Maybe you mean culturedness? Or civility?
Well, we're delving into semantics here, but the short answer is no. The first two definitions of 'culture':
cul·ture [kuhl-cher] noun, verb, -tured, -tur·ing.
–noun
1.
the quality in a person or society that arises from a concern for what is regarded as excellent in arts, letters, manners, scholarly pursuits, etc.
2.
that which is excellent in the arts, manners, etc.
@Lap:
There's likely to be a significant focus on dungeon crawling, although it should be a party experience as much as an individual one - but it'll hardly be the sole focus if the game shapes up similarly at all to what I have in mind for it. I suppose the balance between kingdom management and individual questing should be roughly comparable to the sort of balance found in 'Actraiser' (though with completely different and far more complex gameplay, hopefully!) - i.e., both aspects are important to the overall goal. Perhaps a better comparison would be to some of the more in-depth Mount & Blade mods, where kingdom management becomes important but still depends on individual fighting skill and troop management.
At any rate, if you're worried that the game will mostly just be an exceptionally randomized roguelike, that's not what I intend. The roguelike attributes of the game should not outbalance any of the other aspects - they should merely add their own type of 'fun' to the mix while allowing players good at roguelike mechanics an edge (besides acting as nostalgic flavor for those of us who are fond of crawls).