But what about those other 2 players that just remain idle throughout the game, very likely causing unwanted lag.
With this solution, involving just two easy triggers you can make what I call "Idle Players," go kaput.
You need one set of these for each player.
Active, Yes Timer Player Destroy all Buildings Player Destroy all Units Now this second Trigger is just as important if not more than the first, mainly because if you do not put this in all the players will be destroyed, ruining the game. Active, Yes Unit Selected Disable Trigger This trigger will allow the scenario to distinguish between Idle Players and the Actual Players. It is a good idea to have several Trigger B Type triggers, with a different important unit under the Unit Select condition, as to give the best chance to disable trigger A.
Loop, No
Immediate, whichever you prefer
Loop, No
Immediately, Yes
(A good building would be a town center)