You lead a movement that wants the whole world to agree with it. Nobody has to be conquered. They just have to be convinced.
Pick a starting country. Support grows there and spills over land borders and trade routes by itself.
Spend Clout on upgrades (they work everywhere) and actions (four per domain, one country at a time, then a cooldown). Each upgrade in a branch opens the next tier of that domain’s actions; the top upgrade unlocks a tier-4 action that can turn the tide. Click amber bubbles to collect Clout. Upgrades come in opposed pairs: commit to Ideology or Economy, and to Military or Diplomacy.
Once you are noticed, the World Order convenes. It recruits member countries, runs campaigns against you, sanctions your trade routes and collects signatures for its Containment Treaty. Every move is announced a few weeks ahead: a Summit in the target country derails it.
Win by aligning 70% of the world, or by holding so many countries (60%+ support) that the World Order can never reach 8 signatures for 26 weeks. When 8 countries sign, the treaty is ratified and Enforcement drains your support everywhere until you break it or fade away.