A useful principle that I’ve followed in more than one fantasy campaign is the one Tolkien used in his novels: Having a culture that is in some sense “modern” that the heroes, or PCs, can be from, to help the reader or player identify with their adventures without needing to get into the head of someone from an exotic culture. Such characters don’t have to be, as psychologists are starting to say, WEIRD (Western, educated, industrialized, rich, democratic), but they should be people who make sense to a WEIRD player.
If you have a culture like that, it makes sense to give a quick sense of “twelve things everybody knows in my village.”
That seems to be a plausible model for a future setting as well. You can have exotic cultures up the wazoo, but it’s best if one of them feels somewhat like home.