If your units need replacements badly, you can select the SHQ unit, click on 'Unit Admin' in the right-side bar, and set 'Zone => SHQ' to 0%. If you haven't changed the other settings, it should guarantee that some replacements get through. However, it will deprioritize resource shipments from your zones to your SHQ, which can limit construction and production or lead to starvation if you don't have plenty of food in the SHQ stocks, so use it with care - if it ends up causing problems, you can change it back. It does not stop your SHQ from retrieving resources from zones using any logistics points left over after doing everything else.
Okay, so after checking the manual to figure out some logistics issues, I have to correct myself here - if there are logistics points left over after going through all the logistics phases, the game does not do another pass to spend the points, it saves the leftover points for actions during the player turn, like strategic transfer, etc instead. What it will actually do, is it adds any unused portion of the max% from previous phases to the max% for the next phase. This means that if the max% from the first three logistics phases adds up to 100%, as it does on the default settings, and you have a backlog of resources in your zones compared to available logistics points, no replacements will ever get shipped out.
Making one pass with the Limits and one pass without, is the better solution.
Because that way, at least lowever entries atleast have a chance to be processed, before for any leftover stuff is processed.
By default the first 3 phases of the logistics can already sum up to over 100%. 40+40+30 = 110. There is no transfer from previous turns needed to breach the 100% cap, just some serious uses of points. And maybe a serious bottleneck along the line (as often happens with distant front units/newly conquered cities).
< Message edited by zgrssd -- 2/7/2021 1:45:14 PM >