There are a lot of changes in 0.70 & the yor defminately feel lacking somehow in something they had in 0.61 while being difficult to determine where the hole is or part of fast assembly (size, ignoring pop cap, something else, etc)is important in creating that gap . Below is the 0.61 style assembly project from 0.61's PlanetaryProjects.xml:
Just open the file up copy/paste it in with the rest
<PlanetaryProject>
<InternalName>ProjectAssembly</InternalName>
<DisplayName>PROJECT_ASSEMBLY</DisplayName>
<ShortDescription>PROJECT_ASSEMBLY_DESCRIPTION</ShortDescription>
<Icon>GC3_Colonization_Icon.png</Icon>
<ManufacturingPerBonus>10</ManufacturingPerBonus>
<Bonus>
<EffectType>GrowthYor</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.2</Value>
</Bonus>
<Prerequ>
<RaceTrait>
<Option>SyntheticLife</Option>
</RaceTrait>
</Prerequ>
</PlanetaryProject>
While 0.70's fast assembly from improvementdefs.xmltis:
<!-- Begin Improvement -->
<Improvement>
<InternalName>FastAssembly</InternalName>
<DisplayName>FastAssembly_Name</DisplayName>
<ShortDescription>FastAssembly_ShortDec</ShortDescription>
<Description>FastAssembly_Dec</Description>
<Icon>FleshFurnace.png</Icon>
<BuildIcon>FleshFurnace_Build.png</BuildIcon>
<ListIcon>FleshFurnace_Icon.png</ListIcon>
<ImprovementType>DurationalProject</ImprovementType>
<PlacementType>Special</PlacementType>
<!-- Stats -->
<Stats>
<EffectType>ManufacturingCost</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>Improvement</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>101</Value>
</Stats>
<!-- Triggers -->
<Triggers>
<OnEvent>OnConstructImprovment</OnEvent>
<Target>
<TargetType>Colony</TargetType>
</Target>
<Lifetime>Instant</Lifetime>
<Modifier>
<EffectType>Population</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>5</Value>
</Modifier>
</Triggers>
<!-- Level Effect Trigers -->
<!-- Level Effect Stats -->
<!-- Adjacency Bonuses -->
<!-- Prerequisites -->
<Prerequ>
<Techs>
<Option>PropagationTech</Option>
</Techs>
</Prerequ>
</Improvement>
<!-- End Improvement -->
Playing around a hundred turns on immense, loose clusters, common stars, occasional planet, occasional habitable, abundant extreme I can certainly confirm that the 0.61 method respects the yor pop cap (no more 150mil pop worlds w/o even researching power matrix!) .2/turn is good for early gameplay, it definitely needs to scale up & changing the bonus from Flat .2 to Multiplier .2 & .02=+0/turn .
With that said, GalCiv3GlobalDefs.xml has a flat .1 growth for non-synthetic races (i.e. everyone else). it definitely needs to scale better as the game progresses