@matk beat me to it, but here it is with a bit more detail and screenshots.
Please forgive the quality of the screenshots (even at highest quality the stuff still didn't look good).
Remember all this is still subject to change.
-RNW generated while still in lobby. Can see result before loading game.
-Province names in RNW are taken from a special list. I believe country names too. No old New World names.
-Native policies. Unexplained. But must choose one before being able to colonize.
-Area stuff from dev diary. Area, region, subcontinent, continent.
-Regions used to create scenarios in RNW. Moddable. For example, in one region the game can generate the Crimson Empire with High American tech. In another region the game will put a cluster of Inti nations. In another region the game will place the totemist migratory tribes. Replacing the current system where the game tries to put the existing countries from the old New World in the RNW.
-Trade nodes in RNW are also randomized. There is a small chance that none of them end up directly feeding Europe.
-New map mode interface.
-Colonial regions based on regions
-New icon will appear on a province where a battle will take place. So you no longer need to mouse over armies to see if they'll arrive in the province before the other army leaves. Says who is fighting and when.
-Horde mechanics. See dev diary.
-Hordes only have one Estate: Tribes. Gives local manpower to the province (plus minium autonomy) and manpower recovery speed to the state at neutral loyalty. Also gives unrest reduction to the province and cavalry cost reduction to the state when high loyalty.
-Syncretic faith for Tengri. See dev diary.
-Estates map mode to see which have land in your country
-In Lithuania, nobles give local manpower (and local defensiveness if high loyalty) and global land forcelimit (and global land maintenance reduction if high loyalty), clergy local unrest reduction (and conversion chance if high loyalty) and global tax modifier, burghers local trade power and global trade efficiency, cossacks give local attrition for enemies (and recruitment time if high loyalty) and global cavalry combat ability (and cavalry cost if high loyalty).
-Cossack estate for Eastern tech with Steppes land. It is kept if westernized (changed since dev diary)
-Some interactions for Burghers: Ask for Contributions, Demand Diplomatic Support
-Some interactions for Nobility: Call Diet, Grant Generalship, Demand Military Support
-Call Diet asks nobility how you should run your country. They give an idea. If you agree, you make them happy. If you disagree, you make them unhappy. Grant Generalship gives you a general at the cost of increasing nobility's influence.
-Noble Coup disaster if Nobility influence gets above 80%. Turns you into a Noble Republic, which is supposedly a very bad government now. To end you need to switch out of a Noble Republic. New decision for that that requires taking power away from the Nobility.
-All states have a disaster if they get too powerful. Effect is different. Cossacks break away, for example.
-Culture stuff. See dev diary.
-Hansa split into Lubeck, Hamburg, Bremen. Possible mechanics for them?
-Blue Bavaria
-Buffed Denmark
-Espionage: May Study Technology action - send diplomat to more advanced tech nation. For each category they are more advanced you get 1 monarch point per month in that category. And May Agitate for Liberty - send diplomat to subject to increase liberty desire over time (to a point)
Diplomacy window. Notice the 3 buttons, plus 2 new icons/numbers (one might be score?)
Estates interface in province view
Mysterious plus sign button in army interface
Noble coup disaster, plus Native Policies on the right
I noticed that all provinces that were selected and owned by Lithuania or Sweden had this icon in the province view where provice modifiers appear. New icon for trading by merchant republics?
ETA: Forgot to mention. There is also a new button on the top right between the speed buttons and overview button.