A. give players the ability to form loose alliances or teams, which
creates striangulation (strangulation by triangulation)
B. have MAD (mutually assured destruction) when any 2 players fight
against each other
C. have a system that rewards people doing nothing (ie net
accumulation of resources, or giving advantage to inaction or
defensive positions)
D. have limited action each turn
E. reward the nickel-and-dimers (ie gains are made so
incrementally, that the person who always optimizes every single unit,
or position, will typically win)
F. have no catalyst, that speeds up the rush to Armageddon
G. have no time limit
H. have no independent scoring mechanism that allows players to win
by achieving goals that other players can only minimally impact.