Not sure your answers relate to what he was asking for really.. which seems to be a more informative GUI. I can agree to some extent although I don't see it as a big problem considering there aren't really that much trial and error to be done before one knows these things.
The reason I agree is this game will be a "city builder" game whether people call it something else or intended for it to be something else. As a city builder game it breaks off from some traditional systems, which can be confusing for someone who expects it to be a certain way when there's not much information that suggests otherwise.
Anyway... you'll get the general idea soon I'm sure BlueOrange. For instance people don't actually "eat" bread or sausages, nor do they actually consume resources such as marble or wood. Instead it's a system of upkeeps and satisfaction.
For example the main function of the bakery is not to make bread but to output a "food" value, in this case 30, that will add 30 to the food satisfaction of the houses affected. These values are pretty much constant. Even if it shows the "average" satisfaction in the overlay - a house that is affected by the bakery will get 30 food satisfaction and will always have atleast 30. It's an on and off system, if something goes wrong that house won't drop to 20 food satisfaction and become angry, it will lose the entire value and start a riot
The bread that it makes can ofcourse be used by another building, the Inn, to produce another food value and I believe also an entertainment value.
When you build something it doesn't really cost anything (except for money), rather it temporarily uses an amount of resources, i.e. bricks. This mostly affects building several buildings at once. When it's
built, however, it will require an upkeep, i.e. 5 wood, that will be deducted from your wood resources until the building is no more.
This system goes for everything really, even trade, and armies.