Actions which don't require a consumable should instead be latched until actively disabled (vs the current implementation of persisting for a set duration) - i.e. Clicking on the "activation" button enables it; when enabled, it remains so indefinitely until the button is clicked again, at which point it's disabled. This is especially true where it consumes a persistent resource (e.g. Labor) or none at all, where there is no functional benefit to the Player to have to manually micro-manage it.
E.g. The Post Guards Action is needlessly tedious with the 15min activation duration - making it a "make work project" - this is far too short. If the Player wants this functionality activated*, there are so few cases where they'd want it disabled, it's best to have to command for it being disabled, vs having to constantly check it and reactivate it.
If it cannot be latched, the duration should be set to some ludicrously long number to effectively be equivalent to latched.
*Especially in this case where the modality was already actively chosen by the Player as it's a landmark outpost - i.e. the Player wouldn't have chose the modality with it if they didn't want it to begin with.
NOTE: I can see a benefit to the current implementation where the action requires a consumable resource (e.g. Box of Seeds, etc.); these should be considered out of scope for this request. E.g. I may not wish to continue using the resource if I'm running low, and wouldn't want to disable it prematurely, which would effectively waste the last time it was consumed for the action (e.g. Increased Garden Yield).