The problem with displaying the exact numerical values for the various levels of adoration (or disdain) from each City is that it is not a concrete value. For example, having 10,000 love to Britain does not translate to being Adored, nor does getting to 15,000 love necessarily mean that you will become Adored. The loyalty rating is based on a combination of a player's love, hate, and neutrality and the ratio of all those values to one another. The gap you are describing between venerated and adored is entirely based on your character's past actions in all the cities.
*realizes it is a bit off topic but it doesn't warrant a whole new topic for itself*
That is true, and I realize the UI would clutter up a bit if all 3 values were displayed. But I think the system didn't work out so well. I think 99% of the actions players perform are those generating love, the hate and neutrality aspect only come into play when a character performs actions for multiple cities, which is something that has been very actively discouraged, both by dev comments and due to lack of rewards/incentives in the game (as you cannot get titles with multiple cities on one character). So with the way players used it, the system might as well have been one dimensional, good actions increasing love, bad actions (or actions for other systems) decreasing love.
The system as it has been designed could have been very, very interesting, but there were not enough mechanics to actually use it to its full potential. I don't think that there is ANY player that is Lauded or Shunned in status, for example, only commended, respected, adored and venerated, or revered and admired if they made slipups (such as killing stuck protestors out of frustration to get them to respawn), or esteemed, doubted, disfavored if they changed the city they worked for early on (don't think many players changed city later on after we figured out more about the system). I had hoped that there would have been unrest between the cities and players would have to make a choice to help one, which would generate hate for the opposing city. As it stands, I feel that the arc didn't really go anywhere. Players had to choose a city, but the choice itself was meaningless as there was no variation in outcome based on player action and no meaningful rewards for the players that helped the cities. There were titles, but the titles serve no purpose. I understand that there will be ambassadors in the future, but from the clilocs it can be read the criteria for running are based simply on adored status, having a noble title is not necessary (so why pay to get one?). And voting is as simple as having a character with the free 'citizen' title, no work for the cities required for this.
That all being said, keeping transparency in mind is something we certainly can do for future systems.
Here are the love values for the categories of items. Your love will increase by that amount for each item donated.
Lumberjack: 0.5
Mining: 0.5
Hunting: 0.5
Cooking: 1.0
Fishing - Ichthyological: 0.1
Fishing - Crustacean: 0.5
Taming: 10.0
Alchemy: 1.0
Fletching: 5.0
Thanks a lot, I really appreciate it!