Station condition

Every manufactured station (Laboratory, Radar, Generator, Water Tanks, Shelter, and so on) tracks its own 0 to 100 Condition gauge. The gauge drops each time workers use the station and drops a little more every night. Unlike attrition it never refills on its own: you have to spend raw materials on a Repair action to bring it back up. When the gauge falls below certain thresholds, workers assigned to that station take extra state penalties on every use.

Threshold tiers

The same tiers apply to every manufactured station. Falling into a lower tier applies a worker state penalty (Fatigue, Stress, and so on) to that station specifically; it does not affect the other stations.

Gauge range In-game label Worker penalty
76 to 100 Pristine none
51 to 75 Dented extra state gain per use

Two additional threshold tiers exist below Dented but have not been directly observed yet.

Drain and repair on Normal difficulty

Most manufactured stations use two drain sources. The Shelter is a special case: workers do not use it directly during the day, so it only has a nightly drain, but that nightly drain is larger than a normal station's.

Station category Drain per use Drain per night
Laboratory, Radar, Generator, Water Tanks, ... -6 gauge points -2 gauge points
Shelter (never used directly) -6 gauge points

Repair is a separate action: you click Repair on the station card, spend a fixed amount of raw material (Ore, Carbon, or Polymers depending on the station), and the gauge gains +20 Condition. Liu's signature Material Caregiver trait changes this: when Liu works at a non-Shelter station that is Dented or worse, he repairs it by +20 through normal work instead of draining it, so he acts as a mobile repair mechanic without spending materials.

On Normal the ratios work out to about 3 uses worth of drain per 1 repair click. In practice most stations can take 3 to 4 uses in a row before you need to repair them to bring them back to Pristine. The Shelter only needs a repair every few nights depending on how aggressively you let it slide.

How difficulty and Guardian level change these numbers

Difficulty mode shifts the per-use drain, the nightly drain, and the repair reward by a few points in each direction. See the Difficulty page for the exact Easy / Hard / Very Hard values.

Guardian's Influence raises the station repair material cost per Guardian level on top of the difficulty shifts. At max Guardian level on Very Hard, every repair action costs more materials than baseline.

What you can do about it

The two practical levers are: