I've added some simple government systems for the generated civs (civ-wide - site governments are next). They're positions as you know them from the vanilla game, with some variations in flavor (and occasionally in mechanics). Beyond the site governments, I still want to add variable eye colors before I move on to random items. I think I know how to use the poll results as they stand, by providing a few options in the GUI.
Cloak dweller
Size: 71000
A sapient humanoid people, with an aspect reminiscent of cloaks. Their skin is of bright colors. These creatures have head hair of reddish-brown colors. They can open locked doors. They can see quite well in the dark. They can live up to 190 years. They mostly build villages and large cities. They are governed in a tribal fashion, with the most important members being the mystics, with the high chiefs holding less importance. They worship a variety of deities, especially gods of rumors. They can be found traveling as scouts, mercenaries, and wanderers. Culturally, they greatly value nature, value cunning, decorum, cooperation, introspection, self control, and commerce, and hold some dislike for hard work. In war, they tend to lay siege upon their enemies.
Craterian
Size: 69000
A sapient humanoid people, with an aspect of craterous character. Their skin is of brownish-yellow colors. These creatures have head hair of brownish-yellow colors. They can live up to 96 years. They typically dwell deep in their mountain homes. Their typical form of government in a monarchy, ruled by walled princes. They worship a variety of deities, especially gods of mountains. They can be found traveling as scouts. Culturally, they greatly value nature, value cunning and independence, and hold some dislike for law and craftsmanship. In war, they tend to lay siege upon their enemies.
Elicabold
Size: 17000
A quite small sapient humanoid people, with an aspect of virginal character. Their skin is of greenish colors. These creatures have head hair of turquoise colors. They can see perfectly in the dark. They can live up to 161 years. Most of them dwell in dark towers, brought into the world by their dark masters. They worship a variety of deities, especially gods of festivals. They can be found traveling as scouts, kidnappers, and wanderers. Culturally, they greatly value merriment and leisure time, value friendship, power, independence, commerce, and romance, hold some dislike for fairness, artwork, and stoicism, and rather disdain sacrifice. They have no compunctions about displaying the bodies of their fallen enemies in gruesome ways.
Ethefablin
Size: 77000
A tall sapient humanoid people, with an aspect of wading character. Their skin is of brownish-yellow colors. These evil creatures have head hair of dark colors. They can see quite well in the dark. They are unaging. Most of them dwell in dark towers, brought into the world by their dark masters. Their typical form of government in a monarchy, ruled by kings. They hold no particular religious beliefs. They can be found traveling as scouts, kidnappers, beast hunters, and wanderers. Culturally, they greatly value eloquence, value power, self control, harmony, martial prowess, skill, and peace, hold some dislike for law, fairness, and artwork, and completely disdain family. They have no compunctions about displaying the bodies of their fallen enemies in gruesome ways.
Eyó elf
Size: 48000
A small and swift sapient humanoid people, with an aspect of baiting character. Their skin is adorned with a pattern of stripes of bright colors and bronze. These creatures have head hair of dark colors. They are unaging. They mostly build villages and large cities. They are governed in a tribal fashion, with the most important members being the animists, with the high chiefs holding less importance. They worship a variety of deities, especially gods of fishing and festivals. They can be found traveling as scouts and wanderers. Culturally, they place merriment, competition, leisure time, commerce, and nature as the highest ideals, value loyalty, artwork, self control, tranquility, craftsmanship, martial prowess, sacrifice, and romance, hold some dislike for stoicism and perseverance, rather disdain decorum and skill, and completely disdain power. In war, they tend to lay siege upon their enemies.
Mothec imp
Size: 16000
A quite small winged and swift sapient humanoid people, with an aspect of hermitic character. Their skin is of bright colors. They are creatures of evil. They can open locked doors. They can see very well in the dark. They are unaging. Most of them dwell in dark towers, brought into the world by their dark masters. Their rulers are tyrants calling themselves high puzzles. They worship a variety of deities, especially gods of rumors. They can be found traveling as scouts, kidnappers, mercenaries, and wanderers. Culturally, they place power, cunning, eloquence, and independence as the highest ideals, value decorum, tradition, self control, merriment, martial prowess, and skill, hold some dislike for sacrifice, and rather disdain family. In war, they tend to ambush their foes. They have no compunctions about displaying the bodies of their fallen enemies in gruesome ways.
Pantsborn
Size: 69000
A sapient humanoid people, with an aspect reminiscent of pants. Their skin is adorned with a mottled pattern of reddish-brown colors and orange. These creatures have head hair of turquoise colors. They can live up to 92 years. They mostly build villages and large cities. They are governed in a tribal fashion, with the most important members being the druids, with the high chiefs holding less importance. They worship deities of various nature. They can be found traveling as scouts and wanderers. Culturally, they place commerce as the highest ideal, greatly value law and craftsmanship, and value family, self control, and hard work. In war, they tend to lay siege upon their enemies.
Saviorin
Size: 78000
A tall sapient humanoid people, with an aspect reminiscent of saviors. Their skin is of bright colors. These creatures of good have head hair of reddish-brown colors. They can live up to 90 years. They typically dwell deep in their mountain homes. Their typical form of government is a theocracy, ruled by reverence imperators. They worship a variety of deities, especially gods of victory and wealth. They can be found traveling as scouts, beast hunters, mercenaries, and wanderers. Culturally, they place harmony, craftsmanship, and commerce as the highest ideals, greatly value artwork, merriment, and hard work, and value power, cooperation, independence, stoicism, skill, perseverance, and peace. In war, they tend to lay siege upon their enemies. They try to keep hostilities focused on their actual enemies in battle, keeping neutral parties out of the fight.
Sea dweller
Size: 69000
A sapient humanoid people, with an aspect reminiscent of seas. Their skin is of turquoise colors. These creatures of good have head hair of greenish colors. They are equally at home in the water as they are on the land. They are at peace with many sorts of wildlife. They can live up to 100 years. They usually live in magically-shaped tree settlements. They are governed in a tribal fashion, with the most important members being the high chiefs, with the druids holding less importance. They worship a variety of deities, especially gods of nature, oceans, water, and peace. They can be found traveling as scouts, wanderers, and beast hunters. Culturally, they place tranquility, nature, and peace as the highest ideals, greatly value harmony, value law, hard work, sacrifice, and leisure time, hold some dislike for eloquence, artwork, introspection, and martial prowess, and rather disdain power. They try to keep hostilities focused on their actual enemies in battle, keeping neutral parties out of the fight. Their diplomats try to get others to see the lives of trees as just as important - if not moreso - as their own.
Zaror
Size: 69000
A sapient humanoid people, with an aspect of outrageous character. Their skin is of bluish colors. These creatures have head hair of brownish-yellow colors. They can live up to 97 years. They make their homes mostly in whatever caves they find. They worship a variety of deities, especially gods of mountains. They can be found traveling as scouts, beast hunters, and wanderers. Culturally, they greatly value power, value competition and leisure time, hold some dislike for law, decorum, self control, tranquility, and romance, and completely disdain stoicism and peace. They have no compunctions about displaying the bodies of their fallen enemies in gruesome ways.