These are sort of laid out from smallest changes to more extensive.
On the job injuries
Some jobs should be more dangerous than others. Mining especially should be rather perilous.
Livestock
Livestock get sick and spread disease to people, have a small chance to get injured, and not benefit from medicine or herbs. Livestock should die of old age, a 10% chance at their threshold age, and an additional 10% chance each year. Cattle 6; Pig 10; Sheep 8.
Changes in manufacturing
Pottery: 4 Clay, 1 Firewood, 1 Water, 1 Sand,
Pottery clay is 20% sand by volume
Brick: 5 Clay, 2 Coal, 1 Water
Brick clay is about 15% water by volume
Glass: 4 Sand, 1 Coal, 1 Firewood
Wood is burned to make sodium carbonate, about 15% of glass by volume
Weapons: 8 Iron, 1Coal, 4 Wood
Almost all weapons require wood for handles and so on.
Tools: 4 Iron, 1 Coal, 1 Leather, 4 Wood
Almost all tools require wood for handles and so on, more so than weapons
Heavy Tools: 15 Iron, 5 Coal, 15 Wood
Almost all tools require wood for the structure of paddle wheels and so on.
New Goods
Alcohol. 4 Alcohol from 1 Firewood, 1 glassware, 8 water, 8 Berries, Buckwheat, Rye, or Wheat
Made at a Distillery (See: New Buildings)
Lifespan - N/A
Quicklime. 2 Quicklime from 4 Stone, 1 Sand, 2 Coal, 1 Water
Made at a Limeburner (See: New Buildings)
Wool. 1 Sheep makes 2 wool in the spring if shearing is turned on.
Wool Clothing. 1 Wool clothing from 1 wool, 1 water
Increased protection against cold, allowing work in all but the coldest temperatures. Can be dyed to make Fashionable Clothes a new luxury good.
Grapes. Grown from Grape Field (See: New Buildings).
Lifespan - 3 months
Wine. 8 Wine from 8 Grapes (See: New Resource), 1 Barrel
Made at a Vintery (See: New Buildings)
Lifespan - 96 months
New Livestock
Pigs. Generally operates like cattle
A barn can hold twice as many pigs for the same amount of workers
Pigs consider any fodder as 100% quality.
During winter pigs can eat any food, and need 15% food a cow
When slaughtered produces 150 meat, 1 hide, 0 tallow
Sheep. Generally operates like cattle
A barn can hold twice as many sheep for the same amount of workers
During winter sheep can eat grains or root vegetables, need 10% food a cow
When milked produces 1/10th the milk
When slaughtered produces 45 meat, 1 tallow, 0 hide
Can be sheared to make Wool (See: New Goods)
New Buildings
Watchtower. A tall non-defensive tower where a watchman can scan the town for fire, sound hourly bells or horns to wake people for work, and can give early warning of the approach of raiders.
Has a huge line of sight to help spotting raiders earlier if placed on outskirts
Increases desirability within its radius by 1-3%
Reduces the chances of fire within a its radius by 25%
Increases the productivity of all manufacturing within its radius by 5%
Gold upkeep.
Upgrades to Clocktower
Requires heavy tools, Increased line of sight and desirability, Increases productivity to 10%.
Distillery. A building where fruit and grains may be turned into alcohol.
Tier 3 building, medium undesirability
Grape Field. Where grapevines grow, a process which takes years.
Unlike normal farms, you can only grow grape vines.
In their first year they produce no grapes. Every year thereafter their production increases 20% towards the baseline of 100%
Prefers a higher clay soil
Vintery. A building where Vinters turn grapes into wine.
Limeburner. Creates a resource intensive high tier manufacturing resource called quicklime that increases the quality of other high tier manufacturing items and goods.
Tier 3 building, high undesirability
Quicklime becomes an optional toggle like heavy tools for certain tier 2 and above buildings. When 1 Quicklime is added during creation to a batch of Bricks, Glassware, Hide Coats, Iron Ingots, or Shoes, output is increased by 20%.
Soil Acidity
New meter from 1 to 10.
Lowland Lakes
Acidity starting value ranges from 8.5 to 9.5
Acidity naturally increases by .1 a season to a max of 9
Alpine Valleys
Acidity starting value ranges from 8.0 to 9.0
Acidity naturally increases by .1 a season to a max of 8.5
Plains
Acidity starting value ranges from 7.5 to 8.5
Acidity naturally increases by .1 a season to a max of 8
Arid Highlands & Idyllic Valley
Acidity starting value ranges from 7.0 to 8.0
Acidity naturally increases by .1 a season to a max of 7.5
Compost increases acidity of that field by .1
Growing one crop increases acidity of that field by .1
Lime can decrease acidity of a field by up to 1.5 per work
Clay can decrease acidity of a field by .2 per work
Within green zone gain +10% output
Within red zone (+1 on either side) -10% output
Beans 5.5 - 7.5
Peas 6.5 - 7.5
Buckwheat 5.5 - 7.5
Wheat 5.5 - 7.5
Rye 5.5 - 7.5
Carrot 5.5 - 7.5
Turnip 6.5 - 8.0
Flax 4.5 - 6.0
Cabbage 5.5 - 7.5
Leek 6.5 - 7.5
Clover 5.5 - 8.5
Grape 5.0 - 6.5