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Given that the timing method I previously proposed was unfair, it has now become a moot point whether players are given 30 days or 60 days. The best timing method seems to be one that expects players to move within a particular time frame, and such a method is open-ended regarding the total time allowed for a game. Instead of allowing as much as 72 hours to make a move, as I previously suggested, something like 28 hours could work if combined with rewards for occasionally picking up the pace. In that way, people could make up for long interruptions by playing more quickly at other times. However, I'm thinking that this could be open to abuse by players who aren't subject to the same interruptions of time. For example, one player may be unable to play on the weekend, and the other player could take advantage of this by refusing to cooperate in picking up the pace during the week. This might be avoided by giving global time unit rewards that can be used in any game, but that may be too difficult to automate, and it would work best if it were automated. So I'm open to other suggestions how to handle time limits.