I have a few ideas to make religion more interesting and diverse in this mod. The first is to add "The Founders" and "Survivalism" as religions. The Dominion would be the only civ to start with The Founders (And thus, always found it). Survivalism would be the starting tech/religion for civilizations that only care about their survival: The Vidiians, the Vaadwaur and (In version 3) the Xindi. It would also be fun to give each religion different effects, instead of having them all generate 1 and 1 culture . An idea about this:
Exploration:
Religion in city: +1 XP for units built in city, +10% science
Holy city: +1 XP for units built in city, Free Navigation 1 for units built in city, +25% science, +2 culture
Museum of Exploration: +1 , +10% science, +1 culture
Total Logic:
Religion in city: +20% science
Holy city: +50% science, +1 culture
Kolinahr academy: +1 , +10% science, +1 culture
Warrior's Code:
Religion in city: +1 , +2 XP for units built in city
Holy City: +5 XP for units built in city, +1 , +3 culture
Hall of Warriors: +3 XP for units built in city, +2
Isolationism:
Religion in city: +2 XP for units built in city, +15%
Holy city: +3 XP for units built in city, +30% , +1
Intelligence Agency: +30%
Rules of Acquisition:
Religion in city: +1 , +20%
Holy City: +1 , +35% , +3
Market: +1 , +15%
The Prophets/ The Pagh-Wraiths:
Relgion in city: +2 , +2
Holy city: +3, +8
Temple: +1 , +6
The Founders:
Religion in city: +1 XP for units built in city, +25%
Holy City: +3XP for units built in city, +40% , +1
Ketracel-white distribution facilty: +4 XP for units built in city
Survivalism:
Religion in city: +1 , +4 XP for units built in city, +10% City defense
Holy city: +2 , +8 XP for units built in city, +1 , +25% city defense
Militia barracks: +1 , can draft units in city without Xenofobia
The lsit above is probably very unbalanced, but I think something like this could be very interesting.
Exploration:
Religion in city: +1 XP for units built in city, +10% science
Holy city: +1 XP for units built in city, Free Navigation 1 for units built in city, +25% science, +2 culture
Museum of Exploration: +1 , +10% science, +1 culture
Total Logic:
Religion in city: +20% science
Holy city: +50% science, +1 culture
Kolinahr academy: +1 , +10% science, +1 culture
Warrior's Code:
Religion in city: +1 , +2 XP for units built in city
Holy City: +5 XP for units built in city, +1 , +3 culture
Hall of Warriors: +3 XP for units built in city, +2
Isolationism:
Religion in city: +2 XP for units built in city, +15%
Holy city: +3 XP for units built in city, +30% , +1
Intelligence Agency: +30%
Rules of Acquisition:
Religion in city: +1 , +20%
Holy City: +1 , +35% , +3
Market: +1 , +15%
The Prophets/ The Pagh-Wraiths:
Relgion in city: +2 , +2
Holy city: +3, +8
Temple: +1 , +6
The Founders:
Religion in city: +1 XP for units built in city, +25%
Holy City: +3XP for units built in city, +40% , +1
Ketracel-white distribution facilty: +4 XP for units built in city
Survivalism:
Religion in city: +1 , +4 XP for units built in city, +10% City defense
Holy city: +2 , +8 XP for units built in city, +1 , +25% city defense
Militia barracks: +1 , can draft units in city without Xenofobia
The lsit above is probably very unbalanced, but I think something like this could be very interesting.