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When I want right angles I use Pythagoras on the measurement tool, two legs, 30m+40m=70m ground distance, 50m air distance means the 30m-40m corner's a right angle.
Mud roads and unbuilt footpaths can be used to draw guidelines onto the terrain and you get to where you can make the path nodes do what you want.
To make a nice circle, drop a mud road to a tangent point, extend it (400m walking distance is 400m diameter, πd that is 1256 and change but you can't draw a full circle, so draw a alf circle with a ~628m length, then cancel the startup tangent and complete the circle. "Easy."
It's not completely impossible for cities, although it is hard as you can see.
https://www.reddit.com/r/Workers_And_Resources/comments/18tkdhx/square_city_in_a_real_game_and_its_neighbour/
https://www.reddit.com/r/Workers_And_Resources/comments/zx6dpz/turns_out_the_real_reason_i_wanted_to_make_a/
So sadly, it's a difference of opinion between you and the devs.
That's what I plan to do :-)
But yeah it would be better if buildings would snap so that connections end up perfect rather than to center of the model.
Also, when you drive along straight roads they are bumpy and crooked, the ground is not 100% flattened.
So I've given up and surrendered to the inaccurancy.
In fact, the side of the grid cell is not 10.00 m, but 9.75 m. Live with it now.