By the way, I think there's a good reason for why the logistics system is implemented in this counter-intuitive way. It would be much more difficult to implement logistics in the way I feel is intuitive (I have 400 trucks in my empire to send out and when some of them are used in hex 0, 1, they no longer become available from hex 1, 1 and beyond). The path finding of units to account for truck pick-up locations as trucks get pulled off in such a way is much more complicated than the simpler system used where each hex just "has trucks" independent of the adjacent hexes. Hope that makes sense.
OK. That makes sense. Thanks!
None of the analogies make sense. Sorry. Maybe that's just me, but I'm not going to worry about it. If it needs to be this way so that the game doesn't bog down, fine. It's a game, after all.
I need to ignore my confusion about how this is done - and how it's shown in that bottlenecks overlay - and just accept it. Apparently, if the bottleneck shows black, I need more truck points there. Period.
It doesn't make any difference whether the path is green later on. I mean, it doesn't matter to the fact that I need more truck points (or more railroad points, presumably) where the path is black.
So, if I just concentrate on fixing the problem there, that's all I really need, right? If I build another truck station where I'm having that problem - or upgrade one that's already there - then eventually I'll have enough logistic points at that spot to solve the bottleneck problem.
OK. I think this will work for me. It doesn't really matter if this part of the game seems weird to me, especially since I think I've got a handle on the logistics other than this particular bottleneck problem. I know how to solve the problem - or I think I do, at least - and that's all that really matters.
Thanks for the replies, everyone! I think this will help. I won't hurt my brain trying to puzzle it out. I'll just fix the problem.