I'm not surprised either, since it was the question asked in both the first and last line of your OP.
Also the only sentences in the whole thing with question marks.
Are you asking if anybody wants to comment on the strengths and/or weaknesses of the titles being mentioned?
That first question also says what are their strengths and shortcomings. I also asked if we had any real kingdom simulators at all.
I suppose I should add some more explicit questions here.
Why don't we have more extensive economic and crafting mechanics in games? Certainly Impressions style city builders have some economic stuff but its pretty simplified. You can't actually make items in the sense of RPG or RTS games with it.
Why isn't magic more popular in city and kingdom simulators? Impressions games have intentionally none except maybe a few mythological references but they tend to be gods who you can't control and mostly punish you with disasters.
Most games also tend to be set in the ancient historical world as well. Paradox grand strategy, Impressions city builders, and most other games, primarily Roman history even. There are like 100 generic Roman city builders. Why isn't futuristic or magical or hybrid of both a popular setting? We are getting one from Gaslamp Games soon but that's still only 1.
A lot of TBS games like Age of Wonders have magic, but they aren't really simulators. The economics consists of mostly abstract "cities" on a world map with no scale relative to heroes/units that have maybe 10 upgrades that are mostly bonuses to abstract resources like gold crystal stone and that's it.
While Majesty possesses magic, specifically in a medieval or D&D way, it has minimal economy and only a few item types. It also doesn't simulate citizens in any way. The houses are really just non-interactive tax farms.
Even in the sense that we sorta have steampunk that's rarely really magical, mostly illogical obsessions with steam power and unrealistic gear/cog contraptions. We lack any of what I would call Magitech settings. This would involve lots of use of low level magic with mass produced magic infused goods or potions and such. A few urban fantasy genres tend to have half decent magical goods economies. These are all books though, urban fantasy games are even less common than steampunk ones.
Most magic in kingdom simulators work like Majesty, basically just bonuses to damage types. Magical crafting is almost non-existent in production like better or controlled fires with less industrial backbone as well as in crafting items which are themselves magical.
Most games lack any sort of environment interaction or territory control. In Majesty the only resource is gold. City builders tend to have little if any combat so the concept of territory control/defense doesn't exist. Standard RTS tends to have the most territory control but all resources, all 2-4 of them, are all over the map so specific areas don't matter.
Anyways I have more but I already know what I think. That is enough wall of text to give various examples of complaints I have.