Sieges and Fief Management.
Armağan specifically talks about the planning stages of sieges. Like having a catapult in the middle, a ram coming from the left, a siege tower on the right, etc. So you can decide where each siege equipment is going to be.
They mention managing the taxes of your fiefs and building improvements that are seemingly visible this time around. You also seem to be able to decide how hard peasants work though they could always riot against you if you work them to death. And apparently some cultural qualities will affect how willing they are when it comes to paying taxes or working. This last part isn't full implemented yet.
Every village has 4 spots where they can produce various things but that is also dependent on the resources they have around them. A village with an iron mine creates iron but if they aren't next to a sea, they can't produce fish, etc. You can decide what each village produces based on what you think will be profitable. An area with an abundance of grain is unlikely to pay much for it but if they lack iron and you have a mine, that's gonna make you rich.
It seems the soldiers could also revolt and the AI plays by the same rules. They also need to adjust their economy and manage their people. So it won't just be the player faction that faces riots and revolts.
Voice-Acting and Storyline
The main story doesn't interfere too much with the sandbox nature of the game but gives you some missions and goals in the beginning to show you the ways of the world. It leaves you to decide how you want to roll but starts giving more important and bigger missions later on, as you approach the end of the storyline.
The companions also have quests that you can choose to do. All of the story parts are voice acted. The rest of the game has short voice-acted parts when entering a dialogue with people but that's about it.
The interviewer said they have about 60 of them. They probably won't get along so it is highly unlikely that you can have a 60 companion army without modding of some sort.
Apparently there isn't just a single one. Each culture has a game of its own and there are 6 cultures. The taverns will have the games running based on the culture.
The interview comments on the combat system being a bit easier to learn but harder to master than Warband. Armağan continues to say that they added some subtle stuff but didn't want to change it up too much. Gives more importance to legwork and timing and even talks about some attacks being faster if they're carrying the momentum of a previous swing.
Weather on the World Map
Weather on the world map affects movement speed and food consumption, etc. But they're yet to implement how the weather changes the battle.
Armağan says they can't give one because they don't really know themselves but his guess is "sometime next year". So 2016.