start its loading as well.
The primary reason that I decided against these two states was that the host 
would need to tell the metaserver about it, which in turn would need to relay 
the information to all online clients. Which in the end are "a lot" of messages 
for events that are only valid for a minute or so until they change again.
-- 
https://code.launchpad.net/~widelands-dev/widelands/net-online-game-status/+merge/343768
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