I've been considering for some time the concept of lines of communication, and some method of describing it in a game-play setting, and I wanted to offer that here.
The traditional system has a player electing to 'build' a structure wherein that information is immediately available to 'builders', 'carriers', 'producers', etc., who dash-off to complete the 'job'. But what if all that information (location, builders, and resources required, etc.) wasn't immediate - what if it had to be relayed in-game by agents as a more perfect version of broken-telephone?
Here's a brief scenario: The player plots a building somewhere in the game-world. Out of the palace a figure emerges (job-type: palace messenger) intent on relaying the ruler's will to the local overseer/governor (or in absence of - whoever is hanging about/producing required things). The messenger bee-lines for the official's office and relays the instructions to the officer (or 'staff/leaves a note' for action when the officer returns to work), before returning to the palace (with, or without return information). Once the officer 'gets the message', their own messengers fan-out to request resources and labour for the requested job, and inform of the location of the new building. Producers and warehouses begin distributing to the work-site (or designated office depots?), and 'builders' congregate at the requesting office before heading-off to complete a day's work. Consecutive days of work would find the 'builders' returning each day until the 'job' is complete ("tomorrow: same time, same place").
Additionally, the player could assign specific producers, warehouses, and some population (defined by percentage of total, job-type, job-type in area, housing, area-housing, something else?) to a particular 'overseer office'. That office would then manage communication and resource flow, and allow for some interesting economic and information-infrastructure combinations. Want a dedicated militia? Assign to an overseer warehousing which stores only logistical and martial items, producers of same, and subjects to be drafted. The order goes out to provide supplies for twenty new soldiers - watch the messengers go about, the carts shuttle to-and-fro, the draftees assemble to train.
Or, divide the supply and production of martial goods, and connect the warehousing to both. Watch as orders are placed to maintain balance of materials automatically, as both offices relay with the warehouse. Order the over-production of war materiel, without necessitating automatic draft. Make sense?
 The player could have an avatar - from which the palace is derived - who, when required by the player, could assemble near-by agents and directly command them to perform a job.
 Early settlement could have the ruler avatar/family function as messengers until resources permit retaining dedicated staff - same with any governor functioning in a new settlement when not supported/subsidized directly.
 Crude hierarchies could also be framed, importance of status being tied with proximity to the palace (through number of communication connections).
Here's another way to explain this concept:
Picture the below diagram; the player is at the top, and all agents are connected directly. All connections are for relaying information about jobs, needs, etc. If agent (1) needs something from (6), they must relay through the (player) palace. However, the palace can directly order all agents.
/ / / \ \ \
1 2 3 4 5 6
Yet, the palace can only directly support so many messengers, and so relaying everything through one node is inefficient for the underlings - to make our communication more efficient, we need to add more.
Introduce an intermediary, and some number of assignments.
/ \ \ \ \
overseer 3 4 5 6
Here we have a new node, with one line connecting the palace to two agents via the overseer. Still fairly inefficient for the underlings, but frees the palace to command two agents (1),(2), with one order. Bonus: we're now required to develop an economy to support government!
overseer --- overseer
/ \ / / \ \
(1) (2) (3) (4) (5) (6)
Here the palace can order all agents with two connections, and there are additional messengers supported via the overseers. The overseers themselves are connected, so that lower-tier connections don't involve the palace; faster relays for all involved. Now the palace has a hypothetical surplus of messengers, so new developments are possible.
Add to this system geographic distances - necessitating 'governors' (and allowing more insular sub-systems/networks), plus the mortality of messengers ("Don't path through that besieging army, please!"), and there are so many possibilities for framing/bolting-on/contextualizing existing game-play systems, and emergent fun.
Thanks for reading! :)