This is pretty bad unfortunately. Most of the gameplay is poorly explained unfun micro. It needs streamlining a lot, and some ideas might be better off left not included, such as pathing which serves no purpose when working well and is a huge game-halting unpleasant nuisance when not working well.
Thanks for the feedback. The path system is intended to be one of the pillars of the experience: you create directed transport routes between buildings, much like belts in other automation games, and then watch your monastery come alive.
That said, if it feels like a nuisance rather than an interesting logistical challenge, especially when something goes wrong, then there may be issues with its feedback, controls, or explanation.
Could you elaborate on what felt like “unfun micro”? Was it laying and rebuilding paths, diagnosing blocked production, or the general build & connect loop?