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Usually whatever a citadel can do a Fort can do just as well (and are more cost efficient too). Put them someplace that is tactically effective. I plop one down next to a unique luxury on the outskirts of my border that I want guarded. Placing one on a hill will help with visibility and defense bonuses but you will miss out on some early game production points by doing this.
If you have a trade route with someone outside your city you can place one somewhere along the trade route trajectory path so as to scout for barbarians and to cover the caravan itself if it stops in a dangerous area. You can also place one on the border of an enemy city about 2 tiles out from the city itself. This can be where you place your siege units. Just make sure that a hill isn't in the way.
Also pretty much what this guy said.
Best used for bonus, but when you have 2, you may use one to steal a resource or luxury.
As for the other great people.
You should probably save your Great Engineers for a future project you need to get as soon as possible, but if your city truly lacks production than a Manufactury won't hurt.
You're better off using Great Marchants for envoys to city-states to gain a vast amount of gold either to sustain your treasury if you're loosing gold, therefore buying you time to improve your economy, as well as gain a large amount of influence towards said city0state so choose wisely.
Great Prophets, once you found all your beliefs, depends on your style, using them to spread religion is equally as useful as using them to build holy sites, but it depends on how you're playing the game. (For example Holy Sites can be extremely good tile improvements with the right policies and beliefs)
Great Admirals, similar to Generals, though their ability can be useful if you're in a pinch.
As for the Great Writers, Artists and Musicians, if you're not going culture victory then simply use them for their second ability, and don't build the musician's guild because Musicians are completely useless if you're not going for a culture victory, though their bonus tourism could give you benefits, in that case it depends as well.
Depends where you are in the game. If fairly early on and it will noticeably boost your civs science output then use the scientist to create the academy tile improvement (this is definitely the way to go with the early scientist you get as Babylon). Later on it makes more sense to take the one time research boost. I don't see any benefit in hanging on to a scientist, it incurs unit support costs, but other players may have a strategy to do so.