Mandate Order Storage & Transportation Guide – Warehouses, Routes and Resource Movement
Quick answer
Mandate Order storage and transportation guide for warehouse placement, accepted goods, worker travel distance, cargo routes, courier routes, full storage, and resources that stop moving.
Mandate Order Storage & Transportation Guide
Storage and transportation decide whether your city feels rich or starved. You can have timber, food, ore, fuel, tools, or weapons somewhere on the map and still watch buildings sit idle if those goods cannot move to the right place at the right time.
Use this page when a warehouse is full, a workshop is missing input, a harvest is not feeding houses, or resources exist but refuse to move.
The Transportation Chain
Source -> pickup storage -> route -> receiving storage -> consumer
Every step needs a worker, a reachable path, accepted storage, and a destination with demand.
| Link | What to check |
|---|---|
| Source | Is the resource actually being produced? |
| Pickup storage | Is there nearby space for the resource? |
| Route | Is the distance short enough for the current labor pool? |
| Receiving storage | Does it accept the item and have capacity? |
| Consumer | Is a building, house, army, or project using the item? |
Warehouse Placement
The best warehouse is not always the biggest or most central one. A useful warehouse shortens a specific route.
| Warehouse role | Best placement | Watch for |
|---|---|---|
| Food storage | Between farms, foraging, and housing | Citizens starving while food sits far away |
| Raw materials | Near forests, mines, clay, stone, or water | Workers spending all day hauling |
| Workshop input | Near first-stage processors | Workshop missing input |
| Workshop output | Near buildings that consume processed goods | Output full messages |
| Military storage | Near armory, barracks, walls, and muster paths | Army slow to equip |
| Frontier storage | Near outer extraction sites | Goods stranded far from the city |
One warehouse for the whole settlement becomes a bottleneck. Too many unfocused warehouses scatter goods and make shortages harder to read.
Accepted Goods and Full Storage
A full warehouse is not automatically good. It can mean:
- The wrong goods are occupying space.
- Output has nowhere to go.
- The next building is too far away.
- A destination warehouse does not accept the item.
- Construction or recruitment consumed the expected route.
When a nearby building is idle beside a full warehouse, check filters and accepted goods before adding another production building.
Transportation Distance
Long distance creates fake shortages. The city technically owns the item, but the effective supply is too slow.
Fix distance with:
- A closer warehouse.
- Roads along repeated routes.
- District-specific storage.
- Shorter source-to-processor loops.
- Cargo or courier systems once local hauling is not enough.
If one worker route crosses half the city, the answer is usually layout, not more production.
Cargo and Courier Routes
Use cargo and courier systems after the local route is stable. Start with one important route, confirm goods leave and arrive, then expand.
Good early candidates:
- Forest district to construction storage.
- Farms to food storage near housing.
- Mines to first processing district.
- Armory output to military storage.
- Frontier extraction to city-center workshops.
Do not create a complicated route network while the first route is still failing. It turns one visible problem into five hidden ones.
Fast Troubleshooting
| Symptom | Check first | Likely fix |
|---|---|---|
| Resource exists but building says missing input | Wrong warehouse or too much distance | Move input storage closer |
| Warehouse always full | Output has no consumer | Add destination or adjust accepted goods |
| Workers idle | No valid route or priority conflict | Check worker guide and storage filters |
| Food not reaching houses | Food storage too far from housing | Add nearby food storage |
| Construction stalls | Timber path is slow or blocked | Shorten forest -> timber -> build route |
| Army waits for gear | Weapons stored too far from muster point | Add military storage near barracks |
Related Guides
FAQ
Why are my resources not moving in Mandate Order?
Usually because workers cannot complete the route: storage is full, the item is not accepted, the route is too long, the destination has no demand, or another system has higher priority.
Where should I put warehouses?
Put warehouses near the route they serve. Food storage belongs near food demand, raw storage near extraction, workshop storage near production, and military storage near army preparation.
Should I build more warehouses?
Build more storage when it shortens a route or separates goods by purpose. Do not add warehouses only to hide a broken production chain.
What is the main resources page?
Use Mandate Order Resources & Logistics Guide as the main hub, then use this page for storage placement and route troubleshooting.
Choose your next move
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