No.
Certainly what is discussed on EnWorld generally as 'simulation(ism)' is at best unrelated to Narrativist play goals. Like in our 1KA game we use elements of historical Sengoku politics and whatnot as inputs, but they simply exist like any other fiction to structure play, to create constraints and obstacles, etc. And while our depiction of characters, RP, has authenticity as a constraint as well, we're not really interested in simulating people that might have actually existed in 16th Century Japan. I think some of the other posters would want to 'feel like they were there' in the setting and not have anything happen that wasn't very similar to real events. Our game did not care about that!
Likewise, I have endeavored to cultivate something
adjacent to the Golden Age of Islam and the height of Al Andalus, albeit with a couple of meaningful tweaks (e.g., for established cultural reasons, slavery is a VERY,
VERY big no-no)....but it's definitely not trying to
simulate the Golden Age of Islam nor Al Andalus.
So, for example, there is a monotheistic religion (but it is highly accepting of gender variation, doesn't demand celibacy, and is
generally quite tolerant
most of the time), it's a heavily mercantile society, blood and money are powerful forces, there's some decadence especially amongst the nobility of Jinnistan, illicit drugs are an issue, etc. But conversely, the "old" faith hasn't died out (for good reasons, but still), the city's Sultana is of course female and single (with her advisors mostly pushing for a marriage
so she has an heir, not because they think she can't rule in her own right), and as noted slavery is a big no-no (some people still practice it, but if you got
caught keeping slaves, your reputation would be permanently ruined). Oh, and there are things like a thieves' guild, a secret assassin-cult, and foreign-born merchants becoming prominent in the city without needing to acculturate (beyond learning the local tongue).
I don't hold myself to the limits of any past civilization, and I don't require rigorous justification for why this area is a desert while there is a jungle to the north and temperate forest to the south. Some things in the world might not make total sense if subjected to hard, sharp scrutiny. I strive for consistency and, as I am fond of saying,
groundedness, but I'm also going to invoke (or consciously break) genre conventions, and build a world where adventure is a reasonable for
some people, and where heroes matter, but so does the action of groups of people working together. The PCs may have
earned being legends. Yet even legends depend on their allies and their support networks.
But, that said, when I told the group (more than once) that lately the trade winds have been
unnaturally favorable--that is, there is always both wind blowing
into the city in one area AND
toward the city in another area--that's definitely leaning on the knowledge that that's really abnormal. Likewise, since I have(/had, on hiatus) a player who knows what happens to bodies after death (due to training as a physical anthropologist), the fact that a freshly-discovered body had already undergone livor mortis and rigor mortis indicated that it was
hours old, rather than
minutes as the most recent sighting of the victim implied--which meant someone had been
impersonating the victim after his death, presumably using magic.
So...is it simulationism? Not really, or at least not really
trying for it to be simulating anything or getting the players to feel like it's a ticking Swiss watch they can puzzle around with. That doesn't mean groundedness, sensibility, and consistency aren't important to me, because they very much are. I'm just not going to allow a commitment to those things to get in the way of producing a good experience, which may mean (for example) that most captured enemies, if shown mercy,
actually do honor their word, even though that's probably not realistic, because doing that is rewarding the behavior I want to see, namely, players treating prisoners with kindness and respect, and
not doing it would instead teach the players that mercy is a sucker's game.