How can you tell when you've blown it?

Getting beaten to the prymids by 1 turn :\, not game losing, but a mjaor set back...

especially I was beaten to it by gandhi.
 
I'm trying to keep my quitting to a minimum. I find that I don't have much fun if my entire play session is three games quit before gunpowder comes into play.

But I will quit if:

A) My first or second city/settler is captured by barbs
B) If there is no bronze, horses or iron in my potential territory.

A word about B ... I have no problem fighting for control of coal, oil, uranium or aluminum. In fact, those are the fun games for me -- when I must strategically wrest control of a key resource from a powerful foe. But it's one thing to get the oil from an enemy when it's marines and infantry against their tanks and mech infantry. It's quite another thing when you're facing fortified archers in cities with nothing but warriors and archers.
 
On the pyramids being missed by one turn, that absolutely will at least make me say "Oh for f#@! sake!" and turn off the game. Once I regain my composure, I'll likely reload a prior save, and either rush or do some extra chopping on a previous turn (usually I've got an autosave far enough into the project where I can make things work).

The resource location thing is a pain also. Pretty much, bad placement in general may make me "reroll" (IE: too much unusable land around, too far from crucial resources, next door to [insert pain-in-the-ass psycho aggressive civ leader] etc.). The trouble is when I only discover I've got bad placement when I'm 200 turns in or something.
 
I tend to restart only for the following:

1) Occasionally, barbarian Axemen will come knocking at my door *before* it would be theoretically possible for me to discover Bronze Working, lay a road to Copper, and build an Axeman. To me, that's just silly, and I have none of it.

2) If there are absolutely NO strategic resources. Unfortunately, due to the game's AI demands, if you don't have a strategic resource, they demand pretty much 187 Gold per turn for it, which is tantamount to not getting it at all. So basically it's control or nothing, but the game's balance precludes you to be able to take over a strategic resource when you don't have any of them to begin with.


3) I'll let the "AI builds the Pyramid when I had one turn left to go" thing slide once, usually twice. But if it happens more than that, then I know the game is done for me.
 
I give up when the AI pries the victory from my cold, dead fingers......

Well - usually not dead, 'cause the AI sucks at war, but you know what I mean. Actually, the only times I quit are when I know I'm going to win - because then I get bored (I did that earlier today, actually). Trying to rescue a losing position is often more educational than just trouncing along to a win.

Losing an early settler is painful, but you have to understand that it's *your fault* it happened - play the game out and learn just how much that mistake hurts you, and how to minimize the hurt and still push for a win.

Losing a wonder? Meh. I would never quit a game because I was beat to a wonder. I build wonders for two reasons:
1. If I get it, it's useful.
2. If I don't get it, I get easy gold, which helps my research.

I never, ever open World Builder unless a game is over and I want to look around after.
 
When I have teched to the modern age and just can't be bothered proving I can win a war of attrition.

I also second Morgrad's comments.
 
When Brennus declares on 1700BC and moves a stack of 5 archers to raze my new second city. But crap like this only happens on deity.

Seriously though, I don't quit very often if it's early in the game. If space and time victory's off, however, I NEVER quit.
 
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