AFK-ers are the blight of the game, I think we can all agree with that.
The 48h ingame time limit to push people into AI is fine for real-time games, but is utterly broken in turn-based ones. In the standard format (8h jumps, 24h deadline) an AFK player holds up the game for six days, during which game progress agonizes forward a mere two days. So basically, nothing is happening for an entire week, making others lose interest as well, them becoming the next one to slow the whole thing down. My last two games we were able to complete 400 ticks in 40 days, which seems to be very typical for the random ones.
I’m also participating in “Little Boxes”, a 16-player game, that started aug 12th, and is currently on tick 224. A little math reveals we are on a pathetic 8.29 tick per day, in a game which was only available to find through forum and google+, so less chance of casuals strolling in and going AFK right away.
On the flipside, I jumped into a game with 24h jumps and 12h deadlines, and some poor soul got eliminated the first day. None of this seems to work as intended.
I ask the AFK-timer be changed to actual time as opposed to ingame time, and perhaps that the AFK deadline be a config option during game creation, just like the turn deadline.