Bottlenecks overlay explanation (with picture)
Posted: Fri Jun 12, 2020 12:47 pm
Alternative title: How NOT to design a graphical report...
This overlay has caused me no small amount of grief, especially as a new player. I find it entirely unintuitive. Yet the bottlenecks overlay feels like the single most important display in the game. This is my attempt to try to explain it and verify my understanding. I hope to save others some grief. Civilization itself was built upon human suffering so that we might alleviate it for future generations. You're welcome world.
Ok, so first, the way LIS and OP are presented is just never explained anywhere. But basically, where only LIS is concerned you have just one % number on a road segment and it will have a pretty green color. But mysteriously other segments will have a nightmarish black. I *think* this is because this road is indicating it is being used to supply units.
In the picture you will note my black segments have two percentages. The first is a happy 100% LIS. Trucks have no problems on this road. But the second percentage is 0% OP. None of my units are able to get to these segments. Why do I care about segments my units can't get to with OP? Don't know. Good question. Anyone wanna be my hero?
Later down the road, less disturbing colors appear. This is because the road is getting closer to the units. As the OP range for the unit increases. So even though the LIS% is going down, the OP% is going up and counter-intuitively the colors improve. It's better for the unit to overlap with 85% OP to an 80% LIS hex than to overlap with 0% OP to a 100% LIS hex? I think that's the message???
Finally, hexes with a dotted line ONLY contained OP%. Units can walk there to pick up supplies (OP), but trucks cannot drive there to provide supplies (LIS).
Honestly though, I don't care about OP outside hexes of actual units. If I understand this correctly, those black road segments are the worst UI design choice ever. I mean are you going to cover the entire map with angry colors for places my units can't go to get supplies??? Second, even in this VERY simple scenario, the dotted lines make it impossible to tell which line belongs to which unit. What a mess. This information is practically useless.
My suggestion: allow us to click on individual unit stacks to see their individual LIS/OP bottlenecks. Then we could debug our logistics problems. New players would have a means to learn this interface.
In the meantime, I hope this explanation helps and gets the ball rolling to figure out how to read the info. I really wish a *correct* version of this pic was in the manual somewhere. All the examples in the manual are happy Bob Ross green pics. I need examples of how to read logistics when things are going bad. So I can fix them.
So please, check my work and allow me to correct this picture's annotations.
This post contains salt for additional flavor.

This overlay has caused me no small amount of grief, especially as a new player. I find it entirely unintuitive. Yet the bottlenecks overlay feels like the single most important display in the game. This is my attempt to try to explain it and verify my understanding. I hope to save others some grief. Civilization itself was built upon human suffering so that we might alleviate it for future generations. You're welcome world.
Ok, so first, the way LIS and OP are presented is just never explained anywhere. But basically, where only LIS is concerned you have just one % number on a road segment and it will have a pretty green color. But mysteriously other segments will have a nightmarish black. I *think* this is because this road is indicating it is being used to supply units.
In the picture you will note my black segments have two percentages. The first is a happy 100% LIS. Trucks have no problems on this road. But the second percentage is 0% OP. None of my units are able to get to these segments. Why do I care about segments my units can't get to with OP? Don't know. Good question. Anyone wanna be my hero?
Later down the road, less disturbing colors appear. This is because the road is getting closer to the units. As the OP range for the unit increases. So even though the LIS% is going down, the OP% is going up and counter-intuitively the colors improve. It's better for the unit to overlap with 85% OP to an 80% LIS hex than to overlap with 0% OP to a 100% LIS hex? I think that's the message???
Finally, hexes with a dotted line ONLY contained OP%. Units can walk there to pick up supplies (OP), but trucks cannot drive there to provide supplies (LIS).
Honestly though, I don't care about OP outside hexes of actual units. If I understand this correctly, those black road segments are the worst UI design choice ever. I mean are you going to cover the entire map with angry colors for places my units can't go to get supplies??? Second, even in this VERY simple scenario, the dotted lines make it impossible to tell which line belongs to which unit. What a mess. This information is practically useless.
My suggestion: allow us to click on individual unit stacks to see their individual LIS/OP bottlenecks. Then we could debug our logistics problems. New players would have a means to learn this interface.
In the meantime, I hope this explanation helps and gets the ball rolling to figure out how to read the info. I really wish a *correct* version of this pic was in the manual somewhere. All the examples in the manual are happy Bob Ross green pics. I need examples of how to read logistics when things are going bad. So I can fix them.
So please, check my work and allow me to correct this picture's annotations.
This post contains salt for additional flavor.
