See that is mistake number one: assuming Risk ideas hold here. They don't. This game is all about support positioning, not big rolling armies of thousands. Also it is about diplomacy and alliances. You can not try and go this game alone based on your 'tactical aptitude', because two of your neighbours will work together against you and then there is nothing you can do.
It is just a different game, but it is totally worth learning if you don't mind putting in a little bit of time and effort to learn it.
Also, if you do not intend to play, the rest of us would appreciate it at this point if you would finalize your orders. The turn advances every 24 hours or whenever everyone has finalized orders. By ignoring the game and not pressing that 'finalize' button, you're holding it up for everyone else. This online version has a nice feature where, after so many turns of not doing anything, you go into 'civil disorder' as Patrick was trying to explain, meaning the computer just stops waiting for you. But, if you log back on, the computer thinks you're going to play again and then we wait the full 24 hour cycle again. So, by ignoring the game and then coming back three days later and still not doing anything you are actually utilizing the optimal strategy for inconveniencing everyone else.
You've pretty much lost this game at this point, but if we do another I encourage you to read the rules and join up (assuming you can commit to checking in orders) because it is a very fun game, which is more satisfying than Risk for me.