1. MEMORIA POLIS
  2. News

MEMORIA POLIS News

"Power to the People”: Achievement Unlocked!

[p]Hello builders,[/p][p][/p][p]We know some of you have been waiting for this: Steam Achievements are coming to Memoriapolis![/p][p] While the team is focused on the upcoming update, you’ll soon be able to unlock your very first achievements and start building your collection of small (or big!) victories with the “Power to the People” update.[/p][p][/p][p]Some achievements will come naturally as your city grows, while others might require a bit more patience and strategy.[/p][p][/p][p]Here’s a glimpse of what’s coming. A total of 30 achievements will be available with the update![/p][p][/p][p][/p][p]This is an important step for us: achievements aren’t just little medals, they’re also a way to share your progress, compare your journey with others, and show how radiant your dynasty has become.[/p][p]We can’t wait to see which ones you unlock first… and who among you will manage to grab the toughest challenges![/p][p][/p][p]See you soon,[/p][p][/p][p]– [/p][p]Memoriapolis Team[/p]

“Power to the People” : Age objectives and Super Wonder!

[p]Hello builders,[/p][p]We hope you’re doing well![/p][p]On our side, development is moving forward as planned, and we’re excited to share more about “Power to the People”, the next update for Memoriapolis.[/p][p]With this update, a fresh challenge arrives in your cities: no more Esplanade and The Collection, this time, it’s all about building a Super Wonder. But before you get there, each Age will come with its own objectives to guide your progress and test your skills as a builder.[/p][p][/p][h3]Age Goals and Sub-Objectives[/h3][p]These objectives are tied to the Super Wonder you choose at the very beginning of your game, before Antiquity. If other Super Wonders are added in the future, they will bring their own unique goals to complete.[/p][p]At the dawn of Antiquity, as you lay the foundations of your city, you’ll need to:[/p]
  • [p]Make your dynasty prosper: search for clay, unlock Architectural Office level 2, build 2 cultural buildings, upgrade the dynasty house.[/p]
  • [p]Store resources: search for sand, unlock the Stonemason, build the Horreum, create 6 warehouse districts.[/p]
  • [p]Produce resources : unlock Sculptor and Carpentry, build 12 production buildings.[/p]
[p]You can complete these Age goals in any order. But only by finishing them all will you move forward, in this case, into the Middle Ages, one step closer to the Eiffel Tower!
[/p][p][/p][h3]Wonders[/h3][p]We talked a little about this in our last article: with the new update, you’ll only be able to build a Wonder after unlocking all the buildings of its culture.[/p][p]You’ve made it through the Middle Ages, your city has grown during the Renaissance. But to unlock the Globe Theater, you’ll need to build the Academy, the Archives Repository, the Bottega and the Print Workshop from the Education culture.[/p][p] [/p][p]Of course, you don’t have to build every Wonder… but Wonders are the symbol of an Age, the memory of your city. They also grant powerful bonuses that stack and will help you through the Ages.[/p]
  • [p]Wonders from the Education culture reduce Wonder construction time.[/p]
  • [p]Wonders from the Production culture reduce the resource cost of Wonders.[/p]
[p]And that’s just a glimpse! The bonus screen below will give you a clearer idea of what’s waiting for you.[/p][p][/p][p][/p][p]Remember, builders: a Wonder is a collective effort, one that involves your entire city. Your relations with the Factions will be crucial. To begin construction, you’ll first need the “Building Permit” decree. Better to stay on good terms with them… or your dreams of greatness may face obstacles.[/p][p][/p][h3]Super Wonder: The Eiffel Tower[/h3][p]Every Age has its symbols. [/p][p]Your dynasty shone during the Age of Enlightenment.[/p][p]Now you’ve reached the Industrial Revolution. In this era of iron and steel, one construction rises above all others: the Eiffel Tower. A monument among monuments, it marks the ultimate achievement of your city and your dynasty![/p][p]This Super Wonder is not linked to any specific culture. It represents the culmination of your city, the legacy of your dynasty across the Ages.[/p][p]Its construction is a massive undertaking, divided into several stages:[/p]
  • [p]the base,[/p]
  • [p]the first floor,[/p]
  • [p]the second floor,[/p]
  • [p]and finally… the summit.[/p]
[p]Each step requires resources, prerequisites, and flawless organization. The Factions won’t stand in your way this time but you’ll still need the “Super Wonder Building Permit” decree to start the project.[/p][p] [/p][p]The Eiffel Tower is more than just a building. It is the symbol of your journey, the trace of your passage through History.[/p][p]“Power to the People” is coming soon and with it, the chance to raise your city to the rank of legend.[/p][p]See you very soon for more news![/p][p][/p][p]--[/p][p]Memoriapolis Team [/p]

Introducing… “Power to the People” : an age of freedom

[p]Hello builders,[/p][p][/p][p]Today, we’d like to take you on a deep dive into the upcoming “Power to the People” update focusing on the improvements and changes that will transform your experience in Memoriapolis.[/p][p][/p][p]Some features are leaving, others are being completely reworked to better fit the game. We’re sharing as much as we can here, but as always: if you have questions, drop them in the comments, we’re reading![/p][p]Dedicated articles on Age Objectives & Wonders and Factions are coming very soon. For now, let’s take a look at what’s changing in this update.[/p][p] [/p][h3]TOWARDS AN AGE OF FREEDOM[/h3]
  • [p]One House to Rule Them All[/p]
[p]No more multiple town centers. The Dynastic House is now the heart of your city through the Ages. With 3 upgrades per Age, it unlocks cultural characters, decorative buildings that reduce incidents, and expands your buildable area (the attrition zone). And it’s not just functional: each visual upgrade carries a trace of the previous ages, making it a unique witness of your city’s history.[/p][p]When your Dynastic House reaches level 3… that’s the signal to finally step into the next Age![/p][p][/p]
  • [p]Build at Your Own Pace[/p]
[p]The cycle limitation per Age is gone (no more 1,200 cycles in Antiquity, for example).[/p][p]But be careful: the longer you stay in an Age, the tougher it gets (migration waves, faction requests, resource management…). It’s up to you to decide the right moment to move on, before your space runs out, especially in Antiquity and the Middle Ages![/p][p][/p]
  • [p]More Flexible Construction [/p]
[p]The safety area no longer blocks your constructions.[/p][p]Still, keep an eye on the info displayed when placing a building: anything built outside the surveyors’ reach comes with penalties.[/p][p]The good news? Starting from the Renaissance, these restrictions disappear. You’ll be free to build wherever you want. Maybe that’s the perfect time to grow some suburbs far away from your Dynastic House?[/p][p][/p]
  • [p]When Sketches Become Knowledge[/p]
[p]Goodbye blueprints, hello research in the Architectural Office![/p][p]The whole learning system has been redesigned: now you’ll start your research from the Architect’s Office to unlock and improve your production buildings (quarries, farms…) as well as proximity ones (surveyor’s cabin, prospecting workshops…).[/p][p]Research takes a certain number of cycles, but don’t worry you’ll be able to speed things up with the Education cultural character, decrees, know-hows or destinies.[/p][p]WIP image[/p]
  • [p]More spaces for stones![/p]
[p]You asked for it, we did it!
From now on, you’ll be able to turn districts into warehouses to increase the reserve of the stored resource.[/p][p]How does it work? A district without a faction can be transformed into a warehouse in exchange for gold. You decide what to store, and can even upgrade your reserves.
But keep in mind: warehouses come with higher risks of incidents… and once transformed, these districts will never host a faction again. A choice you’ll need to think twice about![/p][p][/p]
  • [p]One Faction, One Building[/p]
[p]Factions are now simplified: one per culture making them true strategic allies (they’ll change name and leader each Age to match the times).[/p][p]When they arrive, you choose where they settle. This unlocks their first cultural building right away.[/p][p]Example: when the Plebeians of Rome (Political culture, Antiquity) arrive, you immediately get the Forum and basic political services, without building the Senate. But don’t take shortcuts: service buildings are still important. Without them, your options and bonuses stay limited.[/p][p]More details coming very soon![/p][p][/p]
  • [p]A Cascade of Buildings[/p]
[p]Progression now feels more organic. Cultural buildings (arena, university…) and service buildings (horreum, library…) unlock step by step, leading all the way to the Wonder of their culture.[/p][p]In other words: to unlock a Wonder, you’ll need to build everything that comes before it. [/p]
  • [p]The End of Barricaded Districts[/p]
[p]Since “The Esplanade” and “The Collection” are going away, barricaded districts are no longer needed.[/p][p]But don’t think your life will suddenly be easier… Factions and citizens who don’t trust you may still make things complicated. Challenges are here to stay![/p][p][/p][h3]A NEW LAND AWAITS[/h3][p][/p][p]You may have already spotted it in the images: a brand-new map is coming with this update![/p]
  • [p]Green lands: the balanced choice you already know,[/p]
  • [p]Snowy mountains: for experienced players,[/p]
  • [p]Arid plains: easier access to resources, with rocky zones, meadows, forests, beaches, and even swamps. The perfect spot to start fresh… or test new strategies.[/p]
[p][/p][p]And to make your cities feel even more alive, new animations are coming:[/p]
  • [p]Birds flying above your city,[/p]
  • [p]Cranes at work in the quarries,[/p]
  • [p]Farms with orchards and windmills,[/p]
  • [p]Boats sailing on the rivers,[/p]
  • [p]Flags dancing in the wind,[/p]
  • [p]Roads winding through the fields,[/p]
  • [p]Parks and gardens to brighten your city.[/p]
[p][/p][p][/p][h3]FOR THOSE WHO READ TO THE END...[/h3][p]A few additional small (and big) changes to spice up your games:[/p]
  • [p]The tutorial has been replaced by age objectives.[/p]
  • [p]Memory points and building degradation have been removed during age change; the transition from one era to the next will now be smoother.[/p]
  • [p]Cultural characters are a consumable resource. You can obtain them by upgrading your Dynastic House, or by negotiating with the Factions (yes, another good reason to maintain your relationships!)[/p]
  • [p]District destruction is possible under certain conditions,[/p]
  • [p]Ruins now only appear from the Renaissance onwards (that's a little more logical!)[/p]
  • [p]Codex overhaul with the integration of videos, and the addition of pop-ups to better guide you,[/p]
  • [p]Modification of the Satisfaction earning system,[/p]
  • [p]End of current events to make way for an emergent narrative, driven by random events. Patience, it's coming![/p]
  • [p]And of course... Steam achievements to unlock. Because we know you've been waiting for them.[/p]
[p]That's it for this first look![/p][p]
We'll be back soon with more details on Age Objectives & Wonders, and Factions.[/p][p]See you soon,[/p][p][/p][p]–[/p][p]Memoriapolis Team[/p]

"Power to the People" update

[p]Hello builders,[/p][p]Two weeks ago, we shared with you the first ideas for the next Memoriapolis update. Today, it’s time to get a little more concrete![/p][p][/p][p][/p][h3]More freedom, less frustration[/h3][p]Some of the current mechanics felt more punishing than fun. After carefully reading your feedback, we’ve decided to change a few things to bring back flexibility and enjoyment:[/p]
  • [p]Removal of the time limit per Age,[/p]
  • [p]Removal of “closed” districts that block city growth,[/p]
  • [p]Removal of building degradation when moving to a new Age,[/p]
  • [p]Replacement of the Esplanade and The Collection systems,[/p]
  • [p]Ability to destroy districts (under certain conditions),[/p]
  • [p]Service upgrades + a brand new Production service,[/p]
  • [p]Complete overhaul of the system for learning new buildings,[/p]
  • [p]Choice of which district a faction settles in,[/p]
  • [p]A single, unique city center for all Ages,[/p]
  • [p]A brand new map with a fresh environment,[/p]
  • [p]Visual improvements,[/p]
  • [p]…and many more details coming soon in a dedicated article![/p]
[p]The goal of these changes: letting you build your city your way.[/p][p][/p][h3]A clearer… and more rewarding final goal[/h3][p]Currently, the main goal of Memoriapolis revolves around building “The Collection”, by completing the objectives set in “The Esplanade” which is not fully clear.[/p][p]So one evening, we gathered the team around a table. Ideas were thrown around, notes filled the whiteboard, and yes, there were plenty of snack breaks. The big question was: how do we give players a goal that feels exciting, meaningful, and worth building towards by keeping the spirit of the current system?[/p][p]And then it clicked.[/p][p]The next day, our game designers started sketching a new long-term goal while keeping the current game logic:[/p]
  • [p]Clearer Age objectives, replacing the “Esplanade”[/p]
  • [p]A system of Wonders, with strong synergies between them[/p]
  • [p]The construction of a final Super-Wonder, the true climax of your game[/p]
[p][/p][h3]Factions at the heart of the game[/h3][p]One of Memoriapolis’ core strengths is how your city grows organically. That same spirit inspired us to rethink factions.[/p][p]
We asked ourselves: What if we’d been too cautious?  actions become long-term allies in your journey:[/p]
  • [p]Une faction peut négocier avec le joueur pour prendre un quartier ou un bâtiment.[/p]
  • [p]One single faction per culture, following you across all Ages.[/p]
  • [p]The arrival of a faction unlocks new buildings to construct.[/p]
  • [p]Their influence spreads organically across districts.[/p]
  • [p]Factions can negotiate with the player to claim a district or a building.[/p]
[p]This new system brings more continuity, depth, and strategy to building your city.[/p][p][/p][h3]What’s next?[/h3][p]This is just the beginning. We’ll share more specific details (and visuals!) in the coming weeks.[/p]
  • [p]A preview of the new features[/p]
  • [p]Detailed info on how to join the beta (Steam branch, instructions)[/p]
[p]Thank you again for your messages, your support… and your patienc[/p][p]Speak soon![/p][p][/p][p]--[/p][p]Memoriapolis Team[/p][p] [/p]

A New Chapter, Built With You

[p]Hello builders,[/p][p]It’s been a while. Thank you for your patience and support. The team has been focused and hard at work.[/p][p]Since the release of Memoriapolis on April 30, we’ve released several patches thanks to your feedback. The goal was to improve your experience and respond to some of your requests. For examples:[/p]
  • [p]The tutorial has been renewed[/p]
  • [p]The Prutaneîon was added to help you manage buildings[/p]
  • [p]The snow map got a visual boost[/p]
  • [p]And we launched a big community survey to better understand your expectations[/p]
[p]A huge thank you to everyone who took the time to answer it ❤️[/p][p][/p][h3]So... why have we remained quiet recently?[/h3][p]For the past month and a half, we’ve posted less than usual. That’s simply because we needed time to think, work, and try new ideas.[/p][p]Among other matters, we tried to answer what we believe to be the most important question: How can we improve the Memoriapolis experience, without losing what makes it unique?  Because yes, we know the Esplanade and district enclosure didn’t exactly win everyone over. :)[/p][p][/p][h3]What’s next?[/h3][p]We’re currently working on a major update, one that rethinks the way you play Memoriapolis, while staying true to its original soul.[/p][p]This new version is built around three big ideas:[/p]
  • [p]Making life easier for players[/p]
  • [p]Giving you a clear long-term goal[/p]
  • [p]Putting Factions at the heart of the experience[/p]
[p]We’ll share more details in the coming weeks, stay tuned![/p][p][/p][p]Talk to you soon,[/p][p][/p][p]--
Memoriapolis Team[/p]