In a recent game I was playing as the Grigori, with Prime Minister Esirce, who has the Tolerant Trait, as Leader.
After defeating the Doviello in war, I ended up with four Doviello cities. I saw that the Doviello National Wonders (Stag Copse, Bear Den, etc.) were available to build, so I built them. I was a bit surprised at first that they were available, but then figured that if the Doviello get the Minister Koun event, Koun can probably build them as well. After I built them, they didn't appear in the city screen, but did appear on the list of National Wonders that had been built, in that other screen that has info about the different players. And when I built a recon unit in the city it received the related promotions (Bear Blood, Stag Blood, etc.), so the only problem was with the city screen.
On the other hand, the Bioreserve, the Doviello-only World Wonder, was not available. To be more specific, I built a Grove in one of the Dovielo cities, sent a captured Wolf there, but wasn't able to build a Wolf Burrow. I didn't try other captured animals after that, since I wouldn't be able to build the Bioreserve at that point. Maybe this is intended, as a distinction between civ-specific World Wonders and National Wonders, but thought I'd mention it just in case.
Separately, I think I've suggested before that the Grigori lack a T1 Disciple Unit or equivalent that can do a +20 Culture burst to quickly pacify a conquered city. I know the Grigori are formidable in wartime, with all the Heroes they get, but it takes a while to have several Adventurers and upgrade them to combat units, so I think a low-level unit to do a Culture burst would be useful. Maybe give this ability to Refugees, to avoid creating a new unit? Or to Grigori Medics, which come late, but forces a choice on the Grigori player. If we do end up with a new unit I don't know what to suggest calling it.
On a completely separate note, in my current game I'm playing as the Lanun, with Captain Blackheart as Leader. Despite his Demon of the Deep Trait, so far none of my Naval units have captured any of the ships they've defeated in combat, only destroyed them, so that Trait seems to not be working as intended.
SVN Revision 355.
Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.