Guess you'll just have to ask Johan whether PDS grand strategy design philosophy is n-player real time continuous games that don't require pausing or not; He's been pretty clear on it in the past, and the game designs of every PDS grand strategy game so far reflects that when one looks at the choice of game mechanics.
n-player of course includes the special case of 1-player, singleplayer.
But I guess it is possibly that despite their tradition of design, and despite claiming that their newest grand strategy game Imperator: Rome will be the (spiritual) successor to EU: Rome, they will now make a game focused on singleplayer campaigns rather than on being an n-player game.
But I'm not betting on it.
No, I am not.
All prior PDS grand strategy games are designed for continuous play such that they can be played without ever
requiring the game to pause, and I am excepting that for I:R too.
This is the way their games are played in multiplayer and (for some people in some of their games) in singleplayer.
This design informs every choice of game mechanic, by ruling those out that would require the game to pause.
Since the developers are far from stupid, for the convenience of those playing the game in singleplayer their games have the
option in singleplayer only to automatically pause in response to events and certain game triggers. This is certainly very welcome, because for
n=1 there's only one human whose sense of the passing of time matters to the enjoyment of the
n players in the game.
For n>1, the game pausing for any reason that matters to one or more players, but not to all, annoys and wastes the time of all those players that the pausing reason doesn't matter for. And the more players in the game, the more pauses the less in-game time progression and the less playing.
Again, you are talking the special case of n=1, singleplayer, here. That's not how their games work in the general case.
For multiplayer it will not pause for ANY event (but may for technical reasons, such as rehosting for a dropped player), only manual pausing is available - and the degree to which this is tolerated tends to be fairly low in playing groups.
You play singleplayer and like playing with lots of pauses and it is great if you like to play the game like that. Many - possibly most - players do, but it is not something that is necessary.
I can assure you that playing PDS games with no pausing or with only minimal pausing in singleplayer (by choice) or multiplayer (by necessity) is not only possible, but - for me and many others - enjoyable, and certainly not unplayable.
(Whereas the game pausing for all players whenever any player had an event, started a battle, or just felt like it, would render the game maddening in multiplayer, bordering on the unplayable for higher values of
n.)
One big difference in how single and multiplayer feels different - and it is a very big difference - is that when playing with lots of pausing in singleplayer, it is also normal to jack the speed up high when needing to pass the time, secure in the knowledge that if anything interesting happens that the player in control isn't planning for, the game will pause for it.
Whereas when playing multiplayer, the game speed is usually set low by the host and kept constant most of the time; it depends on the people playing, of course, but something like playing on the second slowest speed setting when none of the players are at war, and possibly the slowest setting during important wars, is not uncommon. Some players also play with allowing pausing the game when a human player is attacked by another player, others do not - house rules differ, obviously.
Constant speed 1 or 2 may seem very slow to somebody coming from a singleplayer perspective of just pausing as necessary, but it is amazing how fast that can feel at times when there's no pausing going on and you have to deal with both making your own plans, executing them, dealing with whatever events and crisis the game or other players throw at you, and conducting diplomacy in chat while the clock is ticking.