Well, frankly gating early game planet utility behind pop count is already kind of humorous. For the first 30,000 years of human history on sol, we've accumulated 20-some pops. Then in 50 years we've doubled that on earth in addition to having multiple colonies of that size. Everyone on earth just decided to start having
tons of babies all of a sudden I guess.
From a pure simulationist perspective, some races could double every 10 months whether housing was available or not whereas other races might decline in size if the lighting is wrong, or something. There are a million things which affect birth rate, ranging from sex-preference abortions to a need for specialized breeding conditions, to gestation periods, to the prevalence of in vitro fertilization, to religious biases, to media effects, to...
Goodness, I don't actually think there's any way to cover the whole list of things that
Shifting population dynamics are excessively complicated, which is why the system is kept relatively simple.
What I
wish is that your imperial pop growth wasn't
(3+modifiers) * (#of planets)
but rather:
(X+modifiers)^[1+(#of planets)/Y]
In other words, I wish that it didn't matter so much how many planets you had. If there's space available for everyone, why does it matter if my pops are spread out between a dozen worlds or not?