A running list of personal headcanon I have (some running directly contradictory to accepted lore):
Vulp Things:
Vulpkanin culture strongly disapproves of large families. As a consequence of limited resources, limited living space, and limited...everything really, it would make sense for Vulps to see having large families as wasteful, or taking resources from others. By extension, being born a twin/triplet/etc. is seen as a sign of bad luck by the more superstitious Vulpkanin, and as a burden by the more logical. If you want to go darker with it, in a world of genetic modification a government with broad emergency powers such as the Assembly could easily demand population control down to a cellular level, further reinforcing the idea the Vulpkanin have sacrificed greatly for their collective survival.
While Vulpkanin are constantly torn between the assimilationist and parallelist philosophies, they nonetheless form large cultural enclaves in whatever cities they settle in. This can be a point of contention among Vulpkanin and the dominant culture.
These predominately vulpkanin "CanniTowns" also lead to a very interesting "It-takes-a-megastructure" communal parenting style, in which older members of a habitat or archology may watch the children while their parents go to work, giving colony-dwelling Vulpkanin a wide assortment of views and experiences.
Being a largely immigrant culture Vulpkanin are still struggling to overcome discrimination, especially in the Sol system, where the already Human-centric TSF has heavy influence on most media and corporate entities. Some Sol citizens still maintain that rising Vulpkanin populations will eventually out-compete the native humans, even 3 centuries after the diaspora began.
Racht. Oh man Racht. That's like 5 paragraphs of philosophical ramblings I wrote out one night to justify how Monism, an almost entirely material philosophy, would encapsulate a "universal will", I'll post that another time.
Non-Vulp Things:
The Cyberiad is where all of NT's problematic, incompetent, or plain untrustworthy employees are sent. This keeps them away from the profitable and efficient facilities, and conveniently keeps them all on a station with one of the highest incident rates in the galaxy. If they die, they die. If they turn a profit before hand, all the better.
The majority of TSF citizens serve in the civil corps, a massive bureaucratic organ required to maintain and supply the largest military in the galaxy.
TSF has four branches: Navy, Marines, Security, and Civil, each with different taskings, but all soldiers have Primary Training, explaining why crew members understand first aid, firefighting, simple engineering, and are competent with advanced weaponry.
Nanotrasen keep a very close eye on the crew of the Cyberiad, both past and present, keeping long dossiers on each (explaining crew records being so detailed)
Nanotrasen sometimes has Internal Affairs agents and Human Resources personnel in plainclothes undercover aboard the Cyberiad, which (in addition to a Comms Officer listening in on radio chatter) is how Central always seems to know whats going on.
Nanotrasen maintains several Habitation stations, or company towns in space. One of which, the NBS Hearthwood is where all my characters go at the end of the round.
Mars is terraformed to an extent, leaded to a vast desert planet with a thin but breathable atmosphere. Massive mega-cities are separated by large swaths of nigh-inhospitable wasteland supporting small, insular, plasma-mining communities. Space Texas
The Chihong Sea is a massive ocean, turned red by the same mineral deposits found in Martian soil, that handles thermal and atmospheric regulation.