Thanks for the links, Roland. I remember reading that list of modifiers a ways back. Glad to see I remembered some of them still.
Here are the different pieces of information that feed each modifier:
- General Game Data (G)
- Specific Leader Data (L)
- Rank (K)
- Hidden Information (H)
- Random Die Roll (R)
Modifiers requiring (L) would remain hidden when the Random Personalities setting is enabled.
Note that to know the true Rank (K) of a player you must have met all players in the game that are still alive.
Question: If you haven't met a player, and they give independence to a colony--creating a new player--do you get a message? If not, you can never truly know whether or not you've met all players unless
- vassals are disabled in the game settings,
- you've explored the whole map, or
- you've met all the players available before anyone has learned Feudalism.
We could base our calculations on what the player believes with some extra work in this case.
Here's a list of what knowledge each hidden modifier requires:
- iBaseAttitude (L)
- iAttitudeChange (G) - Difficulty Level and CIV4HandicapInfo.xml
AggressiveAI - unused in BTS
- PeaceWeight (L R) - die roll once when player is created
- iWarmongerRespect (L)
- # Team Members
- Worse Rank (L K)
- Better Rank (L K)
- Underdogs (K)
- iLostWarAttitudeChange (L H)
#10 is the only one that depends on truly hidden information: the war success calculated for each player. You'd need to keep track of every unit that the AI had lost/killed (whatever the calculation is), and that is simply not feasible. This modifier will never be shown.
Edit: Unless the WarSuccess calculation is team-to-team, in which case you
could theoretically keep track of your success against an AI, but you'd never know this value for inter-AI wars.
Now, one common thing I see repeated in the posts requesting that we show hidden modifiers is that people are upset that the numbers don't reliably give you the attitude value. Well, as long as
any modifier remains hidden, this will often be the case.
In the end, showing the hidden modifiers that we can will only give you more insight into the game mechanics.
It won't tell you exactly how many visible modifiers you need to add to alter an attitude level.