what you see at your screen is not necessairly what you ll get. 3dsmax has 2 kind of location datas : the ones you see in your screen, and the real world ones.
you can take things at your screen and move them around , turn them around as you wish without changing the real world datas.
if at your screen everything is perfect but in real world isnt as you thought, i suggest you to export as an .obj file and then delete it and get it back as "import" an .obj file
that way you will easily make screen datas become real world datas. make sure each elements is at the right place relative to the 0,0 point because the real data will become relative to 0,0 point.
normally then after, when you want to move something around, it is not pickup the mouse and move around, you need to edit mesh and select the elements you want to move around. when you are editing mesh and selects parts and move the parts around ... you are editing the real world data in that mode.(screen 1 at your right)
but for your problem you have today, just place your building as it looks good to your eyes, at your screen, and then export to .obj , delete, import the .obj saved that way what you see at your screen will becomes real data.
do it for your mesh, but also do it for your build02 and build01 seperately (make sure they are at 0,0 too).
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about your textures. decorate your mesh with textures is not that what is very important, textures arent saved inside a .fbx only the names of the textures are saved inside the .fbx. this is the reason why a .fbx is so small. it has no textures inside the .fbx
so what is important for your banished model is you need to "label" and "name" properly your textures. only the names will be saved.
or you press "M" to call the "Material window" and doing it there..... or open the schematic view and change the names there (It is there i personally change my names of my textures) This is the 7th icon on the menu from the right and called "Schematic View" (and it is just side of the material window icon)
screen 1 and 2
in screen 2 you see the window, and the boxes in brown, are the 'name' of your textures, just rename thouse 1_ default by the real name of your texture. only that name will be saved to your .fbx
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now the pointlist
i always use the helpers => dummy (but the helpers => point are good too. up to you)
you need 1 and call it "points" and place it at 0,0
then you need some as "build_001, build_002.... " the number of those = the number of builders in game which will build your building. if you put 2 of those, then the player will need 2 builders to build that building.
you need some "use_001, use_002...." those ones will tell the game where a citizen need to stand to interact with your model
"create_001, create_002..." is for buildings that take material and create something new, thats the spawn points where your new resource created will appear in game.
all those points (helpers => dummy) need to be "linked" to your "points" dummy. for that again you need to go in the schematic view and use the 3rd first icon named "Connect"
you select "connect" and then select all your dummies but the main one called "points" and then drag them to connect those to "connect" with your main dummy called "points"
screen 3 and 4.
as you see in screen 4 , they will connect your dummy called "points"