Since we've come to the place where this matters in the planning of growth, i've pulled together my ideas on the different groups of species that might have differing mechanics for growth, and thus different growth foci. I'm aiming for 3 to 5 different growth foci, and as it happens ended up with 3 or 4. These are listed roughly in order of priority
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*" mark a group that has a unique growth focus
See my wiki page for up-to-date pick ideas* Organic"Normal" species.
Growth happens whenever target is not reached. Growth focus increases population target.
* Mechanical/RoboticGrowth only happens when directed, (either via production queue or focus) --otherwise levels remain static.
* PhotosynthesizersStar type largely determines population. A focus can moderately improve pop
This isn't just for plant species. Crystalline and energy beings might plausibly be Photosynthesizers.
CyborgNo unique focus, but can take advantage of biological and robotic growth foci. Needs both to reach max population.
? Should cyborg pick represent only the mechanical part so it can be paired with either "Organic", "Photosynthesizer", or "Lithovore"?
* Lithovore?! My concept of how this would work is vague.
for silicon-based / crystalline life
? Maybe all mining techs double as Lithovore population-increasing techs (with appropriate focus)?
? Minerals rich is bonus for population?
? Mining focus halts growth on any lithovore colony? (since if they are exporting it they can't be eating it)
Self-SustainingNo foci (or tech?) benefit their growth/ population. Population growth is only effected by reaching capacity.
Suitable for energy beings, and other imperturbable species concepts.
Expensive
Last of their Kind / SterilePopulation does not grow under any circumstances.
Useful for novelty minor species, like Stargate's Asguardians.
There it is. If there's a class of sci-fi aliens that doesn't fit into one of these categories, or if you can think of a better game-mechanic for some of this categories regarding growth, speak up.
NOTE: i'm only concerned now with mechanics that have to do with Growth/Population. I don't want to follow the MoO3 method of bundling a bunch of arbitrary picks together weather you want them or not.