So after reading some guides on city specialization and resource usage I still cant come up with good cities when I play (Im stuck on Warlor...FOR SHAME

) so I was wondering if any of the advanced players could make a guide with pictures giving good examples of which cities (showing terrain) would excel at a specific task.
Dunno if im asking much but im kinda ashamed of seeing people going on noble or prince while im still at warlord
OK - first note: if you are still challenged by the warlord level, you don't need to be worrying about city specialization yet. There are more important strategic ideas that will advance you further toward the higher levels. If you were to concentrate on "just" choosing good city locations and managing them well, you'd be good to go.
But that's not what you asked, so we go on....
With the technology advances of the late eras, things become more complicated. However, once you have the basics you will be handily beating the Warlord level by then, so let's concentrate instead on the early eras.
Priority #1 is food. Now, you can make a great commerce city out of flat green tiles and nothing else, but doing so is painfully slow. Most of the time cities are expected to be able to achieve at least a 4

surplus during growth periods. Generally, this is done by having one or more food resources worked by the city. Very briefly - until you know when it is the right place, you should avoid founding cities in locations where no surplus food is available.
Production cities are probably the easiest to recognize - they are the ones that have food and hills. One irrigated corn tile can feed four green hills. The city tile, which gives a two food surplus, can feed 2 more. 6 mines is 18

/turn (plus another for the city tile itself) which is a real beast for a city with a mere 7 population.
A GP Farm looks like lots of high yield food specials, surrounded by tiles that you don't particularly care if you work or not. Up until Biology comes in, you'll normally work the food specials, hire lots of specialists, and ignore the other tiles. When biology is discovered, you'll want more farms (a farm on a flat green tile can support a specialist), so FLAT boring tiles are what you are after here.
Production cities and GP Farms are primarily about converting

into

/

. Commerce cities, especially cottage cities, are different - they are more about converting

to

. Instead of spikes of food, we tend to be interested in broadly distributed food. In fact, since the food spikes themselves don't generate commerce, we may not want to work them all the time! So we might, for instance, try to arrange our cities so that they share a single food tile, which they take turns using each time they need to grow.
Because of the distribution of resources, it's likely that your cities won't be "pure" - a copper mine is a great tile to work pretty much no matter what kind of city you have next to it. You don't win the game by being pure, you win the game by claiming good land and maximizing the value you extract from it.