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Tinto Talks #36 - 6th of November

Welcome to this week's Tinto Talks. Please stop trying to guess the name of the game, it's going to land us in trouble when you figure it out.

I'm @SaintDaveUK, and this week I'm going to delve into Cultures and some related mechanics like Language.





Culture​

Culture is a tricky topic because it is so abstract as a concept, but also it’s an area of our games that people have quite strong opinions about, especially when they have real-world connections to that culture.

As such we would appreciate it if the discussion on this thread is limited to the mechanics of the culture system as presented here, and direct your specific feedback for the culture setup to the relevant regional Tinto Maps where it will be much more helpful.

So, what is Culture? Culture is the culmination of vernacular, music, food, identity, ethnicity, art and various other hard-to-define ideas. It is something possessed by countries, pops, and characters. It contains two main dimensions: Culture Group and Language.


culture_maratha.png

A fairly typical example of a Culture, consisting of a Language and a Culture Group.


Culture Opinion​

For the most part, cultures all consider each other to be neutral, but they can also have natural preference or aversion to specific cultures.

This is represented with cultural opinions, which in ascending order are: enemy, negative, neutral, positive, kindred. This mainly gives modifiers in various places, for example, country opinions of each other, or how expensive they are while Accepted.

Most of these will exist from 1337, but there is a Diplomatic Action to change an opinion over time.


culture_list_aragon.png

A list of cultures present inside Aragon, with two-way opinions relative to the primary culture Catalan. Please note that these opinions are WIP, and might not be final.

Culture Capacity​

Cultural Capacity represents the maximum number of cultures a country can tolerate or accept. For most countries it starts quite low, but there is an Advance every age to increase the maximum, as well as various other sources like Government Reforms and Policies.

accepted_cultures_of_aragon.png


Each culture costs a different Cultural Capacity, depending on relative size, opinions, culture groups, and languages.


cultural_cost_andalusi.png
cultural_cost.png





Non-Accepted Cultures​

By default, every culture in the world is Non-Accepted to you. It is the default state, and at best means you ignore them. Non-Accepted pops are pretty miserable in your country but also don’t provide you with any benefits.

Tolerated Cultures​

If you have the cultural capacity, you can elevate a culture to a Tolerated Culture. This will make the pops a little more content. Tolerated pops will grow as normal, and they will also be a bit happier.

Accepted Cultures​

You can elevate a culture further into being Accepted, at which point they gain special rights.

Even though an Accepted Culture costs 3x more capacity than Tolerated, it’s usually much more desirable as they will give you more levies and sailors. Accepted Cultures also count towards whether you can core a province, and whether a colonial charter will flip to your ownership. Countries whose primary culture is one of your accepted cultures will see you more favourably.

However, Accepted pops cannot be slaves, and you cannot Accept a culture with "Enemy" culture opinion.

Primary Culture​

At the very top of the pyramid is Primary Culture, of which every country has exactly one. This is the principal culture of the apparatus of state, and it is favoured in many calculations. It is not necessarily the largest culture, you can find several countries where a small elite of nobles or clergy rule over the peasant masses belonging to different cultures.

Primary Culture is an important gate to a lot of gameplay content, such as Advances, Unit Types, Government Reforms and so on. It’s impossible to list it all here, but just know that the primary culture you have can affect many parts of the game.

You can swap your primary culture with an accepted culture if it fulfils the requirements, such as if it becomes the dominant culture in your country or if it is the culture of your ruler. There is also a game rule for it to be of the same Culture Group.






Language​

Attached to cultures is the Language system, which is spread across 3 tiers: Dialect, Language, Language Family. Of the three, Language is the most important and where most of the gameplay takes place.

Language Families​

The largest subdivision, many Languages belong to a Language Family, for example Arabic belonging to Semitic. The Indo-European family is split into its sub-groups like Germanic and Romance, because otherwise it is simply too large. Languages like Basque are isolated, and so do not exist in a Language Family. This mostly offers a small opinion bonus and also slightly minimises cost for things like culture acceptance and market attraction.

language_groups.png

Note that this is WIP and examples like Iranic and Indic language groups haven’t been set up.


Languages​

Every culture has a single Language which represents the most common vernacular amongst its people. Languages are often larger groups that are comparable to an EU4 culture group in size, if anyone here has played that game. For example, Iceland to Sweden all use variants of the Scandinavian language, while everyone from Vienna to Hamburg will use variants of the German language.

Languages have Language Power, which is impacted by many sources such as which countries use it as a court language, common language, and liturgical language. It is expressed as a percentage of the most powerful language in the world, and impacts the intensity of bonuses you get from it.

tooltip_language.png

Un ejemplo.


languages.png

The dominant language in each location is shown.



Dialects​

To add diversity within a Language, we have a system of Dialects (though we aren’t especially set on that nomenclature). They represent vernaculars that in Project Caesar’s time period broadly formed a dialectical continuum, and are an effective way to differentiate them without weakening them by splitting them into full Languages.

Dialects are purely for flavour and have no gameplay effect; two dialects are considered identical for most purposes such as opinion bonuses, and they share stats like Language Power. For example, both Leonese and Castilian are considered the same Spanish language and so share the same Language Power, but may have different character names, location names and potentially other light flavour too.
dialects.png

A map showing the dominant dialects in each location. The current setup is WIP, for example we haven't split up South Slavic or Italian.


germanic_language_group.png

Here is a sketch showing the structure of the Germanic language group and its languages and dialects.




Countries have several different ways of interacting with Languages.

Common Language​

The Common Language of a country is simply the language that is used by the primary culture. It can’t be chosen or changed without affecting the Primary Culture.


Liturgical Language​

Every country has a Liturgical Language, which represents the language that the Clergy use in their rituals and scriptures, and by extension what scholars use in their academic works. Some religions allow a country to choose whichever liturgical language they like, (for example, Eastern Orthodox countries variously use languages like Greek or Church Slavonic) whereas Catholic and Islamic countries are forced to use Latin and Arabic respectively.

In general, you will want to adopt a liturgical language with high language power, as it affects your research speed.


liturgical_language.png




Market Language​

Markets also have a Market Language representing the Lingua Franca used between the merchants, which is based on the dominant language of the burghers in the Market Capital. The higher the market power, the higher its contribution to the Language Power.

Locations will have a higher attraction towards markets that share their dominant language, and a slightly smaller bonus if they only share a language family.

market_language.png




Court Language​

Every country also has a Court Language, which represents the primary vernacular used in formal proceedings in the government, for example it might be the language spoken in parliament or written in legal documents.

Unlike the others, Court Languages can be changed almost at will. The possible languages are drawn from your Primary and Accepted Cultures, your ruler, or your Overlord country. The exact court language you have affects the satisfaction of the various estates: Nobles want you to have a more powerful language, meanwhile peasants just want it to be the Common Language. Burghers are happy if you use the same as the capital’s Market Language. The Clergy of course want everything to be in the Liturgical Language.

Most countries start with the same Court Language as their Common Language, but significant examples of where it is different in 1337 would include Norman French in England and Church Latin in Catholic theocracies.

court_language.png




Culture Group​

A Culture Group is a set of Cultures that have some sort of shared identity towards each other. Culture Groups are usually independent of language and current diplomacy, but rather represent a more geographic or genealogical connection that is difficult to represent without abstraction.

A good example would be the British culture group. The diverse cultures of Great Britain have 3 different languages, across several different countries, and yet they are still united by their shared history and cultural influence that transcends the borders.

cultrure_group_british.png

An important culture group.


In gameplay terms, Culture Groups give small opinion bonuses and make culture acceptance a lot cheaper, but also various pieces of content are gated behind Culture Group instead of Culture. For example, your primary culture needs to be in the British culture group to form the Great Britain tag. The game rules can be set to also prevent you from changing your Primary Culture to one in a different Group.

One change we have made from EU4 is that cultures can belong to multiple different Culture Groups, or if they are isolated enough, none at all.

culture_norse_gael.png

Norse-Gael is the most extreme example of multiple Culture Groups, but the median will be closer to 1 or 2.




That’s all for now, but our talks on culture don’t stop here. Next week the artist currently known as Johan will make a song and dance about some deeper aspects of Culture that are brand new for Project Caesar, such as Works of Art and Culture War.
 
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PC should have a system of writing systems along with the current language system. Each language should have a writing system(or absence of it) assigned to them, along with a court writing system used in governmental stuff. Having a 'fit' writing system give buffs to language power, pop literacy, etc. Using a foreign writing system for your language gives negative effects, etc, and having no writing system has more, you get the gist. The court writing system gives opinion bonuses with other countries with the same ones at the cost of negative buffs to administrative efficiency if it doesn't match your language's preferred writing system
 
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Shouldn't English and Frisian be the same language at this level of granularity?

As far as I am aware Frisian as distinct enough to not be mutually intelligble with English is a fairly recent development taking place towards the end of the game's timeframe.

Also English, Scots and Frisian should be under the same languagegroup wihin the Germanic languagefamily. Naming of that group could either be Anglo-Frisian (my primary suggestion) or Ingveonic.

The Anglo-Frisian link is outdated by 1337. The divergence started circa 500 AD, but most significantly the Middle English of 1337 had already been heavily modified by Danish and Norman French.
 
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Is there any incentive to switch liturgical language to your countries common language? Because else I don't see why you wouldn't just always use the "most powerful" one for research boons.
Also how does that work with the protestant reformation, is Latin a "powerful" language thats good for research? It would be weird if that feature exists, but there is no reason to implement common language as a protestant, which is one of the best known changes they did.
 
PC should have a system of writing systems along with the current language system. Each language should have a writing system(or absence of it) assigned to them, along with a court writing system used in governmental stuff. Having a 'fit' writing system give buffs to language power, pop literacy, etc. Using a foreign writing system for your language gives negative effects, etc, and having no writing system has more, you get the gist. The court writing system gives opinion bonuses with other countries with the same ones at the cost of negative buffs to administrative efficiency if it doesn't match your language's preferred writing system
Are you referring to the alphabet? As in arabic letters vs latin letters? If yes, it is a really stupid suggestion. As a turk you are bound to have a debuff, because no one was using turkic runes. I dont see how using a latin alphabet negatively impacts non-latins.

If you are talking about an entire language, then I dont get your point either. The court would use its court language. The clergy would use their language, etc. You didnt have a standard that was forced upon people or that somehow negatively impacted the other groups. You usually had books translated into multiple languages/alphabets.
 
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O sorry. I was wrong I remember it is like part of Romanian language like Istro-Romania. But why in Kilikia common language, and court language is Armenian but Church Language Coptic?
Istro-Romanian is part of Romanian, though afaik it's from a relatively recent migration of Romanians into Istria that happened after the Plague, so probably not relevant yet in the time frame anyway.
Hard to cathegorize Dalmatian, as it lies somewhere on the continuum between Gallo-Italic and Balkan Romance varieties, but given the strong influence it got from Venetian it may make more sense to make it either part of Cisalpine or a completely separate Romance language branch
 
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Are there any mechanics having to do with writing systems?

I hope this ties in with writing, would especially make sense in East Asia, the Islamic world and Catholic Europe.

Now I'm wondering if a writing system mechanics couldn't be added to it. It would probably have a huge impact on administration and research in particular.
No, unfortunately the different writing systems are a bridge too far for the current iteration of the language system.
 
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Please split "Nigerian" into Volta-Niger and Benue-Congo. Language diversity should arguably be one of the difficulties of playing in the region and "Nigerian" is too semantically tied to a country. It would be like naming "East Slavic" Russian or "Berber" Algerian

Also it would activate a lot of Discourse that I never ever want to see or participate in if Nigerian is a language group and Hausa is a separate one
 
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Welcome to this week's Tinto Talks. Please stop trying to guess the name of the game, it's going to land us in trouble when you figure it out.

I'm @SaintDaveUK, and this week I'm going to delve into Cultures and some related mechanics like Language.





Culture​

Culture is a tricky topic because it is so abstract as a concept, but also it’s an area of our games that people have quite strong opinions about, especially when they have real-world connections to that culture.

As such we would appreciate it if the discussion on this thread is limited to the mechanics of the culture system as presented here, and direct your specific feedback for the culture setup to the relevant regional Tinto Maps where it will be much more helpful.

So, what is Culture? Culture is the culmination of vernacular, music, food, identity, ethnicity, art and various other hard-to-define ideas. It is something possessed by countries, pops, and characters. It contains two main dimensions: Culture Group and Language.


View attachment 1212047
A fairly typical example of a Culture, consisting of a Language and a Culture Group.


Culture Opinion​

For the most part, cultures all consider each other to be neutral, but they can also have natural preference or aversion to specific cultures.

This is represented with cultural opinions, which in ascending order are: enemy, negative, neutral, positive, kindred. This mainly gives modifiers in various places, for example, country opinions of each other, or how expensive they are while Accepted.

Most of these will exist from 1337, but there is a Diplomatic Action to change an opinion over time.


View attachment 1212048
A list of cultures present inside Aragon, with two-way opinions relative to the primary culture Catalan. Please note that these opinions are WIP, and might not be final.

Culture Capacity​

Cultural Capacity represents the maximum number of cultures a country can tolerate or accept. For most countries it starts quite low, but there is an Advance every age to increase the maximum, as well as various other sources like Government Reforms and Policies.

View attachment 1212049

Each culture costs a different Cultural Capacity, depending on relative size, opinions, culture groups, and languages.







Non-Accepted Cultures​

By default, every culture in the world is Non-Accepted to you. It is the default state, and at best means you ignore them. Non-Accepted pops are pretty miserable in your country but also don’t provide you with any benefits.

Tolerated Cultures​

If you have the cultural capacity, you can elevate a culture to a Tolerated Culture. This will make the pops a little more content. Tolerated pops will grow as normal, and they will also be a bit happier.

Accepted Cultures​

You can elevate a culture further into being Accepted, at which point they gain special rights.

Even though an Accepted Culture costs 3x more capacity than Tolerated, it’s usually much more desirable as they will give you more levies and sailors. Accepted Cultures also count towards whether you can core a province, and whether a colonial charter will flip to your ownership. Countries whose primary culture is one of your accepted cultures will see you more favourably.

However, Accepted pops cannot be slaves, and you cannot Accept a culture with "Enemy" culture opinion.

Primary Culture​

At the very top of the pyramid is Primary Culture, of which every country has exactly one. This is the principal culture of the apparatus of state, and it is favoured in many calculations. It is not necessarily the largest culture, you can find several countries where a small elite of nobles or clergy rule over the peasant masses belonging to different cultures.

Primary Culture is an important gate to a lot of gameplay content, such as Advances, Unit Types, Government Reforms and so on. It’s impossible to list it all here, but just know that the primary culture you have can affect many parts of the game.

You can swap your primary culture with an accepted culture if it fulfils the requirements, such as if it becomes the dominant culture in your country or if it is the culture of your ruler. There is also a game rule for it to be of the same Culture Group.






Language​

Attached to cultures is the Language system, which is spread across 3 tiers: Dialect, Language, Language Family. Of the three, Language is the most important and where most of the gameplay takes place.

Language Families​

The largest subdivision, many Languages belong to a Language Family, for example Arabic belonging to Semitic. The Indo-European family is split into its sub-groups like Germanic and Romance, because otherwise it is simply too large. Languages like Basque are isolated, and so do not exist in a Language Family. This mostly offers a small opinion bonus and also slightly minimises cost for things like culture acceptance and market attraction.

View attachment 1212069
Note that this is WIP and examples like Iranic and Indic language groups haven’t been set up.


Languages​

Every culture has a single Language which represents the most common vernacular amongst its people. Languages are often larger groups that are comparable to an EU4 culture group in size, if anyone here has played that game. For example, Iceland to Sweden all use variants of the Scandinavian language, while everyone from Vienna to Hamburg will use variants of the German language.

Languages have Language Power, which is impacted by many sources such as which countries use it as a court language, common language, and liturgical language. It is expressed as a percentage of the most powerful language in the world, and impacts the intensity of bonuses you get from it.

View attachment 1212055
Un ejemplo.


View attachment 1212057
The dominant language in each location is shown.



Dialects​

To add diversity within a Language, we have a system of Dialects (though we aren’t especially set on that nomenclature). They represent vernaculars that in Project Caesar’s time period broadly formed a dialectical continuum, and are an effective way to differentiate them without weakening them by splitting them into full Languages.

Dialects are purely for flavour and have no gameplay effect; two dialects are considered identical for most purposes such as opinion bonuses, and they share stats like Language Power. For example, both Leonese and Castilian are considered the same Spanish language and so share the same Language Power, but may have different character names, location names and potentially other light flavour too.
View attachment 1212058
A map showing the dominant dialects in each location. The current setup is WIP, for example we haven't split up South Slavic or Italian.


View attachment 1212420
Here is a sketch showing the structure of the Germanic language group and its languages and dialects.




Countries have several different ways of interacting with Languages.

Common Language​

The Common Language of a country is simply the language that is used by the primary culture. It can’t be chosen or changed without affecting the Primary Culture.


Liturgical Language​

Every country has a Liturgical Language, which represents the language that the Clergy use in their rituals and scriptures, and by extension what scholars use in their academic works. Some religions allow a country to choose whichever liturgical language they like, (for example, Eastern Orthodox countries variously use languages like Greek or Church Slavonic) whereas Catholic and Islamic countries are forced to use Latin and Arabic respectively.

In general, you will want to adopt a liturgical language with high language power, as it affects your research speed.


View attachment 1212060



Market Language​

Markets also have a Market Language representing the Lingua Franca used between the merchants, which is based on the dominant language of the burghers in the Market Capital. The higher the market power, the higher its contribution to the Language Power.

Locations will have a higher attraction towards markets that share their dominant language, and a slightly smaller bonus if they only share a language family.

View attachment 1212061



Court Language​

Every country also has a Court Language, which represents the primary vernacular used in formal proceedings in the government, for example it might be the language spoken in parliament or written in legal documents.

Unlike the others, Court Languages can be changed almost at will. The possible languages are drawn from your Primary and Accepted Cultures, your ruler, or your Overlord country. The exact court language you have affects the satisfaction of the various estates: Nobles want you to have a more powerful language, meanwhile peasants just want it to be the Common Language. Burghers are happy if you use the same as the capital’s Market Language. The Clergy of course want everything to be in the Liturgical Language.

Most countries start with the same Court Language as their Common Language, but significant examples of where it is different in 1337 would include Norman French in England and Church Latin in Catholic theocracies.

View attachment 1212062



Culture Group​

A Culture Group is a set of Cultures that have some sort of shared identity towards each other. Culture Groups are usually independent of language and current diplomacy, but rather represent a more geographic or genealogical connection that is difficult to represent without abstraction.

A good example would be the British culture group. The diverse cultures of Great Britain have 3 different languages, across several different countries, and yet they are still united by their shared history and cultural influence that transcends the borders.

View attachment 1212063
An important culture group.


In gameplay terms, Culture Groups give small opinion bonuses and make culture acceptance a lot cheaper, but also various pieces of content are gated behind Culture Group instead of Culture. For example, your primary culture needs to be in the British culture group to form the Great Britain tag. The game rules can be set to also prevent you from changing your Primary Culture to one in a different Group.

One change we have made from EU4 is that cultures can belong to multiple different Culture Groups, or if they are isolated enough, none at all.

View attachment 1212064
Norse-Gael is the most extreme example of multiple Culture Groups, but the median will be closer to 1 or 2.




That’s all for now, but our talks on culture don’t stop here. Next week the artist currently known as Johan will make a song and dance about some deeper aspects of Culture that are brand new for Project Caesar, such as Works of Art and Culture War.
Why Spanish and Portuguese are separate languages. Yet German is from Bavaria to Holland exactly the same? Spanish bias tbh

1730990591788.png


Ibero-Romance is a thing

1730990706146.png


Why do you follow this structure just to go against it in only Spanish and Portuguese language?
 
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As an ethnologist (and a big fan of Orvar Löfgren and the "Swedish School" and the bricolage approach to cultural studies) I just want to add that you've done a great job, and that you shouldn't be too afraid to mix and match what you use to draw the cultural map.

As you said, culture as a concept is arbitrary abstract and ever changing (as is the very thing it's trying to explain), and using linguistics to describe one area culturally doesn't necessarily mean that you have to do so stringently everywhere.

I think you've done a very good job in designing and nuancing "culture" as best as possible with contemporary ressources available to you. In an ideal world the implementation of the concept would be dynamic with splits and merges of not just two but several cultures, languages or dialects. But not having this (except for scripted events I presume) is better then a CK3 solution: the whole point of cultures that merges, is that what emerges from the interactions between people and things (ie. culture) is larger then the sum of the constituents.
 
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We have a soft rule where if a ruler title is commonly used in English, or it represents a distinct concept from the English equivalent, we can use the unique cultural term. There is essentially no conceptual difference between the English King and French Roi so we don't translate, but Tsar and Sultan do exist in English.
Could we potentially have a game rule for this? Where we can have the French Roi and the German Konig and other titles for monarchs of those cultures.
 
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Currently no. Interested to hear opinions of how that could work though.
Maybe in the colonial nations the Native American pops could assimilate to a colonial culture like Mexican instead of Castilian. The pops with the coloniser's culture could also slowly assimilate to this new culture as they lack contact with their country of origin.
 
Is the albanian language split into 2 dialects?(Gheg/North albanian and Tosk/South albanian/Arvanitika). Based on differences in vocabulary the divergence is thought to have happened after the spread of christianity in the region(4th-5th century AD)
 
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The Anglo-Frisian link is outdated by 1337. The divergence started circa 500 AD, but most significantly the Middle English of 1337 had already been heavily modified by Danish and Norman French.
What about German? Couldn't it still be considered a German dialect like Dutch at the time?
 
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@SaintDaveUK New World cultures could be modeled through colonial policy laws that shape each empire's unique approach. For example, Spain might adopt a resource extraction-focused law, boosting productivity in colonial nations and supporting the aggressive expansion of conquistadors. This approach would lead to a where colonial society is stratified into migrating Spaniards, a Creole culture tied to the region, a mestizo culture connected to indigenous groups, and the indigenous culture itself. On the other hand, English colonial policies might favor permanent & gradual settlement, not fast gains, fostering new cultures that evolve based on the settled region rather than integrating the indigenous population. If this system is implemented, it could provide a dynamic way for colonial policies to directly shape cultural development in the colonies.
By the end of the game it's pretty inaccurate to speak of the English colonial cultures as distinct ones from their forms in Europe. "Americans" were at this time British, German, Dutch, etc. people living in America (enslaved people may be an exception here), and Australians, Canadians, New Zealanders, etc. had not seen anything approaching ethnogenesis. The only colonial examples I can think of outside Iberian territories during this time are the Boers and Metis

Iberian colonial cultures are a little different but that's mainly because of a difference in their view of mixing with Indigenous people's. Imo settler colonies shouldn't produce colonial cultures at all, there are so few good examples during the period
 
I could see this being an interesting idea if we're talking about the printing press. One reason given for it taking off so much when it got to Europe was the use of Latin script.

There are 26 letters, or around 60 characters you need if we are including upper case and punctuation. That makes printing a lot less time-consuming and a lot more affordable if you don't have thousands of possible characters like China.

Arabic script, meanwhile, does not have the variety of Hanzi script but there are more characters than Latin - letters change depending on where they are in a word more than the upper case/lower case distinction. The writing system also doesn't really make sense if it is not cursive, so printing individual letters on their own is a problem.
 
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What about German? Couldn't it still be considered a German dialect like Dutch at the time?
What do you mean still? Old Frisian wasn't considered a German dialect. New Frisian dialects, like East Frisian, are Low German dialects.

By the end of the game it's pretty inaccurate to speak of the English colonial cultures as distinct ones from their forms in Europe. "Americans" were at this time British, German, Dutch, etc. people living in America (enslaved people may be an exception here), and Australians, Canadians, New Zealanders, etc. had not seen anything approaching ethnogenesis. The only colonial examples I can think of outside Iberian territories during this time are the Boers and Metis

Iberian colonial cultures are a little different but that's mainly because of a difference in their view of mixing with Indigenous people's. Imo settler colonies shouldn't produce colonial cultures at all, there are so few good examples during the period
I think that it would make sense for colonial cultures to form once you're in the last age (i.e. time for revolutions), as it would help them form some sort of separate identity to their motherland.
But of course this didn't really happen IRL until basically the end of the game, so it's a bit anachronistic.
At least with language being a thing, we know that they will still speak the same language, so giving them a different culture wouldn't make them too different. So "American" would just be a different kind of British culture that speaks English.
It would also make sense to have a unified culture for African pops in the Americas.