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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

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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