I think these are going to be the changes for the new age. Feel free to ask questions. I'll probably start the new age tomorrow.
Welcome to the Bronze Age! The following are rules clarifications and changes specific to this age.
The setting is approximately 1000 years after the end of the Stone Age. The gods have been dormant all these years. The events of the stone age have become myths and legends. Some doubt that they happened at all, and a few doubt the existence of even the gods.
All of the civilizations' workers from the stone age are gone. The legendary workers of the stone age are of that age and are long gone. Civilizations' techs have been changed some. Many of the techs have been merged, changed into something similar, or are "stone age" versions of that tech. "Stone age" techs are relics from the Stone Age; better, more modern versions of the tech are waiting to be researched. Some buildings from the Stone Age remain, but are labeled "of the Stone Age." Stone Age buildings are inferior. It is recommended that you research better versions and upgrade them.
Artifacts from the Stone Age are now "lost". They are still in the world somewhere, but must be found again. Most have the same properties they had in the Stone Age, but it's possible that some might have been changed by the event that ended the Stone Age.
The map is now different. Tiles now have an exploration level. The exploration level runs from 0 to 100% and is noted in the lower left corner of the tile. A tile's exploration level is raised by workers exploring the tile. A civ's settled tile is always at least 50% explored. The exploration level might be reduced after minor changes to the tile, and the exploration level is reset to 0% if a tile is completely changed. The GM will use his judgement to determine if a change to a tile is a minor change or a complete change; a change of the terrain type, for example plains to mountains, will generally be considered a complete change.
Tiles must be explored to at least 50% in order to see what the tile does. The properties and effects of a tile will still be there; it's just that the players won't be sure what effects there are until the tile is at least 50% explored. Note that Amastay's Wrath at the end of the Stone Age might have changed what some of the tiles do, so looking at an old turn report will not necessarily tell you what that tile does.
Exploring tiles might also result in some kind of event happening to the exploring worker. Being attacked by bandits is a possibility. Another possibility is discovering a location in the tile. Locations can be searched by a worker; they might contain lost artifacts, which might be guarded. Searching at locations is often dangerous.
Locations
Locations are now a thing. A location is something like a palace, a cave, or a grotto. They can be revealed through exploration, and can also be created by the gods. The rules for creating them are similar to those for the creation of artifacts; 5 FP minimum, FP cost increases with power. The main difference between locations and artifacts is that locations can't usually move, and can contain creatures and artifacts. Of course, when a god creates a location, they must specify what, if anything, it contains, and must pay FP for those things. Like artifacts and creatures, locations are separate from the tile they are in, and might remain in the tile if the tile is changed.
Heroes
I couldn't really think of a good way to do heroes, so I decided to nix that idea. There might be more legendary workers, though.
God Dormancy
I couldn't think of a way to do it that was interesting without adding needless complexity and making the gods wait for several turns. At the start of the age, all gods are considered to be just waking up after 1000 years of sleep. Feel free to roleplay that if you want. All gods start the new age with 1 FP.
Modified Tile Costs
Changing the tiles is still allowed but it now costs more. Changing to a basic land type now costs 5 FP. Special tiles that used to cost 5 FP now cost 10 FP. Special tiles now cost 5 more than they would have in the Stone Age.
Modifying the Climate
For 5 FP, you can change the climate of a tile without reducing the exploration percentage. Plains can be changed to desert or swamp or tundra. Forest can be changed to Jungle or Taiga. Mountains can be changed to Snow-capped mountains or... arid mountains? Any special properties of the tile stay the same when you do this. Flat land must stay flat, hilly must stay hilly, mountainous must stay mountainous.
Weather
For 2 FP, you can make it rain on a tile for 1 turn. This should increase the farming or harvesting yield in that tile for that turn. It most likely won't impact hunting, fishing, or ranching. Alternatively, for 2 FP you can make a drought on a tile for one turn, which will reduce farming and harvesting yield.
For 12 FP, you can make it rain or drought in a 3X3 square. That's a savings of 6 FP! All tiles must have the same weather when doing this.
Alternate weather can be done for 2X the cost or more, depending on the power level of the weather.
Hasty things
From now on, all tiles, artifacts, creatures, and locations appear at the end of the turn when created. They appear after everything else has been done, such as food consumption. Thus, none of these things can take any action such as moving or attacking on the turn they are created. For tiles, the land is considered to be the previous land type until the end of the turn. For example, civ A forages for food at a plains, and a god changes that plains to a desert on the same turn. Civ A will still get food there as if it was a plains for that turn. Another example: Civ B is attacked one turn by a giant. God C creates an artifact sword for Civ B on the same turn. Civ B can't use that artifact when fighting the giant that turn because it doesn't appear until the end of the turn.
However, there is a way around this. If you really, really want something to take effect at the beginning of the turn, you can specify that the tile, creature, artifact, or location is hasty. This adds an additional 10 FP to the cost of the object.