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MEMORIA POLIS News

Hotfix - 1.0.47

Hello,

thanks again for your feedback!

Feel free to use our server discord to tell us about any bugs you encounter.
You'll also find a friendly community ready to help!

[h2]Changelog[/h2]
[h3]New features and improvements[/h3]
  • Balancing: Surveyors' cabin level 4 is now unlocked by the Family Heritage MA level 1
  • UI: satisfactions are now displayed in building tree

[h3]Fixes[/h3]
  • Demolition: fix a wrong farm field could be destroyed in some cases, depending on the selection
  • Demolition: fix demolition time could be infinite in some cases
  • Politics: fix food consumption effect of article 2 was inverted in AOE
  • Resources: saves who saw their money explode as a result of the previously corrected Surveyor's Cabin demolition bug should now see their money drop to 10k. Also resolving various unlocking and cost issues. If the problem persists, don't hesitate to contact us via the bug-report forum in our Discord.
  • Sounds: fix sounds on some buttons
  • UI: fix top bar resource tooltip is now displayed at the correct position in every resolution
  • UI: fix rampart cost could go below 0 when stacking bonuses
  • UI: fix the worker check for the construction of a Wonder or Service building could be wrong in the Construction Picker depending on bonuses or satisfactions and keep the player from creating it
  • Fix a crash when districts are created outside of terrain bounds

Memoriapolis - Updated 1.0.42 - Release Notes

[h2]Memoriapolis is Evolving – Thank You for Your Feedback![/h2]

Hello Builders,

A week ago, we were thrilled to finally share version 1.0 of Memoriapolis with you — the result of three years of passionate and dedicated work by our team.

A huge thank you to all of you — whether you're just discovering the game or have been following us since Early Access, your feedback means the world to us.

Your input helps us continuously improve the game and make the Memoriapolis experience richer and more enjoyable.

If you haven't already, feel free to leave a review or recommendation on Steam — every bit of feedback matters!

[h3]A challenge... too tough? Message received.[/h3]
While the press and content creators gave the launch a very warm welcome, your feedback has led us to make important adjustments, starting tonight.

[h3]What’s already changed[/h3]
Last Friday’s patch eased the difficulty on the Esplanade, making the early game smoother and more accessible.

Today’s patch introduces three difficulty levels. For example, in the first two levels, districts will no longer close if you fail mid-stage validations — a tweak that should directly address many of your concerns.

Let us know what you think of these new gameplay conditions!

[h3]Tutorials[/h3]
We're planning to improve the tutorial and gradually include more systems to better guide new players.
Tutorial videos will also be coming soon to our YouTube, Instagram, and Discord — join us there to stay updated!

That’s it for this first post-launch update. We hope the latest patches will help you enjoy Memoriapolis to the fullest.

As for us, we’re going full steam ahead — motivated, inspired, and always listening — to keep building a better Memoriapolis with you.

Thanks for your cities, your feedback, and your support!

The Memoriapolis Team

[h2]Changelog[/h2]
[h3]New features and improvements[/h3]
  • Accessibility: add 3 difficulty modes Easy, Medium and Hard
  • Balancing: increase percentage of worker per citizens
  • Balancing: reduce loss of satisfaction when taxing with PC
  • Balancing: reduce workers of production buildings
  • Balancing: increase passive income and decrease buy prices of trade routes
  • Balancing: increase resources given by trade posts
  • Balancing: reduce the cost of ramparts and eliminate the cost of including buildings, since there is no advantage to including them in a rampart other than aesthetic
  • Balancing: decrease cultural buildings demolition money cost
  • Rendering: add boats on the wonders Bastille Saint-Antoine and Rue Augusta triumphal arch (AOE) and cultural building Fort (IR) to better understand which part of the construction must be in water
  • UI: add goto button on faction cultural building upgrade requests
  • UI: improve resource stock display in production building upgrades
  • UI: improve appearance of unlocked level 1 production buildings in building tree

[h3]Fixes[/h3]
  • Balancing: fix safety max bonus & malus
  • Demolition: fix Surveyors' cabins demolition money cost
  • Know-How: fix missing value for know-hows : Rococo (AOE) and Electric Battery (IR)
  • Politics: fix the building upgrade linked to political roles was not unlocked after filling the decree bar in Industrial Revolution
  • Trading: fix the costs weren't appearing for the Calcutta trade route
  • Rendering: fix some trees were not displayed during age transition timeline cinematic
  • Rendering: fix some IR cultural buildings had a placeholder rendering in degraded state
  • Sound: fix sounds in several panels
  • UI: fix the timer for unlocking a building with a cultural character was not displayed on production building level 1
  • UI: fix option to unlock a building with a cultural character wasn’t appearing if the player didn't have enough blueprint
  • UI: fix french text ‘Savoir-faire’ from the 'The Beginnings of a Revolt' notification
  • UI: fix founder statue was displayed in reward popup even if not available
  • Fix a crash/game freeze linked to road creation in some edge cases

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