From what looks like the religions district on the screenshots, (it has 3 different versions on them), I guess the graphic either grows with how many buildings of that kind are in the city, or each district has a limited number of slots (3 or 4), for that kind of buildings.
I think that is the case, I read somewere there are 12 district types, and there's more improvements than that. They seem to be color-coded to game mechanics (this reinforces the cartoony style, btw), so we seem to have in the screenshots
WHITE - Religión
In Screenshot 1 (front) (Main temple, circular columns, pagoda)
In Screenshot 1 (back) (Only circular columns)
In Screenshot 2 (Main temple and circular columns, but no pagoda).
BLUE - Sicence
(could be also religión due to the angel-like statue, but color-coding screams science to me)
In screnshot 1 it seems more developed than in screenshot 2, but could be also due to the terrain in which it is. Screenshot 1 is cut at the edge of the image, so I'm not able to tell if additional buildings have been added to the main group besides the "pool" (in screenshot 3, we seem to have the same district than in screenshot 1, without any new building.
YELLOW - Gold
Screenshot 2 features what seems a marketplace-district next to the main city, most probably groveable with Banks and others.
Pink - Culture
Screenshot 3 features a remarkable pink-roofed district featuring an amphiteater and some sort of open-air dinosaur museum...
ORANGE - Happiness
To the lowest part of screnshot 3, there seems to appear as well a "circus" district, probably for leisure improvements.
DARK RED - War
The encampment on screenshot 3 seems the ideal place for barracks and so on...
Wonder if farms (food
), Mills (hammers,
) and docks (all sea-related improvements - they are taking a full sea tile, right?) will be its own districts.
Also seems
brownish ones (some with obelisks, some not), represent city centers.
I'm excited about this. It was something I discussed here some time ago, and seems quite logical and natural (
no more I'm missing a sea exit because I seetled just une tile far away from the beach, i.e.).
Also i find a good move to benefit certain technologies (and probably cultural traits) in function of what you build... it seems logical you find easier to develop better weapons if you have extensive solider training, or comercial technologies if your citizens are mostly merchants. It will need a lot of tuning, howerver, as the benefit should be noticeable, but you should still be able to unlock the techs even if not really focused in the área.
As said, this two features are risky and could go downhill, but also have an interesting potential to enhance the game experience... we'll need to check how this develops.