My thinking is that games are inherently all simulations, to varying depths of complexity, and the players goal in nearly all games is really to learn and understand, optimize and eventually break the simulation to achieve game-specified or player driven goals.
Thus, the primary thing you need to introduce in a sufficiently complex simulation is those points of interaction, to influence the simulation. Essentially god games and dwarf fortress are the points of inspiration — and then you need a reason to optimize the economy, which is either internal (need to eventually produce some expensive thing to win, like factorio’s rocket) or external (e.g. need to continuously improve the defensive infrastructure against ever-stronger foreign attacks).
Another way of looking at it is on levels of operational complexity — whether the player is acting at the level of tactics (a single fight; Starcraft), operation (a single campaign/theater; total war), or strategy (resource control and long-term politics; grand strategies).
From the sounds of it, if your AI manages the cities themselves on their own, then they key interaction point is on the resource dependencies - land acquisition, trade routes and manipulation, etc. The player’s goal is to learn to select resources the AI can best make use of, and acquire them efficiently, to ever-expand the city itself (or perhaps multiple).
Also note there must always be some negative feedback loop, e.g. pollution, to contend with.
Also note that IMO random events like Godzilla attacks and disasters are a bit of a cop-out — it’s just shit that happens, but you can’t do anything about. It’s more a nuisance than anything else. Jurassic Park tycoon was slightly more interesting — dinos always had some chance of escaping, becoming more common as you had a bigger park (negative feedback), and disasters like typhoons just exploded that risk. The typhoon damage wasn’t of note — it was the rampaging t-rex’s it unleashed because of your fragile placement of barriers.
That last part is important, I think, because you can still interact with the disasters such that they weren’t plainly random events. SimCity on the other hand is just a nuisance trigger every now and then that you can’t plan for, mitigate, or really do anything about.