A campaign should be like a relationship, fast, loose, and not too many rules. Nothing kills a campaign like stagnation, smothering, overcomplication and having an affair with her sister. Personally, I'd go for a straight up map venture, involving a set number of weeks, with every player fighting for territory. If you had an independent GM you could make it story based, as a narrative keeps people interesting and occassionally spices things up with a few new scenarios. Keep it simple, keep it ticking over nicely, and be adaptable. The system you've suggested does seem more complicated and better suited to a tournament.