The Granary
An ancient era building, unlocked by Pottery, that provides +2
to the city that builds it. It costs 1
per turn in maintenance.
While eventually the granary is going to be a key building in most cities it is an important decision as to when to build it in your Capital.
Advantages (of an early build)
More options for the use of flatland tiles.
The key advantage of this building is that you can work one or two additional production tiles without needing to have extra population working farms. However, this benefit requires significant production and so you still need to make a decision. A key factor in this decision is the availability of land around your capital. You get 6 tiles initially and in many cases 1 or 2 of those tiles will be unusable coastal tiles. Unless you are the French you will slowly get another 2 or 3 tiles during the timeframe when the decision is the most difficult.
Within this limited number of workable tiles you will have some production and some flatland. Now (EDIT: once you have Trapping you will be able to construct Trading Posts]. Like Farms these are often best when placed on grassland-rivers. Without the Granary you will need to use those limited tiles for farms and thus will have to forgo trading posts. With the Granary you can forgo the farms and instead build the trading posts. There are, of course, multiple possibility between all farms and all trading posts but the disposition of the Granary will heavily influence which way you will be drawn toward. Thus, once you get the mines setup you can put some farms in secondary locations (river-plains ideally) where they can create self-sustaining production tiles and leave the grassland-rivers for the Trading Post later (still 2 techs away if you go there immediately as Trapping is a second-level technology). But, it does enable the Camp as well and you get Animal Husbandry and Pastures in the first-tier so that, with favorable resources, you may even be able to skip Mining all together.
Delayed worker - planned purchase
Another possible strategy with respect to the Granary is to forgo a worker in favor of additional military units. Focusing your efforts on exploring and leaving Capital improvement for later. With a Pottery-first research path you can use whatever production you can find to slowly build the granary and then work unimproved production tiles; finally building the worker once you have mining researched (or, with the early exploring focus, purchase the worker once you have funds).
Sailing & Defense
Pottery opens up Sailing as well and, especially for the Ottomans, early Sailing has its own benefits for exploring and possibly an early military conflict against a coastal civ or city-state.
Note: Be careful here as courthouses come much later in the tree so you will need to make them a puppet. But, it can be a cheaper way to get their resources and culture compared with trying to make friends early on.
Anyway, with a range of 2 you can plop a Trireme right next to your capital and bombard any unit that gets too close without ever having researched archery. And, if you have sea resources, you can get them hooked up and guarded early.
Well Fed & Literate
Another gambit made possible by going down Pottery more directly (and building the Granary) would be to get to Writing and rush out a Library and stock it with specialists. For those civs with a Library UB (China) this is something to seriously consider. In this case, however, you will still want a couple of farms at least so that you can put specialists in the library and still grow the city using the farms or, better yet, Tradition. Then, push forward and grab Philosophy to enable the Piety social policy branch as well as Temples. You will need to get a worker and some other Ancient Era technologies besides the Pottery > Writing > Philosophy line which should give you time to get some units out, build a Granary and then a Library; however you still need to find time and production for the monument since it is a pre-requisite for the Temple (from the ciV guide threads).
Civ and Policy Considerations
In the following section I detail expected synergies between civs and social policies that make an early Granary gambit a Positive, Moderate, or Negative option. For policies it is assumed you have decided to pursue the specified policy first (+) and details how going for an early Granary would benefit from (+) or be hurt by (-) that policy choice.
EDIT: Keep in mind that the civ rating is mostly a function of their unique ability (UA) and does not consider any specific gameplay strategies other than those that would naturally extend from the UA (and, if relevant, any early UU/UB).
Civilizations
France: NEGATIVE - extra land for both farms and trading posts should be readily available.
Arabia: NEGATIVE – horizontal growth is important so you want farms and workers early on.
English & Ottomans: POSITIVE – on the way to sailing; likely coastal start so fewer than normal flatland tiles.
Siam: POSITIVE – need gold to get city-states to friendly; can then get increased food from them. Sailing helps in locating maritime city-states to make friends with.
America: POSITIVE – gold is very important so having room for trading posts is good.
China: POSITIVE – leverage the fact that Pottery is on the way to writing and that the Granary provides the necessary food to run specialists.
Songhai & Germany: MODERATE – focus on getting as much military as possible early means sacrificing the early worker is viable and so Granary > Mining.
Greece: MODERATE – going for sailing makes meeting a greater number of city-states easier; Patronage comes at the Classical Era so horizontal expansion is somewhat detrimental.
India: MODERATE – you will probably want farms AND the granary sooner rather than later; exploring is going to be neglected.
Social Policies
Tradition:
+/+:As a first policy choice you can combine this with a Granary to grow quite quickly without the need for a worker. Especially useful if you have a few hills or forests that can be worked for moderate production.
+/-: With +3 food from the city anyway you can slow work production without the need to spend hammers on the granary. You can work a mine and still have some growth early on.
Liberty:
+/+: NONE
+/-: Liberty is good for horizontal expansion and hammers should be used toward that end. Pottery and Sailing take a back-seat to Mining/Wheel/Animal Husbandry.
Honor:
+/+: A focus on early exploring makes a worker a weaker hammer investment. Scouts and warriors should do you just fine early while you research Pottery and then slow build the granary. Get out maybe another pair while the city grows and hope you earn enough gold to purchase a worker. Alternatively, you can purchase additional military as gold becomes available and then build a worker immediately after the granary. Meanwhile you should have gotten mining and you can focus on building mines then trading posts since your immediate growth needs will be taken care of.
+/-: NONE
 
Further Notes:
For the most part I have ignored the presence of resources for this analysis. The happy that a resource would give is not that important in the timeframe we are discussing. Nor are the strategic benefits. The main value would be productivity and that needs to be compared to investing in a worker and technologies. Their inherent bonus, however, is important.
Additional food makes even needing a granary less important in the boundary +/- cases (Tradition and Liberty) and further reinforces the mutually beneficial cases (Tradition and Honor).
Additional gold has less effect but makes it more likely you will be able to simply buy a worker when you finally have something for them to do.
Additional production makes actually executing the gambit easier since the Granary will be built faster and you will also have more production available for the units that you want to build instead of the worker.
Further comments, thoughts, and maybe some help with numbers (once the game is released) are very much welcomed.
Thanks for Reading.
An ancient era building, unlocked by Pottery, that provides +2


While eventually the granary is going to be a key building in most cities it is an important decision as to when to build it in your Capital.
Advantages (of an early build)
More options for the use of flatland tiles.
The key advantage of this building is that you can work one or two additional production tiles without needing to have extra population working farms. However, this benefit requires significant production and so you still need to make a decision. A key factor in this decision is the availability of land around your capital. You get 6 tiles initially and in many cases 1 or 2 of those tiles will be unusable coastal tiles. Unless you are the French you will slowly get another 2 or 3 tiles during the timeframe when the decision is the most difficult.
Within this limited number of workable tiles you will have some production and some flatland. Now (EDIT: once you have Trapping you will be able to construct Trading Posts]. Like Farms these are often best when placed on grassland-rivers. Without the Granary you will need to use those limited tiles for farms and thus will have to forgo trading posts. With the Granary you can forgo the farms and instead build the trading posts. There are, of course, multiple possibility between all farms and all trading posts but the disposition of the Granary will heavily influence which way you will be drawn toward. Thus, once you get the mines setup you can put some farms in secondary locations (river-plains ideally) where they can create self-sustaining production tiles and leave the grassland-rivers for the Trading Post later (still 2 techs away if you go there immediately as Trapping is a second-level technology). But, it does enable the Camp as well and you get Animal Husbandry and Pastures in the first-tier so that, with favorable resources, you may even be able to skip Mining all together.
Delayed worker - planned purchase
Another possible strategy with respect to the Granary is to forgo a worker in favor of additional military units. Focusing your efforts on exploring and leaving Capital improvement for later. With a Pottery-first research path you can use whatever production you can find to slowly build the granary and then work unimproved production tiles; finally building the worker once you have mining researched (or, with the early exploring focus, purchase the worker once you have funds).
Sailing & Defense
Pottery opens up Sailing as well and, especially for the Ottomans, early Sailing has its own benefits for exploring and possibly an early military conflict against a coastal civ or city-state.
Note: Be careful here as courthouses come much later in the tree so you will need to make them a puppet. But, it can be a cheaper way to get their resources and culture compared with trying to make friends early on.
Anyway, with a range of 2 you can plop a Trireme right next to your capital and bombard any unit that gets too close without ever having researched archery. And, if you have sea resources, you can get them hooked up and guarded early.
Well Fed & Literate
Another gambit made possible by going down Pottery more directly (and building the Granary) would be to get to Writing and rush out a Library and stock it with specialists. For those civs with a Library UB (China) this is something to seriously consider. In this case, however, you will still want a couple of farms at least so that you can put specialists in the library and still grow the city using the farms or, better yet, Tradition. Then, push forward and grab Philosophy to enable the Piety social policy branch as well as Temples. You will need to get a worker and some other Ancient Era technologies besides the Pottery > Writing > Philosophy line which should give you time to get some units out, build a Granary and then a Library; however you still need to find time and production for the monument since it is a pre-requisite for the Temple (from the ciV guide threads).
Civ and Policy Considerations
In the following section I detail expected synergies between civs and social policies that make an early Granary gambit a Positive, Moderate, or Negative option. For policies it is assumed you have decided to pursue the specified policy first (+) and details how going for an early Granary would benefit from (+) or be hurt by (-) that policy choice.
EDIT: Keep in mind that the civ rating is mostly a function of their unique ability (UA) and does not consider any specific gameplay strategies other than those that would naturally extend from the UA (and, if relevant, any early UU/UB).
Civilizations
France: NEGATIVE - extra land for both farms and trading posts should be readily available.
Arabia: NEGATIVE – horizontal growth is important so you want farms and workers early on.
English & Ottomans: POSITIVE – on the way to sailing; likely coastal start so fewer than normal flatland tiles.
Siam: POSITIVE – need gold to get city-states to friendly; can then get increased food from them. Sailing helps in locating maritime city-states to make friends with.
America: POSITIVE – gold is very important so having room for trading posts is good.
China: POSITIVE – leverage the fact that Pottery is on the way to writing and that the Granary provides the necessary food to run specialists.
Songhai & Germany: MODERATE – focus on getting as much military as possible early means sacrificing the early worker is viable and so Granary > Mining.
Greece: MODERATE – going for sailing makes meeting a greater number of city-states easier; Patronage comes at the Classical Era so horizontal expansion is somewhat detrimental.
India: MODERATE – you will probably want farms AND the granary sooner rather than later; exploring is going to be neglected.
Social Policies
Tradition:
+/+:As a first policy choice you can combine this with a Granary to grow quite quickly without the need for a worker. Especially useful if you have a few hills or forests that can be worked for moderate production.
+/-: With +3 food from the city anyway you can slow work production without the need to spend hammers on the granary. You can work a mine and still have some growth early on.
Liberty:
+/+: NONE
+/-: Liberty is good for horizontal expansion and hammers should be used toward that end. Pottery and Sailing take a back-seat to Mining/Wheel/Animal Husbandry.
Honor:
+/+: A focus on early exploring makes a worker a weaker hammer investment. Scouts and warriors should do you just fine early while you research Pottery and then slow build the granary. Get out maybe another pair while the city grows and hope you earn enough gold to purchase a worker. Alternatively, you can purchase additional military as gold becomes available and then build a worker immediately after the granary. Meanwhile you should have gotten mining and you can focus on building mines then trading posts since your immediate growth needs will be taken care of.
+/-: NONE
 
Further Notes:
For the most part I have ignored the presence of resources for this analysis. The happy that a resource would give is not that important in the timeframe we are discussing. Nor are the strategic benefits. The main value would be productivity and that needs to be compared to investing in a worker and technologies. Their inherent bonus, however, is important.
Additional food makes even needing a granary less important in the boundary +/- cases (Tradition and Liberty) and further reinforces the mutually beneficial cases (Tradition and Honor).
Additional gold has less effect but makes it more likely you will be able to simply buy a worker when you finally have something for them to do.
Additional production makes actually executing the gambit easier since the Granary will be built faster and you will also have more production available for the units that you want to build instead of the worker.
Further comments, thoughts, and maybe some help with numbers (once the game is released) are very much welcomed.
Thanks for Reading.