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MEMORIA POLIS News

Patch V 1.0.32

Hello Builder,

[h3]The message has been heard[/h3]
This first patch is mainly aimed at rebalancing the game's overall difficulty level, while correcting several blocking bugs.

Our Game Designers have also prepared a practical guide to help you get through the first Age in the best possible conditions.

You can consult it now by clicking here.

[h2]The Esplanade[/h2]
We know that the Esplanade is currently a major challenge for many players. This patch corrects some of its problems and adjusts the difficulty to make the experience smoother.

Here are some details on score calculation (also available in-game):

[h3]Resource points:[/h3]
  • Resources harvested from the map: 1 point
  • Resources transformed in buildings (like the Sculptor): 2 points

[h3]Satisfied population:[/h3]
  • This score represents the average satisfaction in your city.
  • It can be improved by constructing buildings, erecting ramparts, using cultural characters or adopting decrees.

[h3]Faction power:[/h3]
  • This is the sum of the factions' power in your city.
  • Powerful factions are essential to your town's development, but an imbalance can be detrimental to its smooth running.

[h3]Building points:[/h3]
Buildings are essential to attracting citizens and factions.

Here are the points awarded according to their type:
  • Cultural building: 1 point
  • Advanced cultural building: 2 points
  • Service building: 3 points
  • Wonder: 5 points

[h2]This is just the beginning![/h2]
We'll be continuing to improve Mémoriapolis over the coming days and weeks. Thank you for your feedback and support!

[h2]Changelog[/h2]
[h3]New features and improvements[/h3]
  • Balancing: increase the minimum number of districts before defeat and the number of districts closed by the esplanade
  • Balancing: the first esplanade objectives are a little easier
  • Balancing: decrease the minimum population required by a district to attract a faction
  • Balancing: decrease faction trust loss when highly taxed
  • Balancing: decrease Surveyors' cabins construction time
  • Balancing: decrease cultural buildings repair cost and time
  • UI: add a tooltip per satisfaction when hovering one instead of displaying a generic satisfactions tooltip in Building tree and Building Selection
  • UI: remove production and proximity buildings being created and upgraded to the last unlocked until we work on a more pleasant way to choose the desired upgrade level that don’t lead to any softlock
  • UI: improve esplanade tooltips and add more details on how points are calculated
  • UI: improve Cultural Character tooltips descriptions to better explain their uses / objectives (main view screen and Destiny screen)
  • UI: add access the “Getting started in Antiquity” steam guide from the main menu
  • UI: add GDPR - forget user in settings


[h3]Fixes[/h3]
  • Destiny: fix the computation of the workers needed to construct a building with the Destiny Craftsman 2C bonus is active
  • Performances: fix big UI CPU impact when cultural building selection is opened
  • Production buildings: fix wrong resources produced by Heating, Glassware and Foundry on last levels
  • Resources: fix money could not be a finite number is some rare cases
  • Ruins: fix satisfactions were not directly applied on the final building when repairing a ruin
  • Sound: fix close/decline sound on several interfaces
  • UI: fix evolution cost of production and proximity being totally removed instead of deducing already paid costs from previous levels
  • UI: fix confirmation window popup was appearing misplaced or out of the screen on UWD monitors
  • UI: remove obsolete faction trust details (construction finished and faction accepted)
  • Fix a crash when creating a new building on map border in Middle Ages and Renaissance
  • Fix some leaks in Industrial Revolution
  • Fix potential crashes

New city-building game Memoriapolis feels like Manor Lords in Ancient Rome

I always wondered how the advisors in SimCity actually decided on their advice. You could never make them happy. They'd complain about the lack of a fire station, for example, and so you'd build a fire station. But then they'd be on your back about how the fire station doesn't cover the town's whole fire radius. And then it would be wages for the firefighters. And then a second fire station. Such is the eternal, municipal nightmare of city-building games. But Memoriapolis, freshly arrived from early access into its full 1.0 form, lets you take a direct, if morally dubious, role in politics. If you like Manor Lords and Cities Skylines 2, but also long for the gleaming marble of Ancient Rome, this is well worth a try.


Read the rest of the story...


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Memoriapolis V1 now available!

Build a city through 5 ages, survive crises, write history!

New systems, new challenges, new artistic direction: Memoriapolis leaves early access and enters its first major era!

[previewyoutube][/previewyoutube]
Hello Builder,

After six months of intense development and many discussions with you, Mémoriapolis is now in version 1.

No more early access.
It's still a work in progress, but the structure is standing, and we're proud to open the doors to you.

[h2]We've changed (almost) everything[/h2]
Yes, really.
Some systems have disappeared, others have arrived. Each time, we've done it with one thing in mind: listening to your feedback, testing, adjusting, while keeping to the vision of the game we set out to achieve.

Thank you to all of you who took the time to play, to complain, to suggest. You've been our compass.

[h2]The aim of the game is simple: to hold out[/h2]
Your mission? To prevent the city from falling apart.
Specifically, don't let too many neighborhoods become barricaded. Once you reach a certain threshold, the city will be out of your hands, and you'll lose the game.

"I think it'll pass...."

Why these closures?
Riots, fires, thefts, epidemics, strong factions, unpopular decisions... there's no shortage of reasons. And once a district has been closed, it will not reopen until the age change. In other words, we need to limit the damage before things get out of hand.

"Ho no..."

[h2]Bonus goal: “The Collection”[/h2]
If you manage well, you'll reach the Age of Enlightenment, the fourth age. Bravo!

But to reach the next level - the age of the Industrial Revolution and its famous final content “The Collection” - you'll also need to have managed the Esplanade controls throughout the game.

No pressure... but some nonetheless.

[h2]Five ages to traverse[/h2]
In this version there are the famous four ages:
  • Antiquity
  • Middle Ages
  • Renaissance
  • Enlightenment

To which we've added the Industrial Revolution!



Every age changes the way we govern. You can't run an ancient city like an industrial town. The mechanics remain consistent, but the strategies evolve. You have to adapt, negotiate and manipulate.

Politics is an art.

[h2]New interface: we've redone everything[/h2]
Let's not beat around the bush: the interface has been completely redesigned.



More modern, clearer, more pleasant.
It's a major change, and we sincerely hope it will make your life easier.



[h2]Art direction revisited (with love)[/h2]
We're back to pencil and brush. Well, in a manner of speaking.

Inspired by architectural drawing and watercolor, the art direction has been given a facelift. No cel shading, but a "paint + drawn lines" effect that gives the game more character.



And if that's not to your liking, don't worry: all this can be deactivated in the options.

[h2]Gone is “Downtown”, welcome is “Your Family's House”[/h2]
From now on, at each new age, you'll set up your family's house.

Gone is the downtown that "replaced" the previous one. This house accompanies you, marks your anchorage, and its placement rules have been revised so that it really makes sense in the development of the city.

[h2]Culture points? Forget them.[/h2]
We've replaced them with cultural characters.

They arrive, stay a while, do their mission, then leave. Depending on their culture, they can boost your production, unlock a building, attract a faction, or even save a desperate situation.

Yes, they're cool. And no, they're not random.

Check out the Codex to get to know them better.

[h2]A major project: politics[/h2]
This could be the real revolution.
We've rethought every political system in the game.

Each age now has its own rules, but they all rest on a common base. The idea is that you don't have to relearn everything every time, but you still have to adjust.

Passing a decree, influencing a vote, manipulating a faction... Politics in Mémoriapolis is a game within a game.

[h2]Evolving cultural buildings[/h2]
They were already there, but rather discreet. Now they're more numerous, more visible, and evolve over several ages.

A real strategic lever for building a city for the long term.

[h2]Savegame incompatibility[/h2]
We did our best during early access to keep savegames compatible.
But now, with the new interface, overhauled systems and redesigned mechanics, this was no longer possible.

So we're starting afresh with version 1.

[h2]New languages[/h2]
Three new translations join the game:
  • Brazilian Portuguese
  • Simplified Chinese
  • Polish

And with the existing versions, the game is now available in 8 languages:
  • French
  • English
  • German
  • Spanish
  • Russian
  • Brazilian Portuguese
  • Simplified Chinese
  • Polish

[h2]Accessibility: still a long way to go[/h2]
We know we're a long way off.
Today, we offer:
  • Text enlargement
  • OpenDyslexic fonts for improved legibility

This is just the beginning. We hope to do better in the future.

[h2]Price? It's staying put (for now)[/h2]
The early access price is staying put for a few more weeks.
It's our way of keeping the game accessible to everyone, even after release.

[h2]What's next?[/h2]
Version 1 isn't the end. It's a big step, but the road goes on.
We already have some ideas: new buildings, new mechanics (maybe heroes?), even new ages.

But first, we're going to stabilize, correct and improve. And, as always, with you.

Now it's your turn to play!

[h2]Changelog[/h2]
[h3]New features and improvements[/h3]
  • Buildings: add cultural mixes through 3 ages
  • Buildings: add new cultural building and cultural mixes
  • Codex: improve and update all pages
  • Codex: save codex page as persistent player data instead of per save basis
  • Cultural character: a new feature that replaces cultural points
  • Defeat: add a minimum of 5 district before defeat
  • Esplanade: missing esplanade objectives will now lead to districts being barricaded. They will be recoverable in Age Transition like barricaded factions
  • Rework cultural buildings upgrades with new rules and effects
  • Rework incidents
  • Incident: add epidemics decrease migration effect
  • Incident: add fire disable money production effect
  • Improve proximity and production buildings upgrades
  • Politics: add new decrees at all ages
  • Politics MA has been reworked and improved
  • Rendering: improve district rendering for near empty districts
  • Rendering: complete overhaul of the first map
  • Sound: new sound effect for barricaded district
  • UI: complete UI overhaul and UI rendering optimization
  • UI: add complete navigation with Enter and Escape
  • General balancing

[h3]Fixes[/h3]
  • Age transition: fix cycle bubble for buildings repair wasn't disappearing even after transitioning to the new age
  • Age transition: fix age transition button was displayed at the start of an age if the previous downtown lvl 5 was in construction site when cycles reached the end
  • Age transition: fix the cycle progression bar was displayed on the 'Esplanade' panel during the age transition
  • Building: fix the effect radius was not displayed on selecting 'Reforestation Workshop' proximity building
  • Building: add missing knowhow on function mix when loading a save
  • Building tree: fix the 'Buy' button for the Wonders was disappearing after unlocking it and selecting any other element
  • Building effects values displayed in Building Tree, Construction validation, Building selection and Building tooltips should be more reliable and handle all bonus and malus
  • Building selection: display cultural mixes effects
  • Building selection: display all know how for cultural mixes
  • Building selection: fix an incorrect security area was displayed for the city center panel
  • Building demolition: multiple fixes on cost and recycling
  • Construction picker: fix upgraded building's notification dot was appearing on every opening of the construction picker if higher levels of it were unlocked
  • Destiny: fix service buildings also offering 15% increase in satisfaction when Philosopher destiny is selected
  • Districts: keep barricaded district from getting migration
  • Event: fixes trade routes where displayed 2 times in choice popups
  • Esplanade: fix demolitions were not decreasing the esplanade building points
  • Faction: fix building construction request not completing if the building was already in construction before the request is created
  • Faction: fix request were not canceled when expelling faction from the city
  • Faction: fix an incorrect trust gain/loss was displayed on the faction's panel by changing the taxation of factions
  • Factions: keep factions from requesting creation of already built cultural buildings
  • Incident: keep multiple incidents from happening on the same district
  • Incident: keep faction from losing power multiple times with the same event
  • KnowHow: fix know how on cultural mixes
  • Politics: fix the same factions were able to embrace multiple positions in the Magnum Concilium
  • Politics: fix the power of factions did not match each other in the Politics and Factions panels
  • Politics: fix Magnum Concilium election cycles were displayed with a negative value after reaching 0
  • Politics: fix Magnum Concilium corruption button wasn't working
  • Politics: fix the decrees cancel button was not appearing through 'Politician' destiny effect during the 'Renaissance' age
  • Politics: fix an incorrect amount of gold coins was refunded on cancelling a decree through 'Politician' destiny effect
  • Rampart: fix the player was able to build ramparts with an insufficient workers amount
  • Remove cultural points
  • Remove legacy save folder (Documents)
  • Remove obsolete satisfaction's effects
  • Tutorial: fix the tutorial's Chapter 2 objective was completed upon hovering over the resources present at the top left corner
  • Tutorial: fix the maximum limit of the small farm building was disappearing after unlocking its 'Level 2' during 'Chapter 12'
  • UI: completely remove POI offset when moving camera
  • UI: fix gameplay screen appears momentarily on navigating to the 'Main Menu' from the 'Defeat' or ‘Victory’ screen
  • UI: Display construction site timer in downtown selection + allow downtown selection during a construction site
  • UI: allow selecting an item in the Building Tree from the function selection in the city view
  • And many other fixes. Honestly, we've lost count

Change the architecture of your cities!

[h2]Building a single large city in Memoriapolis[/h2]

Hello Builders,

We've read your feedback: some feel that you end up building several small cities instead of one large one. That's probably true when you're new to the game, but rest assured: it's perfectly possible to create a single city from start to finish!

You just need to change your habits a little:
  • Plan your development.
  • Use mixed-use buildings and the Master Builder's Office.
  • Remember: not destroying doesn't mean not improving!

[h2]Mixed-use buildings[/h2]
When you construct a building, it influences the neighborhoods around it. Some buildings can evolve from one age to the next, and also affect neighboring neighborhoods.

Example:
I build a temple during Antiquity.
Religious neighborhoods form around it.


In the Middle Ages, I unblock the church and transform my temple into a basilica.
As a result, all the surrounding neighborhoods automatically adapt to the new medieval style.


[h2]The Master Builder's Office[/h2]
Unlocked in the Middle Ages, this building is essential for managing your town!
Click on its icon (on the left of the screen), then select a district: you'll be able to modify its planning rules and density.


For a few coins, you can modernize your city's appearance without razing it to the ground!



In addition, these modifications (type of construction and density) will have an impact on the number of inhabitants your town can receive. But beware: if this neighborhood is attractive, this is where your new residents will want to live!

"The Collection"

[h2]A fifth age and a grandiose Exhibition: “The Collection”![/h2]

Hello Builders,

You thought Memoriapolis was played out over four ages? Think again! There's a fifth age to shake things up: the Age of the Industrial Revolution. And with it, an ultimate ambition: to create “The Collection” to sublimate your city!

[h2]The Esplanade: a strategic decision-making center[/h2]
A quick reminder: the Esplanade is where residents express their views on the development of your city. Four groups regularly take the floor, each with its own demands:
  • The Syndicate: watches over your resources and wants to keep your reserves well-stocked.
  • The Alliance: their obsession? The happiness of its citizens.
  • The Coalition: keeps a close eye on the quantity and quality of cultural buildings.
  • The League: defending factions and their thirst for power.

Every 300 cycles, these groups evaluate your management and reward you according to your results. At stake: special gold and silver coins that will be essential to the realization of your Collection.

Silver coins, better known as the Builders' Medal, are earned by achieving intermediate goals.

Gold coins, better known as the Architects' Medal, are awarded at the final Esplanade Gathering at the end of each age.

[h2]"The Collection": A Celebration of Your City[/h2]
In this fifth and final age, you'll have all the time you need to build a unique space: a themed promenade highlighting the history and architecture of your city.
You'll start by choosing a House of your dynasty (necessarily level 5) to serve as a starting point. Then, you can decide to expand your collection by adding:
  • An adjacent neighborhood (cost in silver coins)
  • A nearby cultural building (cost in gold coins)

Each choice transforms these elements into veritable showcases of the new century. The system works in a similar way to the construction of the game's ramparts.

[h2]A Score to Determine the “Great Architect”[/h2]
“The Collection” won't be just a set! Its final score will depend on several criteria:
  • The layout of the chosen neighborhoods
  • The height and type of buildings that make it up
  • Their distance from the center of your Collection

So, who will get the grandest Collection and make Memoriapolis history?