At first, the simplicity of not needing to worry about resources being moved around the map and them being available instantly within the map seemed like a good idea, but it destroys one of the fundamental aspects of the city builder/management types of games - efficiency.
You play something like Cities: Skylines and you have to carefully place things for the best efficiency, and its hard to keep everyone happy because of that. Balance it just right, with sufficient services, free moving traffic, jobs for people and houses to go home to etc and you create a beautifully running system.
With this 'everything is instant' solution, theres no value to anything. Its somewhat better in the Arctic region (the heat thing), but marginally. The only important factor is that the building has a road. After that, 95% of buildings can go absolutely anywhere. Theres no benefit to having a production line - a mine which gets the raw resources, moves it to the factory that makes a refined resource, who then pass it to the machinist who makes a part, who passes it to the builder who makes the fancy end product etc. Get the production line perfectly balanced, and its magic. With 2205 you just plonk everything where theres a gap, it can be miles away and it doesnt matter. The people only care about being too far from the community hub and stuff like that, all these workers teleport to work i guess.
It looks dumb, and a solution to simplify both the experience and the demands of the engine, because theres very little movement happening in the game, its primarily cash, power, population and transport/(truck thing), with a map-wide warehouse storing everything, and then a handful of resources being transported between the maps. No localised warehouses, no trucks delivering items, its all dead inside.
It seems offensive to even consider it simulation, because theres so little being simulated. The level of simulation on display is adequate for a mobile platform, at best. Its insulting, is what it is.