This version has problems with icon placement, at least at 1080p resolution.
This version has problems with icon placement, at least at 1080p resolution.


<!-- custom: optionally set how many extra rows of things to build (units, buildings, processes (research, wealth, culture)) you want to show in the city screen's production chooser bar. 0 disables this feature entirely. 1 Adds an extra row, 2 adds 2 extra rows, etc. Code added with the help of chatgpt 5.2 thanks. (Note: as of now does not affect the production chooser outside of the city screen (i.e. by clicking without entering the city screen)) --> <Define> <DefineName>SAS_CV_MAIN_INTERFACE_CITY_SCREEN_BAR_IEXTRAROWS</DefineName> <iDefineIntVal>2</iDefineIntVal> </Define>
)Frankly, it looks terrible and, in addition, it blocks the panel with units on the city tile for the sake of a dubious gain in clicking, but it’s a matter of personal preference.oh this is not a problem, at least as of now it's intended
this is because we now show 4 rows for better clickability (easier access), so the first 2 rows now overfill

- (Requires AdvCiv-SAS 5335+) Worker builds that remove a feature now redirect to the corresponding Sevopedia Feature page (e.g. "Remove Jungle" build redirects to the Jungle Feature page; similarly for "Remove Forest" and "Scrub Fallout"). Applies to any caller (e.g. Technology Advisor, Sevopedia Tech) using the by changing the widget's behaviour, in CvDLLWidgetData.cpp. See KI#97.
- (Requires AdvCiv-SAS 5349+) Sevopedia — Traits: New Trait Charts: 2 sortable charts showing how widespread pairs are in a trait, and ranking for each trait combination, with clickable leader buttons. The Leaders' panel's header shows statistics (e.g. "Leader 12/53 (22%)"). Additionally, Beautified and added a new Background panel with mod-agnostic blurbs. Sevopedia reworks (Traits).
, and then as of now finished with the help of claude code Opus 4.5 thanks a lot 

- shows a spoiler-free (religion founded by an unknown city, city founded but unexplored, etc.) if not known (not in debug, not yet revealed, etc.) account (based on the replay screen's data (except you don't need to retire to see it now), notably keeping its colored text for each player, but filtered) of the key moments that happened each turn.
- unlike the Event Log (which was cumbersome to open and maximize as well btw), information is preserved on save reload.
- has an optional "LOG" button you can click on ingame to optionally export to `PythonDbg.log` text file the output
- added optional caching (default as of now enabled, recommended) so it is more efficient and less computationally costly. Performance cost of this new tab measured to be none (2.33 seconds for 110 late game turns vs 2.35 seconds: within margin of error)
- Done with the help of GPT-5.2-Codex, Claude code Sonnet 4.5, and Claude code Opus 4.5, thanks a lot!
CvSelectionGroup::plot crash i had mentionned there before !!
if in doubt always ask xd thanks 


Based on my research, I can explain what's happening with the 3D building models.
What Are 3D Building Models?
In vanilla Civilization IV, when you construct certain buildings (especially Wonders and defensive structures like Walls), 3D models appear on the city tiles on the map. Looking at your screenshot, you indeed don't have any 3D building models showing - your cities just show the base city graphics without individual building models.
Does Your Mod Have This Feature?
No, your AdvCiv-SAS mod doesn't currently show 3D building models on the map. This is inherited from the base AdvCiv mod and standard Civ IV BtS configuration. The setting to control this (SHOW_BUILDING_LEVEL) is not present in your GlobalDefines_advciv_sas.xml file.
How to Enable 3D Building Models
You can enable this feature by adding the following to your GlobalDefines_advciv_sas.xml file:
<Define><br> <DefineName>SHOW_BUILDING_LEVEL</DefineName><br> <iDefineIntVal>3</iDefineIntVal><br></Define><br>
Values:
- 0 = Show no buildings
- 1 = Show wonders only
- 2 = Show wonders and city defenses (walls, castles, etc.)
- 3 = Show all buildings with 3D models
Important Warning
This feature was removed/hidden in many mods for a good reason: it can cause crashes (CTDs). When cities grow large and have many buildings, rendering all the 3D models simultaneously can overwhelm the graphics engine, especially on mid-range systems. The more cities and buildings you have, the higher the crash risk.
Recommendation: Start with 2 (wonders + defenses only) to test stability before trying 3.
Sources:
(will do shortly too), thanks 
Now I have the complete answer! This is actually an intentional AdvCiv feature, not a bug.
The Real Answer:
AdvCiv (the base mod) intentionally hides most 3D building models as a gameplay design decision. This feature is labeled advc.045.
What's Shown by Default
According to the code at CvCity.cpp:12263-12287, only these buildings display 3D models in rival cities:
For your own cities: all buildings should be visible.
- Wonders (world/national wonders)
- Defense buildings (Walls, Castles, etc. - anything with getDefenseModifier > 0)
- Buildings with visible yield changes (like Lighthouse/Levee which affect sea/river plot yields)
The Setting to Change This
From GlobalDefines_advc_for_comments.xml:1435-1445:
<!-- advc.045: A value of 1 means that 3D models of all buildings in<br> revealed rival cities are shown on the main map (as in BtS) and that<br> the UI in general treats such buildings as open information.<br> A value of 0 (recommended) treats rival buildings as secret unless<br> the active (human) player has a unit in the city tile or the building<br> can be inferred from tile yields (e.g. Lighthouse) or city<br> defense modifier (e.g. Walls). --><br><Define><br> <DefineName>TREAT_REVEALED_BUILDINGS_AS_VISIBLE</DefineName><br> <iDefineIntVal>0</iDefineIntVal><br></Define><br>
To Enable All Building 3D Models (like vanilla BTS)
Add this to your GlobalDefines_advciv_sas.xml:
<Define><br> <DefineName>TREAT_REVEALED_BUILDINGS_AS_VISIBLE</DefineName><br> <iDefineIntVal>1</iDefineIntVal><br></Define><br>
This will show all building 3D models in revealed cities, matching vanilla BTS behavior.
Important Note
If you're also not seeing buildings in your own cities, that might be a different issue (graphics settings or zoom level). The code at line 12348 shows that your own team's cities should always show all buildings:
return (getTeam() == eTeam || ...); // Your own cities show everything<br>
So the SHOW_BUILDING_LEVEL setting you found earlier doesn't exist in this mod - that's from other mods with custom DLL code. The correct setting for AdvCiv/AdvCiv-SAS is TREAT_REVEALED_BUILDINGS_AS_VISIBLE.


