Recommended building pairs in one districts

For Antiquity, avoid putting a building in the city center next to the Palace. The Palace gets adjacency bonuses from quarters, so you want to prioritize fully developing the tiles which are adjacent to your palace.
And what about Age 2 and 3? What ti build at the center?
 
In general, you can’t go wrong with these pairings:

Science and Production (non-warehouse)
Culture and Happiness
Gold and Food (non-warehouse)

This is because they share the same adjacency bonuses, and what’s good for one will also be good for another. You are also free to double down on the same building type, instead of mixing.

Warehouse buildings should be isolated into their own quarter - they don’t have adjacency bonuses AND they are Ageless, thus forever blocking their slot from being changed in the future. I use them to extend the urban sprawl to reach tiles that are more beneficial for non-warehouse buildings.
This means warehouses are best paired with each other?
 
I like pairing up Monument and Villa, and I actually like trying to place these in an out-of-the-way location without good adjacencies. These are both buildings that are worth keeping around through the ages, and improving your city planning for the later ages can often be better than trying to max out Antiquity adjacencies for these.
 
And what about City Center. there's a slot left to place a building. Are barracks, armorer and Military Academy the best idea or better place these farther away from the center? and what about railyard. do you overbuild it next to the city center?
I try to place monuments in city center (and town if I play Augustus). They provide significant amount of influence in later ages, so you don't want to overbuild them.
 
I try to place monuments in city center (and town if I play Augustus). They provide significant amount of influence in later ages, so you don't want to overbuild them.
And what to replace monument there in later ages since in can be overbuilt?
 
I think the question I had the most is keeping a quarter mono type to double boost a single resource like science with a specialist vs just mixing them together as you get them.
Cause the 2nd building of the same resource tends to come later in the tech trees, and you might only have 1 spot for with a 2/3 bonus adj and the 2nd resource that gets boosted might not be as important, but still relevant enough to consider.
Immediate double boost Hybrid Specialist vs delayed Mono Specialist, basically.
 
I am a bit of a min/max-er and the district placement puzzle is one of the aspects of the game that I enjoy more.

It feels reasonably easy at first glance, but when wonders, unique districts, and multiple eras come into play it can become a pleasant head-scratcher.

If you have a lot of space, then you just go for the best adjacency you can get, but this is often not the case.

Here is how I go about it:

My first consideration is 'creeping'. Since districts have to touch one another, you need to path out to where you want to place other districts.

For coastal cities that means you have to get across the water, with water districts, to get to small islands, or around resource hexes that sometimes 'block' you in.
I wish wonders and resource buildings would count as districts, for the sake of city extension, but I have accepted it as a part of the fundamental puzzle, as is.

Water:
My Fishing quay, Lighthouse, Shipyard, Wharf and Port 'bridge out' towards other land squares or resources that I want to reach, while still having the best adjacency, and leaving room for water wonders that I intend to have.
I tend not to stack them, since there are normally enough water hexes to have them all without overbuilding. But stacking them is fine if that gives a better bonus, or there is limited space / no need to connect.

Food / Growth:
1) I try and pair my granary, ultimately with the grocer in the modern era, away from resources, wonders, mountains, coast and lake, since other districts benefit more from those. In the interim I may add another 'aged' building to it that I am OK with overbuilding eventually.
2) Bath + Garden ==> Hospital + Inn ==> Cannery / Tenement
The bath does not have coastal adjacency like the others (, perhaps they forgot,) but I place it, as if that it has.

Culture:
1) I tend to pair the monument with the amphitheater, then kiln / pavilion and finally museum / opera house, next to a mountain and/or wonders. Overbuilding, unless I have the luxury of space.

Science:
1) Same thing for the library / academy ==> observatory/university ==> schoolhouse / laboratory, but adjacent to resources.

Production / Military:
I try to reserve 4 spots for these, adding over the ages, and prioritize them higher.
1) Sawpit + Brickyard.
2) Sawmill + Gristmill. I prefer a nav river square for these, since not many other things can go there, otherwise a normal river with 'lowest' adjacency. I know Gristmill is not a production building, but the 2 mills go together by design.
3) Barracks + Blacksmith ==> Dungeon + Armory ==> Military Academy + Factory
4) Stonecutter + Ironworks in the next era.

Happiness / Religion:
1) Arena + Villa ==> ... ==> Park + Department Store
2) Altar ==> Temple + Menagerie ==> Radio Station
With the exact Altar adjacency bonus determined by you selected pantheon.

Commerce:
1) Bazaar + Guildhall.
2) Market ==> Bank ==> Stock Exchange, in the city center, unless there's space.

Transit:
1) Rail Station in a low adjacency spot, where I can manage, for the factory unlock.
2) I tend to only build 2 Aeros and one L-pad in a high prod city, if I'm going for the Science victory.
I wish the port / aerodrome would 'connect to the capital' without a rail station for island / isolated cities factory unlock.

Bridges:
As needed for extending, without taking spots from more important items.

Unique Quarters / Wonders:
As the situation demands.

You can intermingle science with production, culture with happiness, commerce with food, and warehouse buildings, since they tend to have the same adjacency bonusses.
 
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One more detail to add: I also like to over-build in temporal order, especially in the modern age. This way the exploration age specialists get their bonuses up and running as fast as possible, and per-district bonuses get going as soon as possible, too.

For example, when I have a choice to place a +culture building, and the decision is to overbuild an older +culture building that doesn't complete a district, or an older +happiness building that does complete a district, I'll pick the latter every time.
 
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