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"The Collection"

[h2]A fifth age and a grandiose Exhibition: “The Collection”![/h2]

Hello Builders,

You thought Memoriapolis was played out over four ages? Think again! There's a fifth age to shake things up: the Age of the Industrial Revolution. And with it, an ultimate ambition: to create “The Collection” to sublimate your city!

[h2]The Esplanade: a strategic decision-making center[/h2]
A quick reminder: the Esplanade is where residents express their views on the development of your city. Four groups regularly take the floor, each with its own demands:
  • The Syndicate: watches over your resources and wants to keep your reserves well-stocked.
  • The Alliance: their obsession? The happiness of its citizens.
  • The Coalition: keeps a close eye on the quantity and quality of cultural buildings.
  • The League: defending factions and their thirst for power.

Every 300 cycles, these groups evaluate your management and reward you according to your results. At stake: special gold and silver coins that will be essential to the realization of your Collection.

Silver coins, better known as the Builders' Medal, are earned by achieving intermediate goals.

Gold coins, better known as the Architects' Medal, are awarded at the final Esplanade Gathering at the end of each age.

[h2]"The Collection": A Celebration of Your City[/h2]
In this fifth and final age, you'll have all the time you need to build a unique space: a themed promenade highlighting the history and architecture of your city.
You'll start by choosing a House of your dynasty (necessarily level 5) to serve as a starting point. Then, you can decide to expand your collection by adding:
  • An adjacent neighborhood (cost in silver coins)
  • A nearby cultural building (cost in gold coins)

Each choice transforms these elements into veritable showcases of the new century. The system works in a similar way to the construction of the game's ramparts.

[h2]A Score to Determine the “Great Architect”[/h2]
“The Collection” won't be just a set! Its final score will depend on several criteria:
  • The layout of the chosen neighborhoods
  • The height and type of buildings that make it up
  • Their distance from the center of your Collection

So, who will get the grandest Collection and make Memoriapolis history?

Memoriapolis - Launch Trailer

Hello builders,

You thought there were 4 Ages? Think again. Memoriapolis spans 5 historical eras—from Antiquity all the way to the Industrial Revolution, each more challenging and rewarding than the last.

Get ready to shape your city’s legacy when the game launches April 30 on Steam!

🎥 Watch the trailer now, share it with your fellow builders, and tell us what you think — we can’t wait to read your reactions!

[previewyoutube][/previewyoutube]

From one age to another

Hello Builders,

Many games, particularly 4X games (Civilization, Humankind, etc.), use age change as an evolutionary engine and gameplay thread. Often, the threat of an opponent forces the player to follow this rhythm, or risk seeing his civilization disappear. This leaves the player with little choice in the face of the inexorable passage of time.

Strangely enough, city-builders generally focus on a single era, without exploring the impact that historical, technological and political evolutions might have on the structure of cities.

With this in mind, we made the passage of time a central element of Memoriapolis.
In this game, you'll have to constantly question what you're preserving and why. Every change in a building from one era to the next will have an impact on your city, and you'll need to choose the right moment to change age.

Each age lasts a certain number of cycles (the game's time units), after which the transition to the next age takes place automatically. As in 4X, you can't stop time, but here it doesn't punish you: if you don't start the transition to the Middle Ages before the end of the cycles, the game will take you there without penalty.

However, if you manage to change age early, unused cycles will be carried over to the next age, giving you a strategic advantage.

Some buildings have the ability to evolve from one age to the next and, for some, for three ages! Your choices can have a crucial impact on the course of your game.

When it comes to changing age, you have two major decisions to make:
  • Manage your memory points.
  • Choose the direction of your dynasty.

[h2]Memory points[/h2]
As you progress, you accumulate memory points. The number of points depends on the number and type of cultural buildings constructed, as well as the influence of the factions present in your city.
These points are used for two essential actions:
  • Maintain buildings between ages
  • Reopen closed districts

All buildings deteriorate over time. Unless they're managed by a faction or located within the perimeter of a wonder, you'll need to spend memory points to restore them.
If you choose not to maintain them at the time, you can always repair them later with construction resources.



But beware: a building that has been abandoned for two consecutive ages becomes an irreparable ruin. That said, ruins can sometimes be useful...

The previous age was a turbulent one, and some parts of your town have closed down. You can then spend memory points to reopen them.

[h2]The continuity of your dynasty[/h2]
Your dynasty extends from age to age, and you must choose a new destiny for each new age.
There is one destiny for each culture in the game, and each one brings its own set of bonuses and helps you define your strategy for the next age. This choice also gives you a “Cultural Character” to help you achieve your goals. These destinies are :
  • (Strategist) Military
  • (Priest) Religion
  • (Merchant) Trade
  • (Philosopher) Education
  • (Craftsman) Production
  • (Politician) Politics

Would you prefer to pursue your vocation as a merchant and strengthen the associated bonuses? Or turn to a military career and gain new strategic advantages?



In this example, I have to choose my final destiny for the Age of Enlightenment.
The history reminds me that my family began with a priest in antiquity, a philosopher in the Middle Ages and a politician in the Renaissance.

It's up to you to decide which strategy will best suit your city and its future.

Memoriapolis - Gameplay Trailer

Your reign begins April 30th.
Will your city stand the test of time?

From the ruins of Antiquity to the wonders of the Enlightenment, build your dinasty in Memoriapolis!

Manage factions, make crucial political choices, and build iconic Wonders as you shape your legacy.

[previewyoutube]https://www.youtube.com/watch?v=aFBDHOOkCyY[/previewyoutube]

Only the greatest rulers will make it!

An organic city

Hello Builders,

as we reminded you in our previous article, you can lose power over your city and therefore the game if too many districts close.



What we'll be looking at today is how these neighborhoods are created.

[h2]District development in Memoriapolis[/h2]
In Memoriapolis, every building you place generates a catchment area where your citizens will settle.

These residents will first define the boundaries of their neighborhoods, draw the plots that make them up, and then build their houses and gardens. The type of dwelling depends directly on the culture of the initial building.

The game features six distinct cultures:
  • Military
  • Religion
  • Trade
  • Education
  • Production
  • Politics

Let's take an example: if you build a barracks, which belongs to the military culture, the surrounding neighborhoods also adopt this culture. The result will be standardized, more rigorously designed housing.



But the impact doesn't stop at architecture: a neighborhood populated by military personnel is also more likely to see the emergence of a military faction. We'll look at this point in more detail in another article. For now, let's focus on organic development.

[h2]A city that evolves on its own[/h2]
We've chosen to give residents a large degree of autonomy in the way they structure their environment. In other words, you don't directly control the layout of your city: it's your citizens who decide how to organize themselves around the buildings you place.

From a visual point of view, this results in more natural and realistic cities. After all, urban planning is a complex skill, and not everyone has the soul of an architect!
In terms of gameplay, this adds a real challenge: you have to constantly adapt to the choices made by citizens. However, you're not totally helpless in the face of these dynamics.

[h2]Influencing the city's development[/h2]
Each cultural building influences the surrounding catchment area. You can visualize this area using the game's filters, which give you a fairly precise idea of the future neighborhoods that will emerge. This information is invaluable in anticipating the development of your city.



There are other ways to structure urbanization:
  • Building ramparts densifies an existing neighborhood rather than creating new ones.
  • Placing a building along a main road naturally attracts residents, who always prefer to settle close to major thoroughfares.
  • It is also always possible to destroy certain cultural buildings and/or place a building on an existing road if you feel the need.

[h2]Two essential stages[/h2]
District development is based on two key stages:
  1. Creation - Defining plots and neighborhood boundaries.
  2. Densification - Building homes

To optimize your city, you need to think about these two phases. Creation occurs when you place a new building or wonder. Densification, on the other hand, occurs either by adding more buildings, or by limiting the creation of new districts.

Sometimes, not building is the best strategy!

[h2]A constantly evolving approach[/h2]
This organic development system, in which the city evolves according to your decisions and the specific planning rules of each era, is an ambitious gamble. We're aware that there's still room for improvement, and we're looking forward to fine-tuning it over the coming weeks and updates.