Only if acknowledged by the forest floor.
How orders are lost
All the orders given by a player are sent to the opponent in UDP packets, to be confirmed as received with acknowledging UDP packets.
Once the order is acknowledged it is run on both systems running the game, 500 ms after the original order issuance. (net_LAG parameter)
If acknowledgement takes longer than 500 ms from the issuance of the order, then sim stops and waits. (This causes stutter and other wonderful issues related to ui lag, although on an ideal system the ui should not sense such an event)
Given that UDP packets tend to get lost, the game will try to resend the orders 3 times before cancelling the order.(I saw this 3 number in a message board post by one of the devs, don't have the link saved)
The rate at which the orders are resent is determined by the following parameters: net_MaxResendDelay, net_ResendPingMultiplier, net_ResendDelayBias, net_MinResendDelay.
The wiki lists the equation for the delay as ping*new_ResendPingMultiplier+net_ResendDelayBias. However, I vaguely remember(once against from that forum post) that the equation is more complicated and the later resends occur more rapidly.
An upper bound on how long it will take the game to lose orders is (ping+25)*3 ms. A corrolary to this is that orders that take too long to get to the destination will not be acknowledged, in order to avoid the situation where the sending system cancels the order, while the receiving/acknowledging one takes it seriously.
You can see that ping jitter will make this a very crazy situation.(you can let your imagination run wild here...)
A major source of upstream traffic delay is bufferbloat. Caused by shitty isp's. https://youtu.be/0hzxwoZDI9s?t=41
When the connection is under load uploaded traffic can be delayed for 1+ seconds (my case). This means BITS, windows update, firefox, FAF, a wardriver, etc. can indirectly cause your orders to disappear.
Furthermore all this can have a very interesting effect on orders such as, the attack move into space, patrol order, assist order,..
These orders are not specific to an action, so when an engineer wandering around setons clutch wants to reclaim a rock, it needs to ask everyone's permission first and if that permission doesn't come, it will need to wait and choose another rock.
How about an effect on targeting entities that adjust their path...