Degradation and Maintenance

Generators and batteries degrade over time. Charge controllers do not. Maintenance is the sole degradation recovery path — instant EC spend, no wait timers.

Generator degradation

Each generator unit loses a fixed amount of effectiveness per game day down to a floor, and shows its own condition bar. Severe storms apply an extra instant effectiveness hit to affected generators, still respecting that floor.

Human Power does not degrade. Upgrading a generator unit preserves its condition and site variance.

Battery degradation

See Battery Bank for the cycle math. Capacity walks from 1.0 toward 0.8 as cycle_count approaches battery.cycles, then toward a 50% floor at 2× cycles. Charging below DoD% adds cycle penalties.

Actions

Each generator unit tile has its own Repair button. Each source also has source-wide Full Maintenance and Maintenance Contract controls.

Action Scope Behavior
Repair One unit Spend EC to restore that unit to 100% effectiveness (priciest per point — spot fixes cost a callout fee)
Full Maintenance Whole source Spend EC to restore all lost effectiveness on every unit
Maintenance Contract Whole source Full Maintenance automatically on a fixed day cadence (cheapest per point)

Contract rules

  • Remains active until deactivated; deactivating starts a cooldown before reactivation.
  • EC is charged at the start of each contract day based on equipment at that time.
  • Does not trigger if there is insufficient EC for the full cost.

Contracts are the intended tool for keeping a farm healthy across long offline absences — offline farms degrade toward the effectiveness floor without one.