1. Banners & Wonders is now available ✨​
  2.  
  3. Hello everyone,
  4.  
  5.  
  6. After several months of development, the whole team is happy to announce that the Banners & Wonders update is now available for free for all Memoriapolis players.
  7.  
  8.  
  9. A big thank you to everyone who took part in the beta and took the time to share feedback with us, whether here, on Discord, or via private messages. Your feedback really helped shape this update, and it was a real pleasure building all of this with you.
  10.  
  11.  
  12. Quick reminder: saves from version 1.0 are not compatible with Banners & Wonders. However, if you played the beta, you can continue your game without any issue.
  13.  
  14.  
  15. Objectives, Wonders, achievements, Factions and negotiations… Make yourself comfortable, what follows is a bit long :) but we wanted to share in detail everything included in this update.
  16.  
  17.  
  18. We sincerely hope you’ll enjoy it and that it will offer you even more freedom in how you play.
  19.  
  20.  
  21.  
  22.  
  23.  
  24.  
  25. Wonders
  26. Wonders replace the Esplanade and the Collection as the main objective of the game.
  27.  
  28. There are 3 of them: the first is the Eiffel Tower, and the following ones (Neuschwanstein Castle and the Statue of Liberty) are unlocked by completing playthroughs.
  29.  
  30.  
  31.  
  32.  
  33. Each Wonder is linked to a series of objectives spread across the different ages.
  34.  
  35. These objectives must be completed to progress from one age to the next, until the final step: building the Wonder.
  36.  
  37.  
  38.  
  39.  
  40. Former wonders like the Circus Maximus, Notre Dame etc.. are now called “Monuments”.
  41.  
  42. Building monuments provides different bonuses (depending on their culture) that will help with the construction of future Monuments and the final Wonder. Do not neglect them, as you can reduce construction costs, build times, or increase satisfaction, among other effects!
  43.  
  44.  
  45. Unlocking buildings
  46. Multiple city centers are replaced by a single building, the Dynastic House, which becomes the heart of your city and evolves through the ages.
  47.  
  48.  
  49.  
  50.  
  51. The Building Tree, unlocked with the Architectural’s Office, allows you to research new production buildings, proximity buildings, as well as resources and upgrades.
  52.  
  53.  
  54.  
  55. When they arrive, factions bring with them a first cultural building tied to their culture. By constructing these buildings, you progressively unlock the next ones, as well as new service buildings and monuments.
  56.  
  57.  
  58.  
  59.  
  60. Turning constraints into challenge
  61. Defeat and closed districts have been removed, making way for a more open approach focused on challenge.
  62.  
  63. Cycles are no longer limited by age, and buildings no longer degrade when transitioning between ages. Memory points have also been removed.
  64.  
  65. Districts can now be demolished.
  66.  
  67. It is now possible to place buildings outside the safe zone, in the attrition zone, starting from Antiquity.
  68.  
  69. Attrition disappears starting from the Renaissance.
  70.  
  71.  
  72.  
  73.  
  74. Factions have been completely reworked to offer more depth and interaction with the city.
  75.  
  76. Each culture now has a single faction, which evolves through the ages.
  77.  
  78. When a faction arrives, you choose its starting location in the city.
  79.  
  80. Each faction has a randomly assigned personality that influences its actions.
  81.  
  82. If you act against them, factions can hold grievances against you.
  83.  
  84. The taxes they collect from their inhabitants are now split between the city treasury and their personal treasury.
  85.  
  86. When advancing to the next age, their descendants inherit their wealth, offering new opportunities: tax them more or gain their trust.
  87.  
  88.  
  89.  
  90.  
  91. To grow their wealth, factions expand organically within the city and may propose exchanges of buildings or districts with the city or other factions.
  92.  
  93. These proposals can be negotiated to obtain better advantages!
  94.  
  95.  
  96. Tip: give cultural buildings to factions so they start generating cultural characters.
  97.  
  98. During negotiations, it is possible to promise a favor to a faction to tilt the balance in your favor. Favors work like requests, but are time-limited and have negative consequences if not fulfilled.
  99.  
  100.  
  101.  
  102.  
  103. Services have been reworked to better align with the goal of offering more freedom.
  104.  
  105. From Antiquity, a version of services is unlocked with the arrival of the corresponding faction.
  106.  
  107. Services are no longer locked during age transitions, and building their structures gradually unlocks new features.
  108.  
  109. The Urban Planning service (Religion) has been removed to add a new Warehouse service (Production), allowing better stock management. In exchange, it is now possible to choose the base satisfaction of religious buildings.
  110.  
  111.  
  112. Politics
  113. Politics has been simplified to offer more consistent progression across ages. The base service provides access to a limited number of decrees, while upgrades unlock more advanced and interesting ones.
  114.  
  115.  
  116. Each upgrade also influences faction election rules. Starting from the Renaissance, it becomes possible to influence elections at the risk of being discovered!
  117.  
  118.  
  119.  
  120. With the construction of the Senatus, laws and the council are unlocked.
  121.  
  122. Laws allow permanent modifications to the city’s policies,
  123.  
  124. unlike decrees which are temporary.
  125.  
  126. The council, composed of elected factions, regularly proposes new laws based on their preferences.
  127.  
  128.  
  129.  
  130. Commerce
  131. Commerce now allows more simultaneous exchanges and no longer requires cultural characters.
  132.  
  133. Cultural characters can now be used to unlock trade routes or optimize transactions by reducing purchase costs.
  134.  
  135. The functioning of trade outposts has also been reworked.
  136.  
  137. Establishing a trade outpost on a route now provides a passive bonus based on the culture of the route.
  138.  
  139. By selling resources on that route, you increase the level of the outpost and the strength of the bonus.
  140.  
  141.  
  142. Production
  143. The production service now allows districts to be converted into warehouses to increase the city’s storage capacity.
  144.  
  145.  
  146. Upgrading the service allows:
  147.  
  148. storing a larger quantity of resources
  149.  
  150. having up to two different resources per warehouse
  151.  
  152. converting more districts
  153.  
  154.  
  155.  
  156. The service also provides access to a new interface similar to the Prutaneion, but dedicated to stock management.
  157.  
  158.  
  159. Military
  160. The military service now allows the construction of larger ramparts starting from Antiquity.
  161.  
  162. They can be upgraded up to level 4, with each level providing an additional effect within their enclosure.
  163.  
  164.  
  165. Education
  166. The education service has also been adjusted:
  167.  
  168. Activating know-how now has a cost
  169.  
  170. New know-how effects have been added
  171.  
  172. Upgrade the service to activate more know-how simultaneously
  173.  
  174.  
  175.  
  176. Added 56 illustrations for cultural building evolutions
  177.  
  178. Added 28 decorative buildings
  179.  
  180. Added 2 new maps: arid and river
  181.  
  182. Added 2 monuments in the Age of Enlightenment (Palace of Versailles, Zaanse Schans Windmills)
  183.  
  184. Added 5 new cultural buildings in the Industrial Revolution (Embassy, Scouting Center, Shipyard, Teacher Training Colleges, Restaurant)
  185.  
  186. New event system based on player actions
  187.  
  188. Added 40 Steam achievements
  189.  
  190. Added an objective tracking panel
  191.  
  192. Added a game data panel
  193.  
  194. Cultural characters are now a consumable resource. They can be earned through negotiations, by giving cultural buildings to factions, and by upgrading the Dynastic House. Many new uses have been added across the game.
  195.  
  196. Ruins now appear during the Renaissance. They can be studied to improve research speed in addition to their previous effects.
  197.  
  198. Codex completely reworked (replaces the tutorial)
  199.  
  200. Difficulty modes redesigned with the new gameplay mechanics
  201.  
  202.  
  203.  
  204.  
  205.  
  206.  
  207. Maps (terrain)
  208. Added weather (clouds, rain, storm, snow)
  209.  
  210. Improved terrain rendering after building demolition
  211.  
  212. Improved integration of submerged buildings with terrain
  213.  
  214. Added boats
  215.  
  216. Added birds
  217.  
  218. Camera adapts to terrain height
  219.  
  220. Improved road rendering
  221.  
  222. Fixed artifacts on terrain edges
  223.  
  224. Improved textures on all maps
  225.  
  226. Various adjustments on classic and snowy maps
  227.  
  228. Buildings
  229. New production building models depending on their level
  230.  
  231. New Quarry models depending on the resource extracted
  232.  
  233. Added inhabitants on all buildings
  234.  
  235. Added crane and small mill animations on production and proximity buildings
  236.  
  237. Added animations in farms
  238.  
  239. Added a new field type: orchard
  240.  
  241. Added banners on some buildings
  242.  
  243. Added plant growth on the reforestation workshop
  244.  
  245. Added a running animation in the Circus Maximus
  246.  
  247. Added new construction site animations
  248.  
  249. Added hot air balloons on 11 Industrial Age buildings
  250.  
  251. Added textures on production buildings (dirt walking areas)
  252.  
  253. Improvements to existing buildings (stands, trees, ground textures)
  254.  
  255. Improved construction sites on all buildings
  256.  
  257. Added flags on faction-owned buildings
  258.  
  259. Districts
  260. Housing adapts better to terrain height and now has foundations
  261.  
  262. Added objects and inhabitants in districts with slight variations depending on culture
  263.  
  264. Improved district evolution with population density
  265.  
  266. Improved some housing textures
  267.  
  268. Improved rendering and urban rules to better reflect culture
  269.  
  270. Added flags on faction-owned districts
  271.  
  272. Rampart
  273. Improved rampart models and generation
  274.  
  275. Replaced transparent rendering during construction with a “under construction” model
  276.  
  277. Rendering
  278. New smoke rendering
  279.  
  280. Minor improvements to VFX and tree shadows
  281.  
  282. Optimization of pedestrians, smoke, and worker settings
  283.  
  284. Other
  285. Added 5 mouse cursors depending on ages
  286.  
  287. Added 4 new carriage models (with color variations and animations) across the last three ages
  288.  
  289. New hover and selection effect
  290.  
  291.  
  292.  
  293.  
  294. Attrition: attrition is now calculated based on the distance to the nearest safe zone
  295.  
  296.  Badge: added two new interactions on badges: opening the trade interface on a trade route and opening the satisfaction panel
  297.  
  298.  Building: building effects are no longer paused during construction
  299.  
  300.  Building Demolition: negative impacts from building demolition are now only applied to the faction of their culture and are more clearly displayed in the interface
  301.  
  302. Codex: added buttons to open/close all categories
  303.  
  304. Commerce: money from trade routes is now gradually restored over time after a transaction
  305.  
  306. Construction: the default filter of the reforestation workshop during construction is now the “tree/wood” resource
  307.  
  308. Construction: added a POI icon on submerged buildings indicating which part of the building must be on the ground
  309.  
  310. Construction: added a warning if no resource is selected for a mine or quarry in the construction validation window
  311.  
  312. Construction: added the possibility to choose the level at which a production or proximity building will be constructed during its initial placement
  313.  
  314. Construction Picker: filters are no longer reset when a new building is unlocked
  315.  
  316. Construction Picker: added filters in the “proximity” and “monuments” tabs
  317.  
  318. Construction Picker: the “proximity” tab is no longer accessible from the Renaissance if no buildings other than the surveyor’s cabin are unlocked
  319.  
  320. Construction Picker: added building descriptions when hovering over their card
  321.  
  322. Construction Picker: cultural buildings are now sorted by tier
  323.  
  324. Cultural buildings: cultural buildings no longer degrade into ruins
  325.  
  326. Cultural building: new bonuses for cultural building evolutions. Available bonuses now offer more availability, but their number is now limited and requires more strategic choices
  327.  
  328. Destiny (religious): added a badge for the “gain of satisfaction” bonus
  329.  
  330. Destiny (commercial): cost reduction now applies to trade outposts
  331.  
  332. Districts: districts can no longer be influenced by two buildings of the same culture
  333.  
  334. District selection: added the maximum population of the district
  335.  
  336. Faction: updated trust color based on value
  337.  
  338. Faction: added favor and request badges in the faction interface
  339.  
  340. Faction: faction properties can no longer be paused or upgraded
  341.  
  342. Faction: factions can no longer be expelled from the city
  343.  
  344. Faction: removed faction power
  345.  
  346. Faction: added two new types of requests, laws and know-how
  347.  
  348. Filters: updated the filter interface
  349.  
  350. Filters: added a POI indicating the target of the next faction expansion
  351.  
  352. Filters: added the ability to enable/disable cultures in the culture filters
  353.  
  354. Filters: all filters are now available when placing a building
  355.  
  356. Main menu: new Banners & Wonders main menu
  357.  
  358. Main menu: added a window showing update features
  359.  
  360. Monuments/Wonders: now require passing a decree and a certain level of trust with factions to be built
  361.  
  362. New Game: improved coat of arms glyphs and added an hourglass
  363.  
  364. Notification: added a button to delete notifications
  365.  
  366. Notification: added a summary of the notification content on hover
  367.  
  368. Outgame menu: background removed to display the main menu or the city
  369.  
  370. Politics: added decree effects on hover
  371.  
  372. Rampart: added the number of buildings inside the rampart during creation
  373.  
  374. Rampart: added a “goto” button to the Dynastic House
  375.  
  376. Rampart: improved selection rendering during creation
  377.  
  378. Satisfaction log: some categories are displayed depending on the age
  379.  
  380. Splash Screen: updated the introduction video
  381.  
  382. Selection: added faction color when selecting one of their buildings or districts
  383.  
  384. Selection: improved resource selection for mines and quarries. No need to go into a sub-menu anymore
  385.  
  386. Selection: the resource collected by a mine or quarry is now displayed in its effect
  387.  
  388. Selection: added an option to directly select the level to which a building will be upgraded
  389.  
  390. Top Bar: added arrows in the top bar to indicate which resources are consumed when creating a building
  391.  
  392. Top Bar: added critical status and warning indicators when resource stocks are full, when food consumption exceeds production, or when a stock is empty
  393.  
  394. UI: added tooltips on hover for certain values to display calculation details
  395.  
  396. UI: added an anchor icon in several places to indicate that a building must be built in water
  397.  
  398. UI: improvements to save slots
  399.  
  400. UI: added a mention in a faction tooltip if it is a political authority
  401.  
  402. UI: improved placement of paused buildings in the Prutaneion
  403.  
  404. UI: various visual and user experience improvements across all interfaces
  405.  
  406.  
  407.  
  408.  
  409. Age Transition: it was impossible to scroll through the building list when it exceeded the screen
  410.  
  411. Application: fixed a possible crash when double-clicking on “New Game”, “Return to main menu” or a save slot
  412.  
  413. Construction: fixed a possible crash when constructing a monument
  414.  
  415. Construction: some controls were not disabled during monument construction
  416.  
  417. Construction: fixed a possible crash when building multiple farms
  418.  
  419. Construction: ramparts, fields, and districts shapes are now correctly highlighted when constructing a new building
  420.  
  421. District: fixed districts that could be built inside ramparts
  422.  
  423. Destiny (religious): now only grants unlocked resources
  424.  
  425. Filters: fixed a color issue in the celebrations filter
  426.  
  427. Incidents: fixed a possible crash when an incident and a celebration occur on the same district during the same cycle
  428.  
  429. Map: fixed areas where construction was impossible on the snowy map because no path could be found
  430.  
  431. New Game: fixed inversion and behavior of some sliders in coat of arms creation
  432.  
  433. Prutaneion: updated building states during demolition or upgrade
  434.  
  435. Prutaneion: fixed an error when using the goto button for production buildings
  436.  
  437. Prutaneion: fixed an error during cultural building evolution
  438.  
  439. Rendering: fixed degraded rendering of evolving cultural buildings using their original building’s degraded rendering
  440.  
  441. Rendering: fixed visual artifacts on housing roofs
  442.  
  443. Rendering: adjusted Circus Maximus visuals to better match animation
  444.  
  445. Rendering: fixed road rendering around districts after loading a save
  446.  
  447. Rendering: fixed road rendering that could have variable size
  448.  
  449. Rendering: fixed free camera rendering that did not match the base camera
  450.  
  451. Rendering: fixed depth of field artifacts
  452.  
  453. Rendering: fixed shadows not working correctly with “Low” and “Very Low” settings
  454.  
  455. Rampart: added a reserved area around ramparts to prevent districts and fields from appearing too close
  456.  
  457. Road: fixed a rare crash when constructing a building over existing roads
  458.  
  459. Ruins: updated gradient color in the interface to match ruin culture
  460.  
  461. Selection: fixed a bug when the first culture of a district was removed after building demolition
  462.  
  463. Selection: fixed selection panels displaying outdated information when buildings were upgraded
  464.  
  465. Settings: fixed warning symbols when configuring some keybindings
  466.  
  467. Top bar: fixed maximum worker count not being displayed with abbreviation
  468.  
  469. Fixed crashes related to building and rampart creation near terrain edges
  470.  
  471. Various balancing, crash fixes and bug fixes
  472.  
  473.  
  474.  
  475.  
  476.  
  477.  
  478. If you’ve read it this far, congratulations! First achievement unlocked 🙂
  479.  
  480.  
  481. All that’s left is to launch Memoriapolis and discover Banners & Wonders.
  482.  
  483.  
  484. Feel free to keep sharing your feedback, screenshots, and cities as we love seeing what you build.
  485.  
  486.  
  487. And most importantly… Long live your Dynasty!
  488.  
  489.  
  490. —
  491. The Memoriapolis Team
  492.  
  493. (JBR, JBB, Etheal, Geoffroy, Margaux, Axel, Nacha, Riwal & San)
  494.