That's quite an ambitious list of animals you have there JS.
I am wondering though, since you will be travelling around nomadically for the most part in this mod, what will be the point of moving? And what will the strategy involved be like for things like wars and competition and stuff?
Personally, I think you should have less food going on on the map (since they are hunter-gatherers) and you should rely on hunting to get food, whcih would give you motivation to move. It should be relatively easy to starve to death I think.
What?
You are going to have 5 commerces, but still 3
yields?
Gigantopithicus is not listed there.
How about a thylacine (Marsupial Wolf)?
1) Your resource symbols are not showing up.
2) Here's an idea: food resources start (wheat, rice, etc.) with an improvement on them that disappears after you use it (possibly via harvesting, like a worker chops a forest, possibly from being worked by your camp for some number of turns - assuming it works tiles like a regular city), regrowing automatically with some smallish random chance per turn. This would also encourage moving - after the wheat you were working is used up, you'd want to move to someplace that still has a food resource. Discovering agriculture would allow you to build the regular improvement, which doesn't go away.
Maybe after you leave, the map gets fuzzy and inaccurate, to simulate forgetting what the place was like?