Right, the new rules have been edited into the front page. For your convenience I will post them here too.
Golden Ages
Lucky nations may find an asterisk ( * ) by their nation’s name in the stats. This means your nation is in some sort of “golden age.” This can be brought on by a sudden burst in expansion and power, a dramatic increase in non-priority trade, excellent harvest, etc. Any number of reasons can be used. The golden age will last so long as what brought it on keeps happening, or until it becomes a normal occurrence in your nation. A golden age gives you DOUBLE of what you can normally spend, lessens chances of rebellion, and gives your soldiers a boost of energy. A golden age may typically last 2-3 turns, but can be shorter and can be longer. There is not a limit to the amount you can have in the game. Priority trade route income is NOT doubled.
Also do not put in your orders to do stuff “to achieve a golden age.” These cannot be ordered, and I don’t want to have to explain to each person who orders one why it can’t be. They happen when they happen.
Education
Education is a stat that reflects, yes you guessed it, the education of your people. Better education means quicker age advancements, and more susceptible to discovering something revolutionary (sails, currency, gunpowder, automobile, etc). A highly educated populace, though, has its drawbacks. If you are an authoritarian state, the educated may push for freedom and liberty. They may also protest your policies. For the most part though a higher educated populace is normally a good thing.
To increase your education, you do the same as everything else. Be creative, or just build temples to teach in, hire tutors for your aristocracy, build schools/universities/libraries, etc.
Priority Trade Routes
Trade is rather important in this NES as well. While every nation in contact usually trades with each other (so long as you order them not too), you may set up special routes that are both organized and sponsored by your government. Think of these as “priority trade routes.” In order to set a priority trade route up, you must spend heavily (5 EP for a normal, 8 EP for a luxury) and get the other nation’s approval (they don’t necessarily have to set one up with you). Then, every three turns, you will receive 1 EP per normal trade route, and 2 EP per luxury trade route. A luxury trade route is a route that is set up with a nation that is a.) far away b.) can trade with you something exotic (which means anything from ivory, to wine), and c.) that exotic commodity is wanted by your people. These routes are for the most part rare (not to mention dangerous to set up because of the distance) and if you want to know if a trade route will be a luxury one, ask me before.
Trade routes can be broken. This happens when either party forces the route to stop by closing their borders, a 3rd party blockades one of the trade partners or somehow disrupts the trade, or something happens to the route (example: barbarian uprising, revolt in territory along the route, etc). This is a warning that any of this can happen. When a route is being blocked, it will turn red in the update, and you have 2 turns to fix it. After the 2nd turn should it not be fixed, you will lose the route and it will have to be bought again. So it is imperative that you take into consideration the dangers of opening a route, the ability for you to protect that route, and your relations with the nation who you open your route up with. Remember they can cancel the route at anytime without damaging them (though you can then block their non-priority trade and that may hurt them a little, depending on the situation).
For now, you may only have TWO priority trade routes. This number may increase come the iron age and later ages.
Treasury
You may bank unused EP's into your treasury. There is no limit.