Oh gods... Whipping is such a complex topic that I'm getting lost half the time myself. Fortunately I'm not the only one. That quote from DaveMcW for example is not good advice; if we followed that all food-neutral tile with something else (like grassland forst) would be too strong to be ever whipped away.
What he did is compare the exchange rate of whipping (1
= 30
/size+10) with the apparent exchange rates of using tiles (1:3 for grassland mines, 1:2 for plains mines or forests etc). However, he neglected to address that the privilege of using the latter conversions takes up a citizen for each instance.
Incomplete refutation, but one that is actually possible to understand without tying one's brain in knots: A grassland mine (let's assume an equivalent workshop for a reason that will soon become apparent) needs a grassland farm to support for food-neutral 3 hammers. If we had farms on both tiles, we'd have 2 surplus food to play around with... according to the whip formula we'd break even at size 10 rather than size 6 as he stated.
There is also another oversight: the relevant size for the whipping formula isn't the size at the end of the cycle but the average during regrowth; size 10 in this example would mean a whip from 12 to 9 as we regrow once at size 9, 10, and 11 - average of 10.
That, however, only demonstrates that the whip is more efficient than many people think; it is, however, limited in scope. We can't use all of the surplus food for the whip without growing into unhappiness.
We can't use an all-farm as a pure production city well, but if we use an all-farm layout and grow some specialists to whip away we will get a combination of specialistturns and hammers that we can't reach until double digit sizes if we replace any farms with mines.
Whipping, regrowing with all farms to the cap, then stifling growth with mines would, in theory, beat an all-mine setup... but that requires a conspicuous amount of land that'll be left idle most of the time AND mostly pointless micromanagement unless it's an emergency where we need the production NOW.
I hope this makes it clearer... it would be a first.
Generally, using the whip well without specialist is a pain in the neck because we need to shuffle tiles around; in an SE whipping away specialists is usually fine. By the same token, the whip is strongest if land is the limiting factor instead of caps, especialiy in the late game. Improvements got so many bonuses and GPP have lost their value to an extent that most tiles are worth working even over REP specialists
***
Now to actually answer the quesitons:
Earthling: Ok, let's assume a size 15 city doing a 3-pop whip - effective size as per the whipping formula is therefore 13. Whipping gives 30/23 hammers per food or 45/23 with the Kremlin. That makes a post-Biology grassland farm give 2.61 or 3.91 net hammers when channeling its output into whipping.
A grassland farm can support 2 railroaded grassland mines (if we considered revolting to CS, we could assume workshops instead - more elegant comparison as it's on the same base terrain), for 2.67 hammers per tile. A grassland workshop under State Property gives a flat 3 hammers or 4 if you revolt to Caste System.
Note that we can't put all of our surplus food into production without accumulating anger, but assumming we stay in Slavery and have the Kremlin it's our best option of straight production. The good part: A city normally dedicated to economy - all farms, supporting specialists - is actually stronger than a production city (and not much weaker if we lack the Kremlin) until the accumulating unhappiness puts an end to the rampant slavery.
@ Crusher1: Wait, why should I be upset again? Sorry, head spinning from all this, and I see no contradictions...