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Another option is to 'harvest' the copper, giving that city a bunch of one-time gears... and you can still put a mine on that spot (or whatever).
Once you research the Mining technology, you move a builder onto the tile and select the mine icon.
i click on the copper icon, then on the cart icon, but nothing seems to happen. it doesnts show copper in the list of resources when i hover over the tile.
- You mine that tile, or improve any tile, by moving a builder to it and then hitting the appropriate button on that builder's action panel (lower right corner of the screen). This is done while you have the builder selected, of course. There are also hotkeys for actions, if you care to memorize them,
- Building a mine requires the Mining tech. For a generic civilization, the only improvement a builder can make at the beginning of the game is the farm; everything else requires research.
- Copper is a bonus resource. Luxury resources like jade give you amenities (happiness), strategic resources like iron allow you to build advanced military units, but all bonus resources do is give you extra yields on the tile. Two gold, in the case of copper. Bonus resources don't give you anything extra for being improved; you just do it for the tile yields, because improvements add yields on any tile.
- Builders in Civ 6 have a limited number of charges. Three charges base, with a few different ways to improve that. So you might mine that copper, farm a wheat tile, and pasture some horses - and then that builder's gone, and you'll have to build another one if you want to put a plantation on the olives.
In the row of buttons at the top right of the screen, just below the game menu and the civilopedia, the rightmost button is "List of reports". That drops down for a further list, two of which are about resources.
- Empire: Resources tells you where all your sources of resources are, how many you have, and what you're trading.
- Global: Resources tells you how many of each luxury and strategic resource everyone has.
How many you're collecting each turn ... there are several models there.
Bonus resources are not tradable, and having more of them doesn't matter. Even if you have Buenos Aires (amenities from bonus resources), that only cares about the first instance of each bonus resource.
Luxury resources are tradable. You gain amenities for having one instance, and nothing after that - so trading away surplus luxury resources is a very good idea.
Strategic resources in "Standard" or "Rise and Fall" rulesets are tradable and have two thresholds. If you have two of a resource, you can build or upgrade to that resource's units anywhere. If you have one, you can build those units only in a city with an encampment (for land units). None, and you can't build those units anywhere.
Strategic resources in the "Gathering Storm" ruleset accumulate, with a stockpile cap that increases for every encampment building you make. Units require a certain quantity of their resource to build or upgrade to, and modern units require resources as maintenance costs every turn. If you have none of a unit's resource in your reserves, it doesn't heal normally. If a unit requires a resource to maintain and you can't cover that cost, it also takes a combat penalty.
Tiles with resources, in general, have only one valid improvement you can build. For silk, that's a plantation.
In the case of bonus resources, you can clear that resource and then place something different - remove some deer in a forest and then place a lumber mill, for example. In the case of strategic resources, you can improve the tile and then find out there's a resource on it later - farm a grassland and then discover horses on it, for example. But that's as close as you can come. If the resource is visibly there, you only get one choice with the builder.