- Rulers look the part. A king wears a golden circlet and a robe down to the ground instead of the common shirt and legs, a village head wears a hat and a cloak. Before, power was a single dot above the head that nobody could read, and every ruler looked exactly like the crowd around him
- Villages want a crown of their own. Roughly once every three decades a village weighs up its own banner, and one in four of those times it raises it: new name, new colour on the map, its own capital, its own king and a war with the kingdom it left. Before this, a kingdom only ever broke apart from disaster, so a peaceful one could stand as one piece for centuries
- The village panel now says who rules there: the kingdom, which village is its capital, the name of the king and the name of the village head
- A crown marks the capital right on its label on the map, so the main village of a kingdom can be found at a glance
- Forests are planted, not respawned. A felled tree no longer pops back on the very same square: the woodcutter carries off saplings and puts two of them down nearby, never right against another trunk, and each one takes about a year to grow. The map stops being a wall-to-wall green carpet and turns into groves with young growth between them
- History now reports famine. Starving was the most common way to die in the world and the only cause the chronicle stayed silent about: people died in their thousands, villages tore into each other, and the player saw the consequences with no idea what for
- Big worlds run far faster: a world of twelve thousand people used to crawl at four frames per second and now runs at sixty seven
- The reason was a crush, not the numbers. Villagers piled into one spot until thousands of them stood inside each other, and every single one kept checking hundreds of neighbours around him, every tick, forever
- Now a packed tile simply turns people away, a crush scatters everyone instead of only the idle, and villagers wander across the whole land their village owns
- A crowded village finally lets settlers go, even while the kingdom still has small villages elsewhere
- The capital can rise up too: a kingdom that had swallowed the world was a single loyal capital where nobody could ever revolt, so the late game had no unrest at all
- Rebels wear their own colour now: a rioter drops the banner of the crown he rose against and turns red, head to toe, so an uprising can be read off the map at a glance instead of looking like an ordinary crowd
- An uprising is a real one: a riot used to raise fifteen people no matter the size of the city, which in a town of fifteen hundred souls meant one percent rising up, invisible. Now it is a fifth of the town, up to three hundred
- A village left with no ruler at all now elects one of its own after a year or two. Before, a leader was only handed out along with the crafts and only to someone with no work yet, so a large village never got one: everybody there already had a job. The biggest village of a measured world, ten thousand souls, had no ruler and therefore could never riot, because there was nobody to riot against
- A city that has just been through a riot stays quiet for the next twenty years, so an uprising reads as an event instead of background noise
- Hunger for homes is felt properly: a village where most people sleep outside is now truly angry, where before it shrugged the same way whether one man or a thousand had no roof
- Repair crews also level stray rock and odd patches of bare ground left by old blasts
- A grazing animal used to swallow a full-grown oak in one bite. Herds stripped whatever stood on the tile under them, trees included, and that was the biggest eater of forest in the world
- The chronicle no longer lists every book ever written, nor every shed that fell apart, so wars, famines, plagues and uprisings are not buried under them. Measured before the fix: twelve of the last fourteen entries were a building falling into ruin
- The world panel is now called History