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.