Gerikes
User of Run-on Sentences.
The idea of tying certain buildings with a faction's style (traits, flavor, or something else) that give bonuses to "culture" is intriguing, but I would be wrong to simply accept this without a little bit of grilling the new guy, now wouldn't I?
Do you think that this would in any way "force" the player into that style? For example, what if I really like playing as Deidre for the economical planet bonus, but I don't like doing a lot of stuff with native life forms (that I assume will be a larger part of the game). A lot of the buildings that Deidre makes that give her these cultural bonuses might have to do with allowing native life forms to grow. I would basically be forced to build these buildings to compete culture-wise with others who are doing strategies more towards their Faction's style of play, even though I don't really want them for my strategy.
I would suggest the concept is tied more to Civics, so that a player might want to choose an alternative strategy not common with their faction and still be able to achieve the necessary culture needed to expand. The Civic tie-in can be solo or together with tie-in's to a faction or leaderhead, at least enough to say that if you stick with that faction's type of strategy, you'll be good, but you won't be completely backward culture-wise if you deviate from it. After all, say we go with Social Engineering a leaderhead will already have bonuses for certain bonuses for categories.
An example would be, following the Deidre example, that perhaps Deidre is high in planet, but chooses Civics that put her also reasonably high in tech gain (going for a really big turtle strategy, where she uses her economical strength of xenofungus tiles on a high native-life map together with tech-increasing civics). Any buildings that give bonuses to tech factions don't really increase her culture, even though in this game Planet and Tech are her two main priorities.

Do you think that this would in any way "force" the player into that style? For example, what if I really like playing as Deidre for the economical planet bonus, but I don't like doing a lot of stuff with native life forms (that I assume will be a larger part of the game). A lot of the buildings that Deidre makes that give her these cultural bonuses might have to do with allowing native life forms to grow. I would basically be forced to build these buildings to compete culture-wise with others who are doing strategies more towards their Faction's style of play, even though I don't really want them for my strategy.
I would suggest the concept is tied more to Civics, so that a player might want to choose an alternative strategy not common with their faction and still be able to achieve the necessary culture needed to expand. The Civic tie-in can be solo or together with tie-in's to a faction or leaderhead, at least enough to say that if you stick with that faction's type of strategy, you'll be good, but you won't be completely backward culture-wise if you deviate from it. After all, say we go with Social Engineering a leaderhead will already have bonuses for certain bonuses for categories.
An example would be, following the Deidre example, that perhaps Deidre is high in planet, but chooses Civics that put her also reasonably high in tech gain (going for a really big turtle strategy, where she uses her economical strength of xenofungus tiles on a high native-life map together with tech-increasing civics). Any buildings that give bonuses to tech factions don't really increase her culture, even though in this game Planet and Tech are her two main priorities.