- Weather. The whole world lives under one sky at a time, but the land decides how it falls.
- Rain over open ground, snow over permafrost and drought over sand and savanna, all in the same month.
- Snow. Any weather that reaches cold land falls as snow: it drifts down slowly and the wind carries it much further than rain.
- Seasons. Temperature swings from deep winter to high summer, so the poles freeze while the equator never does.
- Wind. One direction for the whole world, turning every 2 to 4 years, and precipitation slants with it.
- Storms, with rare lightning.
- Deadwood. Trees killed by drought stay standing, dry and grey.
- Three weather brushes: rain, heat and frost.
- A weather brush also shifts the climate of the region, so enough of it turns forest into savanna over decades, or walks the land back down to permafrost.
- A new world law, Weather, that switches the whole system off.
- Weather is kept in the save and continues where you left it.
- Rain puts out fires. Until now nothing in the game could stop one except time.
- Rain adds 30% to a village harvest.
- Drought halts all plant growth, dries up shallow water and cuts harvest by 40%.
- Drought doubles how fast an existing fire spreads, but never starts one itself.
- Frost cuts a village harvest by 60%, and can kill it outright instead, with a coin flip each month.
- Ground colder than the freezing point yields nothing at all, so the far north starves through winter and lives through summer.
- Deadwood catches fire more easily than living trees, and woodcutters will take it for firewood.
- The temperature layer, generated with every world and never read by anything, now drives the whole system.