I was inspired through our experience with the Impulse acquisition actually. Getting 1 person with skill X is a lot easier than getting that second person which is easier than getting that third person and so on.
And in a world where finding archivists and monks is likely very difficult, it should get increasingly harder to find more as time goes on.
That doesn't make all that much sense. Even assuming for the sake of argument that absolutely no education takes place in the new towns you are building in the barren world (which is a pretty weird assumption given how they are slowly built up to be shining centres of learning and civilization), the available expertise will be more a function of population size than of previously hired expertise. Sure, when you hire expertise the pool of available expertise grows smaller, but when you are building your empire in the wastelands and attracting people your pool of available expertise grows much faster from increased population than it is decreased by hiring.
The logical implications of your implementation is that it is damn easy to find 3 monks and archivists amongst a population of the first 6 people attracted to your new hole in the ground while you'll need to attract at least 465 to find 30 of them, and 5050 to find 100 of them.
Do it if you think it improves game balance and believe players will find destroying large parts of the cities they conquer in order to be allowed to recruit units or build buildings of their own fun, but don't, for the love of god, do it for realism. How about keeping population cost fixed and the RP total taken to some suitably chosen power in the interval 0.4-0.7? Sure, people will still spam studies, but they do take time to produce, and this will slow down the research growth significantly.
EDIT: I see you've already addressed the destruction issue in the post you posted while I was writing. Good for you.
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Of course, what Elemental really needs is to have (at least) two manpower resources - the unwashed masses and the educated class, growing separately and the educated class' growth dependant primarily on the civilization level of a settlement (size, different types of buildings present) with a tiny base immigration bonus per turn. Any cowpoke can pick up a spear - making an educated man takes effort.