Couple of things:
In RTS games, there's hard limits for UnitCaps, or the like. This means that Turtling is a valid strategy, because you can always pretty much match your opponent's total force level, plus you have defensive structures. By turtling, you can force an opponent to burn through their resource advantage quickly, since you typically require 3:1 force advantage to win against a defending force.
In an open game, where there are no resource limits or unit limits or any such artificial barrier, more is ALWAYS better than less. Even morale can't be a limit, because if you have sufficient money (which, larger populations produce more of), you can always bribe people to stay happy.
In the end, it's all about economic power, regardless of the actual "win condition". Access to large quantities of money is what enables ALL the other win scenarios, and the only way to generate that kind of cash is via a large population, which in turn requires large numbers of worlds.
There's a reason why the USA is many times stronger than Singapore, by any measure of "strength".
There's some game mechanics to be discussed as to whether it would be better to have a modest number of high-population worlds (which you presumably can have economic improvements make the most benefit from) or a larger number of worlds which have much less per-world population but have much more room for a large total number of economic improvements.
i.e. which is better:
1) 10 worlds, each with 10 billion people, and room for 50 economic improvements.
2) 25 worlds, each with 4 billion people, and room for 100 economic improvements.
Remember, economic activity isn't (or shouldn't be) linear, so a world with 10 billion people on it should produce MUCH more money than 10x a world with 1 billion people on it. How much this multiplier is, is game balance, but economic revenue should definitely be geometric, not linear, to population.