There's this perception that an amazing simulation will be the basis for an amazing game.
In practice, high-quality simulations seem to be interesting but not all that fun. See: F.E.A.R.'s Goal-Oriented Action Planning (https://alumni.media.mit.edu/~jorkin/goap.html) which had to be modified to broadcast its intent to the player, because play-testers felt the game was unfair and that the A.I. was cheating.
And it also seems like players can't really tell the difference between a sophisticated simulation and a handful of heuristics with some calls to random() thrown in. From the perspective of a player who does not know how the simulation works, the latter can _seem_ like the output of a complex system. See: _Designing Games_ by Tynan Sylvester, developer of RimWorld (https://tynansylvester.com/book/).
Dwarf Fortress, I think, is the exception which proves this rule.
Anyway, I think simulations like this are really cool to build, but hard to turn into a fun game.