OK, here's one.
Set in WWII generic European city (France?).
You are in charge of organizing the resistance, such as it is.
Procedurally generated, but not perma-death. You can save.
Top down zoomable map of a living city. What you can see (revealed fog of war) depends on the strength of your spy network. People go about their business in a natural way, with the occupying forces behaving intelligently to what develops.
Real time, but with the day-night cycle at an increased speed. Perhaps a twenty to thirty minute cycle.
***
So the gist of it is that you are very, very much in a weak position in traditional combat terms, but you have the strength of being concealed. What you need above all is to stay one step ahead of the occupying forces in terms of information. Lets say the OF have an informant or a spy operating in an area, collecting intelligence. This information could allow the AI to do things such as set up raids on your safe houses, agents homes, storage dumps etc. But if you find out about the raid before it happens due to your own intelligence sources, then you can get your guys out of harms way in time. Protecting the identities of who is working for you, while at the same time exposing them to measured risk by conducting various activities (spying, recruitment, sabotage, jail breaks etc.) would be a core strategy element. You need to be able to manage your information networks, your agents, your locations, etc. very carefully in order to stay alive. The game would need to be able to keep track of intelligence data, and who knows what. If an agent visits a safe house, that means they know where it is. Which also means that if they are a turn-coat, or are tortured, they can reveal that information. Knowing who you can trust with what information may hinge on how well you can judge their character based on their behavior, or little tells. If you suspect somebody, you might even set up a trap by allowing them to see a fake safe-house, and then watching it to see if it is raided. Isolating and testing elements of your group, suspecting your own people, is a kind of puzzle-like element that could also make use Papers Please style spot-the-difference kind of mechanics.
Being able to zoom in close enough to see the characters in the game world would be very desirable from an immersion stand-point. Rather than an abstract, more pure tactical challenge, you are trying to go for a feel of oppression and gloom in the face of seriously challenging odds. This can then heighten the pleasure gained from successfully screwing over the OF with your well-executed attacks/tricks. Imagine the panic of seeing a truck pull up unexpected out the front of an important agents house, and watching as soldiers pile out and kick down the door before you are able to react. Or perhaps with seconds to spare you are able to get him out the back door, only to then have to try and navigate him through alleyways to a nearby safe-house all while wondering if he is being tailed.