Currently in Crusade (playing Terran and a couple of other races that are basically similar), they have growth rates that are sufficiently high as to take more population in a colony ship in the beginning.
A couple of considerations:
- You start with a 5 pop planet at about 60% approval. Ideally, the best is to keep a world at 75% or better - the bonuses make a different.
- Raw Production (the basis for everything else - Ship, Social, Wealth, and Research) is more or less driven on a 1:1 basis by pop. That is, 1 pop = 1 Raw Production
- You don't want to drop your homeworld's Raw production much, because it's effectively going to be the only planet doing much other than building it's own improvements for at least 25-40 turns.
- That said, due to the approval issue, somewhere around a 4 pop homeworld is best for the start. Which means, everything above 4 is available to be loaded on colony ships and populate new worlds.
Generally speaking, here's how I play for the first 25 or so turns:
- Build a Shipyard right away. Some people rush buy it, I prefer not to (saving the cash for something else). But either way, the very first thing you build should be a Shipyard.
- If you're a species that has a scout or survey ship, go start looking at other star systems RIGHT AWAY, from turn one. Your primary mission is to find a habitable planet for your first colony - everything else is secondary. Don't go out of your way to grab anomalies - they'll be there for later.
- After you build the Shipyard, build a few more improvements on the homeworld; which ones are up to you and the particulars of the planet. I tend to go for the Space Elevator as #2, and then it varies according to the bonus tiles and arrangement of stuff.
- Start building a colony ship as soon as the shipyard pops out.
- When the colony ship pops out about turn 10-12, load it with (1) population. Send it to a habitable planet nearby - I tend to go for ones in other systems (e.g. NOT Mars, unless I haven't found anything else).
- Build another colony ship; rinse, repeat.
- I tend to throw in a custom-designed sensor boat (cargo hull, 1 engine, 2 range, and as many sensors as possible) after the 2nd or 3rd colony ship is built, so I can get to scouting the local star systems faster.
By this method, I generally can make a colony ship at turns 12, 18, 22 and then about every 3 turns afterwards. And I can keep them filled with 1 pop trivially, even on a race that's just ordinary in growth. That's a little slower than others may do, but it gives me sufficient time to survey well so my ships go directly to known habitable planets, rather than wander around looking for a world to colonize.
Bottom line: the math seems to be in favor of putting 1 pop on a colony ship. That's sufficient to get the new colony running along fine, and not depopulating your primary builder planet right away.
After your homeworld gets powerful enough to start making colony ships in 4 or less turns (not giving it enough time to regenerate population), I tend to colonize Mars, and thereafter aways launch with 0.5 population. I stop the ship off at one of the other nearby colonized planets, and pick up another 0.5 pop - which works out nicely, because they all have pop caps of 3, and they easily get to that.
In general, I find the Colony Ship Benevolent bonus useless - the Research bonus (150) is FAR more valuable early on, as it gives you at least 2 techs virtually immediately - I tend to rush up to Ion Drive as fast as I can, so I can grab stuff further away from me than my opponents. And you often don't know where to send that colony ship anyway, as you haven't explored a whole lot. Others may disagree, however, and it certainly does differ based on what kind of map you're on (it's much less useful on maps without a lot of habitable planets within 10-15 hexes).