Once they decided to include "Huns" as a Major Faction, not a lot of surprises here.
Just a couple of comments:
"Horde" comes from the Turkic word
Ordo or
Urdo, which means both Camp and 'host' or 'army'. They are, obviously, assuming that the Huns spoke a Turkic language, which is debatable, since Altaic/Yenessian (Mongolian-related) is more probable. Since we only have a few known words in Hunnic, though, they have a lot of leeway here.
And by the way, the Mongolian equivalent to
Ordo is
Ger, (yes, Virginia, Civ VI blew it) so, conceivably, the (assumed Medieval Era) Mongolian Faction could have the same Emblematic Quarter but with an accurate title in the Mongolian language. I suspect they will pull something different out of their hats, though: with all the effort they are putting into differentiating among the Factions, simply doing a copy-paste between two of them doesn't sound likely.
Another surprise, looking forward to what a hunnic city will look like perhaps use the same graphics as the Goths? City Centre will be some kind of grand yurt or something I guess?
There are a couple of examples of 'pastoral cities': the archeological site of the Scythian/Greek Gelonus in the Ukraine, and the descriptions by travelers of the Medieval Capital of the Great Horde (Mongolia successors), Sarai Batu on the Volga River. They both covered huge areas, because they included room for pasturing herds in and around the 'city', and, at least at Sarai Batu, many of the 'buildings' were actually 'parked Yurts' or Gers - big felt tents dismounted from their wagons.
They haven't given any indication, but my take on a 'pastoral Emblematic Quarter' then, would be a Quarter that could be built very quickly and cheaply so you would have a spread-out city that spread out faster than you had a 'normal' population for it, to be filled in with population points later as you converted the Ordo/Ger Quarters into 'regular' settled civilization Quarters, say in the post-Medieval Eras. The early Ordo Quarters would have less output than regular Quarters, but, say, could be built cheaper and without any other requirement so you could have more of them to 'break even'.
They might even be (as one Faction had in
Endless Legend) be a Mobile Quarter, that could 'break away' from the city at any time and wander off to settle a new region/territory. That would be a neat reflection of the 'nomadic' nature of the Faction right there.