Boris Gudenuf
Deity
Honestly, mashing "different map levels" together has always been a problem for 4X games, in my opinion, as the strategic and global empire building level operates at a different scale than the battles between the individual units would.
Any "4X" or game with the scope of Civilization or Humankind is born with serious Scale Issues. For examples:
An Ancient Battle in Civ VI takes a minimum of 40 years to resolve - one game turn.
An Archer is Civ VI can shoot from one side of a city to the other. That's one heckofa long bowshot, folks!
The cliffs shown in Humankind dwarf the famous Cliffs of Dover in England or Devil's Postpile in California: both major landmarks, but in the game apparently 'normal'.
Assuming the Cliffs act the way they do in Endless Legend, they are could be serious obstacles to movement: going from the top of the cliff to the bottom, even while 'following the river' in the mid-background of the latest Reveal could take a turn or more of detouring!
So, whether we explicitly realize it or not, all of us gamers deal constantly in the games with gross distortions of time, distance, and size scales, and we either ignore them or rationalize them away to get on with the game.
The appropriate question is how the game integrates or otherwise deals with the distortions. The Endless Legend system, adopted by Humankind from reports, of 'playing out' tactical battles in a single turn on an 'expanded' tactical map overlay on the Game map is a good example: the battles still take Years in nominal Game Time, but the 'Feel' is so much more tactical than the Civ VI "On the Strategic Map" battles that spread for uncounted kilometers between cities and may take several hundred years to resolve early in the game.