Tips for multiple player race games?

I’ve been reading some of the AARs posted here and in the old forum (Garfunkel’s nascent Conventional Empires, Zap0’s masterful Race to the Stars AAR via web archive and Steve’s old VB6 campaigns, among others) and I’m really keen to try to run one myself. The diplomatic and realpolitik options that open up between player races are really intriguing.

Does anyone have any tips for running a game like this? What kind of time increments do you run, and how often are you switching between nations to set new orders? Assuming a TN start, how many starting build points do you budget for initial ground forces, etc? Is 5-6 nations going to be too much for a novice?

I tried doing a two nation run starting in different systems without knowledge of reach other, and it was great fun! Highly recommend starting small with just two player nations though. It’s a lot of work.

Never tried starting out of Sol. Might be a more interesting way to learn than running two equally matched Earth nations. Did they find each other?

Yep! Took a while, but they found each other around the time they’d each explored around 30 systems.

I pretended one race was semi-aquatic aliens. They initially teamed up against an npc race but they had a falling out. They collectively defeated the main fleet of the npc and the humans boarded and captured a BUNCH of ships. The aquatic race wasn’t comfortable watching the humans run off with such a powerful fleet, and turned on them, destroying the ships before they could be repaired.

Thus started an epic war that ended about 6 in-game months later when a sexy new version of Aurora came out with must-have updates :slight_smile:

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I would strongly advise against running a multi race game without a good understanding of RP, external material to support your progress, and experience in other PvsP games, either tabletop or PC. I may be mistaken but your question makes me think you lack at least 1 of the above.

Mainly, I am trying to spare you from hours of setup, more hours of general no fun, and reaction to event interruption rather than planning and executing leaving you playing pretty much the same game/strategies X amount of times where X is the amount of races u control.

If u are going down that path, then I agree, start with 2 races on Earth first. Set a small goal for each, play only till that small goal. Races in Sol all develop same pattern and there isn’t much fun once you know what that is.

This will give you the tools that you will inevitably generate, whether is an excel, a word, written notes, to keep up with your plans. Once these tools are at your fingertips, I would move to 2 or 3 races all starting in different systems, set for them a larger goal, and let the story unfold.

If you not big in back stories, you could do like I do, I use stellaris or gal civ races as inspiration and let a small RNG tool decide for me which ones I am creating and using.

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Thank you for the advice. For me, the RP is the point. I’ve put a lot of thought into developing the lore for my current single-race game but the game is getting stagnant on its own, I didn’t start with enough NPRs. It seems to me that having multiple player races allows you to explore different geopolitical or strategic approaches to the space game that generate more interesting flash points than you can get against a standard NPR. Maybe the US/NATO is committed to freedom of navigation while a Chinese-led coalition wants to press an exclusive claim to a system chain. Or who comes out ahead in the long run when, all else being equal, one nation prioritizes Construction/Research/Mining tech and another focuses on practical technology to get a first mover advantage.

I have an MCP connection set up with Claude to help me track the different threads. I’ve found it helps to manage the mental load. Really the thing I’m most unsure about is the actual mechanics of playing with multiple races. I’ve read there is a “Show All Events” setting that can be toggled, but beyond that I’m not sure how others have tended to manage the different races.

I would say that to play with multiple races you’ll have to always keep on the SM option to allow all events from races on one sit.

The view all option is only to show events that you may have decide to hide.

You may also use a more dynamic and manually set diplomacy to fit your narrative and situation rather than rely on the automatic one allowing you to trigger wars or simulate more of a cold war environment otherwise impossible to be achieved in the current vanilla diplomacy settings and mechanics.

There are two big problems with multi-faction and/or multi-race games:

  1. Keeping track of things
  2. Avoiding repetition

Steve himself has mentioned how he got burned out with multi-faction Earth starts because “each faction always ends up doing the same thing - get out of Sol fast”. And this is a valid concern but there are other multi-faction Earth games where this issue was avoided, an excellent one by Kurt on the old forum for example, where some factions transformed into interplanetary or interstellar ones, while other factions remained hidebound in tradition and sticking with Earth. So it is important that you identify and personalize each faction at least a little, so that you don’t just end duplicating the same thing over and over again. That’s boring to play and boring to read. Of course, some duplication is unavoidable especially if you’re doing a conventional start, but it should be minimized.

As to how to keep track of things, you were already given good advice there. Keep notes and make planes and try to stick to them but not to the extent of being too stubborn to survive. Maybe one faction IS too stubborn to survive and changing circumstances lead to their destruction. That’s a story point right there! But most factions should be smart enough to adjust their plans as the situation evolves.

I would also recommend to start small - go with two factions on Earth, like I did with my USA vs USSR Solar Hegemony (fighters only) campaign on the old forum. You can have them mirror each other in good and bad so if one does option A then the other does option B and so on, meaning that it is easy to keep the two factions separate and interesting.

Once you feel ready to go big, then it really doesn’t matter whether you have 6 factions or 12. The workload of course increases but not exponentially and six factions is already a lot of work so you might as well go broke and have twelve factions. It does mean that you have less time, energy, and opportunity to make each faction unique but that’s okay, it’s something you can work on as your campaign-story unfolds.

Another classic is to start with limited factions, maybe just two, or three or four, and then slowly introduce more factions as the game progresses, and these could be aliens as well! However, Froggiest is absolutely correct in that just the setup for a game like this can be incredibly daunting and time-consuming, and you do end up spending a lot more time going through the motions rather than having awesome moments. Setting up eight Earth governors, eight research plans, eight industrial plans, eight navy organizations, and so on and so forth, can be more than any sane person can take. Again, Steve has a great example here - he spend god knows how many hours creating an authentic setup for Battlestar Galactica campaign, recreating the Twelve Colonies in all their glory, only to have that campaign fizzle out before it could even start.

So my main advice would to just start with a simple two-faction Earth start - Cold War is a great setting for this. USA vs USSR or NATO vs Warsaw Pact both work wonders for campaign settings where names for classes, organizations, technologies, industries are easy to find and the campaign is easy to play and manage. Better to get the ball rolling rather than spend days researching stuff for a campaign setup that might never go anywhere.

But I will say this - multi-faction campaigns, once they are up & running, can be extremely rewarding. But that is only if you get your kicks out of RP and storytelling.

Off topic.
You can change the settings on the fly, and adjust them as you wish, when you wish.

This topic has inspired me to give this a go. I have started a 3 player 1 hyper aggressive NPR in a 50 system game to keep it small to start with. 2 of the player races are on Sol and one has its own star system.

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For anyone trying this, it is easier from an ongoing RP perspective to start the races in different places, even if it is Earth, Moon, Mars and the Galilean moons. Another option is different starting systems, or generate 3-4 systems out pre-game and assign existing colonies to starting Earth races. I ran a long campaign using the latter format in VB6 called Colonial Wars.

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