Yeah, I'm going to contend again that quick game rooms don't work. But the topic's being discussed at
http://www.conquerclub.com/forum/viewtopic.php?t=1321 for being able to set the turn time. At first glance it seems like a good idea, but it just really doesn't work... Either you don't give people enough time to make their turns, or you end up forcing people to sit by a computer for 10 hours or we have a ton of forfeits, making scores less meaningful and having people ditch out on interesting games.
Risk is inherently a long, turn based game. It's not checkers, it's not even chess... you can't make a meaningful declaration as to how long a game *should* take.
Besides, if when the 6th person started the game the timer was operating that would mean everyone would have to be ready to go immediately or risk deadbeating a game in 40 minutes. Do you want to create a game and then wait by your computer patiently until a game starts? Do you believe all of your opponents will.
Not to mention (though Lack or someone else who understands such things better would have to back me up) this would likely increase the number of people taking turns at any one time and put pressure on the server.
Finally, your score doesn't and won't move quickly playing Risk. Even with a premium membership, and 90 games at a time your ability to move your score quickly means being really skilled or really unskilled, or otherwise just being patient and accepting the fact that most everyone spends a lot of time in the 800-1300 range.
If you want a fast game, invest $25 with Hasbro and find some friends... but even then many games span over 2 or 3 days.
“I am not only a pacifist but a militant pacifist. I am willing to fight for peace. Nothing will end war unless the people themselves refuse to go to war.” -Albert Einstein