This game goes beyond the level of a game jam game. It is a fantastic concept, fits perfectly in the theme, feels extremely polished, and even has replayability features. It's pretty, the music sets the right vibe. And your economy system is incredibly interesting! In my head I'm already making an incredibly unfair comparison to the economy system to big indie hits I love like Against the Storm (ha). But for a jam game, that's very high praise.
I do have feedback, but I don't think it's really fair for me to rate you any lower than 5*. The feedback would just be for things I think you should think about before you go for a release, and very obviously it would have been absolutely impossible to get everything perfect in a week in the first place. Know that I think the game is fantastic, and none of this is meant harshly! And besides, you asked me for feedback, and you gave me wall of feedback, so here is your own wall of feedback :D
Feedback:
The new player experience is a little bit of a mess. The tutorial helps, but a lot of resources get thrown at you fast, and I felt veeery overwhelmed. Each choice not directly guided by the tutorial is very hard to evaluate "correctly", until you get a sense of where things are going.
Maybe it would be a good idea to slightly more reduce the possible "incorrect" choices a player can make at the start of the game for the initial cards. Wood is a great resource to get at the start, but getting a building that helps you accelerate is more important, so the player needs to be helped to take one early.
One of the things I struggled with is that it's too hard to differentiate between items you can acquire through buildings and only through the cards system (sand, titanium). I learned this pretty late, even though sand is an incredibly important resource early! Currently I think it's almost the most important one, because it activates so much accelerating/scaling. Perhaps it would help to show these two resources with a different icon shape, or different icon color, to immediately notify the player that these resources are slightly different from the others, and maybe it's a good idea to mouse over and read the tooltip.
I played three runs of your game (all on the recommended difficulty). In my first play I tried following the tutorial, and somehow ended up not unlocking the wood farm until super late. This felt REALLY bad, because this building is so imperative, so needed, to succeed. I almost feel like the game should be a LITTLE more intelligent/helpful in offering me what I need to even stand a chance of winning.
In my third and winning run, i picked it incredibly early, built a lot of them early, and it allowed me to snowball and gain a whole lot more building cards due to not having to pick wood early every time.
Essentially, it feels really bad when you do not get buildings unlocked, card after card, that are paramount to progress to the win condition. Is there a system in place that decides when you get a new building choice? Or is it fully random?
The same goes for citizens too. In my winning run, it felt weird having to build 50~ lighthouses because the cards would not offer me citizens. I expected the victory would come from continuously getting citizens from cards, but they just dried up. With lighthouse only giving one citizen, and the building being a lighthouse besides (what kind of bridge needs dozens of lighthouses!), it doesn't make sense for the player to be expected to make so many to get to the victory condition.
It took me a long time to figure out how to evaluate citizens. Maybe it would help to set more goals for your player to guide them to the right way to think about how to get a successful run. A % increase on your production buildings is great, but it only makes sense to do after a certain amount of production facilities are made.
Happiness and hunger are thrown at you quite early, but are essentially inconsequential early/mid game unless you really purposefully steer away from food for some reason. This really contributes to the overwhelming feeling.
Okay that's all the time I have for now, so I'll stop here. I haven't even talked about workshops yet. Anyway, fantastic game.