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So yes this was a thing and they "knew" if someone was fertile or not.
I surely don't want this. I want a game, not an attempt at a reality simulator. By the logic you're using above, every trait should be hidden and require schemes to learn with different scheme types for different trait types - only "Fame" traits would be known, and relations of close family and friend might reveal ONE lifestyle trait.
The devil wears a suit and tie, everyone loves him, and nobody would suspect him of being the devil. In fact, people probably worship him as a messiah or savior, or at minimum, consider him a moral hero. Anyone that doesn't like him much - well, they're crazy, conspiracy theorists, bigots, full of hate, etc.
High intrigue should - under this type of system - allow you to project yourself as being Content when you're actually Ambitious if your religion does not have Warmonger stuff that makes Content a sin (to make them a more attractive vassal), or flag as having Hale or Strong or hide a major flaw.
The deceitful trait might be known to parents, but not to others.
Maybe every year you know someone gives a chance to reveal a trait; using the intrigue scores of the two characters and personality types to impact what to reveal. If you have good intrigue, you will figure people out quicker and know how to appear favorable. If your king is Just, you wouldn't reveal yourself to have Arbitrary, because your intrigue offers that you know your king.
No, that's not how far I would take it.
Using your spy to 'learn" hidden traits.. How cool would that be!
every character could have a couple hidden traits.. that would be so fun to learn peoples secrets. Learning them could trigger events and such.
I see traits and other information more like a reputation rather then truthfullnes.
Which explains, to me, how characters can act out of expectation.
Not saying that should explain it for everyone, just how I explain stuff away.
1: This would only challenge the player, it wouldn't change the AIs behaviour in the slightest.
This would be because the AI doesn't seem to give much care for who it marries, who takes over the throne, the AI can't be 'knocked out of the game' via defeat, like players can.
It wouldn't change a thing except it'd make the players life miserable and give them more micromanagement to do.
"Oh I want to marry a good spouse. This one good stats. I can either risk marrying now and discover it's actually ambitious, deceitful, slothful, adulterer or risk someone else marrying him/her while I discover some traits which take a year each."
2: Such things wouldn't be able to be random. Either certain traits which would lead to players just creating a guide/spread sheet, have X + Y then you've got Z too, creating busy work for the player involving a lot of guess work, or alt tabbing to the guide/spread sheet in question.
or they'd have to be truly random, which case, see #1.
Either way I don't see the idea of hidden traits being a good thing for the game. So I think the idea that the player has all the information available is the best solution.
Now, if you want to propose *new* traits on top of existing ones - a new set of things, designed around changing characters even more or making them good, bad, giving them motives, that's a whole different issue. ... that could be fun. but it also sounds incredibly difficult with what mechanics we have in-game.