In SC2K the graphics do not depict individual cars or people, and I have no idea if in later games there is a correlation between individual cars and people and "trips" (or if trips are still used as mechanism in later versions - although from what people are writing, it seems they are).
The Sims displays the other end of this spectrum, where agents path deliberately (while still considering their needs), and the difference in simulation scale is immense.
Simple fact is, pathfinding is a performance bottleneck that hasn't been solved yet. We are still using algorithms from the 1960s, and no hardware acceleration exists.
SimCity has always been more of a spreadsheet with houses on top.
Maybe your game doesn't change much. Lack of good pathfinding is what's constricting that the most. If good pathfinding existed, games in general could become more dynamic.
Especially if the moving entities in your game aren't supposed to be omniscient. They could gradually learn about what good enough paths are.
Real-world performance isn't that determined by the form of the time-complexity.
But we got thousand times faster CPUs than at Sim City 2000 times.
And they have multiple cores. And if that is not enough there are GPUs with even more compute.
I'm picturing an alternate history where in addition to dedicated graphics cards, we also start building dedicated common algorithm cards - NVidia and AMD duking it out over whose hardware-accelerated sorting implementation performs best, Phoronix benchmarking how each companies' Linux drivers handle A* etc :)