Maybe we could have a system like this:
Level 1: Nomadism
Level 2: Pastoralism
Level 3 path 1: Eastern Civilized Rural Community
Level 3 path 2: Western Civilized Rural Community
Level 4 path 1: Eastern Civilized Agrarian Community
Level 4 path 2: Western Civilized Agrarian Community
Level 5 path 1: Eastern Civilized Urbanization
Level 5 path 2: Western Civilized Urbanization
Nomadism & Pastoralism it can be in one culture. Second mast be Sedentary (maybe my translate not good). But modern peoples have retained nomadic signs. For example kazakh people have
Zhailau summer pastures and winter pastures -
kys-tau. Cattle being driven from one place to another
. We can use it like one branch of buildings. But step for agricultural it`s the most difficult for the nomads. And Ideology also. Ideology is not big problem if you doomed, forced...
As I wrote earlier, the complexity can show through irrigation (this building all faction must have) but not in namads. Choose irrigation- go along a complex path, do not choose these buildings remain in a safe but lower level.
I had an idea: to make the agent for nomads "herd". It should be arbitrarily or randomly move on the map for a bonus)))
Or, if the agent "herd" not on the city (outside) is the bonus, if in the city (iside) is a penalty. But any faction can kill or steal agent "flock" )))
Or watchtower or fort for saka can (if it posible) give a bonus like pastures place. Or some invisible unit "herd" bonus for army(?)