Here's the last group until I update the Oriental culture:
Akkad: Level 2
Also located in the Fertile Crescent, but unlike the Sumerians the Akkadians are far more hostile in nature and militaristic. Located in the middle of multiple civilizations, if they play it smart they may conquer the surrounding area, Sumeria for an economic boost, Canaan for the resources, then the Hittites and Elamites would be no match for them.
Canaan: Level 2
Representing the tribes of Canaan, including the Phoenician (which is a Greek name) that later created colonies all over the Mediterranean, the Canaanites, though lacking much land for agriculture, have good access to resources, both strategic and luxurious, enabling them to become a true commercial civ early on after building land routes to the nearby Egyptians, Hittites and Akkadians, and later sea routes to the many civilizations in the Mediterranean.
Hatti: Level 2
Located in Anatolia / Asia Minor, they have some room to expand both east and westwards, and can block the shortest way to Europe if they protect a few hotspots in their area. Not seen in the screenshot is the area between the Black and Caspian Seas that has room for a few colonies and a number of resources, especially Copper, with a mountain range from one sea to the other, with plateaus in the middle to allow a road to reach Scythian territory.
Egypt: Level 2
The builders or the Pyramids, were they?

I've thought about making the lower Nile cities Atlantean, making them the Pyramid builders, and setting up a locked war between Egyptians and Atlanteans so they have a chance to capture them, maybe I'll do that

Comments? Anyway, you may notice part of the Nile is actually coastal terrain, it makes the Nile navigable up to the Nubian city of Buhen, as long as there's cities connecting sea sections, so its obvious the Nubians wont reach the Mediterranean unless they conquer the Egyptians. It would be a shame to see the AI razing some of those cities since its unlikely they would be rebuilt. The city of Heliopolis is interesting because it also allows access to the Red Sea. The Egyptians are a very interesting civ thanks to their unique content, and they can easily become the most powerful African civ.
Nubia: Level 3
Not much to say, they can gain access to some more resources if they expand farther south, and they have the whole South African continent if they manage to keep making settlers.
Saba: Level 3
The Arabian civ, notice a less arid Arabia. Saba is both a Commercial and Expansionist civ, they're in a very good position to have sea routes to the Egyptians, Sumerians, Elamites and the Indian civs because there are no civs that can blockade their coast, and if they manage to get some resources to trade, they may improve their economy and make more settlers which are also cheaper for them, and expand their territory quickly, to the rest of Arabia and possibly to Ethiopia.
Libya: Level 3
Also known in classical times as the Numidians, they're located in North Africa and in a very good position to blockade the sea routes between the eastern and western Mediterranean. They have access to enough resources around the Atlas mountains to allow them to grow and become a threat to the Egyptians. Also notice the big river that crosses the Sahara.
Yoruba: Level 4
They seemed a far better choice for a Black African civ than say the Zulu/Bantu, and thanks to the great Benin unit pack by Plotinus they'll have a good number of unique units mostly in the Iron Age. The Yoruba are said to have migrated from the east, so I placed them near the coast of the fictional (or not) Sahara Sea, couldnt find any good names for their starting cities before their recorded history so I just used the first in their citylist. Notice the less arid Sahara with vast Savannahs, which provide a good number of Elephant resources and the Jungles to the south some Gems.
And thats it for now. Have to work on some city improvements and the system I developed that will allow civs to either upgrade Peasants to Settlers or to Mercenary / Auxiliar units. Basically Peasants are auto built by some city improvements, but those city improvements can only be built in areas inside the radius of special strategic resources that represent each civ's culture, so you have different Peasants built in different "Peasant building" Improvements, if you play as the Romans and you get a Roman Peasant, you can only upgrade it to a Settler, but if you get a Celtic Peasant (because you captured a celtic city with celtic culture nearby) you can only upgrade it to a Celtic Auxiliar (some celtic looking unit). Its the only GOOD way of limiting AI expantion because Settlers cost gold and cannot be built (tested and it works even for the AI as long as the Peasant unit has offfensive capabilities) and a good way to implement a Mercenary feature at the same time.