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As others have mentioned already, the free buildings are limited in how may active ones you may have. So feel free to relocate them as soon as you need. If combined with dirt-roads they are very useful as temporary infrastructure in new building sites.
You can also set a bus on a line/schedule but this is more limited and harder to use.
All construction materials can be imported this way too.
Construction vehicles can use footpaths to access buildings without a road connection, but if a building has a "parking spots for vehicles" or a "station for vehicle loading/unloading" listed in its building menu tooltip (like the grocery, police stations, heating plant, etc.), then you have to provide road access or they probably won't build it.
Some buildings also have one-way entrances and exits (notably the newer grain silos and bus stations) that COs will not build unless there is a path in and out through these one-way road connections.
Most tasks can be completed with just machine labor, which saves a lot of money:
• Bulldozers and excavators can complete gravel roads (bulldozers are much better at it)
• Excavators can complete the "groundworks" phase of buildings.
• Pavers and rollers can complete the later phases of asphalt roads.
The main issue is limited slots for these mechanisms, which usually means extra time is needed for them to finish a job. If you need something built faster, you can always dump extra workers on the job.
Everything else needs workers, but if you bring a crane (road crane or tower crane), a number of workers equal to the crane's speed/level rating will have their workday output multiplied by ~5.5, which means you can use less than 20% of the workers. I find three FZK A07 vans and the V3S road crane is good enough in the early game for minimizing the costs and waste of labor.
Republic workers are also a lot cheaper to pay for (importing goods for them) compared to hiring foreign labor. (~0.5 to 1 ruble per workday for republic workers vs. 9 rubles per workday for foreign workers)