In Memoriapolis, players embark on a journey to expand a simple City Center into a thriving municipality from the Antiquity Age, progressing through the Middle Ages and beyond. As your city’s allure grows, new inhabitants choose to join from one of six distinct Cultures available in the game. Each Culture plays a crucial role in shaping the development of your city, making it essential to understand Cultures as a foundational aspect of Memoriapolis.
Cultures in Memoriapolis
Here’s a breakdown of the Cultures present in the Early Access version of Memoriapolis:
- Production
- Military
- Religion
- Education
- Commercial
- Politics
Production
True to its name, Production Culture focuses on enhancing resource generation and the management of reserves throughout your city. A strong representation of Production factions leads to increased resource output, improved stock levels, and accelerated production times.
Here’s a summary of all buildings associated with Production Culture across different Ages in Memoriapolis:
Building | Age | Size | Workers Required |
---|---|---|---|
Ceramic Workshop | Antiquity Age | Medium | 17 |
Khrusokhoeion | Antiquity Age | Medium | 19 |
Agalma Workshop | Antiquity Age | Large | 25 |
Ergasterion | Antiquity Age | Small | 17 |
Ropery | Middle Age | Small | 65 |
Glazed Pottery Workshop | Middle Age | Small | 65 |
Spice Trade | Middle Age | Medium | 112 |
Military
Military Culture excels at risk management, focusing on mitigating threats from both internal conflict and external assaults. This Culture promotes peace among the city’s factions and fortifies your city’s defenses against potential invaders.
Below is a compilation of Military Culture buildings featured in the game:
Building | Age | Size | Workers Required |
---|---|---|---|
Arena | Antiquity Age | Medium | 14 |
station | Antiquity Age | Medium | 21 |
Castle | Antiquity Age | Large | 17 |
Dungeon | Middle Age | Medium | 59 |
Stables | Middle Age | Small | 70 |
Castle | Middle Age | Large | 124 |
Religion
Religion Culture plays a pivotal role in guiding urban dwellers towards their ideal cultural identity as they settle in your city. As you develop your city, you will also unlock Urban Planning Rules, a feature that aids in upgrading older buildings to modern counterparts.
Here’s a roster of Religion Culture structures:
Building | Age | Size | Workers Required |
---|---|---|---|
Aesculapius | Antiquity Age | Medium | 16 |
Temple | Antiquity Age | Medium | 18 |
Necropolis | Antiquity Age | Large | 25 |
Hostel God | Middle Age | Medium | 65 |
Abbey | Middle Age | Small | 76 |
Church | Middle Age | Medium | 118 |
Cemetery | Middle Age | Large | 124 |
Gregorian School | Middle Age | Medium | 118 |
Education
Members of the Education Culture are guardians of knowledge and skills, epitomized by the Library building. This facility allows you to unlock specific building effects that benefit all other Cultures within your city.
An increased presence of this Culture faction enhances your city’s Creativity satisfaction rating.
Below is a list of Education Culture structures available in the game:
Building | Age | Size | Workers Required |
---|---|---|---|
Agoge Center | Antiquity Age | Small | 14 |
School | Antiquity Age | Medium | 18 |
The theater | Antiquity Age | Large | 25 |
The Great Game | Antiquity Age | Medium | 19 |
University | Middle Age | Medium | 59 |
Moustier | Middle Age | Medium | 82 |
Episcopal School | Middle Age | Medium | 118 |
Commercial
The focus of the Commercial Culture is on enhancing trade routes, optimizing profits, and increasing your city’s capacity to accumulate gold coins. Cultures participating in Commercial activities introduce new trade opportunities and generate passive income for the city each cycle.
Here is a compilation of structures linked to the Commercial Culture:
Building | Age | Size | Workers Required |
---|---|---|---|
Road Building | Antiquity Age | Small | 17 |
Poleterion | Antiquity Age | Medium | 25 |
Emporium | Antiquity Age | Medium | 21 |
Guild | Middle Age | Large | 70 |
Wheelwright Workshop | Middle Age | Medium | 76 |
Port | Middle Age | Medium | 118 |
Politics
The Politics Culture holds significant sway within Memoriapolis, as it influences factions across the other five Cultures residing in your city. This Culture mainly revolves around the creation of policies through the House of Grievances, allowing temporary governance over factions when specific decrees are enacted.
Here’s a list of Politics Culture buildings within the game:
Building | Age | Size | Workers Required |
---|---|---|---|
Forum | Antiquity Age | Large | 16 |
Heliaea | Antiquity Age | Small | 17 |
Thermae | Antiquity Age | Large | 25 |
Mallus | Middle Age | Small | 53 |
Manor | Middle Age | Large | 88 |
Remains | Middle Age | Medium | 88 |
Top Cultures in Memoriapolis
Although each Culture serves a valuable role in the gaming experience, their utility levels are not uniform, particularly noted in the current Early Access state of Memoriapolis. Education Culture significantly impacts the city through its Knowledge (The Library) structure, but players can only access it during the latter part of the Middle Ages, coinciding with the EA’s conclusion.
In our 15 hours of gameplay, there was minimal engagement with the Military Culture. While players can leverage the House of Grievances to impose changes via Military decrees, we found it unnecessary during our playtime.
Thus, the standout Cultures, especially during the Early Access phase of Memoriapolis, are the Production and Commercial cultures. The Production Culture enhances resource efficiency through diverse passive upgrades, while the Commercial Culture boosts gold coin revenues by creating trade routes and passive income opportunities.
This makes it advantageous to integrate as many Production and Commercial buildings into your city’s framework as possible.
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