The article doesn’t seem to discuss transmit versus receive latency asymmetry, nor did I see it mention jitter (although I admit I skimmed article).
With two cities, a dedicated common connection with measurements for latency in both directions, and real-time tit-for-tat latency adjustment would be appropriate (if remote city A gets latency X, ensure local city B approximately gets latency X on next game tick)
Without that:
0. latency fluctuations could penalise the remote team even though average latency was kept consistent over longer periods,
1. local players could advantage themselves by injecting delays or jitter into remote players during critical periods of play (DoS like network traffic between local and remote cities),
2a. local players could get server updates 10s of milliseconds before remote players (if all latency adjustment added on transmit from player to server), or
2b. local players could get their events updated to the server 10s of milliseconds before remote players (if all latency adjustment added on transmit from server to player).