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From one age to another

Hello Builders,

Many games, particularly 4X games (Civilization, Humankind, etc.), use age change as an evolutionary engine and gameplay thread. Often, the threat of an opponent forces the player to follow this rhythm, or risk seeing his civilization disappear. This leaves the player with little choice in the face of the inexorable passage of time.

Strangely enough, city-builders generally focus on a single era, without exploring the impact that historical, technological and political evolutions might have on the structure of cities.

With this in mind, we made the passage of time a central element of Memoriapolis.
In this game, you'll have to constantly question what you're preserving and why. Every change in a building from one era to the next will have an impact on your city, and you'll need to choose the right moment to change age.

Each age lasts a certain number of cycles (the game's time units), after which the transition to the next age takes place automatically. As in 4X, you can't stop time, but here it doesn't punish you: if you don't start the transition to the Middle Ages before the end of the cycles, the game will take you there without penalty.

However, if you manage to change age early, unused cycles will be carried over to the next age, giving you a strategic advantage.

Some buildings have the ability to evolve from one age to the next and, for some, for three ages! Your choices can have a crucial impact on the course of your game.

When it comes to changing age, you have two major decisions to make:
  • Manage your memory points.
  • Choose the direction of your dynasty.

[h2]Memory points[/h2]
As you progress, you accumulate memory points. The number of points depends on the number and type of cultural buildings constructed, as well as the influence of the factions present in your city.
These points are used for two essential actions:
  • Maintain buildings between ages
  • Reopen closed districts

All buildings deteriorate over time. Unless they're managed by a faction or located within the perimeter of a wonder, you'll need to spend memory points to restore them.
If you choose not to maintain them at the time, you can always repair them later with construction resources.



But beware: a building that has been abandoned for two consecutive ages becomes an irreparable ruin. That said, ruins can sometimes be useful...

The previous age was a turbulent one, and some parts of your town have closed down. You can then spend memory points to reopen them.

[h2]The continuity of your dynasty[/h2]
Your dynasty extends from age to age, and you must choose a new destiny for each new age.
There is one destiny for each culture in the game, and each one brings its own set of bonuses and helps you define your strategy for the next age. This choice also gives you a “Cultural Character” to help you achieve your goals. These destinies are :
  • (Strategist) Military
  • (Priest) Religion
  • (Merchant) Trade
  • (Philosopher) Education
  • (Craftsman) Production
  • (Politician) Politics

Would you prefer to pursue your vocation as a merchant and strengthen the associated bonuses? Or turn to a military career and gain new strategic advantages?



In this example, I have to choose my final destiny for the Age of Enlightenment.
The history reminds me that my family began with a priest in antiquity, a philosopher in the Middle Ages and a politician in the Renaissance.

It's up to you to decide which strategy will best suit your city and its future.