Earlier quoted context omitted.
Tbh, there are many ways to skin a cat, using ECS is not necessary to ship a performant game, not is it necessarily the modern thing to do. It's one of the many architectural patterns you can build a game on top of, and has many advantages as well as detractors. For example, Godot isn't really build around ECS, but the idea of servers which are mostly autonomous game subsystems that can process their area of expertis…
Sure, but surely a city simulation is the perfect textbook use case for a cache-friendly architecture like ECS?
I'd imagine a city simulation involves a lot of graph lookup and traversal, spatial lookups and is generally a hairy and messy affair, not sure how easy it is to adapt that to ECS.
Then again, SimCity and Transport Tycoon simulated complex cities on, by today's standards, very frugal hardware, so city simulation might not even be such a CPU hog.