That is an interesting position, and I must a agree that a lack of communication and planning will lead to disaster. That said, from a narrative perspective I would like to encourage disaster, at least in the beginning.
As a story about a whole race without unity, I would think it best to illustrate the effects of that disunity in the very beginning. We should show how this disunity has been at times a subtle, and at other times an overt, source of the Olgog race’s problems. A good story of heroism should start in a situation where things are bad and disheartening. Possibly a situation where tragedy happens when it is needless. Ideally the story would oscillate some until a final climax leads ultimately to a much better world for the Olgogs, primarily by overcoming their fatal flaw.
I personally want us to bungle a lot at first. I would like our tribes to collide and conflict in order to make those first few interactions more meaningful. It would be a more interesting conversation for Ripi-tu of Ka Rhug and Torlok’ab of Unit 817 to have if one of them were captive to the other. It would not make sense for my character to send messengers to some random tribe of Warmonger’s dead to help me fight other Warmonger’s dead. Some event should be the driving force behind our future cooperation, not a meta-understanding of the player’s intent.
I think its okay for some tribes to know each other, and to be even working together, but this, as I see it, is a story about how the whole of the Olgog race learns to uplift itself. (Ideally without the help of the white man.) The key to doing that is in fact the breaking of barriers and an increase of cooperation never seen before in the Olgog race.