Interval-based strategy

I have an idea for what I would call an interval-based strategy game. The player assumes the role of an emperor. The game consists of receiving written messages from generals, other countries, advisors, administrators, etc and sending messages (or orders) to the same. The reason it is an "interval-based" strategy is that there is no fixed turn length. Instead, the player can choose to intervene in the empire every day, or every week, or every time they receive a message, or every time the receive a message but not less than X days, etc.

Whilst the player has some of the same information available to him/her as a game like Civilisation, the focus is on the realism of not having information readily available and having to request it, having a risk of orders not getting through, or being ignored, and the time delay of messages (and hence actions).