City Hall

City Hall 1.11.2

beezany

Trixie
Joined
Jan 4, 2009
Messages
682
Location
San Jose, CA
better city & town tools for Civilization VII

improved production list and city details​

new and improved features:
  • compact redesign for the production list and building breakdown
  • yellow highlighting for damaged buildings so you don't miss repairs
  • production list sorted by total yield, combat strength, and cost
  • improvements and wonders sorted by name in the building breakdown
  • simpler icons for agelesss buildings and maintenance costs
  • a new Overview tab showing demographics and connected settlements
city-hall-waset.jpg

better map colors​

see your settlements clearly with gentle shading outside city limits and brighter colors for developed tiles:
  • purple for the city center
  • blue for urban districts
  • teal for offshore improvements
  • green for other rural improvements
the center stays purple in building placement mode, to help you stay oriented. (it turns a darker purple if you can't build in the center.)

unique quarter assistant​

guides unique building construction in the building interface, with orange hexes to warn you before blocking a unique quarter by:
  • placing unique buildings on different tiles
  • completing a non-unique quarter with a unique building
  • adding a non-unique building to a unique district
the interface now recognizes unique buildings in progress and in the production queue, to help you plan both buildings at the same time.

city-hall-uq-miss.jpg
city-hall-uq.jpg

more city details​

adds an Overview tab to the City Details panel, showing population demographics and connected settlements. also reorganizes the Building Breakdown tab for readability and compactness, like the production chooser.

one-click repairs​

when you build or purchase repairs, you don't have to select a target tile unless there's more than one to choose from. when you build a repair, the production list stays open so you can queue more, if needed.

bug fixes​

fixed base game bugs so that adjacency arrows appear reliably and repairs clear from the production list when you build them.

compatibility with other mods​

known interactions:
  • Sukritact's Simple UI Adjustments: no conflicts.
  • triex's city details building tooltips: no conflicts. City Hall fixes a bug in the tooltips mod.
  • F1rstDan's Cool UI: no conflicts. when both mods are installed, you can use the Options menu to customize production list styling.
  • MantisMaestro's Compact Production Chooser: mostly compatible. when both mods are installed, MM's production list replaces the City Hall version, which also disables some features like one-click repairs.
  • Slothoth's Abbreviated Repair: incompatible, but City Hall provides an equivalent feature, one-click repairs.

localization​

supported languages:
  • Italian (translated by leonardfactory)
  • Korean (translated by Hotsolidinfill)
  • Russian (translated by Webrok)
  • Simplified Chinese (translated by thendye)
  • Traditional Chinese (translated by alwdark)
thank you all for your help!
 
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nice work, it's a little bit more distinct than the other mod (https://forums.civfanatics.com/resources/j-mans-ui-mods.31898/) - although it would be nice to also see the building icons at the bottom in the production chooser screen - so at least in Antiquity you know immediately which urban plots are still "free" to add a building to.
thanks! that particular feature was inspired by J-Man's work. i made my own variant because i really wanted the city center to stand out, and i figured that was better than bugging him with feature requests, haha. i might add the building icons later – i ended up using that idea for my map tooltip instead.
 
if you also use MantisMaestro's Compact Production Chooser and prefer its layout to this mod, you can give it precedence by editing mm-compact-production-chooser/modules/mm-compact-production-chooser.modinfo in the other mod and changing its load order from 100 to something higher than 1000.

thanks to MantisMaestro for updating Compact Production Chooser to resolve this conflict. now if you install both mods, you will get the production chooser from MM's mod and the map view from City Hall. if you also install KayleeR's Misc UI Modifications, you will get all of the features from that mod except for the unique building highlighter.
 
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I believe this mod is causing an issue for me where when I select a building (in this case I tried Altar and Granary), it doesn't allow me to place it anywhere. No tiles show up as available, and all the tile highlights from this mod disappear.
 
I believe this mod is causing an issue for me where when I select a building (in this case I tried Altar and Granary), it doesn't allow me to place it anywhere. No tiles show up as available, and all the tile highlights from this mod disappear.
strange, does this happen with all buildings in all cities? if so, that sounds like it could be a conflict with another ui mod. are you using anything else that affects the city interface, especially city production?

if you're not sure, could you show me the end of your Logs/Modding.log file? (Logs is in the same directory where you find the Mods directory.) i don't need the whole thing – just the part after the last save point (see below). it should be near the end, although if you have a bunch of miles it might be a few dozen lines.
[2025-02-21 08:23:10] Successfully released save point.
 
this is the part of Logs/Modding.log that shows which files City Hall uses:
[2025-02-21 08:23:10] bz-city-hall-ui (ImportFiles)
[2025-02-21 08:23:10] Loading ui/building-placement/building-placement-manager.js
[2025-02-21 08:23:10] Loading ui/interface-modes/interface-mode-place-building.js
[2025-02-21 08:23:10] Loading ui/interface-modes/support-city-decoration.js
[2025-02-21 08:23:10] Loading ui/lenses/layer/building-placement-layer.js
[2025-02-21 08:23:10] Loading ui/production-chooser/production-chooser-helpers.js
[2025-02-21 08:23:10] Loading ui/production-chooser/production-chooser-item.js
[2025-02-21 08:23:10] Loading ui/production-chooser/production-chooser-unique-quarter.js
if you see any of those scripts in the log with a different mod (especially the three "building" scripts), that might cause the kind of problems you're seeing. please let me know if you find anything.
 
Oh, I am also using Sukritact's Simple UI Adjustments, so that's probably it.

The other mods I'm using (none of the rest affect UI afaik):
Minimum City Distance Increase
notque's Artificially Intelligent
ynamp

End of log:
[2025-02-21 16:14:08] Successfully released save point.
[2025-02-21 16:14:08] game-suk-simple-ui-always (UIScripts)
[2025-02-21 16:14:08] Loading ui/unit-flags/suk-unit-flags.js
[2025-02-21 16:14:08] Scripts - Registering fs://game/sukritacts_simple_ui_adjustments/ui/unit-flags/suk-unit-flags.js
[2025-02-21 16:14:08] Loading ui/sub-system-dock/suk-celebration-turncounter.js
[2025-02-21 16:14:08] Scripts - Registering fs://game/sukritacts_simple_ui_adjustments/ui/sub-system-dock/suk-celebration-turncounter.js
[2025-02-21 16:14:08] Loading ui/city-banners/suk-city-banners-decorator.js
[2025-02-21 16:14:08] Scripts - Registering fs://game/sukritacts_simple_ui_adjustments/ui/city-banners/suk-city-banners-decorator.js
[2025-02-21 16:14:08] game-suk-simple-ui-always (ImportFiles)
[2025-02-21 16:14:08] Loading ui/utilities/utilities-core-textprovider.js
[2025-02-21 16:14:08] Loading textures/Suk_TurnCounter_Backing.png
[2025-02-21 16:14:08] notque-ai-base (UpdateDatabase)
[2025-02-21 16:14:08] Loading modules/data/ai_trees.xml
[2025-02-21 16:14:08] Loading modules/data/art_intelligence_core.sql
[2025-02-21 16:14:08] bz-city-hall-ui (ImportFiles)
[2025-02-21 16:14:08] Loading ui/building-placement/building-placement-manager.js
[2025-02-21 16:14:08] Loading ui/interface-modes/interface-mode-place-building.js
[2025-02-21 16:14:08] Loading ui/interface-modes/support-city-decoration.js
[2025-02-21 16:14:08] Loading ui/lenses/layer/building-placement-layer.js
[2025-02-21 16:14:08] Loading ui/production-chooser/production-chooser-helpers.js
[2025-02-21 16:14:08] Loading ui/production-chooser/production-chooser-item.js
[2025-02-21 16:14:08] Loading ui/production-chooser/production-chooser-unique-quarter.js
[2025-02-21 16:14:08] Modding Framework - Finished applying actions
[2025-02-21 16:14:08] Applied all components of enabled mods.
[2025-02-21 16:14:08] Localization database has been updated. Caching data.
[2025-02-21 16:14:08] Initializing Gameplay DLL.
[2025-02-21 16:14:09] Performing post configure processing.
[2025-02-21 16:14:09] Reloading Tuner states.
[2025-02-21 16:14:09] Reloading colors.
[2025-02-21 16:14:09] Reloading icons.
[2025-02-21 16:14:09] Successfully reconfigured game.
[2025-02-21 16:53:27] Modding Framework - Shutting down framework.
[2025-02-21 16:53:27] Releasing Modding Framework Services...
[2025-02-21 16:53:27] Services released!
 
thanks for that! i don't actually see any potential conflicts in there. Sukritact's mod should be fine – i use it too! sorry i don't have an easy answer for you. i saw some similar cases in testing, but i thought i had fixed them all.

you could also try deleting the mod and reinstalling, or installing version 1.0.0 instead, to see if that helps. please let me know if you see any progress.

if you really want to dig in, the main source of troubleshooting info is Logs/UI.log, but unfortunately there's a lot of noise in there. if you're comfortable with it, you could look for anything that mentions the building scripts (see below) or the the prefix "bz-" which is unique to my mods. kinda hard to communicate that on the forum, but you're welcome to ping me on the official Civ discord if you'd like to chat about it.

the building placement scripts:
ui/building-placement/building-placement-manager.js
ui/interface-modes/interface-mode-place-building.js
ui/lenses/layer/building-placement-layer.js
 
Hm, ok unfortunately I just removed the mod and started a new game up, and it doesn't look like UI.log persists. I can give it another try later though and if I see the issue again I'll make sure to save it.
 
just found a minor bug that will be fixed in the next release:
if you try to add both parts of a unique quarter to the building queue, and there is already a building in progress, and you put the buildings on a rural/undeveloped tile, the assistant will mistakenly show no safe tiles for the second building (all orange). workaround: if you bump the first unique building to the top of the queue, even temporarily, it will convert the hex to an urban district, which the assistant handles correctly.
 
important update! this fixes the bug that @SlightlyMad reported above.
https://forums.civfanatics.com/resources/city-hall.31946/updates#resource-update-34989

hotfix for civilizations with no unique quarter​

fixes a bug that prevented all building placement if the civ had no
unique quarter, like Prussia.

unique quarter assist in rural & undeveloped tiles​

fixes a bug that broke unique quarter assist when adding both unique
buildings to queue if:
  • there was another building already in progress
  • you placed the first unique building on a rural or undeveloped tile
  • you tried to place the second building on the same tile
in that case, the interface would color all tiles orange instead of the
correct green or yellow color.
 
Nice works félicitations :)
You think it's possible to make an option to rename city ?
unfortunately, UI mods can't change anything that affects your saved game (like city names or map tacks), unless the game already has a standard way to put that information into your saved game.
 
Hello... I updated City Hall yesterday and started a new game in the Modern Age. I wasn't able to build or purchase any new buildings. I started a new game with the same settings but opted to play from Antiquity which played fine. When I transitioned over to the Explorer Age, I wasn't able to build or purchase buildings again. I saved both my Modern and Explorer game in its current state and started disabling mods one at a time. City Hall was the only one preventing me from building or purchasing buildings. After disabling it, I was able to launch either save and was able to purchase or build buildings. Building or purchasing units was not affected.

I'm not 100% certain if your latest version broke Civ - I was playing on Friday just fine before the update on Saturday. I'll keep the saves and keep an eye out for an update and re-test.
 
Hello... I updated City Hall yesterday and started a new game in the Modern Age. I wasn't able to build or purchase any new buildings. I started a new game with the same settings but opted to play from Antiquity which played fine. When I transitioned over to the Explorer Age, I wasn't able to build or purchase buildings again. I saved both my Modern and Explorer game in its current state and started disabling mods one at a time. City Hall was the only one preventing me from building or purchasing buildings. After disabling it, I was able to launch either save and was able to purchase or build buildings. Building or purchasing units was not affected.

I'm not 100% certain if your latest version broke Civ - I was playing on Friday just fine before the update on Saturday. I'll keep the saves and keep an eye out for an update and re-test.
hi! that sounds like the bug in version 1.1.0 that broke building placement for civs without a unique building. i fixed the bug in version 1.1.1 on Friday night. could you please make sure that you have the latest version installed, and let me know if you're still having trouble?
 
hi! that sounds like the bug in version 1.1.0 that broke building placement for civs without a unique building. i fixed the bug in version 1.1.1 on Friday night. could you please make sure that you have the latest version installed, and let me know if you're still having trouble?
Yep. Tried it again this morning with your newest version. I saw that change and wanted to make sure. :)
 
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