If you do not prepare for the nuclear game, you have nothing you can do against the other powers. If you act aggressively against another power without nuclear matters, you loose (while the others survive as you have nothing to answer with). But you could also choose to not do it and deal with the situation that arises. Disarmament should not be prevented.
I'm not sure you got my point here: the USA and the USSR spent large amounts of resources building large numbers of nuclear missiles. In your proposal there's simply no reason to do this: you'd either build none, or only the minimum that the game actually requires you to build (and you'd only build them because the game requires it - this isn't fun).
Ultimately your asking the player to develop and build weapons that they can't use.
Well, guerilla is a bit about micro-management and whack-a-mole but the player could have access to HoI4-style tools to deal with it militarily.
In which case the war largely plays itself. Again, where's the fun in this?
If you compete for it, it can be.
Only because it allows you to do something new - typically field new weapons-systems in Paradox games. However, if war-fighting is something that doesn't occur much, or consists of CO-IN fighting that the player doesn't actually control, then the gratification simply isn't there.
That is more a design issue. The player shouldn't be forced to micromanage.
But if this is an economic-management game then this is what the player has to control.
I'm not saying that a CW game is impossible to make. I am saying that the EvW devs massively under-estimated how difficult it would be and that resulted in an utter failure, and I hope that Paradox don't repeat that mistake.
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