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The can go on expeditions normally, but the moment you land a rocket they will leave even if you don't send that rocket to Earth.
There is a way, you must correct what they are complaining about. Scan their 4 stats and see whats missing.
As for any colonist, yes they would count.
There is even an achievement for it.....
that's kind of what i was asking;
i did not
what building helps which specialty? i had a bar and casino,.. but my geos- and engs still got mad
once my botanists stopped it was all over
O2,
water
concrete drill
75 power
dome w/ living quaters
diner(1)
hydroponic(3)
machin parts (3)
poly factory (3)
rich mineral (2)
open air gym
usually lose a geoloist or botonists before founder is up. and then i have no new applicants i lost all 75 for some reason... or ... my ships just keep coming back to mars... i never get the option to load more colonists even after the founders stage is over
You are doing it wrong. You are trying to rush and not rushing the right stuff.
1 living quarters (not apartment)
1 food production building of any type (3 workers)
1 Space Bar (2 workers)
1 Grocer (2 workers)
1 Infirmary (1 worker each shift)
1 Diner (1 worker each day shift)
That should jump the comfort high enough your founder stage is done in 2-3 sols. Even less if you built near Vistas.
Then you start bringing in factories and such along with people to man them. Running that much as you are doing is only wasting materials on maintenance.
You might also feel like making an Open Air Gym, which they might use to satisfy Social and possibly give them Fit, which is a pretty nice perk.
i did manage to squeak out a 119 colonist base with 4 domes .. took over 65 sols
I also never built a grocer.. usually just a diner and small space bar