Yes, cities in civ like games, heroes of might and magic. Planets, stations for games like Master of Orion, Stellaris. Regions like Victoria 2, Europe Universalis series, Total War series. For dynamic world in RPG or mixes of RPG and strategy. It could be used also in Ogame like games. Complexity from Stars! to detailed skill based production and consumption of Rimworld (if we would treat whole settlement as one entity) or even more.
Thanks, I will look closer into DOTS. Right now architecture is based on flyweight with connecting objects by reference, abstract factory for polymorphic classes and chain of responsibility for delegation of responses at different levels of object structure complexity.
Transport tycoon type is quite different, it has rather simple processing/storing entities with complicated interactions, mostly due to transport. What I am doing is more focused on possibly complicated entities (settlements) with outer mechanism of interaction between than which I leave for later implementation. For other tycoons where you can model enterprise/settlement as entity with negligible internal transport this framework should work fine.