Not by code but you could assign a religon/culture bonus to a building type without making it a temple. By way of example, I have a building tree that allows factions to grant aslyum to Jewish refugees and converts like a church:
Code:
building refugee
{
religion jewish
levels synagogue jewish_quarter
{
synagogue city requires factions { england, barons_alliance, scotland, ireland, wales, norway, denmark, } and event_counter refugee_ireland1_accepted 1 or event_counter refugee_ireland2_accepted 1 or event_counter refugee_england_accepted 1 or event_counter refugee_wales1_accepted 1 or event_counter refugee_wales2_accepted 1 or event_counter refugee_scotland_accepted 1 or event_counter refugee_barons_accepted 1 or event_counter refugee_norway_accepted 1 or event_counter refugee_denmark_accepted 1
{
capability
{
happiness_bonus bonus -2
religion_level bonus 2
trade_base_income_bonus bonus 2 requires event_counter i_robot 0
population_growth_bonus bonus 1 requires event_counter i_robot 0
trade_base_income_bonus bonus 3 requires event_counter i_robot 1
population_growth_bonus bonus 2 requires event_counter i_robot 1
pope_disapproval 1
}
material wooden
construction 5
cost 4000
settlement_min city
upgrades
{
jewish_quarter
}
}
jewish_quarter city requires factions { england, barons_alliance, scotland, ireland, wales, norway, denmark, } and event_counter refugee_ireland1_accepted 1 or event_counter refugee_ireland2_accepted 1 or event_counter refugee_england_accepted 1 or event_counter refugee_wales1_accepted 1 or event_counter refugee_wales2_accepted 1 or event_counter refugee_scotland_accepted 1 or event_counter refugee_barons_accepted 1 or event_counter refugee_norway_accepted 1 or event_counter refugee_denmark_accepted 1
{
capability
{
happiness_bonus bonus -4
religion_level bonus 4
trade_base_income_bonus bonus 3 requires event_counter i_robot 0
population_growth_bonus bonus 2 requires event_counter i_robot 0
trade_base_income_bonus bonus 4 requires event_counter i_robot 1
population_growth_bonus bonus 3 requires event_counter i_robot 1
pope_disapproval 1
pope_approval 1
}
material wooden
construction 7
cost 8000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
The problems here are:
1) This and other culture buildings will work against each other so whichever has the highest bonus will start to gain ground over time though you will always have at least a small percentage of the culture with the smaller bonus, i.e. it will never be totally eliminated.
2) It becomes hard to justify why you are constructing such a building and communicate the need to a potential player. You could use a console command to put it in automatically by certain conditions but it would have to be by settlement and defining those conditions could be problematic. At best this solution is cumbersome and requires a large number of counters.
Alternately, if your issue is native troop availability in certain regions (you don't want these units to vanish as a region become assimilated) I would suggest eliminating the culture requirement from the recruitment line and adding a hidden resource. You can then assign these resources to the strat map and those units will alway be available there.