Well, at first I used complex triggers. I've found that "complex triggers" or at least what I was doing-- (with my GUI knowledge -.-) was lagging up the game. Besides, my AI does much better than what I could hope to trigger. (Although it is still trigger-assisted.) So since I couldn't come up with a working solution, here's what I've done. When a player leaves, all of the players units are set to a variable. Another variable grabs a random AI player that is still alive, and then the leaving player's units are given to the random player. Not QUITE the same, but still better than to have units just sitting after a player leaves, better to have an AI player take over the units. (Might be hard to understand if not familiar with risk games)