you could include a "supply" mechanic that decays and only refills if you visit a city or wind-shelter, and wind shelters need to be supplied via cities to even have supplies and exist for longer than say, 2 turns.
Currently i find wind-shelters to be rather useless, as even the windstorms aren't exactly dangerous or something i'd even want to avoid, because they look pretty damn cool ,p And if you are in a cave or building windstorms really don't matter - though i assume the regen things are active per-region they are so minuscule (and weird, why would robots regenerate in a windstorm faster than without one? ;P)...
I hope the "sim" part of rebuilding civilization gets developed as well, because just a player challenge isn't really challenging my sim rebuilding, its actually fairly and hilariously easy to get dozens of people and there isn't even a reason why you would want more than 1 city. It just means twice the raid-monsters (and a lot more micro-management..)
Actually, i find this to be far more important than anything else, AI War has a reason to play, its that you can never predict the challenge. That every start is different, every situation a different one and gameplay is always different.
I find that imo, AVWW needs a very strong open sim and story aspect. Because unlike in AI War, the macro start situation is always the same, terrain might be different and spells might be changing, but that only changes graphics and stats, not gameplay like the different AI's do.
Anyhow, i don't mean to be negative or anything, just thinking loud