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That's right, if we had more styles and types of constructions (no need to add such detailed aesthetic or construction options as this one - just varying the colour using the rgb colour set according to the material used or variable resourceStuff would be enough - it would be easy to achieve and would only require editing values and changing the texture with a def template), this would be a revolutionary mod for Rimworld, as it would allow playing with mechanics typical of a resource management or city builder videogame.
The styles would be chronological (e.g. paleolithic, neolithic, classical, medieval, ancien régime, nineteenth/firsts decades of twentieth century, industrial, contemporary and spacer) or by faction, theme or ideology (either vanilla or custom), and the types, as already mentioned, would be buildings of a certain use that are not for resting: warehouses, restaurants, workshops, forges, tailor shops, sculpture, etc. With a special category of multiple-use buildings such as private houses, hotels, hostels, etc. Again, the idea is to keep it incredibly simple (basically, each construction acts as a "multiple" or simple worktable or shelf changing the stats of pawn like this is sit in a chair, is eating in a table, etc), to avoid incompatibilities with others.
I think this "city-builder" could be achieved by making a small and simple template mod that works as a framework or core open to the creation of modders. Maybe, talking to the author of this mod Villages, Tents (this mod acts similar to this one), Second Floor (this mod does something similar, it places an imaginary first floor that is not seen and alters states of the pawns)...
I can make a simple mod by duplicating the xml of the workbenches or beds in the game, change the texture and parameters... But that's as far as it goes, I'm not a programmer and I don't have deep knowledge to make a basic mod framework.