I still think your focusing on the wrong stuff.
Look at a game of DF - how many players care what a nations borders are, or bother to locations of... anything, aside from where there for is? Not many. They don't care. The little box that says "Goblins Elves
Human" is all they want and care about.
I mean, you can create this for your own personal use, but do NOT waste time and effort preparing these resources for players when they have zero use for it. If you're making a fortress based RPG, they are in a fixed place - none of those things matter in the slightest to anything the player can do! It detracts from the game. It's like an action novel that stops halfway through to spend 50 pages describing the exact mechanics of some fancy rifle, when all the reader really wants to know is whether it shoots the guy.
Especially for your first game, ESPECIALLY if you don't have shittons of time to devote to this - think simpler. Think about what is ACTUALLY important to a game. Step back, and like I said before, look at your goals.
As for geography, I think there needs to be a map and nation/country descriptions. I can do that and it's a big enough thing to matter.
Why, in any but the vaguest ways?
We're talking about a setting and significant power structures can have an effect upon the world that the players can notice, try to ignore, go against, or flow with.
How? How does this impact the player?
Basically, I see that in a lot of games the geography is an afterthought to the nation. I don't get this.
It's easier. It saves time and gives the host freedom to focus on things that are actually important.
Then there are individual location sites. These are the cities, the ruins, the anything that's very localized. Possibility for detail is great, and hopefully not a lot of it graphic (pictures). Especially in DF, I can imagine the textual based stuff going over well. The picture (simple one) says 1000 words though in terms of spacial positioning, orientation, etc.
Now THIS, this could be important to the players. It's stuff that they will care about and that will impact their play (unlike national borders). Assuming, of course, they are going to those places - and I thought you were doing a fortress building game?
There could be a picture of a room, horridly drawn perhaps, and each little thing in it could have a description of that thing and what it holds, if anything.
Your players will get bored by the irrelevant walls of text and you will get incredibly frustrated by the amount of work this will require. The most you need is some notes (for yourself) on what the room will contain, and then limit yourself to providing a more detailed description of those elements relevant to the player.
Running a game, hosting an RP, is much like being a writer. What you leave out is just as important as what you put in. Chekhovs gun - every element you introduce should serve a purpose by the end. Before you waste time on geopolitical maps, figure out "how is this bit of information going to go off?"
Not everything needs to lead to something - red herrings and details can both be enjoyable in small amounts. But most things do.
Remember: You are managing a game (in which case, details not relevant to the players mechanics and decisions are irrelevant) or you're telling a story (in which case, details not relevant to the plot, character progression and theme are irrelevant) or some combination of the two. Don't overwork yourself for details that don't matter. The stuff you're describing is awesome, important stuff in some games, but seems absolutely utterly irrelevant to the fortress game as you've described to us.
So, please, next post, stop focusing on the background and the details and tell us what about the /game/ you plan on running.
What's the theme? What's the mood range? What's the mechanical focus?
Everything else you're writing about here should be derived from those answers.