I don't think culture should really be in the stats (or, at least, the nation stats). Technically, culture is amorphous enough a concept as it is; I find it a superior idea to chop what we usually seem to understand under it here into components and disperse them throughout the nation and world stats. Ethno-linguistic components are probably ultimately best served by a map; (pre-4th century AD) religion actually doesn't work all that well on a map, and should be covered in the world stats or better yet be given separate religion stats of some sort (and only referenced in the nation stats via "dominant cult(s)", where appropriate); and the idea that you might've confused with it is Grandeur, which is like a combination of a greatly reworked Prestige and of traditional Culture in its influence, in that it measures one's cultural influence and political impressiveness and so affects the way your neighbours commonly percepts you. PC rulers can always try and ignore it, but their advisers, ministers and generals, and people, won't (though one should note that a nation with high Grandeur is always a tasty target for those seeking to usurp that, and the people will generally understand if this seems achievable). Basically, China traditionally had very high Grandeur, as had the Roman Empire, and later the Pope. The French had certainly invested a lot into it as well in different periods. If you look at each example, you will see that it was not a cure-all, that many had managed to overcome it, and that both this and the two-edged sword nature of Grandeur had helped the fall of many dynasties, but nonetheless a certain very important factor was there and impossible to ignore. Grandeur could be raised naturally due to high culture, through investment into palace-building and other "wonders" (Grandeur is an inevitable side-effect of that last one, anyway), and through momentous achievements like some really loud victories or just conquering large area and showing that you can hang on to it as well (setting up stelae to boast of your conquests helps!).
And, ofcourse, player control over culture should roughly equal ruler control over culture, which mostly amounts to patronage on one hand and banning stuff (like the Hu'ut theatre, NK
![Stick Out Tongue :p :p](/data/assets/smilies/tongue.gif)
) and persecuting those involved on the other. That certainly
will alter the way your culture develops, but probably not in the way you had expected (for one thing, banning the Hu'ut theatre would've likely resulted in it reforming in the extensive "underground", or rather in the countryside in the form of traveling troupes, and thus likely becoming all the more perilous; on the other hand, the city will be calmer after the initial disturbance).