I have started your scenario. I'm at turn 301 as Washington of USA. My crime has never gotten over 75 and is now at -79 with just Tribal Guardian and Alpha male. I did take a Great general and attached it to the Tribal Guardian to give it the next level of Crime Fighting promotion, plus Combat1 and other useful promos. TG was attacked once by Neanderthal as both Spiked club were out "hunting". Lost Clubman to exploration. Of course having these extra units at game start is part of the reason you have a -5

/turn at 100% research rate to start the scenario with.
Suggestions so far:
1. Do not use Adv Economy Option. It has known problems
2. City Minimum Border and Realistic Culture Spread negates any Civ from causing an adjacent AI city to "flip" to the superior cultured Civ. Don't use either at all. You will have better gameplay without them. Having them both on actually makes your scenario easier.
3.FoF, with the current state of Subdued animals and the length of time to subdue a wild animal this Option is tedious and boring. 6 turns of chasing or defending before a kill or subdue is tiring to say the least.
4. Inquisitions, Divine Prophets, Choose religions, and Multiple Religion Spread do not fit well with each other. One gives, another takes away, one is a visual reminder with little gameplay worth and the other the AI has a tendency to use the GP for other things besides founding a Civ's favorite religion.
5. Upgraded Bldg and Unit cost, while good for mid and late game, not good for early (see opening statements).
After playing 301 turns in approximately 4 hours most of it was just click turn click turn, or watch the running man cycle thru turns. Your scenario would benefit Greatly by being on Snail or Marathon vs Eternity. Even Eons would reduce the tedium by 20%.
And a good thing, you moved getting tribes back to Tribalism.
More observations: @37960BC (301 turns) my Gold sits at 19760. I'm currently researching Piercing (15 turns to go).
I will spend a few more hours on it to see if it picks up just to give you more feedback.
JosEPh
Ok thanx for you support.
"After playing 301 turns in approximately 4 hours most of it was just click turn click turn, or watch the running man cycle thru turns. Your scenario would benefit Greatly by being on Snail or Marathon vs Eternity. Even Eons would reduce the tedium by 20%."
Thats ok, the benefits from eternity speed is to high to get it down to a faster game speed, after 500-1000 turns when you expand that will be better, then the turns start to go longer and at the start turns you can go explore and do other things, it turns within 10-20 seconds, so in eternity you get the techs slower whats improtant on this large map and later with large civs and in eternity speed it takes longer to build buildings and build units, it realy hurts you when you loos a unit, takes a long time to replace it. Also you dont get new units fast, you need to use the units you have a long time, and so techs are realy precious now. Also expirience is more important now, expirienced units are worth mutvh now and a loos of a expirieced unit is hard to replace. With all these +% worker speed upgrades with the work faster techs, the workers will do a fast job after 500-1000 turns. So eternity makes the game harder, so i will let it stay on eternity when no big bugs occure on this speed. Scenario should be ultimate hard. If you got any idears to make it harder let me know.
"1. Do not use Adv Economy Option. It has known problems"
Ok i will remove that in 2.5 then, you know wich problems it has?
"2. City Minimum Border and Realistic Culture Spread negates any Civ from causing an adjacent AI city to "flip" to the superior cultured Civ. Don't use either at all. You will have better gameplay without them. Having them both on actually makes your scenario easier."
So when Realistic Culture Spread is no problem we can keep it in the scenario, City Minimum Border is then no problem also right? Or is it makeing the game more easy? Is City minimum border makeing the cultural flip of a city impossible?
"3.FoF, with the current state of Subdued animals and the length of time to subdue a wild animal this Option is tedious and boring. 6 turns of chasing or defending before a kill or subdue is tiring to say the least."
Yep thats cool, its hard now to get animals subdued, you have to game good. And after you get some expirienced hunters it will become better, so its important to try to get hunting early now. More easy will meen more fast myth to the player and so the AI will fall back even more because you can hunt more effectivly then the AI and get more myths faster then the AI and get so more research points faster then the AI.
"4. Inquisitions, Divine Prophets, Choose religions, and Multiple Religion Spread do not fit well with each other. One gives, another takes away, one is a visual reminder with little gameplay worth and the other the AI has a tendency to use the GP for other things besides founding a Civ's favorite religion."
Yes, i think about these also, so when the AI gets a great prophet they will create religions, thats no problem. But when i turn off choose religions then you get the religion by the tech and when i am as player always ahead of the AI with my research i may get all religions before the AI and they will get none, so the AI is creating GPs fast, and they use it for founding religions, that works. But i want that there can be multi religions in a city and i want that the player and AI can kill non state religions in there citys if they want. So inquisitions are needed right? Divne prophets needed to choose religion. Multiple religions spread needed to have more then one religion in the city? So all three needed or? So any sugesstion on this?
"5. Upgraded Bldg and Unit cost, while good for mid and late game, not good for early (see opening statements)."
Thats ok and needed to make the game harder, otherwise it dont hurts you enouth when you loos something and to fast building meens to fast research and to fast technologys.
"I have started your scenario. I'm at turn 301 as Washington of USA. My crime has never gotten over 75 and is now at -79 with just Tribal Guardian and Alpha male. I did take a Great general and attached it to the Tribal Guardian to give it the next level of Crime Fighting promotion, plus Combat1 and other useful promos. TG was attacked once by Neanderthal as both Spiked club were out "hunting". Lost Clubman to exploration. Of course having these extra units at game start is part of the reason you have a -5

/turn at 100% research rate to start the scenario with."
Yep, crime looks to work very good now, go to worldbuilder after your next 300 turns place a agend and speacial agend on all capital citys of all AI players, then close WB again and look into the other AI civs citys, then you can see if the crime still works for the AI, so maybe you can see other problems there then also after your 600 turns? Cool idear with the general, but the AI will not do this i think. But i will try by myself, good strategy. Yeah on this large map are alot of animals, so better dont go hunting alone.

Gold works better now also, but i will keep 20000 start gold, makes sure the AI will not run out of gold before they can generate enouth on eternity speed. Little bonus to the AI is ok.