I wouldn't say that this is necessarily bad, actually even good in the sense that this incentivizes both making sure that your infrastructure works at 100% efficiency and disrupting enemy's infrastructure.
I would say that the main issue here is the difficulty to predict how many workers you'll have available at the start of your next turn !
(Also note that this is one way how the private Transport Hub is better, at least until you run into Populace shortage issues.)
This is a pretty fundamental variable that impacts every single construction and production,
and has important threshold effects in having an asset complete 1 turn earlier or a single item like a Radioactive from Demetalization I produced or not (or the nonlinear effects like in this thread),
yet it isn't shown in the Preview Tab of the Asset Management Window !
So you have to kind of guess how many new workers are going to be recruited (and stay) from the various variables that you have available like Populace total, Loyalty (?), Population Happiness, Private and Public salaries (responsible for the "X workers left you to seek their happiness elsewhere" "events"?)...
Well, I guess that it's it's one of those risks that you can try to take for more rewards, and how you're indirectly punished by firing Workers, and that's what the "Draft Workers" stratagem is for, but it's still annoying !
Thanks BlueTemplar. I see your point. However, I strongly disagree with you. I believe that the punishment/penalty should be commensurate to the issue you face. Efficiency 80% should mean that you can deliver 20% less supplies, not that 20% of the territory will get no supplies at all. After all, you cannot expect your logistics always work at 100% during the war time. Even if it happens to drop to under 50%, you should be able to deliver at least some supplies to the fighting army on the border. Arbitrary supply disruptions like this only add frustration, not fun, in my opinion.
The Capacity being affected? Sure, fair game.
The Range being affected? Heck nope!