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In vanilla you can often end up with just a pick of "Depressive, Teetotaller, Pyromaniac, Chemical Fascination" even with max-tier growth, which is quite hard to pull off itself.
A kid with 3 shooting and double-passion is still easily outperformed by a random no-passion baseliner with 11 skill and Tough, especially if you throw a +8 skill on the baseliner.
Meanwhile kids easily get eaten by the wildlife, or have a mechanoid base spawn on them when they are skygazing.
Also pregnant pawns are terrible, and mothers can die in childbirth if you're unlucky.
They aren't _bad_ in vanilla, but they are a huge risk for relatively little reward compared to focusing your colonists time on stuff like Research/Crafting, Biotech, Mechanoids, Anomaly content, etc.
Imo. of course.
On the other hand, yes children take more effort but you're going to get someone who not only is guaranteed to get along with at least 2 of your pawns, they're going to have more passions than a random pawn and they're going to have curated traits and passions, even if you aren't picking the best option each time.
Now, this would heavily be influenced by mods I have to increase trait slots and add new traits, because I think the majority of them are negative, but I think the point still stands.
You can see compatible versions on the side-bar (1.4, 1.5, 1.6 in this case)
It touches growth/learning and nothing else.
@Egalexandr
The problem is that some of those genes (ones written by me for Vanilla Expanded and Big & Small included) do modify growth point accumulation which will result in more growth than intended.
Growth does adapt to the aging setting of your game. If you want aging genes there ones ones available which do so in either "Vanilla Races Expanded - Pigskins" or "Big and Small Genes". :)
default_learning_growth*aging_speed/default_kid_aging_speed*this_mod_learning_multiplier=growth_from_learning