Besides the City-Town dichotomy, what I like to see that would reflect the actual pastoralist way of life is a Farm-Pasture dichotomy.
In real life, nomadic societies chose pastoralism as a way of living because their lands could not support farms. One cannot do any significant agriculture on the Mongolian Steppes in the 45th parallel north as the climate does not really allow it, only grass can grow there. But you can use grass to feed animals and then eat the livestock. So you have an entire society based on sheep and horse grazing.
Now, when these societies somehow manage to move into or conquer agricultural lands, they will face the issue of exclusive land use. Settled societies perform agriculture, so their land is covered in farms, and produce grains to support the society. Farmlands can be turned into pastures - if you can grow wheat or rice, you can certainly grow grass and raise sheep - but the per acre yield of a pasture is significantly lower than the farms (you may get tons of rice or just hundreds of sheep for the same amount of lands). If nomadic societies want to expand the pastures, they need to remove the farms, and the agriculturalists will starve.
This created a huge confrontation, and is essential to the nomadic-settled conflicts across history. Even when Kublai Khan conquered the Northern Chinese Plains, then one of the world's most productive regions in terms of agriculture, some Mongolian nobles thought to purge most of the agricultural population there since they wanted to raise horses and sheep instead. (The mass purge did not happen since other ministers went against it, although the Mongols still seized considerable land in Northern China and turned them into imperial pastures. Centuries later, the Qing dynasty did the same. Both created countless land use conflicts down the road.)
If certain mechanics in Civ 7 can create such a Farm-Pasture conflict, then that will be a much deeper dive into the pastoral economy than most of the gaming landscape. (For instance, you can build Pasture anywhere, essentially as a filler for the low-yield tiles to support your early population, but their maximum yield will be much lower than farms. Or having Pastures affect more than one tile, like a National Park or Natural Reserves, to portray the difference in size and density between farms and pastures.)