The impending expansion of Luddic lore brings to mind an idea I had for Starsector recently. Should/can there be a culture system introduced to go along with factions? I don't know the first thing about programming so I'm not sure how burdensome it would be to introduce such a feature. Also I am aware off Nexerelin and its introduction of faction alignments and that is similar to what I'm talking about.
But to my point - take the Pirate faction for instance. They're all the same faction as a means of representing the role they play in the sector, their means, etc. But when you read about the lore of various pirate hideouts you quickly realize they are not the same culture, ideology, etc as one another and the only reason they are all being referred to as "The Pirates" is because they all use piracy as a means to get pursue their goals.
Two examples of this would be the "Askonian Revolutionary Council" of Umbra, and Jorien Kanta of Kanta's Den. ARC are political ideologues who have found themselves on the losing end of a conflict and are doing what they have to in order to survive. Jorien Kanta on the other hand, is simply a bandit. She does not appear to have any guiding ethic, ideology, religion, etc. Only a cruel and selfish desire for power and wealth and mayhem which she makes no effort to disguise with some pretense of morality.
Introducing a culture system would allow more nuance in how the Pirates, Luddic Path (despite all of them being hardline Luddics they are said to be decentralized so I'm including them), and especially Independents are represented. They can be divided up into many different factions and their similarities can be represented by culture. ARC and Kanta both practice piracy and would thus have "Pirate" as their culture, but they're definitely not the same faction with the same goals or even the same means.
Regarding the means of various Pirate factions, the skill Wolfpack Tactics gives us a quote from Kanta stating that she prefers frigate gangs to larger ships. That is another distinction between Kanta and some other pirate groups (not implying Kanta has a monopoly on frigate gangs). Same thing would go for Pathers and especially Independents, not every LP or Indie world has the same fleet composition, officer personalities, etc.
But what should this culture system actually do in-game? And how should it be implemented - each faction has its own culture? Each planet has its own culture? Perhaps both in order to represent worlds like Mazalot, which is mostly inhabited by Luddics but is ruled by the non-Luddic Persean League?
The most obvious impact of culture would be its effects on diplomacy between factions and, if there are cultures for both factions and planets, the interactions between rulers and subjects. What else?
EDIT: Just dawned on me there's an entire board for this type of thread. Sorry!
https://fractalsoftworks.com/forum/index.php?board=5.0