What initially appears as a generic fusion game belies a kind of challenge I don't think I've seen in a game before. What fundamentally makes this game work is its limits: how far a supply line can stretch, how densely buildings can be packed in, how many supply lines can a single building accommodate. Straining against these limits to keep as many resources as you can available for the next building to the right makes for a challenge that requires care, but surprisingly rarely causes backtracking or frustration.
My one criticism is that the player is given no help to judge those limits which are fundamental to the fun of the game: it pretty quickly turns out that kids can travel much farther than wood, but how much farther? What about the other resources we don't use so much; the player can hardly be expected to remember how far every resource can travel. A partial solution I can think of, which would not help with remembering all travel limits, but would make it much easier to compare them would be simply adding a grid to the background of the game. This would also have the advantage of making it easier to organise one's supply lines neatly, a difficult task with so many going back and forth!
Note to self: Which resources produce which buildings (doesn't cover resources beyond student)
wood>cottage kid>field seed>tree labourer>mine robot>mine food>pasture cow>pasture stone>temple apprentice>workshop paper>school engineer>factory fertiliser>field pipe>pump electricity>electric_pole coal>n/a iron>n/a manure>n/a fuel>n/a oil>n/a