Turn 0:
I steal Radio, set a bunch of cities to TacNukes, some others to Submarines and a couple on paratroopers. Drop the tech slider to 0, micro cities for gold as I want to delay the war with Darius as long as possible, so until Zara is at the gates of Namp'o or Darius is ready to launch, I'm going to prolong this war.
Downsize the military (delete a bunch of outdated units, as they are only costing us, not benefiting us).
Turn 3:
Time to gift Namp'o away
Lose three spies, but steal Ecology (I'm pretty sure we're going to get nuked and I want to be able to clean it up), Plastics & Satellites. Set tech to Laser (and turn the slide up again.
Declare on Darius; we've always been at war with Darius. (except that if we were, we'd be pretty glowy at this point. Had to reload, because I forgot to declare.

)
Move units out of HE-city in the hope of making it less of a target.
Turn 4:
Darius finishes SDI, also: we get nuked to pieces. HE is triple hit, as are some naval units.
Turn 5:
A bait stack is triple hit (arties + a tank), ah well, that's why it is a bait stack
We get a GE in Seoul, not sure what to do with him, so he can stay there.
Turn 6:
No nukes this turn
Turn 7:
Again no nukes. I didn't think he'd run out this quick. What is the guy up to?
A roaming destroyer finds two Persian subs. Lose a destroyer, but both are sunk. As is another one spotted near HE. That's potentially 3 TacNukes less.
Turn 8:
Bah, two more nukes on HE. Kill the offending Submarine though. No others spotted.
Turn 9:
He's showing of ICBMS now, hits Capital (only one though). Also: he launches this turn, so we'd better hurry.
Turn 10:
No nukes this turn.
Turn 11:
UN resolution: Emancipation...
I'm going to alter the rules during the game, though I'm loathe to do it. Fact is, I forgot about the UN. We should have either disabled to UN or allowed emancipation, as there's no way anyone can cope with both Emancipation anger and (double) villain anger. So, we vote in favor of emancipation. Our people have always been emancipated.
No nukes again.
Turn 12
Emancipation Resolution succeeds and our people are happy again. Kill a missile cruiser. Set sail towards Persia
Turn 13
Still moving
Turn 14
We lose a destroyer. Kill the offender
Turn 15
Lose 2 destroyers and a (bait) transport.
Let's start the nuking
I need 4 nukes to get some odds on Ergili, and then I need all four infantry to get the city. I start to wonder whether I've been cutting it too close.
Throw the last 5 nukes on Persepolis, thankfully 3 hit target. Of the 4 paratroopers I brought, 2 survuve the jump. 1 is damaged though and can't move. The last one takes the city, nullifying Darius space ship.
I have no clue whether we'll be able to survive this. If Darius gets his mind together and starts building Nukes we're going to be in deep trouble. But maybe he starts over with his spaceship. My advice: tech to Laser, build SDI, then shut of all research. And we should probably stop building paratroopers, as his new cap is too far inland anyway. Focus on TacNukes and navy.
I didn't micro last turn, so next player should do so. If I have time I'll edit in pictures tomorrow, too tired now.
Also, this game is getting hard on my machine, I had to reload (and restart my comp) a couple of times
