Coming from 3rd ed and Pathfinder, 5e is so utterly bereft of mechanics and build diversity that I can't get into it.
RPGs are primarily about playing a character in some kind of story, not character sheet min/max minigames a la Diablo II. Play any other RPG, and I really do mean literally any other RPG. Virtually none of them have massive lists of feats and lego-kit stacking of character levels like 3.x does, aside from some of those games in the 80s made by people who felt AD&D wasn't nearly complicated enough. 3.x is the absolute peak of that sort of thing in D&D. Every other edition and basically every OSR game is dialed way, way, way back from where 3.x is.
Hell, there are
rules for managing properties and the commodities they produce, so you can make an entire campaign centered around real estate development if you want.
This is an unplayable set of rules. It's an example of the all-too-common mentality in RPGs, and the 3.x ecosystem in particular, that more numbers = more realism = more better. But what is here is neither engaging nor "realistic" in the sense of bringing verisimilitude to the game. This fundamentally flawed approach to rules results in useless systems that nobody uses, because not only are they boring to engage with, but they actually damage the overall system.
You have small buildings costing around half of what major public works projects do. A castle costs less than the cumulative wealth of a 3rd-level party, begging the question of why high rollers with the wealth of minor nobility are out cleaning barely-sentient vermin from lairs in the wilderness. It further makes you wonder why fairly boring NPCs are carrying enough wealth on their persons to buy sports arenas. If you were to try to incorporate this in the game in a systematic way, it would make total hash of things.
On top of that, the list is just a massive waste of ink. Do we really need a separate cost listed for each and every civilian building the author could think of? It's a huge list of resource costs without
ever establishing a meaningful or useful building system.
By contrast, the ACKS rule system (ACKS II is now the highest-selling OSR game on DTRPG) integrates buildings as a coherent part of the rules system, which first comprehends the player's place in the world according to their level, and structures costs, populations, economies, and so on in a meaningful way so that they don't absolutely break the game by having Level 3 Grue Hunter For Hire accidentally be carrying enough money to buy Northshire. There are complete rules for strongholds and magical research labs, because these are things that have a meaningful game impact. They are extremely useful, and players want to build them. For things that don't matter, i.e. 99% of what's on the list you linked, there is a small table taking about 1/3 of a page column.