@Lanzelot: Since you are in agreement with Spoonwood about letting towns grow even at cost of a few lost gpt, I don't see how you can be opposed to graineries, which would get all other towns to size 7 faster (so, less unit support, more gpt, more spt). And since I'm building them one town at a time, it doesn't preclude me from implementing your barrack/horseman idea. Can you elaborate on the downside of my strategy? [VC = Con, Dom or SS]
Well, when I gave that recommendation, I mainly had the early expansion phase in mind. Let's say we plan for Domination, Conquest or 100K, where fast (and early) expansion is important. In these cases two early horsemen make more of a difference than an early granary.
Just consider the following point: unless you are very lucky, many of your 1st and 2nd ring towns won't be on a river. So they can grow only to size 6. (Construction, and therefore aqueducts, is still a long time ahead.) Usually by the time the town finishes the granary, it has already grown to size 4. So the granary will help only with the last two growths. After that it will just eat 1gpt and doesn't do you any good, until you've also built the aqueduct.
So basically you invested 60 shields, just to save 20 food! Instead of requiring 50 turns to grow from 1 to 6, the town needed 40 turns. That's not enough to justify a 60 shield investment (and a 1gpt expense). The two early horsemen on the other hand will by now have gained you 2-3 extra towns! (At that early point, it's much easier to conquer land, because the AI towns are not yet well-defended.)
Usually for a military VC I have at most 2-3 core towns with a granary, which do all my settler/worker production. All the other towns don't get a granary and start with horsemen production right away. There may be exceptions to this rule: if I'm lucky and get another first rate city location (river, food bonus and shield bonus), then this city might get a granary too.
With a military VC, the game is usually over by the time the expansion phase ends...
So no need for any more granaries. (Especially if one of my neighbors was kind enough to build the Pyramids for me... If you start with Masonry, you should always gift it around to your neighbors: they will spend hundreds of shields on the Pyramids then, instead of on spearmen. So their towns will be easier to take over, and will provide more value to you...
) For a non-military VC there's still time to start building granaries now (if you didn't get the Pyramids...). In my opinion, the granary is almost useless for the growth phase from 1-6 (as outlined above), but in the growth phase from 7-12 (after you built aqueducts) it becomes worth-while. The only exceptions are worker/settler factories or powerful city sites, that you want to build up early.
Another tip that might be helpful: in some situations it may not even be necessary to build a granary for the 7-12 growth phase: if the city doesn't have a food bonus, just two irrigated grasslands, it will need 50 turns from 7 to 12 without a granary and 25turns with a granary. Even 25 turns is a very long time! If you still have your worker/settler factories up and running, they can probably build 3 workers every two turns (assuming 3 pumps going at the rate of 1 worker every two turns). So if you join workers into a city, it can go from 7 to 12 in only 3-4 turns!! Just leave the pumps running for 20 more turns before shutting them down, and then all core cities should be at size 12, and you've saved half a dozen granaries!
Lanzelot