In this update3
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Full MEMORIAPOLIS update
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Repeated intro
Hello builders,
What changed
- Gameplay
- Store
- Maps
- Events
MEMORIAPOLIS changes
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.
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!
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.
TOWARDS AN AGE OF FREEDOM
One House to Rule Them All
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.
When your Dynastic House reaches level 3… that’s the signal to finally step into the next Age!
Build at Your Own Pace
The cycle limitation per Age is gone (no more 1,200 cycles in Antiquity, for example).
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!
More Flexible Construction
The safety area no longer blocks your constructions.
Still, keep an eye on the info displayed when placing a building: anything built outside the surveyors’ reach comes with penalties.
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?
When Sketches Become Knowledge
Goodbye blueprints, hello research in the Architectural Office!
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…).
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.
Steam post image WIP image
More spaces for stones!
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.
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!
One Faction, One Building
Factions are now simplified: one per culture making them true strategic allies (they’ll change name and leader each Age to match the times).
When they arrive, you choose where they settle. This unlocks their first cultural building right away.
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.
More details coming very soon!
A Cascade of Buildings
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.
In other words: to unlock a Wonder, you’ll need to build everything that comes before it.Steam post image
The End of Barricaded Districts
Since “The Esplanade” and “The Collection” are going away, barricaded districts are no longer needed.
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!
A NEW LAND AWAITS
You may have already spotted it in the images: a brand-new map is coming with this update!
Green lands: the balanced choice you already know,
Snowy mountains: for experienced players,
- Arid plainseasier access to resources, with rocky zones, meadows, forests, beaches, and even swamps. The perfect spot to start fresh… or test new strategies.
And to make your cities feel even more alive, new animations are coming:
Birds flying above your city,
Cranes at work in the quarries,
Farms with orchards and windmills,
Boats sailing on the rivers,
Flags dancing in the wind,
Roads winding through the fields,
Parks and gardens to brighten your city.
FOR THOSE WHO READ TO THE END...
A few additional small (and big) changes to spice up your games:
The tutorial has been replaced by age objectives.
Memory points and building degradation have been removed during age change; the transition from one era to the next will now be smoother.
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!)
District destruction is possible under certain conditions,
Ruins now only appear from the Renaissance onwards (that's a little more logical!)
Codex overhaul with the integration of videos, and the addition of pop-ups to better guide you,
Modification of the Satisfaction earning system,
End of current events to make way for an emergent narrative, driven by random events. Patience, it's coming!
And of course... Steam achievements to unlock. Because we know you've been waiting for them.
That's it for this first look!
We'll be back soon with more details on Age Objectives & Wonders, and Factions.
See you soon,
–
Memoriapolis Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
