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"Renaissance is coming"

Hello everyone,

What better way to kick off 2025 than with a small big Memoriapolis update?

If we didn't tell you, it was to surprise you! Yes, the Renaissance Age patch will be available in a few days!

In addition to adding a new age, this update will bring many changes and various improvements:
  • New buildings and new challenges,
  • New map,
  • Removal of chaptering,
  • Replacement of cultural influence by a system of intermediate objectives by age,
  • But also complete rebalancing of the game, modification of the passage between two ages, and localization of the game in Russian.


Our small team has worked hard to get all these systems up and running as quickly as possible, to reassure you about the course of development of Mémoriapolis.

As you know, we're very attentive to player feedback and, since the game's release in early access in August, we've produced several patches in response to your requests. For us, this is the very principle of an early access release.

That's why we want to make this new patch available as soon as possible.

It's definitely the right time to start playing Mémoriapolis!

Are you a very active player of the current version of the game?
Tell us what you think of the new features!
If you're a player who's been waiting for your senior years to discover the game.
we'd love to hear from you.
You now have several hours of gameplay ahead of you, and intermediate objectives to reach.
Are you a Russian speaker?
Now you can stop spamming the forums! ːsteammockingːːsteamhappyː

So, what's in this patch?

[h2]A NEW AGE: THE RENAISSANCE[/h2]
And that's three!
The penultimate age of the game, this one offers you the chance to transform your city with a more modern architecture, closer to that of the cities we know in Europe.With its green roofs and colorful tiles, Renaissance town planning is more compact, with ornate facades, gardens and squares!


[h3]MAGNUM CONCILIUM[/h3]
Magnum Concilium rethinks politics, electing people and factions to predefined positions, such as Cultural Attaché or Captain of the Guard. While any representative can be elected to any position, regardless of culture, certain choices could complicate your governance.
[h3]MANAGEMENT OF PRIVATE AND PUBLIC BUILDINGS[/h3]
The ambition of factions grows from age to age.
From the Renaissance onwards, all factions will have the opportunity to buy various buildings, offering to provide gold coins, workers or even to take charge of any work that may be required. But no matter how tempting their offer, never forget that a powerful faction is a dangerous faction.
[h3]THE TRADING PALACE[/h3]
The time has come to expand your trading relationships and build trading posts with the Trade Palace in different cities, countries and continents.
These new counters will require regular attention, but promise great rewards commensurate with the investment!
[h2]A NEW PROGRESSION SYSTEM[/h2]
The old progression system had the advantage of being efficient and correctly guiding new players. But it was overly dirigiste, giving the impression of having no impact, of not being able to choose your own strategy, and of being stuck in a closed system.
We've decided to completely overhaul it, and at the same time give players intermediate objectives for which they can define their own strategies.
[h3]NEW BUILDING UNLOCKING SYSTEM[/h3]
The new system can be summed up in two simple sentences.
  • To move on to the next age, raise your town center to level 5.
  • To have more buildings to build, give power to factions.

[h3]INTERMEDIATE GOALS: THE COUNCIL OF WISE MEN[/h3]
On a regular basis during each age, a council of wise men will meet to check that you've reached the intermediate goals they expect you to achieve. If these objectives are met, they'll give you a resource that you can use...later on in the game. I can't say any more at the moment.

Each age has three intermediate objectives and one final objective. Obviously, the more you earn, the more you'll be able to achieve in the final age.

[h2]A REDESIGN OF THE RUIN SYSTEM[/h2]
In the game, you're likely to discover ruins in your territory as your city grows. You can then decide to :
  • Keep them (not necessarily a bad idea in the long run...)
  • Destroy them to recover materials
  • Rebuild them and benefit from a less expensive cultural building.

With the Middle Ages, you'll be able to study their ruins, which will unlock specific possibilities that I'll leave you to discover.

In the Renaissance, studying ruins again unlocks other elements of the game.
The aim of this new system is to make keeping ruins in your city (personally, I think it's beautiful) as interesting as destroying them.

[h2]CHANGES TO “AGE CHANGE”[/h2]
This is something we've been working on for some time now.
This is a subject we've discussed and worked on a lot.
Sometimes too complex, too long or too simple, we've spent a lot of time trying to find the right status for it. This new version, simpler and more compact, puts the emphasis on the permanence and maintenance of your constructions.

Now strongly linked to factions, the upkeep of cultural buildings is a key issue if you don't want to turn them against you. But maintenance comes at a price!

[h2]A NEW MAP[/h2]
This Nordic-inspired map is more challenging than the one currently in the game.
With its rugged terrain, dispersed distribution of resources and islands linked by bridges, this map offers particularly difficult organizational challenges. We can't wait to see what you come up with!



[h2]CONCLUSION[/h2]
After this January patch, we're entering the final phase of the game's development.
In a little while, it will be time to bring you the final version, to share our complete vision of the experience.

In the meantime, we'd like you to know that we're particularly attentive to your feedback, because it feeds our thinking every day.

Many thanks to you all.

Patch - (January 2025) - v0.224.33 ▶️ v0.224.41

Hello everyone,

We're delighted with the way players have received the latest content patch, which has modified the Factions system. Obviously, there are still some areas for improvement, but the new system is well on track.

Speaking of on track, and in anticipation of the next content update giving access to the Renaissance Age, (coming soon) here's an update patch.

[h3]Changelog[/h3]
[h3]New features and improvements[/h3]
  • Add faction age in faction and politic interface
  • Adjusting the color of the title background of selection panels
  • Balancing: updated the workforce for all cultural buildings and wonders in Antiquity and Middle Ages
  • Building tree: addition of culture colors for clear building unlocking requirements in the building tree
  • Building tree: add indication of the release by the political authorities of Wonder MA
  • Chapters: added possibility of folding the age change panel
  • Construction selection: update localization in repair building for "later on" instead of "decline"
  • Construction selection: add tooltip on repair button
  • Top bar: slight font size increase in the top bar


[h3]Fixes[/h3]
  • Building tree: fix chapter number display in building unlock prerequisite
  • Construction selection: fix 'Modification' button of the 'Small Quarry' fails to get greyed out when no resources available in the area
  • Construction selection: fix 'Apply' button is enabled and accessible even when no changes have been made to the 'Field Management' section of the Small Farm
  • ODMO: fix 'Urban Planning Rules' were unsorted in the "MASTER BUILDER'S OFFICE" building panel
  • Senatus: fix a potential spam of magistrate election in antiquity
  • Rampart selection: rampart upgrade button now changes color when conditions are met
  • Rampart selection: rampart upgrade costs are now correctly displayed
  • Request: decree requests could happen on ongoing decrees in middle ages
  • Fix some middle ages districts could use antiquity textures
  • Fix saving issue during choice prompt
  • Fix potential crashes and save corruption linked to roads

Content update 3 - v0.219.19 ▶️ v0.224.33

Hello, everyone!

First of all, we'd like to thank all the people who left us a little message of encouragement when we announced the postponement of this patch. Your support truly means the world to us! ❤️

We're so happy to finally be able to share with you this content update that we've been working so hard on, and we hope you'll like it.

Without further ado, let’s dive into the highlights of this patch.

[h2]Highlights[/h2]
While saves from older versions are compatible with the new changes, we recommend starting a fresh game to fully experience all the new features.
[h3]Factions 2.0[/h3]
Factions have received a massive overhaul! Key improvements include their ability to expand district by district, a new power system that unlocks requests, cultural buildings, and wonders, as well as beautifully illustrated charismatic leaders.





For more information, check out this FAQ

[h3]Ramparts overhaul[/h3]
Ramparts are now unlocked through the Munimentum in Antiquity and the Belfry in the Middle Ages. They’ve been added to the left-side menu, alongside politics and commerce, for easier access.



The creation process has been completely reimagined. You can now manually select which elements of your city to include within your ramparts for greater control and strategy!



Also, ramparts now feature simplified, more impactful effects to enhance gameplay.

[h3]New district creation algorithm[/h3]
We’ve significantly improved the algorithm for distributing inhabitants and generating districts across the map. The result? Even more intricate and impressive cities for you to build!

[h2]The future[/h2]
Fundamentally modifying the system for managing the factions present in your city has an impact on all the other systems in the game. And while we've done our best to integrate this impact, there are still changes to be made. This will be done when the Renaissance Age is integrated into the game, scheduled for a few weeks from now.

After an uncontrollable break in the translation of the game over the last few weeks, it is now back on track and we'll be offering new translations in future patches.

[h2]Changelog[/h2]
  • New features and improvements
  • Factions 2.0: power, requests, unlock buildings, illustration
  • New rampart creation system and new effects
  • New district creation algorithm
  • Reworked faction panel
  • Filters can now be displayed along the buildable area
  • Slight UI/UX improvements on know how interface
  • Open the panel of the corresponding building when doing a goto
  • Buildings position is now clamped in tutorial to avoid player getting stuck
  • Update urban planning rules of antiquity and middle ages
  • Balance attraction, cost and effects of all buildings in antiquity and middle ages and other elements of the game and tutorial
  • Add information on wonder effects (satisfaction applied from the start of construction)
  • Update and improve Codex with last changes

[h2]Fixes[/h2]
  • Age transition panel: remove family panel on age transition
  • Age transition: cycles get deducted from the remaining construction cycles of the ‘Wonder’ at the end of the ‘Antiquity’ age
  • Age transition: The transition music is no longer abruptly stopped. Instead, Middle-Age music waits for the transition to complete before starting
  • Building Tree: fix ‘Surveyors cabin’ appears grey out in unlocked state when the user navigates to the ‘Proximity’ tab of ‘The Building Tree’
  • Building Tree: 'Constraints' information of “Mausoleum of Halicarnassus” overlaps with ‘Buy’ button in the Wonder tab of “The Building Tree” menu
  • Building Tree: Remove “new” icon on building from previous Age when ending an age
  • Building construction: Downtown can now be created around watchtowers
  • Chapters: fix scroll bar for objectives persists on the screen after selecting the display filter or free camera
  • Chapters: remove optional objectives
  • Chapters: End of Early Access' text clips with button border lines on completing the early access
  • Chapters: fix ‘Chapter 5’ fails to get completed on accepting a faction proposal through the panel during Antiquity age
  • Construction validation popup: fix incorrect count for resources conversion was displayed in the effects section
  • Construction picker: built count of production buildings becomes 0 when they are upgraded to level 2 or 3
  • Cultural Radiance Panel: all bonuses are shown, giving the player more visibility on objectives
  • District selection panel: fix an additional navigation button was present on the faction info ‘District’ prompt
  • Downtown selection panel: fix tooltip is missing for the ‘Rampart construction’ and ‘Go to building’ icons
  • Downtown selection panel: remove blueprint stock
  • Event: YERSINIA PESTIS: player is able to select the ‘To Research’ option and proceed while having an insufficient amount of education points
  • Faction banishment popup: fix production info section was misaligned
  • Faction panel: fix culture symbol overlaps the border line present under Factions page
  • Faction panel: when a player expels a faction and later accepts their proposal again, the faction fails to appear in the ‘Faction’ panel, despite the proposal being accepted.
  • Faction panel: multiple long family names are observed out of the bound in the ‘Factions’ tab
  • Faction panel: scroll bar clips with the right-side UI element in the ‘Factions’ panel
  • Feedback panel: fix scroll bar is missing from the feedback description box resulting in last line not visible to the player
  • Library panel: remove placeholder tabs
  • Library panel: remove an unnecessary redundant button is present at the bottom in the ‘The Library’ Panel
  • Localization: fix inconsistent name of the first ‘Proximity’ i.e. Surveyor's Hut and Surveyor's Cabin can be seen in ‘The Building tree’ and ‘In-Game Help’ menu
  • Main menu: fix long ‘City Name’ and ‘User Name’ are observed out of the bound in the Main Menu
  • ODMO: Hides part of the interface while using the ODMO
  • Politics: fix factions are able to engage in politics after being barricaded during the gameplay
  • Quarry/Mine: fix remaining last resource in the ‘Small Quarry’ building displayed selected with a non-functional ‘Confirm’ button
  • Quarry/Mine: ‘Modification’ button of ‘Quarry’ and ‘Mine’ becomes greyed out when one of the resources has zero resources to harvest
  • Quarry/Mine: A full stock for one resource will not stop the production for the second resource
  • Ruins: fix a ruin appears in a non-constructable area when placing a proximity like ‘Surveyor's Cabin’ at its vicinity
  • Save/Load: fix ‘THE FACTION IS BARRICADED’ text disappears from the ‘Factions’ panel on loading into the save. However, it reappears after few cycles or after making any changes in the tax when loading a save with a barricaded faction
  • Save/Load: ‘Expel Faction’ button is accessible due to which the player when loading a save with a barricaded faction
  • Save/Load: Trust/Tax settings are accessible to the player. However, after the player made any changes in the tax, the trust/tax sections become inaccessible when loading a save with a barricaded faction
  • Save/Load: fix a bug when loading a saved game with a 0 field farm then destroy the farm or build new fields
  • Settings: Cinematic video disappears after changing any Graphic settings on ‘Cinematic’ screen of ‘Antiquity’ age
  • Save Panel: fix when player deletes all the saves from the ‘Load’ menu, it is observed that the ‘Empty’ text fails to display
  • Sound: starvation sound alert volume reduction after a few seconds
  • Tutorial: player could get stuck in chapter 8 when selecting the fire from the badge
  • Fix bullet points appear misaligned with the text in all prompts such as the popup that appears when hovering over the info icon, when demolishing any building etc. present throughout the title.
  • Fix title crashes on accepting a faction proposal after declining it from ‘Factions’ menu while only one proposal is available
  • In the Filter view, the faction button and the cultural district button are activated if a faction/district with a culture is detected.
  • Display cultural POIs when creating decorative buildings and wonders
  • Fix position of a lot of POIs
  • Rendering: fixes on paint effect
  • Update a lot of codex pages
  • A lot of other small gameplay and UI fixes

One city, 4 ages

One of the fundamental pillars of Mémoriapolis is the idea of building a city that evolves over a vast period of time. From the outset of our project, we've always wanted to place this temporal dimension at the heart of the gaming experience. That's why, when the time came to decide what we were going to focus on during the early access phase, the choice to concentrate on the first two ages quickly emerged as a key decision.

By limiting the experience to the ancient and medieval eras, we knew that this would expose the game to comparisons with other titles in the same genre, focusing on these specific periods. These games, often specializing in a single era, can offer a depth of choice and richness of evolution that surpasses what we can offer at these initial stages.

However, our real strength lies elsewhere: Mémoriapolis stands out for its ability to allow players to build a medieval town on the foundations of an ancient city, to see it evolve during the Renaissance, and then to expand again during the Age of Enlightenment.

This progression brings together the vestiges of the past and the innovations of successive eras, creating a visually rich, complex and realistic environment.

Each age is interwoven with the others to form a harmonious mosaic, a true testimony to the historical evolution of your city.

We hope you'll find this ambitious challenge appealing, and that you'll share our pleasure in watching these towns grow and flourish over time.

In the meantime, we invite you to discover a small glimpse of a city through four ages.

FAQ FACTIONS

[h3]Can you introduce the new faction system?[/h3]
In Memoriapolis, factions are an essential pillar of your city's life and development. Each age introduces a unique faction for each of the game's six cultures. Their management is based on two key elements:
  • Trust: If a faction trusts you, it offers unique bonuses. If it loses trust, it withdraws and blocks part of your city.
  • Power: Reflects a faction's influence. A high level of power unlocks buildings and wonders, and intensifies the faction's involvement in the city. Beware, however, that a faction that is too powerful can become autonomous and make important decisions without your approval.

[h3]How is it different from the previous system?[/h3]
In the old system, there were many factions, but their role was limited. This multiplicity made it difficult for players to invest in their evolution.
Now, the number of factions has been reduced to offer deeper, more engaging interactions. Each faction is better defined, with a charismatic leader and specific expectations. Their power is now at the heart of progression, unlocking bonuses and richer interactions.
[h3]Is it enough to have just one faction per culture?[/h3]
Yes, because it allows us to concentrate our efforts on each faction, making their interactions more meaningful. With fewer factions, each occupies an essential place in the game and benefits from greater personalization, both in terms of its role and its relationship with the player.
[h3]Why does a faction want to move in? Can I refuse?[/h3]
A faction wishes to settle when a cultural building influences the surrounding neighborhoods, and 50% of the neighborhood's inhabitants adopt this culture. You have the option of refusing, which will be noted by the faction, but with no lasting grudge.
[h3]Can two factions fight over the same neighborhood?[/h3]
No. Once a neighborhood has been allocated to a faction, it belongs to that faction. So it's crucial to think carefully before ceding control.



[h3]What is the power of a faction?[/h3]
Power represents a faction's influence and capabilities. It increases over time and through your actions, unlocking cultural buildings, services and wonders. However, excessive power can make a faction uncontrollable, and several overly powerful factions can take control of your city, leading to your defeat.
[h3]Has the chaptering system changed?[/h3]
Yes, the chaptering system has been replaced by mechanisms linked to faction power and city center level. The latter takes on greater importance, offering access to new resources, buildings and events.
[h3]Can factions enter into conflict?[/h3]
Yes, factions are independent entities that can compete with each other, creating local tensions.You can choose to resolve these conflicts or leave them to the factions, depending on your priorities.
[h3]What happens if a faction becomes too powerful?[/h3]
A faction that becomes too powerful can interfere with the running of your city, making decisions without your approval. If several factions reach this level, they risk taking total control, leading to your expulsion and defeat. Careful management is essential to avoid these scenarios.
[h3]Can I expel a faction from my city?[/h3]
Yes, but there are risks involved.You can choose to expel a faction from a neighborhood or banish it from your city altogether.Depending on the severity of the action, this can lead to a loss of confidence and power on the part of the faction concerned. They could even rebel and cause riots, making the management of your city more complex.

WIP Faction interface

[h3]What happens to unlocked buildings if a faction loses power?[/h3]
Cultural and service buildings unlocked thanks to a faction remain accessible as long as that faction's power exceeds a certain threshold. If power falls below this threshold, it becomes impossible to construct new buildings associated with that faction, although existing buildings remain unaffected.
[h3]What happens to ancient factions when we move into the Middle Ages?[/h3]
Factions introduced during an age remain present in your city.They continue to contribute to its development, preserving and enhancing the heritage they helped you build.
Even after the end of the age in which they appear, they play an active role in the management and evolution of your city.