Effect System in a Grand Strategy Game

I have been working with GAS in the past and it saved tons of time once configured. Tags, Effect Executors, Cues, attribute binding widgets saved so much time and the framework as a whole infers a specific design such that you don’t have to think about how you structure that much. Those aspects I am looking for.

Unfortunately for a grand strategy game GAS is not suitable, a lot of the features are centered around other types of gameplay and its not really designed to scale to so many actors.

Right now I am using subsystems for stats and events/effects with custom data structures for effects and stat modifiers inspired by gameplay effect structure.

Question Before I commit to this approach, I thought I’d ask if I’m on the right track or what other good approaches might be?