In CoreImprovements.xml you'll find stuff like
<ImprovementType InternalName="CityHub1">
<DisplayName>Village</DisplayName>
<IsCityHub>1</IsCityHub>
<RequiresCity>0</RequiresCity>
<BarredTerrain>River</BarredTerrain>
<BarredTerrain>SwampTerrain</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<PreferredTerrain>Forest</PreferredTerrain>
<ZOCMinRadius>1</ZOCMinRadius>
<ZOCMaxRadius>1</ZOCMaxRadius>
<ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
<BuildRadius>1</BuildRadius>
<BuildableTiles>50</BuildableTiles>
<CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
<HideInHiergamenon>1</HideInHiergamenon>
<LaborToBuild>0</LaborToBuild>
<GameModifier>
<ModType>LevelBarrier</ModType>
<Attribute>Population</Attribute>
<Value>50</Value>
<CityUpgrade>CityHub2</CityUpgrade>
</GameModifier>
<GameModifier>
<ModType>CityDefenseSummon</ModType>
<Attribute>SummonUnitByClass</Attribute>
<Value>2</Value>
<Provides>+2 City Defender Party's</Provides>
<UnitClass>CityDefender_Party</UnitClass>
</GameModifier>
<GameModifier>
<ModType>Resource</ModType>
<Attribute>Research</Attribute>
<Value>1</Value>
<PerTurn>1</PerTurn>
<Provides>+1 Research per Season</Provides>
</GameModifier>
<GameModifier>
<ModType>Resource</ModType>
<Attribute>Gold</Attribute>
<Value>2</Value>
<PerTurn>1</PerTurn>
<Provides>+2 Gildar per Season</Provides>
</GameModifier>
<AIName>Outpost</AIName>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
<UnlocksShopItem>SaltedPork</UnlocksShopItem>
<UnlocksShopItem>Club</UnlocksShopItem>
<UnlocksShopItem>Staff</UnlocksShopItem>
<ArtDef>Art_CityHub1</ArtDef>
</ImprovementType>
However the game IS hardcoded to use population for levelling up, that cannot be changed. But the values are there at least.