- Ships: a village with docks launches an expedition ship that explores the sea and lands settlers on unclaimed shores
- Villages tab: a dossier of any village, orders to set two kingdoms at war or make them sign peace, plus laws, chronicle and settings in one strip
- Land is captured over time: warriors have to hold the ground while crosses spread across the zone, and defenders can push them back
- Conquered land gets settled: the winner sends people and guards to live there right away
- Raiding: an enemy army burns the buildings it walks past and carries the loot home
- Renaming: click a village name and give it your own, it sticks until the village dies
- Picking a village from the list flies the camera to it
- The kingdom your order will hit is outlined in blinking red
- Creatures swim, straits and open water are no longer walls
- A village that cannot populate its land gives it up, and neighbours take it over
- A dying village leaves ruins behind, and the winner of the war inherits all of its land
- All 42 powers are available from the start, achievement points are a score and not a currency
- Villagers use the whole territory of their kingdom instead of a circle around the bonfire
- Every worker claims his own tile, so a village spreads over the land instead of piling onto one tree
- Workers change trade when their land has no work left for it, and job quotas shrink with the land
- A village stops growing past its housing and only takes newcomers when there is room
- Villages raise several buildings a month and settle the land they captured
- Any profession can be conscripted, recruiting is faster, armies march at half strength
- Formation width scales with the size of the army instead of a fixed four
- A war ordered by the player raises armies at once instead of next month
- With no enemy villages left, armies march on the enemy land that remains
- Everyone nearby joins a fight instead of watching a duel
- Creatures walk around obstacles instead of turning back
- Capture progress waits a year for the army to return instead of resetting the moment it leaves
- Ships are drawn twice as large
- Panels open in the middle of the screen, with bigger text and their own scrolling with arrows
- Fewer tiles are repainted each frame and creatures off screen are skipped
- Creatures stacked on top of each other
- Creatures stalled at the shoreline, in corners and on small islands
- Entering water teleported the creature straight back onto land
- A zone being captured could vanish because its owner gave it up the same month
- Capture crosses hung on the map forever over a siege nobody was holding
- A crowd of civilians could hold a zone against an army, now only warriors decide who holds land
- The world started paused
- Entering a world opened a random panel instead of the creature brush
- The save button stayed on "Saved" forever, it now shows the year of the save
- Panels could be dragged around by their content, rows were squeezed and their text spilled out
- Arrows of wars that ended long ago stayed on the map
- A power stayed in hand while a menu was open, so clicking to close it changed the world
- Brush size jumped to a bigger one when switching powers
- A village left without land crashed the world tick, and so did founding one at the edge of the map
- Powers locked behind achievements