What it does is limit the amount of research\gold a single city can provide
Meaning you need to build more cities rather than larger cities....
Your ignoring a few things..
New cities can build studies and arcane labs for as long as the global population allows.
Each building costs an upkeep.. so gildar is a limiting factor as well.
Often, these buildings give the best benefit for the time spent building,
so having six cities continually building studies is a lot better than having three cities do the same
But your giving up some overall research potential due to larger cities getting level up bonuses. When a city levels up it gets to choose a bonus these bonuses are cumulative. Meaning a leveled up city with a selected bonus and a non leveled city with the same amount of buildings are not = in production of research.
Meaning while you can use a huge population cap of one BIG city to build many studies.. its overall more effective to put those buildings into the large city than the small one.
The upkeep of each building is the major limiter since 1 study costs 1 gildar per turn or = to 10 pop in taxes..unless your using all your mana to cast alchemy in order to upkeep them.
1 population = 0.1 gildar per tun in taxes. 1 research building = 1 gildar per turn.
Meaning a city with no housing can only support 1 research building before its putting you into the negative in gildar. (it rounds up i believe allowing you to break even.)
Using your example and assuming one food production source shared producing 5 food.
You can have 5 huts/hovels. 30 pop each.
each town supports 5 pop by itself.
So with 3 cities your looking at a total population 175(rounded up). 18 gildar per turn.
18 studies is what you could support before going into the negative.
Or 6 cities 205 pop total. 21 studies.
But heres the difference.
Its 50 pop (2 huts) to hit level a 3 city assuming you choose research both times thats a 50% bonus for that cities research.
so with 3 cities you have 2 lvl 3 cities and one lvl 2.
putting 6 studies in each of your cities your looking at,
city 1&2 6 research + 50% bonus = 9x2 research a turn
city 3 6 research + 20% onus = 7 research a turn
GRAND TOTAL 25 research a turn.
Now 6 cities. 3 studies in 3 of them . 4 in 3 of them.
1 hut in each besides the last (only had 5 food)
city 1-2 3 research +20% = ~7 research
city 3 3 studies 0 house = 3 research
city 4-6 4 research +20% 13 research
GRAND TOTALl 23 research.
Or in both cases you can have 1 major research hub (your capital)
3 cities. 1 lvl 4 , 2 lvl 1
captial 18 research +90% = 34.2 research.
cities 1-2 0 research
GRAND TOTAL 34.2 research
6 cities 1 lvl 4 5 lvl 1
capital 20 research +90%= 38 research
city 2 1 research
rest no research.
GRAND TOTAL 39 research
4, the point.
Its far more profitable from a research standpoint to stack all the studies into a few major towns with the bonuses. Build as many satellite cities as you want but without gildar to support the buildings and food to produce housing they are just production hubs with less overall research potential Your far better off stacking all those studies into one (or more) major research hub.
In the short term spaming cities and studies in each city may have an advantage. However in the long term having a major specialized hub will leave it far behind. Since it not only produces more per turn but opens up resources that would have been spent on pioneers for other assets.
Also of note Studies are cheaper on resources than pioneers.. meaning you have to give up more production potential if you spam pioneers. Material wise you can build 3.3 studies for every pioneer you pump out.
Easiest way to fix it simply make cities round down rather than up. So you no longer break even with a base town +1 buildilng.
Alot of your ideas were previously implemented and discarded due to other issues. The result was (partially due to resources) no reason to build cities that varied and no reason to build cities in any area but directly around resources.