This is perfect, thank you! Later today I'll describe the whole system I'm envisioning. It'd be great to hear what you think.
1) "Cereal crops" like wheat, maize, and rice are strategic resources that will be placed on suitable terrain when the world map is generated. Their districts (e.g., Wheat Fields, Corn Fields, Rice Paddies) must be placed on a specific terrain type and require irrigation as well as access to the relevant cereal crop strategic resource. They produce a high food bonus as well as the strategic resource itself. So for example, "Wheat Field" requires placement on Plains or Grassland, requires access to the "Wheat" strategic resource, produces 3 food, and generates another Wheat resource; "Rice Paddy" requires placement on Marsh or Grassland, requires access to the "Rice" strategic resource, produces 3 food, and generates another Rice resource. With this system, access to cereals should diffuse across the world as civs import them then begin creating their own supplies to export.
2) "Domesticated animals" like horses, cattle, and camels are also strategic resources that will be placed on suitable terrain when the world map is generated. Their districts (e.g., Horse Pasture, Cattle Pasture, Camel Pasture) must be placed on a specific terrain type and require access to the relevant farm animal strategic resource, but not irrigation. They produce a moderate food and other bonuses, as well as the strategic resource itself. So for example, "Cattle Pasture" requires placement on Plains or Grassland, requires access to the "Cattle" strategic resource, produces 2 food and 1 production, and generates another Cattle resource; "Camel Pasture" requires placement on Plains or Desert, requires access to the "Camels" strategic resource, produces 1 food and 2 trade, and generates another Camel resource. Access to domesticated animals should diffuse across the world in the same way that cereal crops do.
3) "Supplement crops" like potatoes and squash are strategic resources that will be placed on suitable terrain when the world map is generated. Their districts (e.g., Potato Farm) must be placed on a specific terrain type and require access to the relevant supplement crop strategic resource, but not irrigation. So for example, "Potato Farm" requires placement on Hills, requires access to the "Potatoes" strategic resource, produces 1 food, and generates another Potatoes resource. Supplement crops allow civs to farm more marginal lands without irrigation. Access to supplement crops should diffuse across the world in the same way that cereal crops and domesticated animals do.
4) "Luxury crops" like wine, cotton, and coffee are luxury resources that will be placed on suitable terrain when the world map is generated. Their districts (e.g., Vineyard, Cotton Field, Coffee Plantation) require access to the relevant luxury resource, and can only be built on tiles that include a specific bonus resource that stands in for good conditions for that luxury resource. So for example, a Hills tile might contain the bonus resource "Grows coffee," meaning that a civ can build a Coffee Plantation on it, assuming they have an existing supply of coffee, either domestic or imported. A neighboring Hills tile might contain the bonus resource "Grows wine," meaning that a civ can build a Vineyard on it, assuming they have an existing supply of wine, either domestic or imported. A nearby Grassland tile might contain the bonus resource "Grows cotton," meaning that a civ can build a Cotton Plantation on it, assuming they have an existing supply of cotton, either domestic or imported. In all cases, this would mean replacing existing agricultural districts (for example, two Potato Farms on the Hills tiles, and a Wheat Field on the Grassland).
This system will produce a few outcomes. Players will have to make choices about what agricultural resources to place where. Civs will start with access only to certain domesticated plants and animals, but these will gradually diffuse across the world as civs contact each other. As this diffusion takes place, civs will be able to increase their overall yields as new agricultural resources make new terrain types improveable (e.g., Potatoes will open up Hills, Rice will open up Marshes, etc.). Since domesticated animals won't require irrigation, two civ trajectories will emerge: more crop-dependent agricultural civs with access to fresh water in river valleys and near lakes, and more animal-dependent civs in arid terrain. Because cereal crops provide more food, crop-dependent civs will have bigger pops; because domesticated animals provide other bonuses, animal-dependent civs will compensate for lower pops with additional production and trade. Luxury resources will remain relatively localized in areas that are specifically suited to their cultivation, and these areas will be prizes in colonial competition.
Here are a few more stray thoughts that could expand this system:
5) Any or all of these districts could allow city improvements that amplify the bonus they provide. For example, "Cattle Pasture" could eventually allow "Industrial Slaughterhouse" once a tech like Electricity or Refrigeration is discovered, and this would produce an additional food bonus in the city via the C3X bonus resource generation system. The downside of this is that you could hypothetically build three cities around a single cattle pasture and get that same bonus in all three cities, but that strikes me as a design philosophy question, and different people could choose whether or not to implement this particular aspect.
5a) If there's any way you could make it so that certain improvements increase the food/prod/trade yield of specific districts in the city radius, that might solve the above problem. For example, an "Industrial Slaughterhouse" in one city would add 2 food to every "Cattle Pasture" in that city's radius. In this case, if a single Cattle Pasture was surrounded by three cities, it would only make sense for one of those cities to build an Industrial Slaughterhouse, because the relevant bonus would only apply once. The same could also be done for non-agricultural resources (Foundries for Iron, Refineries for Oil, etc.).
6) Non-agricultural resources could be altered to require districts to produce resources. For example, strategic resources like iron, coal, and oil could be replaced by bonus resources (e.g., Iron Ore, Coal Deposit, Crude Oil). A processing district that requires the presence of these bonus resources (Iron Mine, Coal Mine, Oil Field) would then need to be built to render them into a useable and tradeable form (Iron, Coal, Oil), and would provide an appropriate production and trade bonus.
Let me know if you have any thoughts or questions.