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"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]