Server > client replication and re-replication help

I want to minimize the memory usage in my game for the client. Each client is going to have their own set of maps and a base, and I want each client to have 1 map and base in memory at a time.
This means if client1 goes to the base of client2, then the memory of client1 base dissapears from client1’s memory. However, it stays on the server.
Then, once client1 goes back to his base, client1 gets rid of client2 base memory and re-replicates his base.
Same for the maps, monsters, units, etc.

If I don’t do this, then each client has to render and save in memory: 6 bases, 6 maps and 6 armies of enemies and units. Too much for mobile devices.

Other games manage to do things like Hide other’s units, or bee swarm simulator has a Hide other bees option, which works exactly how I need it to work.
How is this done?

Yes, I looked for a solution, but I didn’t manage to find the solution. I have no idea how to approach this.
Creating things on the client would work, but then the server can’t verify if the client is not
exploiting.
I could create things on the server and then delete them for the clients that don’t need it,
but once a client needs it that thing has to be recreated on the server, because I don’t think
there’s a way to just re-replicate something from server > client.

Keep in mind I don’t want a system that just hides things. That does not fix the memory issue.

Also, I’m not asking for an entire system or script. I just want to know how to approach this, then I can design and script everything myself.

Why don’t you try StreamingEnabled?