I'd start with a basic concept and ignore the graphics (partially), just to start. I know you are making a geo-political sim game. This is the high-level concept of the game. You obviously have some idea about the mid-level and detail-level concepts, since you are visualizing the ultimate graphics for this game
. Nothing wrong with that.
What are the mid-level concepts? Can war(s) break out? If so, are they played out and handled like a game of risk or an rts? Will your politicians have to travel? How? Is travel instant, or do you have to schedule a secured flight and take some time to arrive (this kind of stuff really works well for strategy since you have to plan in advance). What resources are involved? Just money? Or are there farms, mines, forests, etc. resource that make land valueable. Will these be on the map? How important are the exact boarders between countries?
As you can see, by answering some of these questions, the map will probably have to be different to accomodate different situations. It will help to determine if you need a tile-map, or just an area-map.
Detail-level is not really needed until you have at least the map and some of the user interface worked out. The detail-level would consist of thing like the formulas on how money is earned and resources are gathered and politicians actually wheel and deal. It's the heart of your game system. You can have it worked out before hand, but after the UI and basic graphics is the latest point you should work on the details.
So - why the long game-creation explanation? Providing some more information about what you want will help others help you. You don't have to provide specifics about what you want, or even why you need it a particular way (unless a work-around is needed). So, my first questions are:
3d or 2d - make a decision. Be fairly sure on this one as changing later might mean re-writing most-or-all of your code.
Tile or area map - a tile map would be like Sim City. An area map would be like a map drawn on paper (better graphics of course). Objects (cities, landmarks, buildings...) on an area map can be anywhere, but on a tile map, they have to fit in the tiles (or over several tiles). You can blend the two like most rts games do. The map is tile, but object placement is very flexible.
"Droids don't rip your arms off when they lose." -H. Solo
REALITY II