Hello again! Another massive update has arrived, so I'm back to make it easier to understand what actually changed. I've gone through the patch notes and tested most of the mechanics, so here's a simplified guide that explains all the changes.
Let's start with the biggest change.
BOT WORKERS
Instead of hiring players for working in the company, you now have to hire bots. Bots get their own name, age, traits and wages.

Every company receives 3 new candidates every day. Every candidate only reveals one stat during hiring. It could be their stat, trait or starting wage. Hiring costs 10 energy.

If you don't like the candidates, you can refresh the list. The first refresh costs 10 Energy, and each later refresh becomes more expensive.
Pro tip- While hiring try to hire the youngest of the candidates. Employee will age 1 year every day and once they are 65 years old, they will ask for retirement.
Employee Traits
Employee Traits are special characteristics that make each bot worker different from the others. They can affect how much an employee produces, how much they cost, how happy they are, or how they behave in certain situations. There are 53 different employee traits right now. Some examples are below-
Employee Stats
These stats can be increased with training. Taking example from a worker, we have the following worker stats
Production: -
This decides how much they produce every hour.
Every 4 Production = 1 production point/hour.

Responsibility: -
Responsibility helps protect employees from happiness loss, making them more stable when bad things happen.

Luck: -
Every Luck point gives 0.1% chance every worked hour to find a toolbox, up to 2% maximum.
Luck also improves your chances of getting better training cards.

Automatic Wages
Employees now get paid every hour automatically.
One important thing: If your company can't afford everyone's wages for that hour, nobody works during that hour.
So, keeping enough money inside your company matters much more than before.
Production by a worker
The bot Employees works automatically every hour. Their production depends on various bonuses. Every hour they produce (their production) ÷ 4.
Then several bonuses are added:
Your management skill
Employee happiness
Equipped tools
Experience with the same product
Core-region bonus (+5%)

The longer the worker works for the same item, the specialization bonus increases 1% everyday up to 20%.
Happiness
Every employee starts at 50 Happiness. Every point above or below 50 changes production by 1%. For example, if the happiness is 65 then the production will increase by 15% and if the happiness is 40 then the production will decrease by 10%. Things that lower happiness are: -
Full storage
Missed wages
High taxes
Moving employees
Battles in their region
Firing coworkers
Below 30 Happiness, employees can start leaving every hour. There are some traits that affect this too.

Employee Events
Employees now have their own little stories. There are 78 different events, with some leading into follow-up events later.
One example is this

But how does this work?
There will be 1 event every day for 3 employees. There can be a maximum of 3 events per day. You will get 36 hours to make a choice in the event. If left non-responded, then the default option will get chosen automatically. Leadership, Luck and Happiness all improve your chances of getting the better outcome.
Training
Each employee can be trained once per day at a cost of 10 Energy, consuming 1 Training Potential per session. During training, players draw three cards and choose one to apply to the employee.

These cards can increase an employee’s stats, reduce their wages, add or remove traits, or even restore Training Potential, allowing further training in the future. Both Leadership and Luck skills improve the chances of receiving rarer and more valuable training cards.
Tools
Employees can now use Tools. Each tool boosts production for specific products. Employees find Toolboxes while working. The chance depends on Luck. Tools last roughly 500 worked hours, then wear out. They can't be sold, but they can be dismantled into Scrap.
Tool rarity and their bonus
Common- +3%
Mythic- up to +65%
MANAGERS
Managers can increase the production of bot workers.

They can give any on employee of a company +5 happiness every day.

Managers get paid according to their management skill every hour.

Managers now pay management tax instead of income tax.
PLAYE SKILLS
The player skills get a major revamp. Entrepreneurship is removed and Energy takes its place. The base energy now starts at 100 instead of 30. Energy is now used for hiring and train employees too.

Management is now no more about hiring employees. Now, each management adds 2% production bonus for every one of your employees, and this gets you paid for the manager position.

There is now a new skill called "Leadership". This skill increases the chances of getting rare training cards while training your employee. The percentage change in getting rarity card is like this-
Uncommon- 1%
Rare- 0.6%
Epic- 0.3%
Legendary- 0.1%

Base production skill now starts with 33 production points instead of 13 points and goes up to max 60 points instead of 40 points.
GOVERNMENT TYPES
Party Ethics are completely gone. Every country now chooses a government type instead. Every country begins as Provisional Government, and changing government later has a 30-day cooldown.
Republic
Double development income from own regions.
No income from conquered regions.
Orders cost 25% more.

Nationalist State
Strong patriotic bonuses.
Cheaper orders.
No alliances.
Lower development income.
Homeland Front
Free defensive orders.
Double resistance.
Strong homeland defense.
No military bases.

Federation
Cheaper alliances.
Better cooperation.
Strong ally bonuses.
No sworn enemy.

Plutocracy
Higher payroll taxes.
Better strategic resource income.
Cannot send money to another country.

Autocracy
No Congress.
President and VP control laws.
Better development income.
Faster unrest.

Mercenary State
Double order damage.
Double order costs.
No alliances.
Occupied capitals can revolt automatically.

COUNTRY INCOME AND STRATEGIC RESOURCE
The old strategy of moving companies to the "best region" is basically gone. Instead of boosting production directly, resources now generate daily money based on the development of the country they originally belonged to.
Taxes
Countries now have two taxes.
Income Tax (employee wages)
Manager Tax (manager salaries)
Congress votes on both. Every 1% Income Tax reduces employee happiness by 1 point. Conquered regions also send 10% of their income tax back to the original owner.
Every region now shows:
estimated daily income,

Daily Revenue map mode.

Everyone also receives one free company relocation to move companies back home.
NEW PLAYER EXPERIENCE
Instead of one long tutorial, there are 6 separate guides. Each guide rewards 50xp and 1 case.

LEVEL UNLOCKS CHANGES
Some features now unlock with levels as you progress.

Chat now uses Slow Mode instead of being locked behind higher levels.
MISCELLANEOUS CHANGES
The update also includes lots of smaller improvements.
Better battle animations.

Region upgrade levels shown on the map.
Sea connections are easier to see.

Collect every Wooden Case in one click.
MU Help now gives +1 Health.
Better market pricing suggestions.

Change company production without emptying storage.
Helpful loading screen tips.

Cleaner inventory categories.

I think that is all for now. If I have made any mistake, make sure to clarify that in the comments.
Thanks for reading