(I apologize in advance for not having read the entire thread. I've got too much work to do, but the OP was quite suggestive and provoked my curiousity.)
Being relatively new to the game and as-of-yet still unaligned, I've gotten a very large number of "ZOMG JOIN MY ALLIANCE" spam. While most are completely nondescript, I must first laud NSO not only for the relative creativity in their theme, but also in executing it well (at least all of the PM spam I got was tied into what your alliance wants to be).
I find your "Sith Code" to be provocative almost entirely for the sake of being (possibly ironically) edgy. But that doesn't mean it doesn't raise valid points. With respect to the segment contained in the OP - "Peace is a lie", I'm not sure it has been sufficiently considered to justify your code being the "only relevant philosophy".
If we consider peace to mean simply "no war", I feel like we lose a lot of complexity of your argument. (And, to bring the real world into play, you get into situations where there is large-scale military action but no DoW. Is this then peace? By the preceding definition, yes, but I cannot agree to this in good faith.) It seems that you consider only the effects of a nebulous idea of peace. Since you haven't suggested a definition (or maybe you did and I'm just too tired to find it), I propose we consider peace to be a state of affairs between two alliances where there is no overt, sanctioned hostility. This does not have to be in the form of in-game wars, and the permission does not need to be granted in writing or even necessarily by the leadership of an alliance.
For example, if a large portion of alliance A shows distaste for members of B on their internal forums, I could still call this peace. People are fickle and enjoy drama. However, when serious hostilities occur in the open (these forums and IRC are good realms for this), then I feel like the peace is broken. A single person or small group is a rebel, but when alliance leaders or a large portion of an alliance's prescence engages in the hostility, the peace has been disturbed. Furthermore, I will consider the "cyberverse" to be in a state of peace only if for all alliances A and B, A and B are pairwise peaceful towards each other.
Actually, this is a bad definition of peaceful cyberverse, as there is bound to be some small alliance that is the local punching bag (i.e. FAN, I think). Thus, I think it better if we can state that there is a threshold of % of politically active players represented by all these universally pairwise peaceful alliances that needs to be exceeded. (In other words, with an arbitrary number of 90%: The cyberverse is in a state of peace if and only if there is a set of alliances {A_1,A_2,...A_N} that are all pairwise peaceful and that the total number of politically active CN players in these alliances exceeds 90% of all politically active CN players.) This constant doesn't interest me much other than by its existence. It necessarily has to be quite high (probably closer to the 96-99 range than 90 in order to be a good metric).
((I hope we can find this definition agreeable, and if not feel free to propose another from which we ought to proceed.))
A naive application of your code would suggest that there is never a time that these overt hostilities are not present anywhere in the game. This sort of absolutist reasoning seems flawed merely because it is absolutist (i.e. "Always the case that there is no peace."). While I cannot give a counterexample relevant to CN due to my relative inexperience, in previous browser games I have partaken of, I've experienced quite a number of lulls in the game, where there isn't any real tension. This state, in my opinion, is the worst to ever happen in a politics game (but more on this later). Thus, anecdotally, I'd disagree with the naive assertion that peace can never happen. (Furthermore, your absolutist assertion would apply also to all points in the future. I don't see how this could possibly be reasonably expected, let alone proven, given the operative definition of peace.)
However, a different interpretation of your argument is that peace cannot be lasting. I think that this is a very good argument, but needs a minor addition of time-frame or state of CN. I would be welcome to consider "current peace is no indicator of peace lasting more than X time" for some arbitrary X. While this is obviously a much weaker assertion, I think it might be the only one reasonably expected to hold. As I mentioned above, peace in political games is no fun and people love drama. Thus, while peace is the least active time of the game for many people, for others it is the time to get to work -- and start the next war! From experience in at least one prior browser game, I can say that when there was a prolonged period of peace (a month or two), people got antsy and very easily aggrieved. In my opinion, most politically active players are not in CN to buy infrastructure and sign treaties. Since it is those people that escalate a relatively minor dispute to the point of universal war, the intentions of the player are obviously quite tied into the world state. Thus, assuming that CN retains a decent portion of these people through a time of peace, I think that it is completely unrealistic to assume that they will all fail to start a war over something that would be relatively unnoticed immediately after a war ends. For these reasons, I must say that peace cannot last.
However, as you pointed out in the OP, if we are both wrong (and peace does prevail somehow), no one wins. I mean "win" here in the sense that a player at CN wins only when he derives satisfaction from playing. I can be ZI'd and still be "winning" the game by this definition. When logging in gets too tedious to be worth it, then I lose, and the community loses (not only because I'm super self-important, but also because a large community lends itself to more drama, ergo more "win" on the whole). If everyone just chills out and doesn't go to war, then we have a bunch of people playing dumbed down eSimCity. While some people might enjoy logging in every day simply to buy more infra/tech, I reckon such a player would get a lot more satisfaction out of a more realistic game. So, in order for the cyberverse to continue continuing, peace absolutely cannot persist.
(Sorry for the long segment of text, and the very cursory treatment given to the final assertion. The former is due to interest, and the latter due to having to get back to work.)