From: Huntsville, Alabama
Personally, I would like to see depots actually get destroyed if they are reduced below 20. In the case of multiple depots in a region, then destroy any that are not fully stocked. In other words, reduce the number of depots in a region to the number of full 20 SP multiples. Of course, this would require building (or rebuilding) a lot more depots, so to get the right overall effect. It might then be a good idea to tone down some of the more drastic results you see in the game, as soon as the players start building up decent-sized raiding groups, where you regularly have 100-150 supplies getting captured and destroyed each turn.
I second destroying depots that are reduced below 20 as a conservative fix to a problem that, while small in the overall scheme of things, is confusing to new players and annoying thereafter.
The sheer number of captured supplies seems historically excessive. I suggest it be reduced, with more supplies being destroyed. However I would also add a rule that whenever a depot is created a supply officer is created in the region. Troops can be assigned to this officer to reduce the effects of raids. This would nicely simulate the main effect of raids to draw down troops out of front line duties into security detachments. The effectiveness of the troops would depend both of their numbers, experience, troop type and (negatively) the success of previous raids. Unguarded supplies should yield even more supplies to raiders than the way it is now.
Good guess, vets! Very confusing to players though. At least an icon on the depot saying it is not usable this turn should be added, this should not take much time to the team and would help.
Short of the above... how about just tinting the existing depot red, if it is unusable.
Rex Lex or Lex Rex?