Thanks for all the input guys
I've been having some tough weeks, so I haven't been able to put much work into this. I keep changing the way the entities.xml file is written to make it more and more general
Right now I'm working on a basic equipment system. Hopefully, all actors will have certain "parts" (like left hand, right hand, feet, etc) in which you'll be able to equip objects, which are equippable at those locations. This'll be the basic system. Some ideas for the future at part-specific HP, similar to IVAN, multi-part objects (two handed swords) and so forth.
Regarding your comments... I'm not a fan of fixed storylines, so I don't see this game being about taking exactly the same steps that Nausicaä did. I also don't want it to be a managing game like DF. I'm imagining some basic decisions for percentage of village population in each activity, but don't want to go much further than that just now. We can just say that you are the prince/princess of some periphery valley where wind blows
I do want visits to the sea of corruption be relatively common. That's where the more roguelike-ish aspect of the game will crop up. You go there for rewards like we discussed (ohmu shells, firedemon skeletons, etc).
I really like the mechanics you mentioned from Alpha Centauri. It ties nicely to the ideas I had about insect "anger level". The more you hang around the sea of corruption harvesting stuff, taking stuff, etc, the more the anger level of the forest raises. The higher it is, the higher the chance of certain insect colonies attacking you. I'm also thinking there should be rogue insects that you have to fight at no anger penalty...
Not too sure how to make progression work in this game. I'd like both character and village progression. I'm tilting a little towards IVAN's way of doing things. No levels, you just become more proficient at things through use. I find levels a little arbitrary.
Also, we can have wormhandler colonies or wormhandler levels in the sea of corruption. I remember Nausicaä not really liking them, so perhaps they could be high-risk high-reward zones?