
required to grow = 20 + [ population * 2 ]
I believe this changees with difficulty and map size, but I'm really not certain. The formula above is using Warlords 2.08 on Small Prince maps. The essential mechanics are the same though.
Whichever the case building a Granary reduces the requirement by 50% for subsequent growths after it is constructed.
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A city always gets 2

from the tile it is on. You then have a worker you may instruct to work any tile or become a specialist. This is commonly referred to as '+2F'.
Every population point requires 2F to survive, so if you choose to make your 1 worker a specialist, then your city cannot grow (the 2F on your city site are both being used to feed the specialist).
However, if you instruct your worker to work a Floodplain for example, then you will have a surplus of +3F (5F - 2F = 3 toward growth). Thus, your city will grow in 8 turns ( 22 / 3 = 7.34 ).
At Population 2, you second worker might work a 2nd Floodplain to give you +4F (8F - 4F = 4 toward growth). Thus, your city will grow in 6 turns ( 23 / 4 = 5.75 ).
At Population 3, your 3rd worker could be instructed to become a specialist, meaning he eats his -2F and gives you varying benefits depending on his specialization -- leaving +2F ( 8F - 6F = 2 toward growth). Thus, your city will grow slightly slower in 13 turns ( 25 / 2 = 12.5 ).
And so forth and so on.
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Check out this article specifically on
"City Growth" from the War Academy:
http://www.civfanatics.com/civ4/strategy/city_growth.php
The next article is focused more on the effects of whipping to boost production -- especially where a Granary is concerned:
http://www.civfanatics.com/civ4/strategy/food_growth.php
This final guide explains how to specialize cities, an artistic science introduced in CivIV. The section "
Feeding your City" includes a great way to observe a city's surrounding tiles to help determine its growth and improvement potential:
http://www.civfanatics.com/civ4/strategy/city_specialization.php
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I hope this helps ...