How are we going to use governments in this mod? 1. Just like a normal game of civ. Everyone gets every form of government, and everyone is happy, etc., in other words, the "boring" method 2. Just like in the Warhammer Fantasy Mod, where every civ gets one government at the start of the mod. This is useful for giving specific civs specific improvements/wonders. 3. Cross between them both: Each civ is pushed into a government at the start, but can change into other (civ- or group-specific) government later. This could create some interesting gameplay choices (do I change over to this government, with no WW, or do I stay in this government and keep all my current improvements/wonders? ). It will also keep the religious trait at its normal level of use. However, it would mean that a lot more work would have to be done to get improvements/wonders to work right. Oh, and I have some ideas both for governments for individual civs and for gameplay ideas for #3.