In the latest versions along with low number of strategic resource tiles there is almost none sheep, cow, bison tiles. In this Cat-du-fromage ss land looks super empty.
70% of the land that has been generated in this screenshot is desert and forest. Of course there is little cattle and bison. I may have removed sheep in desert hills following its civilopedia description (can't remember), but we could restore it if needed.
A thing that I explained a few posts ago, it's that this map script produces very different climates from one instance to the other. One map is cold, the next is warm, one is humid, the next is dry. One has most land close to the poles, the next is bigger at the equator. There's a lot of RNG values going on. It could happen that the next map has very little deserts and too many grasslands, so you'll find more cattle and sheep but less stones and iron.
About forest. The script makes deer abundant in tundra forests, and scarce in other climate forests. Why? Tundra terrain is already bad enough that we don't want to chopp the trees, and it becomes much better with a deer and a camp and a tundra pantheon. However, deer in temperate forests get in the middle of farm/sawmill clusters. Just one deer prevents clusters to be formed in 7 tiles. That said, the script is set to produce some deer in temperate forests and I see none in this capture, one or two should be more proper. I'll raise it a little.
I have mixed feelings with desert hills. For instance, I understand the likeliness for sheep as they give you food in a very scarce on food location. On the other hand, a desert is a desert because you can't find food, and I believe civilopedia bans sheep from desert. Big patches of desert where few cities can settle are tactically interesting too, since they create natural barriers against land invasions, and this is achieved by not having many food to support population and specialists.
But there's an issue with the desert pantheon, for a civ that decides to thrive in deserts. While a mined hill is a rightfully nice tile on its own, it's true that a hilly desert became too scarce on resources for the pantheon. Valid resources for harsh desert are stones, iron, aluminum and oil, but actually only stones matter to the pantheon. Valid resources for flood plains are also wheat and horses. Spirit of the Desert does not require resources to be improved, so every stone you reveal will yield +1faith +1prod +1gold even withouth the quarry. This way, a mined hill will net 5 production with a forge, and a quarried hill will give 1 faith 6 prod 1 gold with a stone works and the pantheon.