I've used this mod, and it's the closest to what I'm thinking of. The only change I'd make is rather than needing to ship 'building units' (or whatever they're called) up from the surface, just having the cost increased by some algarithm using the the apoaxis and periaxis - to (hopefully) accurately represent the cost of getting it into orbit.
In a sandbox, it can pretty much be whatever you want it to be. My 'end game' was going to be launching a 20-kerbal mission to Eeloo with the life-support mod enabled, have enough supplies for them to stay for ten years - as well as kethane mining and processing plant - which would be used to refuel a second ship, 10 years down the line, aiming for another (imaginary) solar system.
I never got the first ship, or set of ships put together, because the additional headache of having the already massive modules arodynamic enough to get into orbit, with enough fuel and thrusters left to dock with the other modules, made the entire project feel more like a chore than fun - especially when such a thing would be build either in space, or on the moon in real life.
*edit*
I should have mentioned that each time I tried, I did get two or three ships into orbit before I lost interest. Each ship required multiple launches to get into LKO, then a refuelling run to get it into a standing orbit of 1,000,000 km (had a 'home rule' that the nuclear engines wouldn't be allowed to be used closer to Kerbin). Spending a hour ferrying fuel from a launch pad to an orbiting craft is not fun - especially when you know you have another 3 or 4 trips exactly the same after it.