Wow thanks, Josh, best feedback I've had in a while.
So feel free to correct this understanding of what you stated:
1. Reduce the first mission that tasks you with building 4 different buildings
2. Instead, shrink that mission into just building one of those buildings
3. Make it easier to determine the function of each building
3a) So there is a hover over icon mechanic that explains the function of a building, however it comes after the build tip so I could:
3b) Move the show icon step before the build step
3d) Add icons at the top left of each slot in the building interface that indicates what it's purpose is more specifically:
3d_1 - house = showing an energy icon at the top left for instance
4. Add a tip that goes over the statuses of each citizen (health, fullness, energy, happiness, hydration) and then Segway into building the firs of those (mentioned in step 3 above)
5. Yes you do start with a series of blueprints, I had this in earlier before I added in more opportunities for blueprint collection I can keep 1 in for the sake of the tip section that covers it and remove the rest.
6. Break up the 1st mission into 4 different missions
6a) Build a House -> show tip explaining what house is for
6b) build a nutrient storage -> show tip explaining what it's for
6c) build a stage -> show tip explaining what it's for
6d) build water pump -> show tip explaining what it's for
7. Main takeaway is that I need to fill in the blanks of what each of these fundamental buildings do