Murk, you're right to say that a meta-alliance *should* fear a stab. Unfortunately, such stabs are rare, which is the problem. You're also right that it's PPSC that creates the environment where such alliance are more likely, however WTA games with a points system still get draws &c, indeed the rulebook also implies that a forced draw (ie peace) is better than an outright win (ie conquest).
The points system is needed to make the website work (there's a thread about it in the Dev forum that got linked to a few days back), but any points system creates incentives that some people will try to abuse (gods, I sound more like an economist every day). So we need ways to work around such abuse.
FWIW, I've no problem with playing with friends, or friends joining games on here, I'm in a game on the FB app where several players know each other, but that was declared openly at the beginning and they're playing fairly.
Vamos--yes, I am more likely to ally with someone I've worked with before, *if* such an alliance is to my or mutual advantage, I'm also likely to ally with people that've utterly defetated me before, I want to ally with the best players as my position is thus safer.
And just because I've worked with someone in the past effectively doesn't mean I won't expect them to stab me in this game--if they're good enough, they should be planning for it.
I'm currently in a game (on FB again), where I've ended up allying with the guy I stabbed in order to claim my first ever victory online. It took me and the other guy ages to defeat him, I thus know that he's good and worth playing with as well as against.
But he also knows that at some point, I may decide to take the win from him, and vice versa. That's the game.
Meta alliances break this element, and that's why I dislike them. That the first time I encountered such an alliance was as Austria, with them as Turkey and Russia, may taint my opinion a little, naturally. Fortunately, the rest of the board joined me in defeating them.