If we look historically, nomadic civilizations were quite an exception. Generally only 3 famous cases - the original Indo-European settlements, Huns and Mongols. And 2 of them ended their migration by adopting agriculture and settling. So, if there's a choice which model to use as a base, settled civilization surely have priority.
So, the historical concept of having small settlements is ok, because every civilization started small, and Civ7 towns could be viewed as such. Using animals as food source is ok - either hunted or domesticated. But this has nothing to do with actual nomadic civs (settlements moving around in some form)
You have picked up on the wrong term and are using it in a way I never did.
Nomadic, as in moving near constantly, describes every human group at one time or the other: Greeks migrated into Greece, Persians into Persia, Chinese, we now know from DNA studies, migrated in large numbers from central Asia into China. In 4000 BCE, almost none of the Civilizations in the game would start where they settled.
Humankind tried to model this with a nomadic 'Neolithic' Era at the start of game, and as interesting and different as it was, it graphically showed the limitations of the model: very little happened to or within your Civ until you settled down and started researching, planting, and growing in cities. Much as I found the idea interesting, I don't see using the time in game turns in a Civ game when everything that happened in the 'nomadic' phase of a group's existence can be abstracted so the gamer can start playing his Civ and not its nomadic predecessors.
What I am referring to is not nomadic, but
pastoral Civs: groups whose economy is based on herding rather than agriculture. These as individual groups may be nomadic (more often they are transhumant, or 'semi-nomadic' moving between very fixed places) but as a Civ they are not: they cover a fixed area which they control as a source of resources and defend as a homeland.
Their settlements do not have to be modeled as moveable. As stated, most of the internal movement was between fixed places: summer and winter ranges and locales, summer and winter Palaces for the kings and government. The same Settlement/Town model used for regular Civs in game can be used for the pastoral Civs, with the following modifications peculiar to the differences between the two:
1. The pastorals take up a much wider range of territory. Think along the lines of the extra radius around Russian cities in Civ VI or the Shoshone in Civ V as an example: they needed more land for the herds throughout the year, and their individuals were generally mounted rather than on foot (the horse was a prerequisite for any pastoral group of any importance) so they could and did control more territory around wherever the yurts and wagons were - and 'yurts and wagons' could describe quite large, city-like concentrations: Batu Sarai, or 'Batu's Camp' on the Volga, the capital of the Golden Horde, was described as almost all tentage and mobile tents on wagons, and it contained at least 20 - 30,000 people at a time when there weren't a dozen cities in all of Europe as large.
2. Pastoral armies come from the general population, who as mounted herders and herd protectors have impressive military skills of horsemanship and mounted archery without needing additional training. That means they can 'build' military Units from each Settlement and field a very fast-moving, very effective Antiquity-early Exploration Age army very quickly without a separate 'military-industrial complex' to equip and support the units..
3. Pastorals in both central Asia and the North American plains acted as traders and 'middle-men' between more settled groups. The Asian 'Silk Road' was largely run and protected by pastoral groups, and the Comanches traded between the Mississippi river area and New Mexican Spanish colonies and north with British, American and other native groups all the way to the Dakotas. In short, their land trade routes were almost as long-ranged as sea trade routes and the pastorals in the middle made a very good thing out of passing goods from one group to the other.
All of which means that by providing that 'pastoral' Settlements have a wider radius than normal Settlements, and can spawn horse-archers and lancers without needing major Production facilities, and the pastorals can have land Trade Routes over longer distances that carry Second Party resources and goods to Third Parties with a 'cut' for the pastorals, and the game can provide a very good model of the pastoral Civs.
And these are some very influential and frequently-requested groups: the Antiquity Age Scythians, Huns, and Xiong-Nu, the Exploration Age Mongols and their successors like the Golden Horde, American groups that could be fitted into either Age like the Lakota, Nez Perce and Comanche.