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You can load an older autosave and try to recover your current game.
You can accept the loss and start a new game of Per Aspera.
(Likely you will play better the next time 'round. Or you can do something else. :-)
That won't help you figure out what went wrong, however.
»You can and should expect to build at least one drone hub for every 3 other buildings to ensure the smooth flow of resources in the game. Each drone hub can host one, and only one, drone.«
Now you can say: »There it is, you had it coming, just stick to the mechanism, dude!«
But when a system can come to a complete breakdown due to only one single underestimated factor, then my stance is: no real system would be accepted depending on one single factor without redundancy, so why should a game be?
My request of the developers is only that this mess should be recoverable. I'm sure the logistics infrastructure can be handled more implicit, without cluttering my planetary surface to that degree with drone hubs.
Meteors become less dangerous and then stop entirely as you proceed through the first phase of terraforming and build up sufficient atmosphere. Should take roughly 10 years.
Actually, the particular problem you've run into isn't fixable by building more drone hubs. Its the only that isn't, actually. :)
The issue is that the sabotage story event that occured a bit before the current crisis damages all of your buildings -- not just the ones shown in the cutscene. And it damages them alot -- as in, 25% for easy, 50% for Normal, and 75% for hard (I'm guessing on the actual numbers). In effect, this crisis is the same as if a meteor hit all of your buildings at the same time.
One maintenance drone can repair one building about 10%, so you need "# of buildings" * 5 (for normal difficulty) maintenance drones to resolve the crisis. And, of course, normal tick damage continues during this time, so you actually need more than that. Under normal circumstances you need 1 maintenance drone / building / Sol (at a guess), so this represents a 1000x increase in demand.
A uber-logistics network is of minimal value here -- honestly, it might even be a disadvantage, because you still have to replacing worker drones, and worker drone production consumes plastics and electronics, which you need to construct maintenance drones. The fix is:
If you restart (or revert to an earlier save), stockpiling electronics can help significantly -- still, it is possible to navigate this crisis blind -- just start deconstructing buildings that cost lots of electronics (scanners, spaceports, and hyperloops, for example) until you get things under control.
The root cause of this issue is that the game provides insufficient feedback to the player as to the nature and magnitude of the crisis. Generally, you don't realize that there is a problem until the red wrenches (indicating a building with only 10% durability remaining) start appearing, and its really hard to recover at that point.
This is magnified by the fact that the game has conditioned players to assume that issues are caused by logistics issues (not enough drone hubs), but in this case the issue is, most commonly, inadequate supply of materials (electronics). Thus, players tend to build more worker hubs to fix the issue which requires the production of more worker drones, which requires electronics, and since the worker drone factories tend to be prioritized...
To the developers credit, they've partially addressed this by adding the blue wrench icon (building under repair) so that you'll see a sea of blue wrenches appear immediately after the crisis. But a building that is "in queue" for repair doesn't get an icon, so once the blue icons disappear (because you've run out of maintenance drones)... Everything looks OK, but it really isn't.
I had this exact issue my first play through and it is recoverable, but its painful as well to grow back. It used up big portion of my stock so growth was halted. I set the priority to the maint hubs that their area was hit so they get repair materials first.
I'm playing "realistic". Now that I've tried the sandbox (which means in many other games an open research tree, but not here), I realize that the story mode is some kind of unnecessary sugarcoating. Faring better now, avoiding "imperial overstretch" and meticulously monitoring my Relaises, but ... hmm ... for me, a puzzle is not what I've been expecting from a Mars colonization game. Perhaps the devs could wrap some Expanse-like story around the mechanism, »Rise of the MCR« or so ...
Thanks for the comprehensive post, so it seems I'm not a complete idiot with my impression of the game.