I think that a strategy game adaptation of WMIT would work very well. Gameplay might cut back and forth between grand strategy management and tactical situations.
The grand strategy mode would be the leader's office, with a map, a phone, a typewriter, an organizational chart, a stack of blueprints, a ledger, and the big red button. In the grand strategy mode, the player controls the nation's leader in first person and can manipulate the objects. Pulling up the map shows the strategic situation in detail. The player can see national boundaries, spheres of influence, ongoing wars and battles, weather conditions, and other such things. From the map screen they can commit military formations to various missions around the world. Picking up the phone opens the diplomacy screen, where the player can execute various diplomatic options such as entering into and breaking alliances or trying to court smaller countries into their sphere of influence. The typewriter allows the leader to select legislation to propose, or choose which decrees they will impose, depending on the form of government. These laws change the economic situation and stability of the country. The leader can reshuffle military and civilian positions with the organizational chart to make the government run more smoothly. From here, one can also purge recalcitrant subordinates. One directs the country's technological progress with the stack of blueprints by choosing what the country will fund. The ledger provides a detailed overview of the present situation and contains comprehensive intelligence about other countries (the truth of the information about foreign countries may vary based on how well funded and competent the intelligence services are). The big red button launches the nukes, plunging the world into chaos and serving as the "quit" feature. Before the invention of the nuclear bomb, there might be just an arrow pointing away from the desk indicating that the leader has left. There might also be a system by which the leader spends some economic power to make cosmetic changes to the office or add new features like a radio or TV set.
The office's appearance would vary based on country.
The office would be turn based, allowing the player to change the week when they see fit.
From the map screen, accessible through the office, the player could access battles in various parts of the world as they become relevant. The battles would look like something from a Total War game or digitized Warhammer. I think that this would be the place to showcase all the world's insane military units of the air, land, sea, and space. Battles would be real time rather than turn based, but the player can speed up time. They last up to seven in-game days, and can be automated.
There would be multiple sides:
- RU/NUSA, with a chain of events to implement the Oswald Reforms or try to maintain the Steelist order in the face of growing popular resentment
- Russian Empire/IPRR, where the player decides early on whether to stick with the Tsar or advance the Illuminist revolution
- Europa
- Nordreich/Germania, with the option to choose among splinter states if the empire falls
- North/Qing China and associated warlords
- South/Republican China and associated warlords
- Carolina
- Gran Colombia
- Brazil, beginning as a Europan dominion but with optional paths to serve as the last bastion of the Bonapartes if Paris falls or as the home of the Eduist revolution
- Worm Cult, with goals and powers exclusively centered around infiltrating and subverting other countries and a creepily flesh-like cave for an office
- Various others
Each side would start with a list of goals. Completing particular combinations opens up different successive lists. However, one theme is clear. These lists put the great powers on collision courses with one another so that nuclear war is practically inevitable. The game starts out in 1905, giving players some time to prepare for the onslaught of the Great War. The War is the first true challenge of the game, and determines who the great powers will be afterward. Then, there is an interval of peace during which players have the opportunity to repair their nations and consolidate power. But, through the 30s and 40s, the Madness draws the great powers back onto a war footing. Most of the later gameplay consists of maintaining one's own sphere of influence and subverting the enemies while preparing for the eventual, apocalyptic, nuclear war.