And let's be clear about bullying and honor. Bullying and teaming up 3 or 4 on 1 is not cool or fun. But then doing so and then misrepresenting facts later is even less cool. This is exactly what has happened in Game 121, my third game. (My first game was over really quickly with teaming up on turn 1 and I was out by turn 5).
Anyway, here is how 121 has gone for the Dwarf, so let's get the actual facts out there.
Turn 1: No contact from RD so guess we will be fighting for the region. We both send emmies to the City. All cool, 1x1 with the RD should be fun.
Turn 2: Did a bunch of recruiting.
Turn 3: Trained and moved to RD capitol. Still fighting for city.
Turn 4: Took out RD capitol. Took City. RA moves emissaries into TM.
Turn 5: Took out RD cap again. Then I moved out of DA pop center to avoid hostilities with a new opponent.
Turn 6: Took region, though now RA is sending multiple emmies into region. Took final RD village and then WI takes it from me (why is WI in the region?). DA takes a town and a village. Ok, guess I am fighting two new folks while still recovering from RD fighting.
Turn 7: Now RA, DA and WI all sending in emmies, plus the 2DA, 4DA and 4RA (all divisions or better). Plus WI moves Prince and Count to city.
Turn 8: Getting lucky holding off emmies and taking back pop centers and killing some emmies, and somehow holding region. My only help so far was some food from DE. I did reach out for other help but my nearby neighbors were the invaders. I also had appealed on the forum, but only the DE and GN were responsive but the DE had some other issues and the GN had conflicting loyalties about helping

. Influence dropping, gold dropping, food scarce. Then the RA increases his invasion and sends a note saying what fun this challenge should be. LOL - challenge.
Turn 9: RA and DA both take some things and I take some back. Still 5 enemy groups in region.
Turn 10: Still just holding region and by my math I cannot see how. Now the WI sends 2 groups in (1WI and 3WI).
Turn 11: Now help arrives - the 1GN shows up with a group at an RA village and I hear the DE has invaded Synisvania. Finally some help/relief. Now here is where the funny part starts. The RA starts sending emails to people complaining that he is being picked on by too many enemies LOL.
Turn 12: The RA loses control of Synisvania - oops. RA is mostly beaten in TM. Still 5 enemy armies and lots of emmies of all 3 invaders and RA still telling folks about the unfairness of Alamaze team-ups.
Turn 13: Finally lost capitol to DA army, influence so low I cannot take much back, 2WI is now killing leaders, DA and RA still taking pop centers, WI tries for city and fails, now 3 Witchlord groups in TM plus DA, though looks like the RA groups left.
Turn 14: Tired, so tired, so tired. Almost nothing left except a small army and a city and a few pop centers. Lose capitol again, and lose region. Influence at min and king survives, so losing capitol not much of an issue. I decide to make a grand exit and move my 1DW to city where sits the masked 3WI.
Turn 15: Figuring it is my last turn, I lose my capitol again to the DA (he has lost about 15,000 troops hitting my cap 3 times). So, I attack the masked 3WI on a 3. I have 7 DW brigades and a brigade of recruits and my attrition is high, but I have good leaders and good morale. Sadly, the WI has a P-7 and a P-4 and 5 kingdom brigades. Even before the battle, I face waves of death (lose 2 brigades) and a wall of flames. Oops. But my brave fellows journey on, survive the wall and hit the WI. The WI ends up running. I lost 2800 troops and he lost 4700 troops. Not bad. But I did promote his leader to a Warlord.
Turn 16: Today - Now my poor, wounded dwarves are facing the fresh DA army. Nothing to lose - time to go nuts again.
So, yes, it is very frustrating for a new player to face these kinds of pre-formed alliances so early in the game and I can see why some might quit. But it is even more frustrating when those same teaming players claim they were provoked or teamed up on. Come on, man up at least. I will gladly share any turn results if the RA wants to continue to complain about unfair teaming up or if the WI continues to tell people he only attacked because he was attacked first. And yes, in the course of 10 turns the WI, RA and DA never showed up at the same pop center (that means teamwork).
Ok, enough of my speechifying. Let's find a way to limit the teaming up so early in the game. It is not fun and it will continue to lead to new players quitting (although it was a little fun to put down the RD and then hold off 3 invaders for 10 turns).