I guess that's the point behind "diplomacy": to find a solution suiting for all the players at the table. I'm often astonished how well the basic principles of this game can be assigned on "real life" political situations. Maybe you are going for world dom, Rait. Then that's your target. And that's fine for you. But the game allows the "end-by-agreement" which also means that it might happen that three or four players might form an alliance, which is pretty much what happened during the historical first world war. Extremely spoken: If you face six pacifists in a game, it might be really really frustrating for you.
For you, this possible way causes frustration, since you are out for "winning". For me, it makes this game fascinating. If there only was the chance of succeeding via "only the strongest survive", via pure egoism, this game would loose all it has to offer. Since to me the question is not whether I can get those 18 SCs, but whether I manage to communicate, whether I judge my takers correctly or whether I'm misled and have to fight for survival. If i find a chance to win a game, I take it. Honestly. It's my takers own fault, if they let me win. ;) But the thing that makes more fun is simply the diplomacy part and the "hey, let's see what comes out if I move my army to Belgium..." I know, I am member of a minority here, but that's why I prefer FTF: No points and better diplomacy. In an FTF you will always talk to everyone within every single turn and you will watch every players mimics. Within phpDip you get less information and while it's easier to bring seven people together here, communication lacks much. So sorry to Noodlebug and to Rait, since we will most probably never agree: The most important point in a game for many people is not winning, it's gaming, and in so far: having fun in a social activity.