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If they all know the plan from the beginning, and one of them joins you, that should be the moment that they all turn on you. Otherwise, why would the one who joined you keep the other refugee's plans a secret from you and let you be caught offguard?
The quest also says "It seems [lodgersPronoun] had this treachery planned all along." So ya, both mechanically and storywise they were always going to betray you. In the case of one joining you before the others betray, maybe they just weren't in on it.
Which means that they know in advance whether or not they're going to turn.
As for joining, I believe that has some RNG to it and is unrelated to the betrayal itself.
The way I rationalise this is that it's a plan from whoever didn't join you. There was going to be a moment of "Let's get 'em!" but their own people aren't great at hiding their intentions so not everybody got told the plan in advance.
So while your new recruit Max goes "Hey, this place is really nice. I want to stay here where they have popcorn and slippers" the leader of their (former) group is like "screw Max, he was weak anyway. Let's get 'em!" and has their remaining people begin the assault from inside your base.
Now it's replaced by having child refugees in a run where child raiders are disabled. The old betrayal offer option still works for those wanting peace of mind.
Regarding of refugee joining you but the rest betraying you I always go explain it for myself that said pawn wasn't in cahoots with them at all.
This quest is a good reason to play without child raiders - I got father-daughter couple (no weird thoughts please), girl was 8 y.o. Week later father joined, she didnt. Weird, but ok. The next day she betrayed me. Ridiculous.
Upon reloading several times to the very beginning the quest is always a betrayal, so its outcome known by quest design at start, nothing affects that duyring gameplay.