OK.
Main Textiles still seems like a more efficient way of doing this though, given the overflows in question.
Look at what the following does:
[] Sec Expand Econ: +7 Econ, -3 Tech, -7 Econ Expansion, potential additional effects
[] Sec Expand Econ: +7 Econ, -3 Tech, -7 Econ Expansion, potential additional effects
[] Plant Cash Crops - Textiles: -5 Econ, -6 Econ Expansion, -1 Tech, +9 Wealth, +2 Diplo with boats, +1 Culture, +1 Econ next turn, other effects
Plant Cash Crops gives us 6 stats this turn, and two next, and can get our stats exactly where we need them to be. We don't want to suddenly recreate all our cities, that risks screwing us on centralisation.