I'm just answering your post from the ZOR mod thread.

Quote Originally Posted by Sundjata Keita
Now we can have a unit set for the natives, the british, the zulus, the portuguese and the boers and that will be about it. This basically cancels out the hardcoded culture types apart from the limitations and allows us to set specific regional units.
For recruitment, I got all my information from How to...add hidden resources and use them and from Complex conditionals for recruiting and building which you should have a look through if you haven't already but don't get too sucked into the second one or you'll never come out again!

As for culture, the ownership culture tags in edu and edb are just shorthand, you can get around them by specifying the particular factions.

I don't know if you've thought of this, but the bigger impact of culture will be in cultural unrest in occupied settlements. As the culture of the factions is hard-coded you'll have to give some thought as to how you're going to divide up your factions.

On a similar note, you're able to input a 'base unrest' in your provinces to represent particularly truculent areas, which will affect every faction apart from the one who is originally assigned it. It's listed as 'chance of rebellion' in descr_rebel_factions and you can find out more about half way down this thread on Ludus Magna.