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The golem camp, uniquely, can be placed anywhere in the region and has NO adjacency benefits of its own (it doesnt level up). This means you can either A: place the camp in a military or economic hardpoint that is difficult to reach from your city, exploiting the full 7 tiles (itself and the 6 around it). OR B: place it adjacent to another district. this reduces its military and economic benefits, but allows it to act as a 4th district without "exposing" a leveled district.
Cultists generally dont worry too much about optimizing their build pattern due to the fact that any solid cultist build will eventually cover thier entire starting region. Just watch your approval levels.
Expansionist factions generally ignore approval late-game, due to the implausability of managing empire-wide approval levels once your city count reaches the upper teens.
Note that all terrain buildables except for extractors and watchtowers count as districts. this includes the legendaries, the Altar of Auriga, Docks, and the Golem Camp. Note that the overwhelming majority of these have level-based bonuses, read them carefully.
the "end target" is that fro ANY city shape, the "edges" are going to be weaker. the 2-wide "Stick" is popular because it has a minimal 4 "weak" districts, and can be expanded until you run out of space. No matter what faction you play is, if you run out of "stick" space then unless you built really dumbly, you should be large enough that it doesnt matter how else you build.
However, this is not the end of the matter. "Triangle" shapes, when fully built, have only 3 "weak" districts. the issu is that they lose performance as soon as you start adding more nodes. Also note that a Stick accesses the maximum *number* of exploited tiles compared to any other city shape.
Even so, remember that the main issue with weak districts is the approval penalty. This can be offset or negated depending on luxury levels, approval buildings you have researched, faction choice, and most importantly anomaly access.