Figure out the economics. Seriously, what a culture values, the attitude towards money, it plays into a lot of other elements, and it is something that is often overlooked in world building.
Figure out the economics. Seriously, what a culture values, the attitude towards money, it plays into a lot of other elements, and it is something that is often overlooked in world building.
That's a really good point. And it can justify all sorts of related worldbuilding. Frex in my SF Epic, we have the relict of an anti-smuggling tactic. So I had to figure out: Why did this exist in the first place? Why is smuggling illegal? And that led to: Because planetary governments (and for that matter, local gov'ts) depend on export tariffs, which are viewed as payment for value removed from the planet. Which in turn means poor planets with few or no exports have no government to speak of, which in turn means little or no enforcement against smuggling, which leads to a sort of permanent free-for-all zone, and that's involved in current politics... you can see how it all ties together as background for my society, all based on who gets money how and for what.
I wish we saw more evidence of explicit planning such as this in modern SFF.
Oh, and I think it's been mentioned, but avoid creating cultures with a single focus. Some cultures favor war, or profit, or whatever, but most are a lot of things. Even Klingons have opera.
Two things to remember:
Race != culture
And neither one is a monolith
Sprinkle in complex traditions about names and titles and suddenly the monsters of before are a philosophical warrior race. Mazes still factor in to their artwork and their city designs, but mostly for defensive purposes; they never get lost in a maze, but an invading army will.
And when you've assembled the back story for your civilization, please please please resist the temptation to dollop it into your story as huge indigestible lumps of info dump.