Real life cities are often arbitrarily measured by one number (population), and have also been measured by two (population and economic production). Statistics as a representation of the real world are neither new nor unrealistic. In fact, realism is important, in balance - as if you have something that's not realistic, then you will have issues with immersion and balancing - something that this particular issue demonstrates very well.
There's the problem: Base tax, "production" and manpower, the EUIV values, do not represent population or economic production. They are numbers of a game, chosen with game balance in mind, and thus do not truly reflect the wealth of a region (the province) had in real life in that time period.
I don't really understand what point you are trying to prove, honestly. I agree that realism is important (I love realism), but for the OP to argue that this mechanic should be changed because of "realism" when the entire basis of that mechanic (Base tax, production and manpower) are not realistic at all is pretty ridiculous. I would agree with that idea if we were talking about Population growth or production in Victoria II, where its statistics numbers at least try to be realistic, with actual population and goods produced, albeit the latter is naturally simplified.
However, I do think that realism should be taken into account, but people need to realize that the entire mechanic is an abstraction and simply calling out on a word (realism) is not the way to argue some change. What do base tax, production and manpower truly represent? Population? Economic power? And even if these numbers were to be realistic, how would the "click and grow a city in a single day" be realistic?
Either way, IMO the way to tackle this issue that would be both realistic and beneficial to gameplay would be to add ways for plague, wars and other issues to reduce development. That, and make development more gradual and fluid. Both of these suggestions are things that people suggest pretty often anyway.
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