You guys don't see the problem with having a colony with 0 people?It turns out not to be that big of a problem. The planet "population" is the number of citizens, not total number of people. Even starting at zero (using the upgrade technique or a spore ship) the planet will still develop like any other planet.
I know the mechanics actually, I wasnt being clear, sorry.

Yes, a colony will grow (albeit at a much reduced rate) with a colony ship that had 0 people. Really, I think this is the real issue, it seems strange that a colony would grow with 0 people, even if it is really just converting the native populous or whatever to becoming citizens, as is explained in certain points of the game lore.
When I said
You guys don't see the problem with having a colony with 0 people?I was referring to the "fantasy immersion" in the game. If we (you and/or I) were running a galactic Empire and sent a colony ship off with no people,

our government would look at us strangely

How does a colony with 0 populaiton "convert" others to join the cause so to speak?
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It turns out not to be that big of a problem. The planet "population" is the number of citizens, not total number of people. Even starting at zero (using the upgrade technique or a spore ship) the planet will still develop like any other planet._______________________________________________________________________
Yes, but we don't believe that we are sending people to other colonies that aren't citizens right? When we send out a population, our
citizens are subtracted from the planet. There is not a slider that says "How many people NOT under our control on this Planet would you like to send off to the next planet?"
By upgrading a ship to a colony ship (I assume this is how you know that a colony with 0 will still grow) we are exploiting just a bit.

But I am guilty of this too, as I have sent out a constructor only to find a tasty PQ12 chillin nearby which required immediate colonization