Show your sources and math.
How is the second village feature taking away 51% of barbarians and how does money correlate?
While you crunch the numbers and look for somewhere that says "the game caters to people who spend money", I'll respond with a much more likely scenario of how the second village feature impacts the worlds.
The second village feature is in place to help new players learn the ropes and the growing pains of managing more than one village. There are a few bugs in the mechanics that the developers didn't think the whole way though, but there is already a fix available and nearly ready
[SUP]1[/SUP]. The village density is going to increase after the fix because the second village feature will always find a spot for your village. The formula for the barbarian spawn is directly tied to active players/villages in the area. They spawn as more villages spawn, this keeps the barb to village ratio in balance.
Once inactive players start turning into barbs, the world will be thrown into a large barbarian imbalance and players on the rim won't have
any barbs around them because the game sees thousands of barbs already in the game and doesn't feel the need to spawn any new ones. So on the existing worlds, they are going to need to find new barb ratio's to suit that world specifically before the inactive villages turn into barbarians.
Where does money come into this equation? The players who spend money are going to have the same exact same advantages as before. Nothing here throws the game out of balance.