Please note: I suggested a couple of dozen pages back in this very thread, that the solution to the map problem would be creating map 'nodes', which would be particles that made up provinces, essentially allowing the game to alter the sizes and shapes of provinces over the cause of the game. I also suggested that in extreme situations, the player himself could alter the shape/size of a province.
I believe that AGEOD are putting together their own version of this that will cover multiple games in the period say after the 30 years war potentially to the modern era. The idea is to break Europe into very small map portions that make sense in terms of likely game geography (ie rivers on the edge, dominant terrain type etc) which can then be combined to generate the province density needed for a particular game and onto which can be overlaid the human/changing aspects (roads, settlements etc) as needed.
The problem even with this is if you take the Rome-HOI3 period, even in Europe geography has moved (rivers, coastlines etc) so even that approach to developing a base generic map becomes more complex.
In truth, none of the Paradox games end up with a end-world akin to what had happened in 1453/1821/1936/1948 (nor should they), and a larger problem is that inevitably the player-nation is much more powerful than its historic counterpart at the end. Thus a number of the succession AARs that have spanned the non-Rome part of the franchise need to build in challenges to keep any interest ongoing (as well as often see the player acting with an awful lot of restraint). The other likely consequence is you end up with a game closer in concept to Civilisation than anything in the main Paradox franchise?