I've seen people laude the Pyramids as the best wonder in the game and include granaries in they're REXing stratagies but to me granaries seem almost useless.
In the early part of my games my cities (after building a temple) alternate between building settlers and deffensive units. With a little micromanagement and careful city placing, it is not hard to establish a balance were cities have a population of one or two, produce in succession a deffensive unit then a settler. When the cycle is complete, the population of the city is reduced back to its original population and the cycle repeates. Idealy, all my cities would produce another potential city, causing my empire to grow exponentialy. In reality I always have a few cities which are not easily balanced. This is do to either the city having an abundance of food (e.g. lots of floodplains/wheat but no forest/prarie in which case they build workers in addition to settlers, or an abundance of production but little food (e.g. lots of forests but no grasslands) in which case they consentrate on producing military units.
I find that granaries throw off this rythem and are a considerable wast of time and resourses. They halve the amount of food needed for population growth effectivly doubling the growth rate of the city. On the surface this may seem advantagous as more people mean more production but in reality, I find that corruption and (especialy) happyness nulifies any benefits to having more people early in the game. An aditional unit of population is useless if it has to be assigned as an entertainer to prevent my city from going into disorder. This useless unit of population becomes a burden if I have to sacrifice production in favor of food (i.g. if I stop working a forest and start working a grassland tile) to feed this entertainer. If I am lucky with luxuries in my empire and can keep cities with larger populations happy I tend to lose much of the additional production to coruption.
Consider also that granaries cost the same as settlers to build. In the time frame it takes to build a granary, I could have built a settler, seeding a new city which in turn will seed more cities.
Eventualy the REXing phase will slow as availible city sights disapear and my attention will turn to much needed buildings and military units. Marketplaces, libraries, cathedrils, aquaducts, universities, banks, etc are more uselful than the slight increase in population growth I'd gain from building a granary. By the time I run out of useful improvments to build I've usualy hit the 12 pop limit sometime in the mid-middle ages. This population limit will remain for sometime until sanitation. At this point, though, additional population needed to work the remaining city squares is quickly achieved do to the additional food generated from railroads.
As far as I can tell, granaries are not useful city improvments and consequently popularity of the Pyramids escapes me.
In the early part of my games my cities (after building a temple) alternate between building settlers and deffensive units. With a little micromanagement and careful city placing, it is not hard to establish a balance were cities have a population of one or two, produce in succession a deffensive unit then a settler. When the cycle is complete, the population of the city is reduced back to its original population and the cycle repeates. Idealy, all my cities would produce another potential city, causing my empire to grow exponentialy. In reality I always have a few cities which are not easily balanced. This is do to either the city having an abundance of food (e.g. lots of floodplains/wheat but no forest/prarie in which case they build workers in addition to settlers, or an abundance of production but little food (e.g. lots of forests but no grasslands) in which case they consentrate on producing military units.
I find that granaries throw off this rythem and are a considerable wast of time and resourses. They halve the amount of food needed for population growth effectivly doubling the growth rate of the city. On the surface this may seem advantagous as more people mean more production but in reality, I find that corruption and (especialy) happyness nulifies any benefits to having more people early in the game. An aditional unit of population is useless if it has to be assigned as an entertainer to prevent my city from going into disorder. This useless unit of population becomes a burden if I have to sacrifice production in favor of food (i.g. if I stop working a forest and start working a grassland tile) to feed this entertainer. If I am lucky with luxuries in my empire and can keep cities with larger populations happy I tend to lose much of the additional production to coruption.
Consider also that granaries cost the same as settlers to build. In the time frame it takes to build a granary, I could have built a settler, seeding a new city which in turn will seed more cities.
Eventualy the REXing phase will slow as availible city sights disapear and my attention will turn to much needed buildings and military units. Marketplaces, libraries, cathedrils, aquaducts, universities, banks, etc are more uselful than the slight increase in population growth I'd gain from building a granary. By the time I run out of useful improvments to build I've usualy hit the 12 pop limit sometime in the mid-middle ages. This population limit will remain for sometime until sanitation. At this point, though, additional population needed to work the remaining city squares is quickly achieved do to the additional food generated from railroads.
As far as I can tell, granaries are not useful city improvments and consequently popularity of the Pyramids escapes me.
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