Readiness & Recovery
Both the Captain and Crew have human condition. Health, fatigue, stress, resilience, and—where applicable—morale and injury determine how much of their professional capability is actually available right now.
Human capability has to be available, not just learned.
Readiness is shown directly on both Captain and Crew surfaces.
The live UI exposes Health, Fatigue, Stress, and resolved Readiness. Crew detail also shows Resilience, while a person who has crossed their breaking point is visibly marked Broken.
Recovery is part of staffing strategy.
Auto staffing naturally favors ready people, so tired specialists can rotate off while fresher Crew take relevant work. Ship habitation and amenities improve ordinary recovery quality, while authored station accommodations can improve rest and stress relief whenever you are docked.
Pressure can build resilience—but overload can break it.
Controlled periods of high fatigue or stress can become resilience growth after the person later recovers. Crossing the individual's breaking threshold instead creates a Broken state, immediately costs resilience, and slows recovery until their condition is brought back under control.
Veterans can become unavailable—or be lost.
Wounded Crew are removed from duty until recovery. Critical casualties have a survival deadline. If the ship has both patient capacity and surgical critical-care capability, a critical casualty can be stabilized into a severe wound; otherwise they can die when that deadline expires. At a station with Medical service, wounded Crew can be admitted to persistent station care and later collected for reassignment.