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Memoriapolis - Update V1.0.126 - Notes

[p]Hey Builders![/p][p][/p][p]Welcome to our fourth round of community-driven improvements! Your feedback continues to shape the game, and this update brings even more refinements, polish, and surprises. Let’s take a look at what’s new![/p][p][/p][h2]Cultural building evolution[/h2][p]Back in February, we ran a poll on our Discord to learn more about how you use cultural building evolutions (also sometimes called “mixes”). While we expected only a small group to be unfamiliar with the feature, since it’s been part of the game since the Early Access launch, we were surprised to find that 28% of voters didn’t even know it existed![/p][p][/p][p][/p][p]We had already made some improvements to make cultural evolutions more visible in the Building Tree when selecting a cultural building, but we knew that wouldn’t be enough for everyone to discover them.
[/p][p]That’s why we’re introducing a brand-new tab in the Building Tree dedicated entirely to Cultural Evolutions. This new panel lets you explore all evolutions across all ages and provides guidance on how to unlock each one.[/p][p][/p][p]You can easily switch between the Cultural Evolutions and Cultural tabs by clicking on the building links.[/p][p][/p][p]To celebrate the launch of this new panel, we’re also adding eight new cultural evolutions to the Age of Enlightenment:[/p]
  • [p]Local apothecary[/p]
  • [p]Caparisoners' workshop[/p]
  • [p]Colonial administration center[/p]
  • [p]Manor house of the local lord[/p]
  • [p]Orthodox monastery[/p]
  • [p]Popular culture workshop[/p]
  • [p]Tavern[/p]
  • [p]Wire shop
    [/p]
[p]We’re also working on new visuals for each cultural evolution to better identify them in the game![/p][p][/p][p]Please give us feedback on this new panel and don’t hesitate to tell us if you encounter any issues or rough edges.[/p][h2]Codex[/h2][p]To make the game a little easier to understand, we’ve decided it’s time to give the Codex a small overhaul. Here’s what’s new:[/p]
  • [p] Some Codex entries now appear directly on screen when unlocked, instead of showing a small tip in the corner. We’ll gradually replace all tips with this new system. (You can disable this in the settings under “Disable in-game tips.”)[/p]
  • [p]Entries have been rewritten and divided to be more concise. Each one now focuses on a single topic and is illustrated with a new screenshot or video.[/p]
  • [p]You can now navigate entries using Back and Next buttons.[/p]
[p]We’ll continue improving and expanding the Codex to fill in gaps around game mechanics and to support upcoming features in future patches.[/p][p][/p][p][/p][p]Is there any mechanic you’re struggling with or would like to see better explained in the Codex? Let us know![/p][h2]Accessibility Improvements[/h2][p]From the beginning, we’ve been committed to making the game more accessible with features like edge scrolling, OpenDyslexic font support, and adjustable font sizes. In this update, we’re continuing that effort by addressing some of the most frequently requested options:[/p]
  • [p]Camera movement sensitivity[/p]
  • [p]Camera zoom sensitivity[/p]
  • [p]Edge scrolling sensitivity[/p]
  • [p]A toggle to invert the translation/rotation mouse button[/p]
  • [p]Keyboard shortcuts for camera zoom in/out[/p]
  • [p]Building rotation using Shift + Mouse Wheel[/p]
[p]To ensure you have access to all the new controls, we recommend resetting your keybindings after the update.[/p][p]What accessibility feature would you like to see next?[/p][p]
[/p][p]> Maybe it's time to clean up the settings a bit..[/p][h2]Other[/h2][p]In addition to all this, there are a few other notable changes:[/p]
  • [p]A new decorative building, the Plateia, unlocked in Antiquity with the level 4 Villa[/p]
  • [p]New illustrations for the destinies of the Age of Enlightenment and Industrial Revolution[/p]
  • [p]A fix for the Prutaneion, which used to slow down more each time it was opened and eventually taking several seconds[/p]
  • [p]A crash fix related to district generation, which mostly occurred from the Age of Enlightenment onward[/p]
[p]Of course, there are also various minor fixes and improvements. Check out the full changelog for all the details![/p][p][/p][h2]Closing words[/h2][p]That was another great batch of quality-of-life improvements! Next time, we’ll likely have an open beta for you to try out and share your feedback on the game’s evolution. Stay tuned![/p][p]A big thank you to everyone who took the time to respond to the questions in the last changelog and share ideas for new maps. We’ve already started working on some of them.[/p][p]And to everyone who participated in our survey and keeps the Discord lively, thank you! We're a small team, so while we can’t respond individually to every message, please know that we read and appreciate all of them.[/p][p]The best way to report bugs or suggest new features is through our Discord. Feel free to join the community![/p][p]See you next time!
[/p][h2]Changelog[/h2][h3]New features and improvements[/h3]
  • [p]New decorative building Plateia unlocked with Villa level 4[/p]
  • [p]8 new cultural evolutions in Age of Enlightenment [/p]
  • [p]New illustrations for destinies in Age of Enlightenment and Industrial Revolution[/p]
  • [p]Accessibility: add camera translation/zoom sensitivity[/p]
  • [p]Accessibility: add border camera movement sensitivity[/p]
  • [p]Accessibility: add keyboard shortcuts for camera zoom in/out[/p]
  • [p]Accessibility: add a toggle to invert translation/rotation mouse button[/p]
  • [p]Accessibility: add building rotation with SHIFT + mouse wheel [/p]
  • [p]Building Tree: add Cultural Evolution tab[/p]
  • [p]Building Tree: add age icon for cultural/wonder/mix buildings in Building Tree[/p]
  • [p]Codex is now directly displayed by default when unlocking new codex pages instead of displaying a small helper in a corner[/p]
  • [p]Codex entries have been split and rewritten to be more concise and dedicated to a single subject[/p]
  • [p]Codex add Back and Next navigation buttons[/p]
  • [p]Decorative selection: add celebration bonus effect description[/p]
  • [p]Display a toast bar in many situations: unlocking codex entries, unlocking a new trade route, establishing a trading post on a trade route, etc...[/p]
  • [p]District selection: add celebration probability percentage[/p]
  • [p]Factions can now be directly destabilized from the Faction panel rather than via district selection [/p]
  • [p]Farms will now continue to produce food when stocks are full and the city will consume the food produced rather than the stocks to avoid the farms stopping and restarting production every other cycle[/p]
  • [p]Filters: colorize cultural buildings in district and faction filters[/p]
  • [p]Filters: add carnival filter[/p]
  • [p]Filters: improve carnival and incident colors[/p]
  • [p]Surveyor's Cabins are no longer constructible starting from the Age of Enlightenment, when they are no longer needed[/p]
  • [p]Politics: sort decrees in cultural order[/p]
  • [p]Politics: sort roles/seats in cultural order[/p]
  • [p]Tutorial: camera will now move when the building is to be installed in a specific location[/p]
[h3]Fixes[/h3]
  • [p]Reforestation workshop: growing trees were counted as fully grown trees by cutting camps[/p]
  • [p]Rendering: fix some forbidden area where not properly displayed[/p]
  • [p]Rendering: fix some trees generated on roads near map limits could have a wrong height[/p]
  • [p]Rendering: fix degraded buildings were duplicated in the left bottom corner of the map[/p]
  • [p]Rendering: fix some district outlines could remain construction a new building[/p]
  • [p]UI: fix the possibility of activating a building in the Horreum when we didn't have enough workers[/p]
  • [p]UI: fix the wrong flag could be displayed on buildings in Horreum when resource is empty [/p]
  • [p]UI: fix building order is now stable in Horreum and Prutaneîon when activating/deactivating a building [/p]
  • [p]UI: fix update interfaces Commerce, Building Tree and various building selections to avoid text overlays[/p]
  • [p]UI: fix workers available were not properly checked when upgrading a rampart in rampart selection panel[/p]
  • [p]UI: fix a lorem ipsum text in a tooltip in cutting camp upgrade panel when hovering Effect[/p]
  • [p]UI: fix some production cost not properly updated[/p]
  • [p]UI: fix the Industrial Revolution age election notifications had wrong indications[/p]
  • [p]UI: fix deactivating a know-how was leading to the deactivation of all the know-how with the same effect[/p]
  • [p]UI: fix base cultural building name was displayed in faction requests instead of evolved building name when a faction want the player to give property over a building[/p]
  • [p]UI: fix Prutaneion freezing over time[/p]
  • [p]UI: correction of some tooltips in Building Tree[/p]
  • [p]UI: fix farm costs now include field in workforce cost[/p]
  • [p]Fix a crash linked to district generation[/p]
  • [p]Fix a possible crash when a save could not be loaded[/p]
  • [p]Fix some leaks[/p]
  • [p]Fix: population migration upper bound was not inclusive[/p]

Community Survey

[h2]Your city, your story, and your voice matters![/h2]

We’ve launched a short survey (⏱️
🔍 It’s anonymous, honest answers are welcome, and there are no wrong answers.
💬 Take the survey now and help shape the future of the game!
👉 Please make sure to write any comments or questions directly in the dedicated field at the end of the survey (Comments on the Steam Hub won’t be taken into account)

Thank you for your help, builders!

👉 https://survey.alchemer.com/s3/8343668/Memoriapolis-Survey-01 👈

Memoriapolis - Update v1.0.104

Hey Builders!

We’re back with our third round of community-requested improvements—thanks for all your feedback! This patch brings a bunch of quality-of-life updates and a fresh new look for the snow map. Let’s dive into what’s new!

[h2]Snow map enhanced[/h2]
The snow map gets a complete makeover: the layout of roads, mountains and islands has been adjusted, new tree assets have been added, bridges have been rebuilt and the lighting ambience has been enhanced to make it less dark. We can't wait to see the cities you'll be making!

And since you’re the heart of Memoriapolis, we’d love to hear from you: 𝙒𝙝𝙖𝙩 𝙠𝙞𝙣𝙙 𝙤𝙛 𝙫𝙞𝙗𝙚 𝙤𝙧 𝙚𝙣𝙫𝙞𝙧𝙤𝙣𝙢𝙚𝙣𝙩 𝙬𝙤𝙪𝙡𝙙 𝙮𝙤𝙪 𝙡𝙞𝙠𝙚 𝙩𝙤 𝙨𝙚𝙚 𝙞𝙣 𝙖 𝙛𝙪𝙩𝙪𝙧𝙚 𝙢𝙖𝙥?
Let us know in the comments—we’re all ears!





[h2]Display of non-buildable areas[/h2]
This has been much requested, after some technical challenges the display of non-buildable areas is finally here and works with all other construction filters!

What's the next QoL addition or improvement you absolutely want to see in the game?



[h2]Prutaneîon[/h2]
We continued to improve the Prutaneîon to make it the ultimate overview of the city's buildings. Now all building types are covered:
  • New types: Decorative, Production, Proximity, Service and Wonder
  • New filter: Resources
  • A lot of other fixes and improvements

Please let us know what you think, and if you have any ideas for new features to extend its functionality!



[h2]Closing words[/h2]
We remain committed to improving the game and fixing bugs in the coming weeks. Now that we've had time to process all of your feedback from the 1.0 release, we're preparing to make more meaningful changes to game mechanics that we hope will greatly enhance the overall experience.

Thank you for your trust, and to everyone who took the time to send us suggestions and bug reports!

The best way to report bugs or suggest new features is through our Discord. Feel free to join the community!

See you next time!

[h2]Changelog[/h2]
[h3]New features and improvements[/h3]
  • Balancing: balance some antiquity buildings to be smoother
  • Complete overhaul of the snow map: the layout of roads, mountains and islands has been adjusted, new tree assets have been added, bridges have been rebuilt and the lighting ambience has been enhanced to make it more lively
  • Filters: display of non-buildable areas when creating new buildings
  • Tutorial: automatically open tutorial panel when needed
  • UI: Production, Service, Proximity, Decorative and Wonder buildings added to Prutaneion
  • UI: resource filter has been added to Prutaneion
  • UI: addition of “Family Heritage” building level indication in Prutaneion
  • UI: improve display of upgrade and repair buttons
  • UI: display attraction for production building and their upgrades
  • UI: GoTo to Know How improved in Building Tree
  • UI: updated trust malus display in building management during age transition
  • UI: display age on decorative buildings selection


[h2]Fixes[/h2]
  • Construction: fix the building preview was stuck to the cursor after clicking on the 'Build' button and pressing the 'Esc' key simultaneously
  • Destiny: fix resources exceeding the stock capacity were disappearing after a few cycles when 'Priest' destiny was selected
  • Filters: fix filter rendering was too bright when opening filters while the player is placing a building
  • Filters: update radius when improvement/building finished and selected (no need to unselect and select again to see the updated radius)
  • Rendering: fix adjust green/red appearance of building being constructed to be more visible on snow map
  • Roads: fix some cases where road can cross the river
  • Roads: fix a crash linked to roads that can be out of the map
  • UI: fix upgrade button color for cultural buildings and "Family Heritage" buildings updated if player runs out of resources
  • UI: fix an error was displayed when selecting a 'Small Quarry' after creating and loading a save while a 'Small Quarry' with 'Empty lode' was being improved
  • UI: fix close button in rampart selection
  • UI: fix in building selection, cultural character button is now disabled if a building is under demolition
  • UI: fix display of faction taxation values in their tooltip
  • UI: fix selection of age filters in the Library
  • UI: fix workforce required when evolving a cultural building
  • UI: fix buildings no longer deselect on leaving the Prutaneion
  • Fix some rare crashes linked to district rendering generation on too small districts

Memoriapolis - Updated - V1.0.88

Hello Builder,

[h3]Second patch in the “Improving player quality of life” series[/h3]

This time we've improved filter visualization and added automatic triggers when you perform certain actions.

The crop filter appears when you place a cultural building, and the resource filter appears when you place a production building.

There have also been a number of additions to the tutorial to help you better understand certain game mechanics.

[h2]Changelog[/h2]
[h3]Tutorial [/h3]
  • Addition of a chapter explaining the use of Cultural Characters
  • Addition of a chapter on the use of the Architects' Cabinet
  • Presentation of esplanade objectives
  • Using a Cultural Character to bring in a faction
  • Constructing a second cultural building (using a faction's rise to power)

[h3]Filters[/h3]
  • Improved rendering of district and faction filters
  • Display resource filter by default when building a production building
  • Display district filter by default when creating a cultural or service building

[h3]Various QoL improvements[/h3]
  • Details of incident risk calculation is now displayed in the tooltip in the district selection panel
  • An anchor is now displayed on the parts of buildings that must go into the water during building creation
  • Overhaul of the interface showing evolutions of the cultural building currently selected in the Building Tree
  • Ruin selection interface position has been updated to be more consistent with other selection interfaces and to work better with Prutaneîon

[h3]New features and improvements[/h3]
  • Construction: add an anchor POI on buildings that must be constructed in water to indicate which part must be in water
  • Filters: improve rendering of faction filter
  • Filters: display resource filter by default when building a production building
  • Filters: display cultural filter by default when creating a cultural or service building
  • Rendering: improve outlines of the painting effect for resolutions smaller than 4k
  • Rendering: optimization of the tutorial map
  • Tutorial: add new tutorial chapters and rework existing tutorial
  • UI: add a warning if a cultural building needs to be repaired before it can evolve
  • UI: add unlocked/available button status in Prutaneîon
  • UI: highlight values of memory points calculation details in topbar tooltip
  • UI: know-how displayed in Building Tree and Building Selection are now selectable and their display has been improved
  • UI: cultural buildings listed in ‘Evolution’ section when selecting a building in Building Tree are now selectable and their display has been improved
  • UI: various small improvements in Building tree
  • UI: update ruin interface position
  • UI: hide notifications when opening a selection panel
  • UI: notifications can now be closed with ESC
  • UI: add age icon on Building/Wonder selections
  • UI: keep some POIs displayed when Prutaneîon is opened

[h3]Fixes[/h3]
  • Filters: tweak neutral culture color to be visible in district filter
  • Keybind: fix Collection shortcut was enabled in all ages and tutorial
  • Politics: fix decrees rejected by the representative were also counted towards the bonus gauge during the IR age
  • Politics: fix the representative roles and culture icons were mixed up during the IR age
  • Politics: fix the factions available during the elections for the IR age
  • Ramparts: Health and Safety for each inhabitant was decreased by 50% instead of 20% after building level 1 rampart
  • Save: add detection for corrupted saves to prevent the player from getting stuck in the main menu
  • Save: handle the case where a save failed to load and display a popup to inform the player of what's going on and take him back to the main menu instead of crashing
  • Save: fix save button could get stuck in disabled state
  • Save: fix some interfaces were not blocking save properly
  • Save: fix evolved cultural building had the wrong age when loading a save
  • Tutorial: fix pixelated icon in politics panel
  • Tutorial: fix 'Radius Security Area' and ‘Attraction’ were not improving when upgrading the 'Family Heritage' to level 2
  • Tutorial: fix Interface shortcut keys were accessible during the 'End of Tutorial' screen
  • Tutorial: fix incorrect 'Health' satisfaction points are added after building 'Ceramic Workshop' during the 'Chapter 9'
  • Tutorial: fix incorrect chapter number
  • UI: fix missing satisfaction details in construction validation panel for ‘Service’ and ‘Wonders’ buildings
  • UI: remove the display of an obsolete effect on ramparts
  • UI: fix duplicate name 'Telegraph' was displayed for two know-how in the 'Library panel' during IR
  • UI: sort Wonder/Service builder per culture in Building Tree
  • UI: hide Effects container in Building Tree and Tooltip if there is none
  • UI: align badges with notifications in City View
  • UI: fix wonders were always displaying the Giant building size in Building Tree and Construction Picker
  • UI: fix an incorrect Incident was displayed in the 'Faction' panel when an incident other than a fire was breaking out in districts
  • UI: fix the effects were applied immediately on evolving any cultural building before the construction ends
  • UI: fix wrong know-how localization was used in construction validation window
  • UI: fix don't hide incident risk when it's 0%
  • UI: fix Defeat panel was remained open during age transition
  • UI: fix ‘Attract a Faction’ button was appearing on barricaded districts

Memoriapolis - Update 1.0.66 - Release Notes

Hello Builder,

This is the first patch in a series of quality-of-life improvements over the coming weeks.
[h3]New feature "The Prutaneîon" (manage your city buildings)[/h3]
It's been asked a lot, a way to easily manage buildings of your city as it grows

Features
  • Find buildings in your city
  • Play/Pause a building
  • Shortcut to repair interface
  • Shortcut to upgrade/evolve interface
  • Filter by type, age and satisfactions
  • For now it manages cultural buildings, ruins and family heritage

[h3]Updated ruin panel[/h3]
  • Ruin panel has been updated to match better with the rest of the UI and be more compact
  • A new iteration is already planned to make it more user-friendly with the Prutaneîon

[h3]Various QoL improvements[/h3]
Details of Memory Points calculation are now displayed in the tooltip when they are hovered in the top bar

[h3]Shortcuts[/h3]
  • New shortcuts have been added for Collection, Codex, Satisfaction book and the newly added Prutaneîon
  • The key associated with each panel is now shown in its tooltip

Districts now clearly indicate the origin of their barricade in their selection interface: faction, esplanade or revolt (only barricaded districts from this version onwards for the distinction between esplanade and revolt)

[h3]Camera[/h3]
You can now get closer to the buildings with the game's basic camera. The maximum height has also been lowered and the angle slightly reduced for performance reasons

The free camera is even freer than before, with more zoom and angle possibilities.

Let us know what you think!

[h2]Changelog[/h2]
[h3]New features and improvements[/h3]
  • Balancing: complete rebalance of Trading Posts costs and maintenance
  • Balancing: reduce destiny and mix building bonus of rampart cost reduction
  • Balancing: reduce loss of satisfaction when taxing with Cultural Character
  • Balancing: increase Religious destiny resources gifts
  • Building: improve height management for buildings with a part that goes into the water. Now the building will try to get as close as possible to the water level
  • Camera: you can now get closer to the buildings with the game's basic camera. The maximum height has also been lowered and the angle slightly reduced for performance reasons
  • Camera: the free camera is even freer than before, with more zoom and angle possibilities
  • Keybind: add new shortcut for Collection, Codex and Satisfaction book
  • UI: add a new panel (Prutaneîon) to manage cultural buildings, ruins and family heritage
  • UI: add calculation detail of memory points in the tooltip displayed when hovering memory points in the top bar
  • UI: improved ruin management interface
  • UI: add the reason for barricading districts on district selection (faction, revolt, esplanade)
  • UI: display the keyboard shortcut associated with the panel in the tooltip when the UI button is
    hovered
  • UI: add satisfaction gauges in the various Politics interfaces

[h3]Fixes[/h3]
  • Balancing: fix food consumption for AOE and IR
  • Balancing: fix Research port & Private bankers balancing
  • Rendering: add missing renderings of degraded buildings from the industrial revolution
  • Rendering: fix a wrong construction site rendering was associated with the building Observatory
  • Ruins: fix an incorrect blueprint amount was generated for ruins' "Search"
  • Sound: fix sound on hover filters in Construction Picker
  • UI: fix Industrial Revolution urban planning rules were using Age of Enlightenment names in Master Builder Office
  • UI: fix hide memory point in Industrial Revolution
  • UI: fix rampart shortcut keybind wasn’t working
  • UI: fix game speed was being modified when entering numbers in trading panel
  • UI: fix the player was able to access the left panel's buttons when the ‘Towards A New Age’ prompt appeared
  • UI: fix removed an unnecessary parameter present on the factions panel's Gaining and losing trust log
  • UI: fix the correct faction was not selected when opening the faction panel from district selection (culture slots and faction button)
  • UI: fix add tooltips on increase taxes button in faction panel
  • UI: fix tooltip could block parts of the UI even when not visible
  • UI: fix culture colors in filters
  • UI: fix Lorem Ipsum in demolition cost tooltip in selection panel
  • UI: fix a warning was always displayed on production building improvement panel
  • Fix it was possible to exceed the maximum number of cycles in an age by loading an autosave made in the very last cycle
  • Fix crash when creating some buildings on map corners