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You may then ask, why not just assign more beavers to the Hauling Post? Because those beavers are also spending much of their time carrying things from place to place WITHIN their local settlement, so maybe the metal outpost you're trying to set up will get the food it needs today, or maybe it won't. Having District Crossing beavers dedicated to inter-district hauling leaves the Hauling Post beavers to do local work. It's all about efficient specialization.
In short, districts are how you efficiently supply those interesting but distant areas with things they don't have and bring those interesting resources back to your other settlements.
You'll be fine. Just place your subsequent districts where the road starts turning red when you click the district center. This will assure the new district will be leave enough space for the main district to grow if needed (you can always go UP if all else fails). This is my process for starting a new district.
1. build a builder's hut -> leave it populated for what's next.
2. build housing for the district -> turn them off so the population won't be far from all the resources.
3. build water infrastructure -> leave the pumps on so the barrels will fill.
4. build food and materials storage -> leave them on so the excess food/materials will fill them up; giving you a good start on resources.
5. build farm & plant crops -> once the crops are planted, turn the farms off.
6. build a tree farm -> once trees are planted, turn the woodcutter off.
7. build a hauling post -> near where you plant to have the crossing.
8. Build the crossing -> should just be 1 way in/out between the districts.
8A (optional) -> I usually put small storage units for most of resources near the crossing, and set them to maximum preference to shorten the logistics chain.
9. remove extraneous pathways -> so they won't interfere with placing your district hub
10. place the district hub and transfer beavers to work. (usually 9-12 depending on how many job you have open.)
11. once the district is operational, proceed to build the rest of the things you want; leisure, science, industry etc.
The following is on the "plains" map with folktails, but Ironteeth work just as well I'd think.
https://steamcommunity.com/sharedfiles/filedetails/?id=3356331829
It's one new building with an import/export UI you can mostly leave alone, and then the same screens for housing, employment, etc. that you've already been using for your initial settlement.
It's the only way to reliably make beavers use housing, food, and amenities that are close to their place of work, once your settlement starts getting very large.