**Edited February 15th, 2010 to include comments and Charts. Some sections and comments are still missing.
Fiat Lux: The Age of Light
In the beginning, OMAC coded the new Utopia. And the WoL was full of bugs and errors; and a dark future was upon us to face. And OMAC said, Let there be light. And there was light: the Age of Light. And OMAC saw the light, that it was good—at least, good enough for them.
Welcome to the end of the Age of Light, where a simple word such as ‘light’ can define many things. A vast amount of uncertainty loomed over the Utopian community as the age began. Three weeks of frustration, due to game instability and broken communication, resulted in a significant drop in the player base. As the game finally began, there were a couple more breakdowns during protection and once during OOP. Coding bugs and errors ran rampant, and the performance speed of the game also deterred many players from continuing. Eventually however, game stability improved and the age took off – with minor adjustments being made every now and then to fix the major errors that still clouded the WoL (Note: This will be discussed later on). Like all ages, the Age of Light had its own defining moments: continuous frustrations of hour-change ticks that have proved to be advantageous but also detrimental for kingdoms; the characteristic rise and fall of kingdoms old and new; and the mass deletions towards the end of the age that left many Utopians questioning the validity of OMAC’s actions. It was an action-packed age for the most part, and there was plenty of controversy to go around. In turn, this is what defined the Age of Light: a glow that illuminates, and a glare that obscures.
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