Just imagine rolling a dice to see if or it not a player gets to go first...
Well, simultaneous turns isn't really an option in chess. (At least not in traditional chess, speed-chess ftw) That's one of the reasons tournaments usually consist of more than just one match to determine the winner. That's still not 100% fair (because of morale and because of being "one turn ahead"), but you can surely agree that these rules try to take as much unfairness out of the equation as possible.
Games like Civ and many other 4x and Grand Strategy-Games don't try to be 100% fair. They try to mix things up with random maps, random events and/or other stuff. That's what the building quests were for me in the first 1-3 playthroughs - random events. Sure, they're not REALLY random and instead become part of your strategy in the games after that but in the first few games, they fulfill that role.
and there is nothing inherent about competitiveness that would require that the information be given to the player in the civilopedia. only that the rules are agreed to before hand. and in this instance, a competitive rules for civBE would be agreed before hand and the rules would be embodied in the programming of the game and it resolve by the program itself.
Not sure why you think that's what I said. But anyway, that's not that important really, because the only reason I brought that up was that Soffacet does not seem to understand - or maybe just doesn't care - why people actually enjoy hidden quests. He seems to have this weird thought in his mind that certain elements of the game need to be predictable (like, when he's saying that it's a problem that building quests have a probability to show up instead of a 100% predictable outcome) when the whole rest of the game is not built around that idea.
and putting any info in the civilopedia won't kill the 'surprise' factor just as showing you the entire tech web won't. because nobody reads the entire civilopedia before they play, they mostly just play the game and make the decisions as they come.
but having the information available does make it much easier for people that want to look it up.
Sure, I totally agree. Again: Put them into the Civilopedia. No problem with that. And yes, they should have been there in the first place. That is NOT what Soffacet wants though. See:
As a strategy game, CivBE is a puzzle. The reason to play is to try and beat the puzzle as quickly and reliably as possible by making the best decisions. If the game UI is not being honest with new players about the consequences of their decisions, then they are not capable of making informed decisions. Which is indistinguishable from being incapable of playing at all.
So he's not talking about the "powergamer" who, before deciding what to build or research in his first game, checks the Civilopedia to determine which building has the best quest, he's talking about random gamer x who just plays the game. What he's actually talking about is that it should show up in the buildings tooltip itself or somehow be visible in the UI when building something. Because if they don't, then "players are incapable of playing at all". And that's just nonsense. The player should be allowed to decide for himself if he wants to spoiler the quests and get more complete information or if he wants to be surprised and is willing to give up some information. There's really no need to force this information onto new players when there are some who enjoy the experience more when not knowing about these quests in the first playthrough.