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MEMORIA POLIS News

Introducing… “Power to the People” : an age of freedom

[p]Hello builders,[/p][p][/p][p]Today, we’d like to take you on a deep dive into the upcoming “Power to the People” update focusing on the improvements and changes that will transform your experience in Memoriapolis.[/p][p][/p][p]Some features are leaving, others are being completely reworked to better fit the game. We’re sharing as much as we can here, but as always: if you have questions, drop them in the comments, we’re reading![/p][p]Dedicated articles on Age Objectives & Wonders and Factions are coming very soon. For now, let’s take a look at what’s changing in this update.[/p][p] [/p][h3]TOWARDS AN AGE OF FREEDOM[/h3]
  • [p]One House to Rule Them All[/p]
[p]No more multiple town centers. The Dynastic House is now the heart of your city through the Ages. With 3 upgrades per Age, it unlocks cultural characters, decorative buildings that reduce incidents, and expands your buildable area (the attrition zone). And it’s not just functional: each visual upgrade carries a trace of the previous ages, making it a unique witness of your city’s history.[/p][p]When your Dynastic House reaches level 3… that’s the signal to finally step into the next Age![/p][p][/p]
  • [p]Build at Your Own Pace[/p]
[p]The cycle limitation per Age is gone (no more 1,200 cycles in Antiquity, for example).[/p][p]But be careful: the longer you stay in an Age, the tougher it gets (migration waves, faction requests, resource management…). It’s up to you to decide the right moment to move on, before your space runs out, especially in Antiquity and the Middle Ages![/p][p][/p]
  • [p]More Flexible Construction [/p]
[p]The safety area no longer blocks your constructions.[/p][p]Still, keep an eye on the info displayed when placing a building: anything built outside the surveyors’ reach comes with penalties.[/p][p]The good news? Starting from the Renaissance, these restrictions disappear. You’ll be free to build wherever you want. Maybe that’s the perfect time to grow some suburbs far away from your Dynastic House?[/p][p][/p]
  • [p]When Sketches Become Knowledge[/p]
[p]Goodbye blueprints, hello research in the Architectural Office![/p][p]The whole learning system has been redesigned: now you’ll start your research from the Architect’s Office to unlock and improve your production buildings (quarries, farms…) as well as proximity ones (surveyor’s cabin, prospecting workshops…).[/p][p]Research takes a certain number of cycles, but don’t worry you’ll be able to speed things up with the Education cultural character, decrees, know-hows or destinies.[/p][p]WIP image[/p]
  • [p]More spaces for stones![/p]
[p]You asked for it, we did it!
From now on, you’ll be able to turn districts into warehouses to increase the reserve of the stored resource.[/p][p]How does it work? A district without a faction can be transformed into a warehouse in exchange for gold. You decide what to store, and can even upgrade your reserves.
But keep in mind: warehouses come with higher risks of incidents… and once transformed, these districts will never host a faction again. A choice you’ll need to think twice about![/p][p][/p]
  • [p]One Faction, One Building[/p]
[p]Factions are now simplified: one per culture making them true strategic allies (they’ll change name and leader each Age to match the times).[/p][p]When they arrive, you choose where they settle. This unlocks their first cultural building right away.[/p][p]Example: when the Plebeians of Rome (Political culture, Antiquity) arrive, you immediately get the Forum and basic political services, without building the Senate. But don’t take shortcuts: service buildings are still important. Without them, your options and bonuses stay limited.[/p][p]More details coming very soon![/p][p][/p]
  • [p]A Cascade of Buildings[/p]
[p]Progression now feels more organic. Cultural buildings (arena, university…) and service buildings (horreum, library…) unlock step by step, leading all the way to the Wonder of their culture.[/p][p]In other words: to unlock a Wonder, you’ll need to build everything that comes before it. [/p]
  • [p]The End of Barricaded Districts[/p]
[p]Since “The Esplanade” and “The Collection” are going away, barricaded districts are no longer needed.[/p][p]But don’t think your life will suddenly be easier… Factions and citizens who don’t trust you may still make things complicated. Challenges are here to stay![/p][p][/p][h3]A NEW LAND AWAITS[/h3][p][/p][p]You may have already spotted it in the images: a brand-new map is coming with this update![/p]
  • [p]Green lands: the balanced choice you already know,[/p]
  • [p]Snowy mountains: for experienced players,[/p]
  • [p]Arid plains: easier access to resources, with rocky zones, meadows, forests, beaches, and even swamps. The perfect spot to start fresh… or test new strategies.[/p]
[p][/p][p]And to make your cities feel even more alive, new animations are coming:[/p]
  • [p]Birds flying above your city,[/p]
  • [p]Cranes at work in the quarries,[/p]
  • [p]Farms with orchards and windmills,[/p]
  • [p]Boats sailing on the rivers,[/p]
  • [p]Flags dancing in the wind,[/p]
  • [p]Roads winding through the fields,[/p]
  • [p]Parks and gardens to brighten your city.[/p]
[p][/p][p][/p][h3]FOR THOSE WHO READ TO THE END...[/h3][p]A few additional small (and big) changes to spice up your games:[/p]
  • [p]The tutorial has been replaced by age objectives.[/p]
  • [p]Memory points and building degradation have been removed during age change; the transition from one era to the next will now be smoother.[/p]
  • [p]Cultural characters are a consumable resource. You can obtain them by upgrading your Dynastic House, or by negotiating with the Factions (yes, another good reason to maintain your relationships!)[/p]
  • [p]District destruction is possible under certain conditions,[/p]
  • [p]Ruins now only appear from the Renaissance onwards (that's a little more logical!)[/p]
  • [p]Codex overhaul with the integration of videos, and the addition of pop-ups to better guide you,[/p]
  • [p]Modification of the Satisfaction earning system,[/p]
  • [p]End of current events to make way for an emergent narrative, driven by random events. Patience, it's coming![/p]
  • [p]And of course... Steam achievements to unlock. Because we know you've been waiting for them.[/p]
[p]That's it for this first look![/p][p]
We'll be back soon with more details on Age Objectives & Wonders, and Factions.[/p][p]See you soon,[/p][p][/p][p]–[/p][p]Memoriapolis Team[/p]

"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]

A New Chapter, Built With You

[p]Hello builders,[/p][p]It’s been a while. Thank you for your patience and support. The team has been focused and hard at work.[/p][p]Since the release of Memoriapolis on April 30, we’ve released several patches thanks to your feedback. The goal was to improve your experience and respond to some of your requests. For examples:[/p]
  • [p]The tutorial has been renewed[/p]
  • [p]The Prutaneîon was added to help you manage buildings[/p]
  • [p]The snow map got a visual boost[/p]
  • [p]And we launched a big community survey to better understand your expectations[/p]
[p]A huge thank you to everyone who took the time to answer it ❤️[/p][p][/p][h3]So... why have we remained quiet recently?[/h3][p]For the past month and a half, we’ve posted less than usual. That’s simply because we needed time to think, work, and try new ideas.[/p][p]Among other matters, we tried to answer what we believe to be the most important question: How can we improve the Memoriapolis experience, without losing what makes it unique?  Because yes, we know the Esplanade and district enclosure didn’t exactly win everyone over. :)[/p][p][/p][h3]What’s next?[/h3][p]We’re currently working on a major update, one that rethinks the way you play Memoriapolis, while staying true to its original soul.[/p][p]This new version is built around three big ideas:[/p]
  • [p]Making life easier for players[/p]
  • [p]Giving you a clear long-term goal[/p]
  • [p]Putting Factions at the heart of the experience[/p]
[p]We’ll share more details in the coming weeks, stay tuned![/p][p][/p][p]Talk to you soon,[/p][p][/p][p]--
Memoriapolis Team[/p]

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 👈