Town planning rules
Today we're going to take a little time to explain in detail what we've called the "town planning rules" in Memoriapolis and how you'll be able to interact with them.
A planning rule defines how land and houses are created in the game.
They concern
These town planning rules are obviously modified when moving from one age to another, but also within the same age, when the player develops his town centre.
Evolution of the town centre in ancient times
The town centre is the first building of an age.
This is the building that will define the area in which you will be allowed to build in Antiquity, or the safety area in the Middle Ages. This building can evolve over 5 levels, which give access to specific bonuses and, at levels 1 and 3, change the town planning rules for the current age.
There are therefore 4 town planning rules in the Early Access version of the game (Antiquity and the Middle Ages) and 8 in the final version of the game, which adds the Renaissance and the Age of Enlightenment.
First of all, let's explain how to define the place where a plot of land is created.
Every time the player places a building on the map, it affects the city's drawing power. This force of attraction, which affects the whole city, defines where the next plots of land will be created. All the buildings you place on the map have their own attraction force. It will add to, or sometimes subtract from, the force of attraction already present.

We'll be coming back to the details of how the attraction works in another Dev Diary.
Now that a new building has been constructed, it will allow the arrival of new building plots in the city.
A plot of land is an area of variable shape and size that is positioned to be as close as possible to the nearest source of attraction. The land is divided into blocks, which are in turn divided into properties. The houses will be built on these properties.
The size of the plots and the size of the properties are values defined by the town planning rules of the current age. This division is specific to the current age and will be different for each age of the game.
The way a plot of land is divided into parcels is a fixed feature, regardless of the current age.
Parceling in Antiquity
Parceling in Middle Ages
A plot of land created in early antiquity can have its dwellings transformed as the town evolves towards other town planning rules, but this will not change the organisation of its properties. This is not possible during Antiquity, but players will have a way of remedying this from the Middle Ages onwards.
With the "Master Builder's Office" building, players can influence the town planning rules and modify certain aspects, in particular the density of buildings, the maximum height of dwellings or the division of properties. These changes will obviously have a cost.
To conclude on the subject of town planning rules, I think it's important to say that ideally you shouldn't see them!
In fact, our aim was to make the development of the town seem as realistic as possible, as organic as possible, and as logical as possible, and to make the transformations of your town at each age seem normal.
Time will tell whether we've succeeded.
In the next Dev Diary we'll explain how to win or lose.
A planning rule defines how land and houses are created in the game.
They concern
- The size and shape of the plot
- How the land is divided into blocks and the size of the paths that divide it up
- The size and length of properties
- The type of house (facade, roof, colour)
- Treatment of open spaces (garden, green space, trees)
- The percentage of built and open space
These town planning rules are obviously modified when moving from one age to another, but also within the same age, when the player develops his town centre.
Evolution of the town centre in ancient timesThe town centre is the first building of an age.
This is the building that will define the area in which you will be allowed to build in Antiquity, or the safety area in the Middle Ages. This building can evolve over 5 levels, which give access to specific bonuses and, at levels 1 and 3, change the town planning rules for the current age.
There are therefore 4 town planning rules in the Early Access version of the game (Antiquity and the Middle Ages) and 8 in the final version of the game, which adds the Renaissance and the Age of Enlightenment.
First of all, let's explain how to define the place where a plot of land is created.
Every time the player places a building on the map, it affects the city's drawing power. This force of attraction, which affects the whole city, defines where the next plots of land will be created. All the buildings you place on the map have their own attraction force. It will add to, or sometimes subtract from, the force of attraction already present.

We'll be coming back to the details of how the attraction works in another Dev Diary.
Now that a new building has been constructed, it will allow the arrival of new building plots in the city.
A plot of land is an area of variable shape and size that is positioned to be as close as possible to the nearest source of attraction. The land is divided into blocks, which are in turn divided into properties. The houses will be built on these properties.
The size of the plots and the size of the properties are values defined by the town planning rules of the current age. This division is specific to the current age and will be different for each age of the game.
The way a plot of land is divided into parcels is a fixed feature, regardless of the current age.
Parceling in Antiquity
Parceling in Middle AgesA plot of land created in early antiquity can have its dwellings transformed as the town evolves towards other town planning rules, but this will not change the organisation of its properties. This is not possible during Antiquity, but players will have a way of remedying this from the Middle Ages onwards.
With the "Master Builder's Office" building, players can influence the town planning rules and modify certain aspects, in particular the density of buildings, the maximum height of dwellings or the division of properties. These changes will obviously have a cost.
To conclude on the subject of town planning rules, I think it's important to say that ideally you shouldn't see them!
In fact, our aim was to make the development of the town seem as realistic as possible, as organic as possible, and as logical as possible, and to make the transformations of your town at each age seem normal.
Time will tell whether we've succeeded.
In the next Dev Diary we'll explain how to win or lose.

A farm and its fields on the edge of town
Identification of each type of land on the plan

Creating the land and dividing up the plots
Town planning rules from early antiquity
Town planning rules from late antiquity