It isn't linear, but it looks close.
I set up a game with a 50x50 map. There is a 13x13 grid of cities on the map; 168 of them belong to Rome, and one belongs to India. 2497 tiles belong to Rome. Three belong to India. Rome has all basic techs and no future techs.
Now, I should observe the following values here:
Cities: 168 X 8 = 1344
Population: 168 X 40 X 4 = 26880
Land: 2497 X 1 = 2497
Wonders: 0
Technologies: 73 X 4 = 292
Instead I get:
Huh? India's off too by a point, by the way. India should have 4 for Agriculture, 8 for the city, 4 for the one point of pop, and 3 for tiles yielding a score of 19. Instead they have a score of 36. However, I loaded that screenshot on Deity, and the four bonus techs account for 16 points. Sure enough, if I play the India side, I get an extra point for the city for a score of 20 instead of the expected value of 19.
Now, this isn't the end of the world because the multiplier appears to be between 1.2 and 1.25 in each case for Rome, so the function is approximating linearity closely enough for this purpose. The game reads the map size as Small, which could explain the odd multipliers on score. It may not fully pick up in the India score due to rounding; only the city value is large enough to get hit by the multiplier for a full point, so if fractions are dropped rather than rounded or kept and added, that would make some sense.