The scale is the biggest obstacle I've been facing. A combination of the some of the above suggestions would also be rather nifty. I've been playing around with a few haks and how hardholder functions inherently as well. I'll keep everyone appraised.
I would almost say the Expansive Hardholder is like an extension of the Hardholder playbook, or maybe an all-new playbook ("the Conqueror") but even that might be too complex. However, for grand ideas like this I wouldn't make it too difficult. One of the reasons Apocalypse World is so inviting is the simple ways complex ideas are addressed.
My idea is that you take the idea of the Hardholder and just make it bigger. Instead of a single holding you have holdings, but you don't need a lot of details for them. You know how in the Hardholder playbook one of the options is "your holding owes protection tribute"? Well, who is that? If there's lots of places paying tribute to one guy, then that's the Conqueror. So, starting out you'd detail four basic holdings and each one can have a trait that makes it special and each one has some drawback. Each holding gives 1-barter every month. How do you maintain control? You've got a large gang and you make moves with them just like you would if you had received a gang and
pack alpha through an improvement. Pretty simple. Then the MC can look at these places through crosshairs, ask lots of provocative questions, and respond with fuckery.
Scale that idea up and make it into a playbook: the Conqueror, or the Tyrant
You start with an army, it counts a large gang but can be split up into two medium gangs or four small gangs. Soldiers who are not present to hear your commands will follow your last orders before trying to regroup or return to your base. When you issue commands to your troops, roll+hard. On a 10+, they understand your orders and follow them to the best of their ability. On a 7-9, choose one:
-they didn't understand your orders (they make an honest mistake or there's a communication breakdown)
-they usurp your orders (they still follow your command but they know what's best for you)
-they half-ass it (they don't follow through on your commands, whether because of a lack of discipline, cowardice, or whatever)
On a miss, the MC chooses one and can make a hard move against them or you.
You start with a base of operations, choose what is:
-a radio tower on a hill
-a multi-level parking garage
-a monument of the golden age, miraculously preserved
-something else that sounds suitable
When your soldiers defend your base from inside, they receive +1armor.
Four holdings owe you fealty or protection, name them and work out details with the MC or other players, at the beginning of every session roll+hard. On a 10+, you get barter from each with no issues. On a 7-9, the MC chooses one that is contested, you get barter from the rest. On a miss, all are contested, good luck!
I wrote this up in about 40 minutes just from looking at the Hardholder and thinking
bigger. Pretty simple.