I Kinda Like this idea, And Hi Im new to the Forums
Im going to try to break this down on how i see this could be used easily without a constant worry about if the colonist are going to start leaving Cause just now morale dropped 3 points.
How about this be based by the Amount of Colonist in terms or Workers and Scientists that are not being used?
I say this for the fact that they are not doing anything. And to help Solve this Problem to Keep this from happening at all or very rarely there could be a Structure that can be built to keep these colonist still avaible but busy.
A Collection Complex of Multiple Buildings that when each is built helps decrease the Chance of Having Colonists from leaving And Maybe can Start in on the Fact of Building Additions more then anything to Buildings rather then a whole new Building as well.
1st____________________________________________________________________________
One of the First Buildings of Maybe 2-4 Could be a Building that if designed to give the Options of Letting Colonists Leave.
If at first Colonists Maybe have an options to leave and know before they want to, this could possibly increase the chance for them not too, if the current Morale when the Structure was Good and/or at a Certain LvL.
The Other Structures or Additions Could be used to get past the point of having the option to Leave and be more Geared Towards Why they should stay or help curve any reasons to leave.
2nd_________________________________________________________________________________________
I say the Base reason for any one colonist to leave without great detail would be leadership. Someone wants to take lead, A simple one.
This Could Be used to as way to make an Small Automated Outpost-
Another Structure or Addition to the original control Structure to prevent Colonists from leaving Could be a Command Training Faculity . This Facilty could Train some Colonists for Command Roles and have it when there are enough colonists wanting to leave just cause they want to go to another Colony rather then defect they could then leave the colony and make another Colony via Evac Transport that would be provided by the original Building to help curve the issue.
3rd_________________________________________________________________________________________
A 3rd or Addition Could be used to try to satify colonists that cant find their needs meet with the current Colony layout, or Research Topics.
They would in return in this Building/Facilty be able to Propose What it is they want.
Here a new layer of research and/or development could be implemented into the current colony via additional research into the topic with current labs or resource and/or colonist investment or development.
4th_________________________________________________________________________________________
A Possible 4th Building could be geared towards a More Crowd Control and Enforcment Building. Saying that maybe you have 1000 colonists not doing anything and 200-300 of them decide that when the other 700-800 decided to take the other avenues it wasnt good enough for them, this Structure Could be used.
But Honestly, I hate that idea. But your gameplay may fit it.
4/5th_________________________________________________________________________________________
Or as a Possible 4th or Fifth Building Could be a Huge Bio-Dome(This could also maybe help in a Terraforming project or add) to help rediscover the world of Earth and Who they are as person to try too See whats wrong with either them or the colony. This Building could add to the 3rd in ideas of Research or Development but on a different scale. More Psycology and Mental research, Physical, More then what is being currently studied at any Labs.
I think i covered about 4-5 different reasons why such things could happen with may given situtation of having colonist leave cause there are too many avaible without a place for them to go, while also keeping it realistic within the games' current simulation.
Other ideas could also fit into this without "alot of avaible" colonists avaible as seen fit if possible.
This Automated Colony could be just a basic setup of a Command Center , Ore Smelter, Mine, Power, Residence, and whatever else may be found a basic need to startup. This Automated Colony Could aslo be used to construct New Buildings that had been developed via the 3rd or 4th Building(Bio-Dome).
The Benefits of this "Automated" Colony could be the resources mined and/or the Benefits of the New Building(s)
Also, 3-4/5th Building Option Allows Also a way to update research and development ideas also, if the current lab doesnt have an "easier"
update/patch option
Option-Could Add to the "Automated" Colony as pleased/needed?