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Different districts get bonuses from being adjacent to different things. Example Campuses gets bonuses from mountains and rainforests. Industrial zones get bonuses from nearby oil fields or mines.
You can maximie the output of a district by adding workers, but that is too much micromanagement for my personal taste.
You can only build another district if your city size allows it - aqueducts and spaceports can always be built if applicable, no restriction on city size there.
Depending on the district, you do automatically start acquiring any resources that district, and any its particular buildings that are built later generate. Plus many of those building also other benefits. You have to look at each district and its buildings independently to really dig into the "why build this" to help decide which to choose.
Also, you'll find that there are many factors that contribute to adjacency bonuses for districts. For instance:
-Building a science district next to mountains, or other special map features (like geothermal, or reefs as well I think)
-Building next to other districts (including the city center, which is also a 'district")
-Some leaders have unique bonuses for certain districts.
It really is pretty complicated, but it also isn't super important when you first start playing. Placing a district wrong in your first few games isn't going to be the end of the world. Repetition is what will help you understand what is going on. As you place districts and you see the little adjacency bonuses pop up, mouse hover over them and it will explain why that bonus is there. You'll soon start to spot those ahead of time, and plan where you place your cities to best take advantage of them.
You don't need to place any population in those districts for them to work.
The population requirements are just a gameplay feature to limit you from mass producing every district in every city. Basically, it is forcing you into making decisions. Which is the basis for good 4x games.
For most civs, you get a new "district slot" opened up every 3 population that your city grows.... 4, 7, 10, 13, etc.
There are exceptions, like Germany, which gets an extra district for every city. Plus there are some great people (maybe just one, I forget) that allow you to unlock more districts for a city by using a charge by that great person in that city.
If this sounds complicated that's only because it is. Tnere is more info at the game wiki and I Highly recommend it. But note there are different civs that have a unique district in place of another district that confers unique benefits.
* Pay attention to your eras on marathon-length games. I have found that, if one takes an intentional Dark Age for Medieval era and bangs out a Heroic to start the Renaissance, it's very difficult to stop them.
* Making a run in the earliest eras for Faith as a currency is a fantastic idea.
* During the earliest eras, stock up on the diplomatic favor AI will trade you. Later on, they won't trade it, and it can be very useful for giving yourself an early advantage.
Stone is not a strategic resource. It is a bonus resource. So the effect is that you get more production for your city from that tile when that tile is being worked by a citizen.
To elaborate a tiny bit further, "bonus" resources just add "flavor" to certain tiles. In the case of stone on a flat, grasslands tile, it would get +2 Food, +1 Production. If you build a quarry, it now gets +2 Food, +2 Production. As you unlock new Civics and Techs further down the tree, that quarry will get more production.
However, if you really need the production when trying to build something (e.g., a wonder), you can harvest the stone (using a builder charge) to gain a nice chunk of production instantly, but forever remove the Stone (and no more quarry).
Strategics and Luxuries cannot be removed / harvested, but you can build cities on top of Luxury resources. Strategics remain hidden until the relevant tech is unlocked.
The benefit to bonus resources is that they can be used to quickly develop a new city, like harvesting rice, wheat, or marsh for food to increase the population. More population means more tiles can be worked, further increasing growth and production.
Edit: Forests or Jungles on hill tiles are essentially a "free chop". Use a builder to harvest the forest and replace it with a mine. The tile yields will be the same.
Harvesting a resource is a builder action that removes the resource and gives you a burst of immediate yields - usually whatever type of yield that resource boosted its tile by. So harvesting wheat gives you a burst of food in that city, harvesting copper gives you a burst of gold, and harvesting deer gives you a burst of production in that city. This action is only available for bonus resources, and can only be taken if the tile is not improved; if you change your mind and want to harvest a resource after improving it, you have to remove the improvement first - also a builder action, but one that doesn't cost any charges.