People of the Steppe: May continue to build encampments after reaching the Ancient Era and settling your first city. +2 Science, Culture, Gold, Faith, and Production for every turn that you do not convert one of your encampments to your capital city. Cannot build settlers and found more cities.
Note that encampment is a term that might be used to describe earlier moveable settlements in a "Neolithic" Era. They are still able to produce units and have yields around it.
The idea behind this is you can stay as nomadic as long as you want. Though in order to have more cities you would have to go out and conquer them with units.
This is why I proposed 'Pastoral Settlers' that cost much less to build, but it takes 2 to form a City while only 1 can build a Settlement to expand territory. That allows the pastoral group to expand fairly rapidly and later convert to city-building when pastoralism becomes less efficient compared to Industrialization.
A flat prohibition on pastoral groups both makes their survival later very problematic and also is simply not accurate given that Scythian, Mongol, Kushan, and other pastoral nomadic groups did build cities and even used them as Capitals.
About a model for Pastoral societies:
1- For every civ whatever they are Agrarian, Pastoral or Maritime now Settlers took the the role of Workers/Builders to make "Improvements" but now these are Villages (Farming, Pastoral, Fishing, Mining, Forestry, etc.) founded by Settlers using their "Settler Charges" similar to "Builder Charges".
2- Like the "minor civs" (barbarians) Villages that can be changed of position when needed, you can also turn them back to settlers (with only one charge) but of course this have down sides like take X numbers of turns and lose the foundation cost, so players would not going to move villages all the time, just when is really needed. This cover a very real process were people are displaced and migrate even if they are not your classical seminomad-pastorial culture.
3- For the players that pick the Pastoral Society specialization option in early game, you get a serie of bonuses like.
* All Pastoral Villages citizens become Warrior class instead of the regular Labourer class.
* Pastoral Villages take just one turn to be dismantled, their cost or settling is refunded, and the resource (Horses, Camels, Sheep, Reindeer, etc.) moves with them.
* Their Settlers have +3 movement points.
* Can train the special units Horse Archers and Camel Riders with the proper resource.
So Pastoral turn to a be a common option with bonuses over pretty much regular civ mechanics that do not compromise the rest of the regular gameplay neither is exclusive to one civ when the game would for sure end with many civs that were pastoral/nomadic historically.