That is no logic from your side I am not against costs. Just increasing costs sounds to me unnecessary. Yes, its realistic but where is the point?
My logic is very clear, I would like a game world that at least loosely resembles reality, where resources and construction element size scales together.
Your logic is there is no point in the costs being accurate, so what is so special about the current costs and level of grind that you are ok with? If accuracy is not of value, and grinding is a bad thing, why not slash the costs even further? You clearly see some value in including a grind if you don't want the cost to be removed completely. I don't understand, all I am suggesting is to make the level of grind consistent irrespective of the block sizes you choose to build with. Removing the ability to build giant stone monoliths from a couple rocks. The total amount of grind to gather resources stays the same as it always was! The only person who has to grind more is the person who was planning on building using oversized blocks, and I cant see how this is a bad thing.
We are not even having a finished building aspect. I am sure (or i hope so at least) some type of material will need to be processed before you gain it in the future. i.e. roof tiles might need wood instead of stone and that wood needs some work first. Or tiles made from clay might need to get burned in the fire first.
Wait, I thought you said there is no point in realism? And adding extra grinding is "unnecessary"? Why is realistic production chains needed then? Why are you so against a basic change to make resource costs a little more realistic, but at the same time suggesting large grindy production chains for additional realism? Do you want a realistic game or no? You seem to want a game where half of it is realistic, immersive and grindy, and the other half is a glorified creative mode where you can generate resources out of thin air to place enormous construction elements at minimal cost.
To be clear I would be in favour of the things you propose here, I just don't think both ideas are mutually exclusive. We can make more interesting and immersive production chains AND make our resource costs make sense at the same time.......
Raising the costs individually for each block when its placed sounds like a extremely difficult task to me. You already crafted a block and that block has certain capabilities. Im not sure if it would be as easy as you imagine for the game to calculate how many additional ressources or blocks you need when placing it.
I cant say I know exactly how difficult implementing this in unity is, but the game already gives us the current x, y, and z dimensions of each construction element when it is placed. It is a simple task of multiplying these 3 already existing values together, and rounding up to the nearest integer. Reds above comment suggests that this is not an issue technically.
However I can guarantee you that this is a much easier task for red than reworking the production chains of different block types, adding in additional tools, animations, work benches etc etc to do your alternative solution.