Some issues from a design pov, not sure if it is just a rough draft for the content or trying to be polished:
1) The video does not fill it's resolution. I assume you recorded on 1920x1080 and trimmed titlebar and windows bar, along with the edge of the game window to the sides. It would be best if you recorded on a slightly bigger screen so the actual game area fits a common 16:9 resolution.
2) The logo in the beginning is bigger than the screen size, and thus slightly cut off on top and bottom. But even if it was complete, screen-filling is just too big. If the logo in the beginning was half the height of the screen, it would still be big enough for that slide-to-the corner-effect.
3) The logo needs a neutral background. Since the font has only one color, as soon as it's on a background of similar color you can't easily read it. In it's simplest incarnation, you'd put the logo in a white square. More fancy stuff, like a short lower third insert, might be even better.
4) Font choice. A serif font, espacially one with such strong serifs, is very stable and static. However, the way you use it with wobbly effects, and later moving text, is the exact opposit. This font would require different behaviour, best would be a simple fade in. Since the game is rather static as well, this might result in boring visuals, especially along the exciting music, but it might also help to show that Simutrans is a slow-paced, relaxing game.
5) The part about different map sizes has two issues. One is the general visual appeal of cropped Images. In this case, you pretty much change the size of the video area, and even when you zoom in, it crops. A better way to do this would be to record some szenery in the background and put a settings window on top of it, cropped out pixel perfect on the edge of the window. Thus, it appears as if it's a normal screen, but you can zoom in on the settings without changing the background.
However, it won't help much since the only thing you can show is a number telling the map size. You have no visual clue how big it really is, and someone who does not know simutrans does not even have the time to see which number you are supposed to look at. Maybe actually moving the mouse there and visually changing the number would do a better job.
Additionally, I would use the ingame maps of progressed games instead of empty ones. I'm sure in the community there are usable advanced maps. Showing a very small one next to a bigger one, both of course showing the movement of vehicles, should hammer home the idea of different map sizes.
6) Night view. I don't feel like you can really see that the game is changing, rather then just the video getting darker. I suppose showing the effect in a city. To add some trickery, use a rather dense city with lots of vehicles, speed the game up to create a time-lapse-like effect, then show the screen getting darker by manually changing to night view.
7) End. I think the end should be like the start. Assuming you start the video with the logo on a white background, where the white fades to a game scene while the logo moves to it's corner, you can use the reverse effect for the end of the video, adding ".com" after the logo (font is either Highway Gothic or Roadgeek)
Writing so much about it, I feel somewhat obligated to do it myself. I'll see if I can find some old, non-abo versions of premiere collecting dust somewhere, since I don't have any equipment installed right now.