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Automatons can't get sick, yeah. It's a flat value of your workforce. Which naturally gives birth to an idea - "hey, could I have a colony filled entirely with automatons and ignore disease entirely"? After all, you can already ignore hunger provided you've spammed enough food hoarding inspectorates.
The answer is yes, but actually no. You see, to spam automated workforce factories you need to go all-in on Progress, else the tension from opposite zeitgeist buildings will be unsustainable. However, pretty much all the disease-generating buildings are on the Adaptation side of things. It might work if you really invest into reducing tension, but then again automated workforce factories come with their own demands and drawbacks, like crazy squalor. And squalor disables your districts, leading to the tedium of having to repair them manually.
And last but not least we have this situation right now where Adaptation's outposts provide infinite resources, while Progress's deep melting drill only give you access to really large deposits that will eventually run out still. The heating need reduction also scales really well for large cities. Leading to a situation where Progress is a strictly worse choice right now.
It's the rate. Plop a building and you'll see there's now much less weeks before the deposit runs out. So yeah, you're on a timer before you're forced to look for alternative sources. You don't build mines and hothouses because there's some incentive like bonus resources in it for you. You build it because else your people freeze and starve.
Its weird how there's less methods to get access to 'infinite' resources in the sequel and yet no real compromise measures, except for fuel and industrial efficiency I guess which can wring more end product out of a finite amount of resource input.
Also, what's the point of having both forests and iron deposits both count as "materials" aside from just arbitrarily bifrucating all the upgrades and whiteout penalties?
As far as production buildings go, they tend to be a lot more workforce-efficient, for one. They're also good for when you have a finite number of deposits to gather from, especially when there's a lot in those deposits. Oil is a great example, or, again, iron. If you expand the district and slap down two smelters or pumpjacks, you're increasing the extraction rate in a way you couldn't by just building more districts.