...next diorama, the first of the destination nodes. In this type of layout design each of these are "nodes". The yard you saw is the "central node", which functions as the car source for as many "destination nodes" as one wants to string to it. The only design rules are that the central node has to have the capacity to supply all the destination nodes hooked to it, and each destination node needs to be able to function as a single scene layout by itself. Follow those two rules and you can be comfortable in the notion the result will work as a complete layout. BTW, nodal design is most certainly not a mainstream American model railroad design style.
Anyway:
On this end of the diorama, the tracks under the crane are a heavy industrial supply company, so many oversized/"dimensional" cars loaded with boilers and electrical gear such as used in power generation are delivered here along with open cars of structural steel. The tracks adjacent to the road with the rigger's vehicles are the running track opening up into a passing loop, the latter a requirement for stand-alone operation so you can work cars in either direction in and out of the sidings.
The station and platform, again to support passenger ops in several of the scenarios we run. Across the tracks sits the local switcher (shunter) that actually handles the delivered traffic. Adjacent and behind it is a food warehouse, the siding under the overhang of the building.
There is a small chemicals company at this siding and the maintenance-of-way (the platelayers) department has sheds and a track speeder shed here. The running track departs this scene adjacent to the righthand large tree and we're off to the next destination node.