Logistics, Storage & Supply
Mandate Order logistics links production to use: materials must move through labor, storage and transport before a building, population center or army can benefit from them, making circulation as important as output.
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Why materials may not reach a building
Official development notes place warehouses, storage areas, remote resource points and front-to-rear supply among the most intensive feedback topics. Test players encountered resources that existed in the broader settlement but did not arrive where they expected. Digital Sky also described resource circulation and storage clarity as areas receiving interface and tutorial work.
A useful logistics diagnosis therefore begins with the whole route. Production creates an item, labor makes or moves it, storage provides a handoff point, transport covers distance and the destination competes with other consumers. A break anywhere along that route can appear as the same missing-material warning.
Four parts of the supply question
- Source
- Is the material being created at the expected point in the current build?
- Labor
- Are enough civilians available for production and movement, and how does the interface show that assignment?
- Storage
- Can the relevant storage receive and release the material under the current rules?
- Route
- Is distance, transport capacity or a broken connection slowing the final delivery?
Questions to verify after unlock
- Who physically moves goods, and when does that worker choose one task over another?
- How are stored, reserved and available quantities represented?
- Does storage type, range or access affect which goods can move?
- How are remote extraction points connected to the city core?
- What separates ordinary internal movement from front-line military supply?
- Which alerts reveal a real bottleneck instead of a temporary delay?
Source register
- Mandate Order on Steam
- Mandate Order Steam Community
Continue through the archive
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