Chalid had the idea to add yield bonus's to the mana resources based on the owning players civilization. I don't want to lock players into certain religion/mana combinations by making the bonus's to strong, but I could defintily see the advantage of doing something like this.
There are several way we could implement a religion/mana synergy bonus, we could:
1. Have the religious units of the appropriate type have a production bonus if that resource is available.
2. Have the religious units gain starting xp/bonuses if the correct mana types exist.
3. Have the mana resource grant happiness in the temples.
4. Have the mana resource grant a yield bonus in the temples.
For each of the religions think about their relationship with mana and what their primary and secondary mana types would be and what kind of synergy they should recieve. These need to be kept very minor, this is a flavor mechanic not a strategic mechanic.
The Order- (pri: Law, sec: Life, Spirit, Fire)
Runes of Kilmorph- (pri: Earth, sec: Life, Body, Enchantment)
Fellowship of Leaves- (pri: Nature, sec: Life, Creation)
Octopus Overlords- (pri: Water, sec: Mind, Body, Chaos)
The Ashen Veil- (pri: Entropy, sec: Death, Fire)
Ideas:
The Order- Order specific units (not all units for order civs) are +10% production with the Law sphere and +5% for life, spiit and fire.
Runes of Kilmorph- Runes temples grant +1 hammer for earth, body and enchantment resouces and +1 health with life
Fellowship of Leaves- temple bonus: +1 health from nature, +2 food with life and creation
Octopus Overlords- Asylum produced in half the time with mind, overlord specific units get +2 xp with water and +1 xp with chaos, +1 health in temples with body
The Ashen Veil- veil specific units get +2 xp with entropy, +1 xp with death and +1 xp with fire