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Have the tutorial be its own (shorter) map that you have to do before unlocking the others. Rather than the normal 3 paths to progress, it has a unique one which is what the tutorial is telling you to do. That is, rather than a separate tutorial, it's a custom path for the tutorial map. This wouldn't need to go all the way to the end game (let the player discover that outside the tutorial). I think the right balance is to show all the options, but not force the player to take every single one. For housing, that would mean unlocking all of them, and building enough different types that you are one upgrade away from having all of them. For other building, it would be to progress enough so that they're all shown on the build menu, but not necessarily every single one needing to be selectable.
Oh, and on all the maps, the objectives for the current path should be shown on the bottom right menu where the tutorial text is. It's nice to have it be permanently up there as a reminder, rather than hidden in an obscure menu.
Having said that, I kind of understand what you feel. When the first time I played Urbek on its full release, the tutorial felt like random. Build this, build that, achieve this, achieve that, without any kind of purpose what so ever, until I realized it was just a guidance. What you need to do is follow one of the three paths.
The tutorial might really need a rework. From my pov, it is indeed really weird to always have the tutorial box on every new game after couple hours of playing.
The tutorial is ever-present even when not needed, and it's very imposing compared to the actual win goals, that it's easy to mistake the tutorial for the win goals.
This is a good idea, although I'm not sure I agree with gating the rest of the game behind completing the tutorial. Not everyone might feel they want/need it, e.g. players coming from watching a Let's Play/stream of the game.