Right now, wild animal-people (and other wild sentients like satyrs and any others you mod in) are weird and a bit buggy. They do nothing but stand around in the wilderness and sometimes attack. So why not make them more interactive? Sorry for my potentially bad English, it's not my first language.
There would be a few new tokens added to animal-people:
[TRIBES] - allows tribes to appear
[TRIBE_ADVANCEMENT:<number>:<number>:<number>] - range of how advanced the tribes can be, second number sets the average, see below. Defaults to 0:20:70
[WORLDGEN_TRIBE_NUMBER:<number>] - how many tribes appear during worldgen.
[TRIBE_MAX_POPULATION:<number>] - tribe population won't grow above this number, optional
[TRIBES_ALWAYS_HOSTILE:<yes/no>, defaults to no] - whether or not the tribe will be hostile, regardless of ethics and tokens
[TRIBE_VALUES:<value>:<number>] - works exactly like values for normal entities, randomization is applied per-tribe
[TRIBE_ETHICS:<ethic>:<opinion>] - works exactly like ethics for normal entities
[NOMADIC:<percentage>] - what percentage of the tribes will be nomadic.
Tribes would be generated entities created during worldgen and could grow, split off, and have wars with each other or actual civs. They'd have actual leaders (who would be historical figures) and be able to give quests. You'd also be able to start an animal-person character in one. Tribes can be nomadic or settled. Nomadic tribes would move to different areas every once in a while, appearing like any other travelers.
A new site type would be added for tribes, that would have different buildings and resources depending on [TRIBE_ADVANCEMENT]. There might also be musical instruments.
If the species has [CURIOUSBEAST_ITEM], the entity might steal items in worldgen and place them in the site. In worldgen, tribes might trade with civilizations.
0-9: No clothing, armor, or tools besides sharpened rocks, only "building" is a campfire with some food around it.
10-19: Same as above, however there are leather/cloth tents (like in normal camps) with simple tools. Some inhabitants have wooden, stone, or bone weapons or bows.
20-29: Same as above, however the inhabitants have simple clothing and there are some actual professions (like guards or hunters).
30-39: Same as above, but there might be farms around the site if the tribe is settled (and its species can eat plants). THere might also be domestic animals.
40-49: Same as above, however some of the inhabitants may have wooden or bone armor in addition to weapons. Additionally, the chief will have decorated clothing/armor and some buildings will be specialised (like kitchens, warehouses, barracks).
50-59: Same as above, but the buildings will be wooden huts instead of tents, unless the tribe is nomadic. They will also sometimes have workshops, beds, and simple furniture. Additionally, clothing will likely be a nearly-full set (like on civilized entities).
60-69: Same as above, however there are more leadership positions (maybe they should be customizable via tags like in civilized entities? Not sure). Additonally, they might brew alcohol.
70-79: Same as above, but some buildings might have multiple floors and/or be made of (rough) stone blocks, unless the tribe is nomadic. Metal tools or weapons might appear at this level however they are rare.
80-89: Metal tools or weapons become more commonplace. Additonally, at this level and above, tribes are a lot more likely to siege and raze sites in worldgen (and fortress mode).
90-100: No stone tools or weapons (only metal), metal armor becomes commonplace, if tribe is not nomadic there are roads between buildings instead of dirt paths.
Tags like [LARGE_PREDATOR] and ethics like [KILL_NEUTRAL:REQUIRED/ACCEPTABLE] make tribes more likely to be hostile to civs and adventurers.
Thoughts or ideas on how to improve this?