City builders, such as Sim City or even City Skylines are all inaccurate to various degrees. I find it more "honest" when Tropico 6 makes fun of the concept entirely: with your hackers stealing the White House from the US Government. Strangely enough, I find Tropico to be a more believable setting. * Citizen simulation: Citizens need to travel between different areas. Miners need to enter the mines, but when they get…
Tropico manages to keep the maps at a scale that they really do build out and look like a city, but the citizens/agents are still represented in a way that makes them matter individually in some cases. The way tourism works as a means to base the economy on is also something pretty unique to Tropico, largely down to the thematic elements.
One thing that really bothers me about a lot of city builders (The Anno games are where this really stuck out to me but a lot of them do this) is the strict adherence to a fixed radius of influence for certain types of buildings. It makes the games feel like a puzzle to be optimized instead of an enjoyable construction set to build a city. It also doesn't make that much sense. If there is only one church in town and you're one house too far away from it, you're probably not going to decide that you won't go to church, right?
I really hope we get more city builders in the near future that allow less rigidly structured building. While you don't have to adhere to a strict grid in most city-builders, you are often giving up so much space that it both doesn't look very nice or sensible since everything that does fill in around the edges is still trying to smash itself in to a grid.