Roland Johansen said:
Not 2 diagonal as I first mistakenly said.
Ah yes, because each even diagonal counts as 2, making 2 diagonals away a distance of 3 away.
Vaguely related: People may have noticed that in Warlords galleys and presumably triremes can travel anywhere in any culture, be it friend or foes. I guess this is a design error and will be fixed in the patch.
Also: Can someone tell me whether or not sea tiles covered by culture count towards score? Also is there a break down somewhere of the points tallies. I.e. How many points each tile, population point, wonder and (specific era) tech give on different map sizes. I presume map size is the only thing that effects the score.
Finally: (And this is completely off topic.) Is there somewhere a breakdown of the costs to upgrade units. So it could tell me how much it would cost me to upgrade a warrior to a maceman or a cavalry to a gunship at quick speed. May be some upgrades are more profitable than others.
Oh and finally finally: Someone please point me to a really good explanation of how the granary works.

Well this is how I see it so far. Please tell me how right (or wrong

) I am (please read it all before responding as I correct myself a little at the end, but it may be interesting for some people to read these ramblings). I'll go into some detail because I want to make sure I understand all the mechanics of growth. A city works the centre tile for free (this is most often 2

, but can actually be 3, I have found - may be this is ground breaking news, or may be everyone knows this already - let's assume it is 2). This means that in order to grow your citizen must work at the very least a 1

tile. This food is what I would call surplus and helps your city grow. I really find it hard to see how this relates to RL btw.
Imagine my citizen is working a 2

tile. That means my surplus each turn is 2. This is added to the food bar, so that after each turn my 'stored' food goes up by 2. 2, 4, 6 etc. That is until it reaches the amount of food required to make a new citizen (to relate to RL, I guess you need to ensure you've got enough food before you take on a new person, or something

). On quick this is 14 so after 7 turns I grow.
Now imagine I have a granary from the very start (of course it's impossible). Food surplus is added in the normal way (2/turn). But now (I don't know how) another

magically appears (50% of the food surplus is one in this case) and is stored in the granary. This time when I reach 14 food in the normal way, instead of starting with an empty food bar when trying to reach size 2, I start with the 7 food from the granary. So that I actually have to find only a surplus of 9 in order to grow to the next population (meaning I will grow quicker that from pop 1 to pop 2).
Now imagine that I actually build the granary when I am 8/14 on the food bar (still at pop 1). Once again for each turn an extra 50% is stored in the granary. This means by the time I reach size 2 I have 3

in the granary and this is given as a boost for reaching pop 2.
I quickly tested this and instead it added 6

, that means the granary was actually storing 100% of the surplus food. Building the granary at this stage was almost as effective as building it at the beginning.
Hm that is confusing.
Is the description of the granary in the manual actually true (stores 50% of

after growth. If so, what does it mean?
This description by mestrelion (which I just read

) makes sense of this:
"Each turn, the Granary stores in its "inner storage" the same amount of food that was havested by the city as surplus, up to half the food needed to grow up a population
Example: if you have a +2 food surplus in a city in a city size 6, each turn the granary will store 2 additional food up to a maximum of 16."
When I had a granary from the very beginning, the limit of what I could store was 7. The same applied when I made the granary at 8/14 (turn 4), but this time I couldn't quite reach the limit of 7. So it seems to me that if you build the granary just before you have 'stored' half of the food needed to reach the next pop level it will be just as effective as if you built it when food was zero.
"When a city grows a population, all the food stored on the granary is added to the city's food bar. That food, however, is not subtracted from the granary.
Example: if you have 15 food stored on a granary, and the city grows from 5 to 6 population, 15 food will be added to city, and granary will stay with 15 food."
The fact that the granary can store food that has already been used on the food bar seems strange. But that it can keep the food even after it has added it to the food bar (on the next population point) is stranger still. In any case I don't really see the point in this as the granary would fill up sufficiently, to reach it's limit whilst it grows to the next pop point.
Is there something in the city screen to show what is stored in the granary, if there is I can't see it.
May be I am looking at this in the wrong way. Or may be, I am over-complicating things and it isn't really all that important.