Fishing is a different matter, if and only if they are ocean fishers with boats capable of surviving voyages out into deep water, and/or they have located themselves in a place with an irregularly large fish population (like cod were in the New World before they were overfished), and the fishers are actually careful to avoid overfishing... (which doesn't seem like a very gobliny trait to me...) It's difficult to say how large such places might get, as even most fishing-heavy cultures tended to garden. I would say the norse colonists of Greenland and their Inuit neighbors are a good example of people who survived entirely off fishing or occasional grazing livestock, mostly because it's just too cold to farm. (Note: This did not go well for the Norse, whose entire colony starved to death.) It would depend largely on being able to claim a large enough body of water that they never overfish, and can prevent other nearby villages from popping up to fish the same waters. (Best estimate, though, would be from English fishing villages or the like where they are carved into a little valley, and you could get a few hundred, MAAAAYBE a thousand people in a "city" based entirely on fishing.)
Stocked fishing, such as specifically breeding oysters for fishing can expand your ability to fish (as less adults need to survive to adulthood to spawn if you protect the eggs from predators for them), but only if you have dedicated fish breeding programs.
Being as goblins are found in mountains, however, requiring being near an ocean may make goblins nearly impossible to place.
i could be completely wrong but i was under the impression that over fishing (certainly of sea and ocean stock) was a modern phenomenon simply because the sea is so productive compared with historical population densities. The north sea is only in plight today because we scoup out tonnes of fish in huge nets.
although generally i agree woith your point. Few civs prospered with out a strong farming basis historically. The crucibles of civilisation were all based around intensive agriculture. THis is partly due to food availability and partly due to time. Does anyone on this forum hunt? (i dont) but im lead to believe that it takes time. Hunters can spend days stalking pray (not in df usually) and it can be physically exherting (burning up precious callories). Hunting and gathering is very time and energy inefficient compared with farming. This ment that hunter gather civs were often academically and technologically behind those based on farming.
if nomadic civs or groups are introduced will Yurts and teppes and all manner of tent be introduced? I hope so, id like a yurt for my adventurer. IT would be a roundish structure comprised of wood and cloth that could be constructed and desembled with the carpenter skill and loaded onto an animal. (or given that adventurers in df currently have pockets that lead to another dimension the adventurers pockets.)
as far as realism go's. If the game creates magic food for civs rahter than simulating huntiung i suppose it doesnt matter. Although i dont see any reason why goblins couldnt raise cattle. Or another option would be to have goblin civs less concentrated than other civs - more small settlements and a central tower rahter than beng concentrated round a fortress or city with some outliying settlements. This would make them more suceptable to attack tho. But having farms may also make you seceptable toa attack. A legitimate strategy could be to burn another civs crops.