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EDIT: Now if I can just keep my Engineers in the factories, Geologists in the extractors and botanists in the farms that'd be great! They keep mingling between jobs for some probably obvious reason I'm missing.
Since it always prioritizes that over specializations, it causes them to go to the "wrong" building to work, so you have to micromanage the available work-shifts to get people to go work at the right place. If you close shifts until you have exactly as many open shifts as you have workers, they should automatically filter into the correct spots (though the process can take a little bit of time).
I would say the behavior isn't really obvious and leans a little bit into being unintuitive, so don't feel too bad about missing it.
Thanks for the info. Sounds more like unintended behavior of the game...but I'm not the developer, so I have no idea how the game was designed to behave at this point. At the point of the game that I'm at and for this being the "East Start" I would think they'd want specialization to prioritize over filling spaces. Especially since having the wrong specialty working somewhere causes a decrease of performance to your output. Oh well, this game is micro management heavy, so I guess this is a great time to get used to all of this!
If you mark a building as high priority the workers will favor that building over the others, and specialists will fill it up when possible.
You can also tweak the AI's autobalancing by right-clicking on an open job in a shift and turning it red. This changes the math slightly on what it means to 'fill' that shift and frees up a slot. So you can set a factory to half of one shift in order to make sure a farm gets filled.