(food produced) = (population) * (farming meter)

This is somewhat problematic, since if any planets have food meters over 1, there will be tons and tons of extra food and nothing to do with it. I thus suggest we establish the "break even point" for food production at a meter value of 3, but having a (farming meter multiplier) in the food production formula, rather than the actual value of the meter. I suggest:

(meter) -> (multiplier)

0 -> 0

*no food produced*

1 -> 0.33

2 -> 0.66

3 -> 1

*break even point for planet*

4 -> 1.33

5 -> 1.66

6 -> 2

7 -> 2.5

8 -> 3

9 -> 4

10-> 5

If this is done, then there's no need to have a food accumulator box other "sink" to use up all the excess food that would be produced with just using (food) = (pop) * (farming meter). Thus we can retain the population growth formula from the v0.2 requirements, mostly. (No dependence on food for growth anyway...)

For v0.3, I suggest a modification of the v0.2 growth formula like so:

Population change on a planet is determined by the current population (Pop), the planet's population capacity (Planet Pop Limit) and the planet's growth meter, through the (Growth Meter Factor), which depends on the growth meter. The growth formula is:

(Pop Change) = (Pop) * ( (Planet Pop Limit) - (Pop) ) / (Planet Pop Limit) * (Growth Meter Factor)

and

(New Pop) = (Old Pop) + (Pop Change)

The (Growth Meter Factor) value incorporates the race and environment factors from the v0.2 formula, and also can be modifed by buildings, techs, specials. It is determined from the value of the planet growth meter like so:

(Growth Meter) -> (Growth Meter Factor)

*time to increase pop by 1 in turns: from pop = 1, from pop = 10*(Edit: Uses planet max pop of 20)

0 -> 0

*infinity, infinity*

1 -> 0.01

*75, 20*

2 -> 0.015

*50, 14*

3 -> 0.2

*38, 9*

4 -> 0.033

*23, 6*

5 -> 0.05

*16, 4*

6 -> 0.075

*11, 3*

7 -> 0.1

*8, 2*

8 -> 0.133

*6, 2*

9 -> 0.166

*5, 2 (more like 3/2)*

10-> 0.25

*3 (just over), 1 (more like 3/4)*

If faster growth is wanted, here are some more factors and times to increase from pop = 1 to pop = 2, on which to base suggestions for differently scaled mappings of (Growth Meter) -> (Growth Meter Factor)... (assuming the basic idea is acceptable...)

0.25 => ~3 turns

0.33 => ~2.5 turns

0.45 => 2 turns (almost exact)

0.50 => ~1.75 turns

0.66 => ~1.33 turns

1.00 => 1 turns (just under)

Beyond this (and probly before) it's easier to talk in how many pop points you can in one turn starting at pop = 1. The calculation is pretty simple... just 0.95 * (Meter Factor), but still:

1.00 => 0.95

1.25 => 1.19

1.5 => 1.43

2.0 => 1.9

etc.