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Lithovore can be very good if you play it right. You either have the capacity to rush in early and conquer territory, or by colonizing a large swath of planets, you can out-produce other empires in the long run as your planets slowly fill out population capacity.
I think, most likely you also played them not optimal. There are a few game mechanics for growth) that you need to know so that you can use them well.
A small benefit is that the AI will stop offering some pocket change for getting back a dangerous high level spy and get mad when you refuse. :)
P.S.: I found this old thread about Silicoids, where they were considered overpowered. I guess the race is just a hard to evaluate, because they are so extreme.
https://steamcommunity.com/workshop/filedetails/discussion/800155077/1291816880501792927/
I was able to keep my pop at 60% of the leader thanks to a helpful leader with pop growth.
Am I missing something? It seems like the Silicoid either need more command points or some level of financial perk to be able to maintain the starbases/battlestations required to support the fleet.
Planets with higher capacity (better biomes, biospheres, inferno uber, advanced city planning, larger, etc) have slightly higher growth. That said, the further your current population is from 50% of the planet's capacity your growth is significantly lowered that it will not only counteract the bonus from the planet being larger, but also make larger planets significantly worse than small ones.
The takeaway from this that you actually need to know is you achieve peak growth at 50% planetary capacity. Notice that unlike a race that needs to farm, you can usually saturate your production cells with only half population. What you should be doing is time colony ships and civilian transports to build once you tip over to 51% planetary population. The rate at which you expand to new planets should be entirely based on the rate at which you are filling existing ones. Civil transport pushing settled planets to 40-50% is extremely important and should take priority over new colonies. As the silicoid, people are far more important than land; always take the route that maximises the amount of people you have.
You should also bump your tax up to 40%, as with half capacity planets the difference between -30% and -40% morale is literally meaningless. You will still have economic troubles from excessive building maintenance not being paid for by your population, but your base production and research should be over double that of your neighbours. I recommend selling old ships and simply building new ones instead of upgrading if it's expensive, especially once you start getting discounts from orbital shipyards, volcanic forges, microlite construction, and space elevators.
Also keep in mind that the only point of pollution that matters is the one which degrades the biome (and even then that might be beneficial once you have access to your uber, since you can only upgrade barren and volcanic). As such you can smash out production projects with ridiculous pollution gains, before cooling off on research once it's done.
You can also go full tryhard once you conquer another race by always building colony ships from them, as this will transform a captured colonist into a Silicoid. Also sending civil transports containing conquered races to non-rich/u-rich planets and civil transporting the silicoids off it so they can settle actually useful rich worlds. This is a level of micromanagement that is completely unnecessary for silicoids to be OP, but it does make them stronger.