Re: Guilds
I tend to agree with Kilo11 about monastic schools and universities. Monastic schools served more the religions where universities had more impact on administrations (at different levels depending on the culture, religion and area of course).
About guilds in the general meaning, I think that shouldn't be a problem on the mechanics side to consider all social groups, a part the huge amount of time and organisation it will requier to adapt all aspects of the game to it. I mean merchands/craftmen, thieves/assassins, religion, administration, etc... Then it just a matter to update the text files accordingly to make them appearing with the right denomination in game (that's how I see it but might be wrong).
NJ gave us already some good inputs about religious buildings not that long ago, in our dev forum.
I think the 1st step should be to agree on the general mechanic for such a feature in game. Then we can discuss on which group will be upgraded and/or at what level (hope I'm understable ).
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader