Fig. 1: how Spread Out actually works
This is an amusing, but hardly fair way to play a game, so to make the starts equal and ensure no surprise out of depth techs, you have to take certain steps, which are described in this guide.
Step 0: Game
Use latest open beta. It's usually stable and fixes stay there for a long time before a stable release. Unfortunately it means GOG players cannot play multiplayer easily.
Step 1: Mods and DLC
Install mods to improve the game balance. This needs to be only done by one creating the game, then mods are embedded into save file itself.
Fig.2: enabling the mods
VAdjust: improves logistics by reducing turn build costs and increasing caps to ensure you hardly ever need to do tricks like logistic injection, and modifies unbalanced features like free tech events.
Pymous' Units Rebalance: modifies many units' parameters to make them all useful and not overpowered
Step 2: Planet type
Seth will most likely give you a fair start, but since now war step can be rerolled, any type you like can do. Cerberus presents impassable terrain while not making water worthless, and Alien Life option can be used to ensure forests are sill present.
Planets with "oases" or big water percentage will be hard to roll fair, and water can destroy starting deposits which means restarting the planet from scratch, so pick a waterless planet to be safe or be prepared to spend a lot of time rerolling.
Pick normal size for 2 players, large for 3-4. Smaller size will be difficult to roll balanced and spaced.
Step 3: History class
Fig.3: History class options
- Severe Violence ensures minors are not farmers who will join the first one who asks, you have to work for your diploannex
- Survival Stress generates more minors to help more even distribution
- Robinson Crusoe because AI majors perform really poorly and behave irrationally
- Spread Out: not sure if it works at all (see fig.1), but why not.
- Alien life: recommended to enable if you chose waterless planet to ensure diverse terrain
Fig.3: Generation settings
- Detailed planet generation: to be able to reroll all steps
- Oceania is not recommended to use in multiplayer due to interisland logistic and other issues.
- Fog of war: Know map, otherwise complete, to be able to see the borders before starting
- Number of human players: your one, check "disallow saving" and "passwords and PBEM options" to discourage players from cheating a bit.
- Number of initial zones: Some like to pick more, but there is no real reason, and nice to develop more from scratch
- Number of initial armies: Militia only, you want to choose your army type and time to buy it
- Story modules: these feature questionable and obscure mechanics, so best to leave them off
- Development and technology level: Tech 4, to ensure everybody has RPGs, solars and other important tech, and also Tech 4 ensures everybody has a metal and rare metal deposit. Air forces enabled.
- Development speed: Default speed is good.
- Organizational level: For flexibility, only Supreme.
- Difficulty level: Regular, otherwise minors are too difficult to annex and get unnatural boni. More time to think doesn't hurt, unless the last player's CPU is very weak
Mostly up to your taste. If you want normal air to be viable, ensure gravity * 1000 < air density (e.g. for air density of 1000 ppm gravity needs to be lower than 1.0 g)
Step 6: Colonization
Generally aim for 200-400 mil for small/600-800 mil for normal. Avoid Landing being a huge spot of ruins, that is quite a boon for somebody.
Fig. 4: You don't want this on your planet
Step 7: Dissolution War
On the final stage, regimes are determined. You have to manually look through the map, and mark all the minors and majors (majors can be determined by thick white dashed border), then ensure majors are evenly distributed and have equal amounts of minors around. Map like this posted to players for approval is useful.
Fig. 5: handcrafted regime map
Step 8: House rules
ICBMs are currently still unbalanced in Pymous' unit mod. They can demolish any city/unit in range, with little that can be done to counter that. Basically, player who has ICBMs and starts the war, wins. Thus, I recommend for now to make it a house rule to not use ICBMs.
No Hostile Air Bridges: deploying troops via air bridge to block off a supply route is a frustrating and hard to counter mechanic. Interception is never guaranteed, and setting up your road networks to be resistant enough is a chore. Therefore, I recommend to limit air bridges to supplying own troops.
Final step: Post-start issues
Sometimes, non-land overwrites player's metal deposit. In that case player suffers a huge disadvantage and map should be restarted.
Bonus: synchronization
Usually games are played over discord by tossing the save manually around. If players are fast, you might benefit from using a folder synchronization tool, like syncthing to distribute saves automatically, and sewatcher (linux only) to automatically notify players. Alternatively, you can try PBEM helper.

