It's a combination of several factors. What I have noticed as major differences are
The town design (that has been changed lately)- The safe civilian guild got all the taxes while the town faction (town guard mostly from what I have seen) had no serious uncome, making it in the end not worth to make efforts for safe trade and work in town. If the town faction (guard or not) profits directly from a crowded town, they are less likely to piss people off as they actively rely on their taxes.
More money- We have 4 iron mines on the map and several places with silver and/or gold. Those mines are all distant from the castles and reachable for anyone, while on Lowlands Iron access and thus peasant income was controllable (or taxable) by a faction if they felt the need.
More weapons- even with reduced start stockpile we have like 70 sharp blades in stock after a reset in Praven castles armory. Heavies amongst them. Lowlands offered like 5 short words and 2 arming swords, 2 crossbows and 2 shields per armory. Enough to arm up 2 or 3 people to guard the others during work, not enough to get in the persistant war status we have now again.
Also while the Old Port armory was extremely expensive to shop in and to maintain by players, we now have the trade boat with cheap prices and endless weapons.
Armory design- while on Lowlands you had only two armories (Laszloburg and Vornneston) where the engineer could (for the immense cost of 1500 money per iron ore in Vornne) ,buy iron directly next to the forge, making smithing a way slower process in most armories and thus keeping weapon stockpile low. For Praven and even more the Outposts and Oasis you needed a heavily organized team around the engineer to prepare enough weapons for a serious war, and in Vornneston you had at least to be rich to afford the iron, keeping the stockpile there low until the last day before reset usually when people already was super rich.
Opposite design here on scene 7, you have iron, wood, sawbench and forge right next to the weapons and each other, so a single engineer can craft everything an army needs in an hours work. Two or more engineers working in the same armory usually have to wait at the forge until the other one is finished with preparing his pieces (compared to Lowlands: One craftsman making bars and wooden stuff, one guardsman or serf carrying stuff over to the armory, where the engineer makes weapons. I have not seen a single craftsman since the change)
Locked training rooms- a problem that usually hits big factions that dominate the map (specially when they own more then one castle), random pubs keep joining and you can barely do anything about it besides keeping a man everywhere, kill commoners for trying to join when not wanted (people just LOVE to ignore when you talk to them and ask them what they want, or when you tell them that this faction is closed for recruitment currently).
The annoying part in this is that people who technically should be outlaws can anytime enter the castle yard, join the faction and the war and plunder as much as they want under their legal cover. If faction training rooms was locked by the factions, Joining would be restricted and those people who should not participate in faction wars for good are kept out of castles usually if they have to verbally ask to enter.