Hokay. JP, let us begin.
Now, bearing in mind your comments:
I am SO in. I'm thinking multiple battlefields, so you can fight with Wealth, political power, Millitary power or whatever. Many different tactics, shifting alliances, and secrets nd stuff from other players, so that you always have several tricks up your sleeve. That is, for example, you could be about to completely wipe them out with a type of wealth victory, by having so much money in your coffers that you can buy the opponent out from underneath them, and they wouldn't even know, but at the same time, you don't realise that your leading organisation pulling in the money is really controlled by your opponent.
here is my thoughts on the multiple fights idea.
We use one battlefield but several unit types on it. My choices would be:
Covert military (ie, Special Forces)
Financial
Political
Revolutionary (have this be sort of political, sort of military - it can fight both but doesn't count as either, and the owning player decides which it counts as that turn. Also, it cannot hold production centres. This means the unit is a great all rounder but is not overbalanced.)
Now these units all build from seperate production centres. To take the UK as an example, If we divide it into 5 parts - Scotland, North Ireland, North England, South England/wales and London (as its own sector) then we could say that North England has Covert Military (the SAS base is in the north I believe), South has political (the south tends to make policy here in the UK), North Ireland has Revolutionary (IRA) and London has financial (stock exchange). A side only counts as having a production centre if the appropriate unit type is in that area (so you cannot use military units to build political units - while that kind of makes sense, its more difficult if it has to be the specific type). Each square can have multiple types in it, but only one of each.
Conflicts proceed much as they do in the normal version.
Other ideas:
Work in a card system. Standard deck, each turn a player draws a card. If its a number, don't tell anyone but it cannot do anything. If a face, it has a special ability - air strikes, financial crashes, religious/ethnic uprisings, Coup-de-tat's. Either create a unit of the appropriate type at a production centre of your choosing or destroy one of your opponents. Red destroys, black creates. Jokers do something else. Maybe let you choose which effect you want. Can save a card for 1 turn only, so players have a limited ability to either bluff ('I will destroy your unit in Moscow, letting in Johns unit, unless you do this...') or prepare a move, but cannot just sit on the card all day.
Increase the map size and date - make it the whole world, 2010, make country sizes larger and smaller depending on relative importance. Ie, africa is small, Europe and America are massive. Make plenty of production centres.
As for factions, depends on how you want it to be. If straight up, make them NWO, Bavarian Illuminati, Scientific Congress, Global Christian Alliance etc etc. If comedy, Gnomes of Zurich, Cthulhu, Global Nerd Consortium etc.