ps: maybe it’s important to say that the area lights in the first picture are part of the project, while the ones added in the second are instanced from another project.
Individual lights need to be sampled separately. With your current render settings, Cycles will just pick a single lamp at random on each sample. So instead of 600 samples to just your area light and building lights, that 600 samples gets spread across ALL the lights. If you change your integrator under the Sampling panel to “branched path tracing” you will have the option to sample all lights on every sample. This is obviously slower to render though, and branched path uses a lot more memory on GPU…
Turn off “Multiple Importance Sampling” on your light’s emission material. Since they aren’t contributing a lot of the light in the scene - this doesn’t need to be on.