I think this is an excellent discussion of the pros and cons of multiplying the armies when you miss a turn. I agree with many of the things that alstergren has said and many of the things that Tahitiwahini has said.
The current rule seems kind of arbitrary. Why not give the person the true armies he missed if a continent was broken? Shouldn't he get what he would have gotten when the turn was missed? Why not give him a card for the missed turn too? Why give the armies but not a card? You can say that he didn't take a country but then he didn't take a turn either. Or you can just double up on the cards when he comes back and takes a country. Yes that would be much more fair to the person that missed the turn let's give them the bonus armies for the continent he held when the turn was missed and let's give him the cards he missed too. I mean we want to be fair right? Why give just a little of what he missed??
I understand that Lack has said that it is one of the things he uses to encourage new people to come back. Three missed turns before you get kicked out and you still get your armies if you just start taking your turns. Keeping new people coming to the site and playing has to be a high priority. Can't we come up with a solution that meets that goal but doesn't allow the current abuse. Maybe just new players get this advantage and once you've finished 5 games you don't get this anymore.
I've said before in other threads that this "problem" probably affects no card games more than any other. (I play a lot of no card games) There are times in no card games where attacking is the last thing you want to do so breaking a continent when someone misses is not a tactically good solution. In escalating games where the play is more aggressive it doesn't seem to be such a big issue. Plus in escalating games missing the card is more punishment than the reward of extra armies. It is only in certain situations in no card games where there appears to be little or no downside to missing a turn but a significant upside.
In flat rate games many people bide their time until then can turn in a set and make a move. The double or triple armies are like this. You can place more all at once and break someone or finish taking a continent. Can you imagine a game where you can take your previous turn's army placement and move them anywhere on the board before you take your current turn? That's what the double placement is like.
One of the worst places is at the beginning of a 6 player no card game where every army is crucial and people start to slowly attack and define where they want to be. Then someone comes in after skipping two turns and can decide who rolled the worst and take over an area quite easily. How do you fort against that? You can't break his bonus because he's only getting 3 and you certainly can't wipe him out.