What If You Could Sabotage an Opponent’s Mars Colony in Civ 6?

The year is 2042. The world holds its breath as the first signals from an extraterrestrial settlement are anticipated. Your rival, having outpaced you in the great space race, is on the verge of achieving a Science Victory, their Mars Colony tantalizingly close to completion. The launch of their final module is imminent. Is it time to concede, or is there still a way to pull the rug out from under them at the eleventh hour? According to the player community, the answer is a resounding “yes.” While you can’t literally send a saboteur to the Red Planet, you can unleash a world of hurt on your opponent’s terrestrial infrastructure, turning their dreams of interplanetary glory into a smoldering pile of rubble. This guide will delve into the art of late-game science victory denial, exploring the myriad ways you can sabotage an opponent’s Mars Colony and snatch victory from the jaws of defeat.

Identifying the Threat: When to Sound the Alarm

Before you can effectively sabotage an opponent’s Mars Colony, you need to know when and where to strike. The late-game of Civilization 6 can be a whirlwind of notifications and global events, making it easy to miss the subtle signs of an impending science victory. Analysis on forums shows that vigilant observation is the first and most crucial step in mounting a successful counter-offensive.

Reading the Signs

Many professional gamers suggest keeping a close eye on the victory progress screen, but the most telling signs are often found on the map itself. A civilization making a serious push for a science victory will have a city with a Spaceport district. As they complete the various stages of the space race, the appearance of the Spaceport will change. The construction of the Exoplanet Expedition launch projects, which precede the Mars Colony, will be visually represented by a rocket on the launchpad. When you see this, it’s time to start paying very close attention.

Intelligence Gathering: The Power of Espionage

Your first line of defense, and offense, is a robust intelligence network. Spies are your eyes and ears in the world, and in the late-game, they become your most potent weapon against a runaway science player. According to the player community, you should begin building your spy network long before you anticipate needing it. The “Diplomatic Service” civic unlocks your first spy, and you can gain more through later civics, the “Computers” technology, and by building the Intelligence Agency in your Government Plaza.

A popular strategy is to station a spy in your rival’s most advanced city, the one with the highest science output and, most likely, the Spaceport. The “Gain Sources” mission is your opening move. This mission, which has a high success rate, increases the effectiveness of all subsequent missions in that city. It’s a low-risk way to establish a foothold and prepare for more disruptive actions.

The Subtle Art of Sabotage: Espionage as a Primary Weapon

With your intelligence network in place, it’s time to move from observation to action. Espionage is the most direct and, often, the most satisfying way to sabotage an opponent’s Mars Colony. A well-timed spy mission can undo years of their hard work and buy you the precious time you need to advance your own victory condition.

Disrupt Rocketry: The Ultimate Counter

The “Disrupt Rocketry” mission is the crown jewel of late-game espionage. This mission, available once your spy is established in a city with a Spaceport, has a simple and devastating effect: it pillages the Spaceport district, halting all progress on the current space race project. If your opponent was just a few turns away from launching their final Mars Colony module, this mission can be a game-changer, resetting their progress and forcing them to spend valuable time and production repairing the district.

Many professional gamers suggest specializing a spy for this very purpose. The “Rocket Scientist” promotion, which provides a +4 level bonus to the Disrupt Rocketry mission, is a must-have. Combined with the “Gain Sources” bonus, this promotion can give your spy an almost guaranteed success rate.

A Multi-Pronged Attack: Sabotaging the Support System

While Disrupt Rocketry is the most direct way to sabotage the Mars Colony, it’s not the only arrow in your quiver. A popular strategy is to launch a multi-pronged espionage attack, targeting not just the Spaceport but also the infrastructure that supports it.

  • Sabotage Industrial Zone: The Mars Colony projects have a massive production cost. The “Sabotage Industrial Zone” mission can cripple your opponent’s production capacity, making it even more difficult for them to complete the space race projects.
  • Sabotage Production: This mission targets a specific city’s production, and can be a great way to slow down the construction of the Mars Colony modules.
  • Steal Technology: If you’re lagging in science, the “Steal Technology” mission can be a great way to catch up. By stealing key late-game technologies, you can unlock your own advanced units and buildings, allowing you to better compete with your rival.

The Iron Fist: Military Intervention as a Last Resort

Sometimes, subtlety isn’t enough. If your espionage efforts are failing, or if your opponent is simply too far ahead, it may be time to resort to more direct and forceful methods. Military intervention is a high-risk, high-reward strategy, but it can be the only way to stop a runaway science victory.

The Pillage Economy: Bleeding Them Dry

Analysis on forums shows that a “pillage economy” can be a surprisingly effective way to cripple a science-focused civilization. The goal is not to conquer their cities, but to systematically destroy their infrastructure, bleeding them dry of the resources they need to complete the Mars Colony.

Light cavalry units, with their high movement speed and ability to pillage without ending their turn, are the ideal units for this strategy. A swarm of helicopters or cavalry descending on your opponent’s core cities can pillage their Campuses, Industrial Zones, and, of course, their Spaceport, grinding their scientific progress to a halt.

The Surgical Strike: Targeting the Spaceport

If a full-scale invasion is not feasible, a surgical strike against the city with the Spaceport can be just as effective. Bombers and other late-game air units are perfect for this role. They can fly over your opponent’s defenses and directly target the Spaceport, pillaging it and halting the Mars Colony project.

The Nuclear Option: A Desperate Gamble

In the most desperate of situations, when all other options have failed, there is one final, terrifying card to play: the nuclear option. A nuclear strike on the city with the Spaceport will not only pillage the district but will also contaminate the surrounding tiles, making it impossible to repair the district for a significant period of time.

This is a strategy of last resort, as it will have severe diplomatic repercussions and will likely make you a global pariah. However, as many a desperate player has discovered, sometimes the only way to save the world is to burn a small part of it to the ground.

Defending Your Own Martian Dreams: Counter-Sabotage

Of course, if you’re the one making a push for a science victory, you can be sure that your opponents will be trying to sabotage your efforts. Defending your Mars Colony is just as important as knowing how to attack one.

The Counter-Spy Network

The most effective defense against espionage is a strong counter-spy network. Stationing your own spies in your key cities, particularly the one with the Spaceport, can make it much more difficult for your opponents to carry out their disruptive missions. The “Polygraph” promotion, which reduces the effectiveness of enemy spies, is a powerful tool for any counter-spy.

A Strong Military: The Ultimate Deterrent

A powerful military is the ultimate deterrent against both espionage and direct military intervention. If your opponents know that any aggression will be met with a swift and brutal response, they will be much less likely to try and sabotage your Mars Colony.

The Final Frontier is a Battlefield

The race to the stars in Civilization 6 is not just a scientific endeavor; it’s a battle of wits, strategy, and, when necessary, brute force. The ability to sabotage an opponent’s Mars Colony is a crucial late-game skill, a final, desperate gambit that can turn the tide of the entire game. Whether you choose the subtle path of the spy or the iron fist of the military, the strategies outlined in this guide will give you the tools you need to deny your opponents their place in the heavens and claim victory for yourself. The final frontier, it turns out, is just another battlefield.