Oh dear you quoted me

I did at one stage manage to get churches at start of game which game thought of as being built by different culture to pull the culture specific building description and buildings thought of as built by the controlling faction or built later in game to use the faction specific building description. Getting that working at that stage did seem to be related to the enums file - hence post.
At that stage I also had a lot of things which were pre-built in strat that game seemed to be assigning random culture to. Also at one point in that phase I had churches placed in strat that refused to appear on campaign map if I launched campaign with the auto-manage settlements option!

By the time I'd finished sorting strat file and adding some other buildings with their descriptions and probably a few other changes, the random culture problem had sorted itself, and so did the non-appearance of placed buildings. However game had also stopped giving the culture specific building description when building was built by different culture and gave last faction one from relevant culture instead.

I rather gave up on working out what was going on as got to generally working stage, and couldn't get back to earlier stage by reversing the file changes I thought might have given odd behaviour. One I always suspected was that I was then using "and not hidden_resource not_here" to break the church ownership tree - I gave that up as it was having other funny effects, but I think I did try re-testing with that and don't think it re-produced earlier behaviour.

Shorter answer... "sorry I can't help"