(I don't actually have anything against people that enjoy tribal decks, I just find the card pool in a 100 card singleton format too shallow to make anything truly interesting, especially for niche tribes like insect).
The general idea is to get at least one fetch land, a Crucible of Worlds, and ideally a couple Explorations and starting spamming land drops like a madman. Ramp is better the longer the game runs, and we are in Golgari, so it makes sense to run a hefty removal suite. The main win condition is Field of the Dead, Ideally multiple copies of it. Honestly, Field of the Dead is so good and so resilient in this deck, that it might make sense to go a bit lighter on the other finishers.
Verdant Catacombs and co. are, of course, the cream of the crop.
Fabled Passage/Prismatic Vista almost as good
Evolving Wilds and co. are obviously worse, but I'll still take as many as I can get
Riveteers Overlook is about the same as Evolving Wilds, but they are essential if someone plays a Root Maze kind of effect (those effects are brutal when you'd like to be playing the same fetch land multiple times a turn). plus the lifegain is nice. Also combos with Yavimaya, Cradle of Growth and Urborg, Tomb of Yawgmoth to function as an untapped fetchland.
Myriad Landscape: Much slower, but if you squint your eyes it kind of looks like a fetch land and a Explore stapled together.
All of those together brings us to 12 fetch lands, which I think will be enough, especially when you see how many tutors we are running that can always grab a fetch land in a pinch, however, their are more options to consider if this proves to be not enough:
Jund Panorama and co. can function as a Wastes if you need the mana now, but they require additional mana to crack, and the fetched land comes into play tapped, making them very slow.
Demolition Field and co. I'm running one of these effects simply as repeatable land destruction, as a dedicated fetchland, however, I think it would be much too slow.
Mountain Valley: for some decks these are roughly comparable to a Evolving Wilds, both only slow down access to your mana by one turn. Here, however, the plan is to play and crack the same fetch land multiple times a turn, making these really bad.
Cryptic Caves, Nurturing Peatland, Scene of the Crime: The exception to the one-of rule, as they are a core engine to the deck, once the engine is set up, these allow you to trade 1 land drop and 1 mana to draw a card. I think they are going to be very good in the mid-late game, but I might be overestimating them, and only running 1 might be sufficient. I wish I could make Roadside Reliquary work, but realistically, we don't have enough artifacts and enchantments to make it worthwhile.
EDIT: For some reason I thought Scene of the Crime entered untapped. It doesn't, and so got cut, the other two are still in.
Command Beacon: Works similar here as in Titania, Protector of Argoth, never pay for commander tax again!
Demolition Field: There are a lot of scary lands out there and this lets you machine gun them down while also adding more lands to the field. Wasteland and Strip Mine would probably be better, but it's a bit too mean imo.
Memorial to Folly: Let's you get back critters. I considered Haunted Fengraf, as it enters untapped. But I figured returning one creature to your hand every turn was probably good enough, and I'd rather get back the specific creature I wanted.
Mouth of Ronom: Repeatable removal. The two main alternatives are Cabal Pit and Grasping Dunes. But I opted for the more mana intensive option that should be able to kill most things with one land drop, and just about anything with two.
Swarmyard: Pretty much just protects are commander, though it can also cover Scute Swarm.
Urborg, Tomb of Yawgmoth: provides nearly perfect fixing and lets you tap the Riveteers Overlook type-fetches for mana. Yavimaya, Cradle of Growth is also good, but again, I want to keep fetchables high.
Urza's Saga: I've gone back and forth on this one, but it does tutor up Sol Ring and Mana Crypt and is a legitimate wincondition, especially if you have some land clones to work with as well.
Grist, the Hunger Tide: is disgusting with Zask, Skittering Swarmlord, since he's not a insect creature while on the battlefield, he doesn't go to the bottom of the deck when destroyed, meaning we can recast him from the GY over and over again. His +1 makes a token that Zask, Skittering Swarmlord can give deathtouch to, his -2 is repeatable removal, and his -5 is just ok, but nice to have. He's so strong that I expect him to be tutor target #1
Nameless Inversion: Pretty much the same deal as Grist, can be recast indefinetely, since it's an insect spell, but it never actually dies.