> Data that is unique for every planet (Defences, Fleet, Shipyard, Buildings, etc.) is currently cached per player via `executeIfNotCached` which uses `getFullCacheKey`, which in turn uses `getSetting` which uses `getFullSettingsKey` which uses the server group, universe id, player id and the key.
This means that if two planets have the same data, they will not get updated correctly.
As solution the planetId should be included in the cache key, additionally a new mechanism should be used t