The reason a Total War-style map would not suit well with a Paradox-style Grand Strategy game is because one game mode is turn-based, while the other is much more of an RTS (we can debate semantics over whether or not each 'tick' is a turn, but I'd prefer not to, since it's been done to death).
For the Total War-style campaign map to function correctly for a player without hours of frustration, it needs to be turn-based.
Look at War In The Pacific: Admiral's Edition.
How many people do you see demanding that game get rid of its turn-based system and adopt a real time setup?
At the scale we want to play at, it's just not feasible.
Even 4x Space Sims are usually turn-based for the same reason, or else they have to incorporate a very limited scope and/or lots of AI assistance to make up for the fact that a human being cannot manage several hundred to thousand units over hundreds of planets that cover vast distances.
Just my 2 cents.
For the Total War-style campaign map to function correctly for a player without hours of frustration, it needs to be turn-based.
Look at War In The Pacific: Admiral's Edition.
How many people do you see demanding that game get rid of its turn-based system and adopt a real time setup?
At the scale we want to play at, it's just not feasible.
Even 4x Space Sims are usually turn-based for the same reason, or else they have to incorporate a very limited scope and/or lots of AI assistance to make up for the fact that a human being cannot manage several hundred to thousand units over hundreds of planets that cover vast distances.
Just my 2 cents.