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MEMORIA POLIS News

The Memoriapolis team wishes you a wonderful holiday season!

[p]Hello builders,[/p][p]Before we wrap up 2025, we wanted to take a moment to thank you for your support, your feedback, your screenshots… and all the conversations we had together throughout the year.[/p][p]News will take a short break during the holidays while we focus on the Power to the People update, but we’ll be back in January with:[/p]
  • [p]new info,[/p]
  • [p]more previews,[/p]
  • [p]and maybe even a chance for you to try some of the upcoming features.[/p]
[p][/p][p]We hope you enjoy the holidays surrounded by your loved ones… or by your citizens, if you’d rather keep building your city with a hot chocolate on your desk.
Thank you again for an amazing year.[/p][p]Before we go, here’s a small preview of what a snowy city looks like! [/p][p][/p][p]See you in 2026 as we continue writing the story of Memoriapolis together![/p][p][/p][p]--[/p][p]The Memoriapolis Team[/p]

Monuments and Wonders

[p]Hello builders,[/p][p][/p][p]In a previous article, we talked about some name changes, but a little reminder never hurts.[/p][p][/p][p]Old Wonders like the Circus Maximus, Notre-Dame, or the Leaning Tower of Pisa are now called Monuments.
The Wonders, which represent the ultimate goal of a game, are your big projects during the Industrial Revolution. For example, the Eiffel Tower will be a Wonder, representing the final objective of the game. Three Wonders will be available.
[/p][p][/p][p]For a quick overview, here’s a dedicated video about Monuments and Wonders. Enjoy! [/p][previewyoutube][/previewyoutube][h2]
New Monuments[/h2][p]
🏰 The Palace of Versailles – Political Culture
[/p][p]A shining symbol of the French monarchy, Versailles witnessed the rise and fall of beloved and hated rulers. This castle saw kings and revolutionaries pass through. It’s a place of glory, secrets, and decline![/p][p][/p][p]🌾 Zaanse Schans Windmills – Production Culture[/p][p]Icons of the Netherlands, these windmills once produced linseed oil, paint, snuff, mustard, paper… The entire economy revolved around these simple yet incredibly majestic structures.[/p][p][/p][p]Monuments are symbols of an age, but remember: once the age passes… it’s too late! The Circus Maximus only exists in Antiquity, Notre-Dame only in the Middle Ages, and so on.[/p][p]Building Monuments requires planning and strategy to gather the necessary resources but also grants significant advantages. The more Monuments you build, the easier the next ones become thanks to cumulative bonuses:[/p]
  • [p]Production: Resource cost of Monuments is reduced[/p]
  • [p]Education: Construction time of Monuments is reduced[/p]
  • [p]Religion: Number of Workers for Monuments is reduced[/p]
  • [p]Politics: Faction trust required for Monuments is reduced[/p]
  • [p]Military: Monument satisfaction is increased[/p]
  • [p]Commerce: Gold cost of Monuments is reduced[/p]
[h3][/h3][p][/p][h2]Wonders[/h2][p]The goal of a game in Memoriapolis is to build a Wonder. Each Wonder unlocks the next one.[/p][p][/p][p]In your first game, only the Eiffel Tower is available. Once built, it unlocks Neuschwanstein Castle… and finishing the Castle unlocks the Statue of Liberty. You’ll need three games to build the Statue of Liberty.[/p][p]Each Wonder is designed for a different playstyle and ambition:[/p][p][/p][p]🗼 Eiffel Tower[/p][p]The challenges up to building the Eiffel Tower are balanced, showcasing the advantages of four main cultures to build a self-sufficient, cosmopolitan city. The Eiffel Tower is for players new to Memoriapolis who need to learn the basic mechanics.[/p][p][/p][p]🏰 Neuschwanstein Castle[/p][p]Building Neuschwanstein comes with challenges. A true jewel towering over the city, it requires mastery of trade and careful knowledge of technologies to even erect its rocky base. Perfect for a second, ambitious playthrough.[/p][p][/p][p]🗽 Statue of Liberty[/p][p]Building it will be a project spanning several playthroughs. Four main cultures will be highlighted to meet the objectives needed for completion. Every step requires careful planning: from building at the water’s edge to opening it to the public. A symbol of unity and freedom, it crowns your dynasty.[/p][p][/p][h2]Building a Wonder[/h2][p]Constructing a Wonder requires strategy. It all starts with technological research in the Building Tree.[/p][p]Each age offers specific research. From learning marble cutting to erecting scaffolding and mastering metallurgy, every technological advance brings you closer to your masterpiece.[/p][p]Pro tip: do your research as you progress through the ages—you’ll save time during the Industrial Revolution.[/p][p]Once resources are gathered and research completed, you’ll need Faction support. Without it, no construction permit. Each phase of your grand project requires a vote, and there are four phases:[/p]
  • [p]Base: available at the start of the Industrial Revolution, once research is done[/p]
  • [p]Second floor: after building all tier 1 cultural buildings and completing research[/p]
  • [p]Third floor: with tier 2 buildings and research completed[/p]
  • [p]Top floor: once tier 3 buildings are erected and research done[/p]
[p][/p][p]And when your Wonder finally rises into the sky, you’ll have a choice: start over, or keep playing.[/p][p]Oh, and we know you’re waiting for this info… the update is planned for Q1 2026. But shh, it’s our little secret ;)[/p][p][/p][p]See you soon,[/p][p][/p][p]–[/p][p]The Memoriapolis Team[/p]

Shape Your Own Challenge

[p]Hello builders,[/p][p]With the “Power to the People” update, we want everyone to shape their own playstyle — whether you’re looking for a chill city-building experience or a real management challenge.[/p][p]Here’s what’s coming![/p][p][/p][h3]DIFFICULTY LEVELS[/h3][p]The three difficulty levels stay the same: easy, medium, and hard.[/p][p]What changes between them are several parameters, such as food consumption, satisfaction generated by buildings, the ratio of workers to population, decree costs, incident risks, and other values.[/p][p]The goal is simple: to let every player find the experience that fits them, whether they just want to take it slow or aim for a true challenge.[/p][p]
[/p][p][/p][h3]OBJECTIVES[/h3][p]The final goal of the game is to build a Wonder.[/p][p]Please note: older wonders like the Circus Maximus, Notre-Dame, or the Leaning Tower of Pisa will now be called Monuments.[/p][p]The Eiffel Tower becomes a Wonder, representing the ultimate end-goal. Three Wonders will be available:[/p][p]Each Wonder offers age-related objectives of varying difficulty:[/p]
  • [p]Eiffel Tower: perfect for players discovering Memoriapolis. Its objectives will teach you the basics and help you understand the core mechanics to make your city prosper.[/p]
  • [p]Neuschwanstein Castle: an intermediate choice, with objectives that are a bit less precise but don’t require deep planning.[/p]
  • [p]Statue of Liberty: designed for experienced players. Few objectives, lots of freedom. You decide how to reach the final goal.[/p]
[p]A clearer objective panel will help you track your progress.[/p][p]Once you finish building a Wonder, you’ll be able to either end your run and start a new one, or continue expanding your city.[/p][p][/p][p][/p][p][/p][h3]CHALLENGE[/h3][p]The main challenge comes from completing the Age Objectives.[/p][p]The codex has been updated to make mechanics easier to understand, and new data will now be available throughout your playthrough. You’ll also see these stats at the end of each age:[/p]
  • [p]Number of cycles[/p]
  • [p]Number of citizens[/p]
  • [p]Satisfaction earned[/p]
  • [p]Infos on built and available buildings[/p]
  • [p]Resource details[/p]
  • [p]Faction data (trust level, successful negotiations)[/p]
  • [p]Number of events[/p]
  • [p]Number of incidents[/p]
  • [p]Number of celebrations[/p]
  • [p]Completed research[/p]
[p][/p][p]At the end of each age, a short sentence will describe the way you ruled your city.[/p][p]Examples:[/p]
  • [p]A modern and greedy ruler, you guided your city toward new horizons.[/p]
[p](“Modern” means you upgraded every building, and “greedy” means you earned a lot of money and unlocked many trade routes.)[/p]
  • [p]A conciliatory and ambitious governor, you led the city through the deep transformations of the Middle Ages.[/p]
[p](“Conciliatory” because you succeeded in many negotiations and earned celebrations, “ambitious” because you spent lots of cycles and built everything.)[/p][p]Many adjectives are possible like advisable, strategic, authoritarian, illustrious and more, all tied to your choices. We’ll let you discover them on your own![/p][p]This update focuses on progression and customization of the experience. You can totally mix options: for example, choosing the Statue of Liberty while playing on the arid map, which is meant to be easier.[/p][p][/p][p][/p][p]Choose your difficulty, follow your objectives, and show your city-building skills across the ages.[/p][p][/p][p]We can’t wait to see what kind of ruler you become in Memoriapolis.[/p][p][/p][p]See you soon,
[/p][p]–[/p][p]The Memoriapolis Team[/p]

A Closer Look at Factions with the "Power to the People" Update

[p]Hello builders,[/p][p]With the upcoming Power to the People update, Factions will become a key element from the very start of your game.[/p][p]Their whole system has been reworked: now, each culture will only have one Faction per era. As you move through the ages, these Factions will evolve, with a new leader, a new look, and new ambitions.[/p][p]The result? Fewer Factions, but much stronger personalities.[/p][p][/p][h3]IMPORTANT[/h3][p]Factions now appear automatically at the start of a game and unlock the construction of buildings.[/p]
  • [p]They no longer have “power” but a new stat: Political Weight.[/p]
  • [p]Each Faction has its own personality, which changes from one game to another.[/p]
  • [p]They interact with each other… and sometimes, they might have grievances with you.[/p]
[p]We want Factions to feel more alive and you’ll have to learn to work with them… or against them.[/p][p][/p][h3]ARRIVAL OF FACTIONS[/h3][p]Everything starts when you place your Dynastic House. Factions appear gradually as the cycles go by: the first one arrives after 50 cycles, and you decide where it settles.[/p][p]Each Faction has a leader, whose goal is to control as many districts and buildings as possible.[/p][p]Your mission? Balance everyone’s ambitions or stop them before they get too powerful.[/p][p]Visuals are work in progress and subject to change.[/p][p][/p][h3]PERSONALITIES[/h3][p]At the start of every age, each Faction randomly draws a personality type: Warrior, Pacifist, Expansionist, Miser, Hedonist, Altruist, or Security-minded.[/p][p]Their personality shapes their requests, relationships, and behavior. And since they interact not only with you but also with each other, you’ll have to master the art of negotiation (or manipulation…).[/p][p]Visuals are work in progress and subject to change.[/p][p][/p][h3]POLITICAL WEIGHT[/h3][p]Political Weight is a new way to measure a Faction’s influence in your city’s political life.[/p][p]It depends on several factors:[/p]
  • [p]Cultural Population: the number of citizens living in the Faction’s districts.[/p]
  • [p]Owned buildings.[/p]
  • [p]Personality.[/p]
  • [p]Wealth, represented by their amount of gold.[/p]
[p]Each Faction is ranked on five Political Weight levels, from very weak to very strong.[/p][p][/p][p]Political Weight affects:[/p]
  • [p]Elections within the political system,[/p]
  • [p]The chances of passing decrees and laws,[/p]
  • [p]The order of turns during councils (to decide which law is proposed),[/p]
  • [p]The triggering of certain events.[/p]
[p]Visuals are work in progress and subject to change.[/p][p][/p][h3]NEGOCIATIONS[/h3][p]Negotiations are how Factions expand their influence. They always happen between two parties, either:[/p]
  • [p]between you and a Faction, or[/p]
  • [p]between two Factions, where you’ll act as the mediator.[/p]
[p]Factions earn gold by taxing their citizens. They can then use that gold to buy buildings or districts.[/p][p]Every choice you make during these talks can strengthen or damage your relationship with them.[/p][p]Negotiations are represented by a gauge that shows how favorable the Faction is toward your offer[/p]
  • [p]🔴 Red = the Faction refuses; your offer is too unfair. It’s up to you to adjust the terms and find common ground.[/p]
  • [p]🟠 Orange = they accept, but with negative consequences.[/p]
  • [p]⚪ Gray = balanced negotiation, both sides are satisfied with a fair trade.[/p]
  • [p]🟢 Green = both sides are happy, you’ll both gain positive outcomes from the deal.[/p]
[p]Visuals are work in progress and subject to change.[/p][p][/p][h3]RELATIONS BETWEEN FACTIONS[/h3][p]Coexistence between Factions is crucial in Memoriapolis. Their relationships evolve over time and also depend on your own decisions.[/p]
  • [p]If two Factions get along, they can form alliances, sign political agreements, and even trade with each other.[/p]
  • [p]If their relationship is mixed, expect them to block each other’s progress.[/p]
  • [p]And if things go bad… conflicts and betrayals may erupt.[/p]
[p]Each Faction has a trust value with others, directly affecting their negotiations. The better their relationship, the lower the risk of internal conflict.[/p][p]Of course, their personality plays a huge role too. A Pacifist Faction won’t act the same way as a Warrior one![/p][p]Visuals are work in progress and subject to change.[/p][p][/p][h3]RELATIONSHIP WITH THE PLAYER[/h3][p]As you’ve seen, Factions will make requests from time to time. Ignoring them can create grievances. [/p][p]The more grievances you accumulate, the tougher things get:[/p]
  • [p]Negative events might happen,,[/p]
  • [p]Factions will be less willing to support your decrees and laws,[/p]
  • [p]And worst of all… these grievances carry over to the next generation.[/p]
[p]Remember: your decisions leave a lasting mark. A Faction might change over centuries but it never forgets a resentment.[/p][p][/p][p]We can’t wait to see how you’ll handle your Factions in Power to the People.[/p][p][/p][p]See you soon for more news![/p][p][/p][p]–[/p][p]Memoriapolis Team[/p]

"Power to the People”: Achievement Unlocked!

[p]Hello builders,[/p][p][/p][p]We know some of you have been waiting for this: Steam Achievements are coming to Memoriapolis![/p][p] While the team is focused on the upcoming update, you’ll soon be able to unlock your very first achievements and start building your collection of small (or big!) victories with the “Power to the People” update.[/p][p][/p][p]Some achievements will come naturally as your city grows, while others might require a bit more patience and strategy.[/p][p][/p][p]Here’s a glimpse of what’s coming. A total of 30 achievements will be available with the update![/p][p][/p][p][/p][p]This is an important step for us: achievements aren’t just little medals, they’re also a way to share your progress, compare your journey with others, and show how radiant your dynasty has become.[/p][p]We can’t wait to see which ones you unlock first… and who among you will manage to grab the toughest challenges![/p][p][/p][p]See you soon,[/p][p][/p][p]– [/p][p]Memoriapolis Team[/p]