Tutorials currently imply that OTC is basically a RTS game with a trading twist. While materials for buildings and upgrade can be bought, the player usually builds a complete supply chain and never touches it. Regular base building. Later he uses his cash to buy out the competition.
While focusing on the how of things, the what and why, reading the game, is sold far below value. Many players are very surprised to find e.g. robot statistics indicating this company has been rebuilt 4 times over... ups, what?
When 2nd tutorial explains colony consumption, some information is still hidden (e.g. consumption of work areas). The other initial source of materials drain is HQ upgrades, so the type of competition matters for demand. On the other hand, scant resource deposits may have far greater impact on profits than forming triangles...
Let's play and tutorial videos may close this gap; mid-term the game should do this on its own.. I'd like to see a 6th tutorial, where the player scans consumers, deliberately skips some production, uses auto-sales and rebuilds his facilities after prices drop.
Then there's price tactics - do I speculate in goods that will shortly be needed for upgrades? Is a price just high because of huge unsold stockpiles or is there a real shortage? Maybe even use some BM interference.
These are concepts very unique to OTC, help new players to grasp and use them.
---
About founding companies:
This is one of the most complex decisions of the game, with a huge impact on a players success and fun. While an experienced player may relish the challenge, a beginner is probably overwhelmed (see e.g. Krug on usability). He must chose both a company and a site in a highly fluid environment, with huge and seemingly irreversible consequences.
Suggestion: you should have an appraisement routine anyway for your AI; think about offering the option for location hints, together with a raw rating.