My point is that the minor (in size at this point) players need to throw their weight against the leader to prevent his victory. At the moment it is France, but soon it could be Russia, at which point they need to flip alliances and help France against you, negotiating with both of you for additional centers so they can grow too. There is a lot of negotiation and play left in this game, if it had not been artificially limited to 1914. Because Russia, Austria and Turkey (ther RATs) are natural allies to prevent France from winning does not keep them on your side when you get to 15 or more centers, they are just as likely to look to France for help when you have cut him down to size and now you are the leader.
Normal Diplomacy is a bunch of two against ones, with the negotiating skill of the players determining who has allies (the two) and who doesn't. EFG are two to one, RAT are two to one, with Italy odd person out, whoever they help or gang up on has a big impact on how the game goes. If they help Austria, Turkey has difficulty making progress and Russia may also find rough going, which means the winners of the western powers does well.
If Italy attacks France, often the Eastern powers do well after feasting on the centers of their chosen victim (Austiia more often than not.) Seven powers at the start become 5 and a three to two is not unheard of, which eventually becomes a 2 to one, and then if everyone plays correctly, and one of the 2 isn't over stalemate lines, it becomes a draw, as the final three divide into two to ones of various players, the leader always being the one.