So, I've decided to test out the city building limits by rushing Civ Techs.
I started by setting up a Sovereign who had 1 tech and 1 arcane research per turn (to get started fast).
I built a city on the square I started in, and amazingly enough had a Lost Library right next to me.
I elected to try to build cities in as balanced a way as possible (always leaving room for growth and never allowing loss of money) and always elected to build Tech buildings when no other pressing opportunities presented themselves. My City build queue was never silent (4x games should NEVER waste a city's production opportunity).
On city level, I always elected to build the +% Tech specialty.
The goal was to see how long I could go before hitting a block where I could not further improve my city without just building studies ad-nauseum.
Spring 159: Built Beacon (only choice), Researching Civ
Fall 159; Built Workshop (only option)
Spring 161; Built Workshop (only option)
Winter 162; Built Farm, Started Lost Library
Spring 163; Researched Harvest (probably should have done Market, as this research no longer does anything of value)
Summer 165; Hut (Capped growth at this point, losing .4 Gildar per turn)
Fall 166; Researched Civics (probably should have done this first), Built Study
Win 166; 20% Tech Production bonus. Positive Gold again (taxes)
Win 167; Built Merchant
Spr 169; Built Study
Spr 171; Built Hut
Fall 172; Researched "Production"
Fall 173; Built Study (again)
Win 174; Built Market
Sum 176; Researched "Economics'
Spr 178; Built Hut
Win 179; Built Study (again, had 5 good Level 5 options and was only level 3 city. No other compelling choices)
CTD ~181; Setting up second city, leaving the square the city was built with the accompanying unit, then reentering the tile to garrison.
Conclusion; 88 Turns focusing explicitly on options for city development before crash. Options for city development run out far faster than I had the capacity to develop new tech to build, even bending all my will (and a lucky random start resource), in fewer than 100 turns. That also left me utterly defenseless (peasants as my best troop option). We need more fluid city development techs, and we need to be able to get at them from several trees, because in a normal game you are going to wind up developing a more stable military first which will run the city-building aspect out of options in about 40 turns rather than 88.
Other thoughts; Around the time that I crashed I had about 60 Materials (+4/turn). Enough that I felt that I was not restricted, but not enough I felt it was a resource wasted (like most of the other times I have played past turn 100). The hard part is that I felt that my starting development was forced for ~12 turns by lack of materials, but I also think the steaming pile of 2700 literally worthless materials in mid game needs addressed. If a thing is valuable, it needs to be valuable, and if it is to be worthless it needs to not be an overt part of the game.
I had about 200 gold, my main city was generating 12 Tech a turn.
Next Up, Warfare Tech.