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City Hall

City Hall 2.6.5

I enabled the mod after the update... on both my laptop and my desktop, whenever I click on a settlement center, nothing happens I get some kind of null screen instead of the city center UI...ESC key bring me back into the game. I know you said the side panels were still not in function, but being unable to see settlement details when you click on them is a deal breaker... will wait for the final update, just wanted to leave the information here...

thx for the mod and the updates
 
I enabled the mod after the update... on both my laptop and my desktop, whenever I click on a settlement center, nothing happens I get some kind of null screen instead of the city center UI...ESC key bring me back into the game. I know you said the side panels were still not in function, but being unable to see settlement details when you click on them is a deal breaker... will wait for the final update, just wanted to leave the information here...

thx for the mod and the updates
have you updated City Hall to the latest version (1.13.2)? the behavior you're describing sounds like you're running version 1.13.1 (or earlier), which was broken by the game update earlier this week.
 
I did a quick test with City Hall activated (both in old save and a new game) and from what I saw so far it runs as announced for me (working with reduced functionality). Thanks for making it available so quickly again! :)
 
I did a quick test with City Hall activated (both in old save and a new game) and from what I saw so far it runs as announced for me (working with reduced functionality). Thanks for making it available so quickly again! :)
thanks for the confirmation!

the City Details panel was simple to fix, but the Production panel needs a complete rewrite. i got a bit sidetracked today fixing bugs, but i hope to have the next update out soon!
 
have you updated City Hall to the latest version (1.13.2)? the behavior you're describing sounds like you're running version 1.13.1 (or earlier), which was broken by the game update earlier this week.
I’m using steam workshop so I assume it’s the latest

edit: just checked on tcs mod page, it says 1.31.1 ? I thought steam workshop updated automatically ? is there a way to force the install through steam ?

Edit 2: Unsubscribed then re subscribed and the right version was downloaded ! It now works... very weird...
 
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I’m using steam workshop so I assume it’s the latest

edit: just checked on tcs mod page, it says 1.31.1 ? I thought steam workshop updated automatically ? is there a way to force the install through steam ?

Edit 2: Unsubscribed then re subscribed and the right version was downloaded ! It now works... very weird...
yes, Steam Workshop is slow to update mods sometimes. toggling your subscription off & on again is the easiest way to fix it.
glad it's working for you now!
 
This is by far my favourite mod, and the latest update is excellent, thank you so much @beezany. Unfortunately, my computer seems to be a little too weak to process the improved city production menu (i7-9700K CPU, 32GB RAM and NVIDIA GeForce RTX 2070 Super). I experience a "stuttering" when entering or leaving the production menu, especially when the age progress has advanced (over 60 to 70%). Reloading a save makes it a little better, but after some turns the "lag" comes back. Will have to buy some new hardware...but it might be worth it.
Again thank you so much for a fantastic mod!!!
 
With F1rstDan's Cool UI + the 2.0 Version of City Hall installed, the production cost gets displayed twice (the city hall option for the compact production screen is disabled)

1756248038812.jpeg



Here a screenshot with City Hall disabled:
1756248243544.jpeg
 
With F1rstDan's Cool UI + the 2.0 Version of City Hall installed, the production cost gets displayed twice (the city hall option for the compact production screen is disabled)

View attachment 741039


Here a screenshot with City Hall disabled:
View attachment 741041
when using City Hall together with F1rstDan's Cool UI, you can use the config Options for both mods to customize the production list. to avoid the redundant Production cost, please turn off "Display Productivity Costs" in Cool UI. also, you should try the different combinations of "compact Production panel" (City Hall) and "Enable Compact Layout Style" (Cool UI) to see which size and layout you prefer.
 
This is by far my favourite mod, and the latest update is excellent, thank you so much @beezany. Unfortunately, my computer seems to be a little too weak to process the improved city production menu (i7-9700K CPU, 32GB RAM and NVIDIA GeForce RTX 2070 Super). I experience a "stuttering" when entering or leaving the production menu, especially when the age progress has advanced (over 60 to 70%). Reloading a save makes it a little better, but after some turns the "lag" comes back. Will have to buy some new hardware...but it might be worth it.
Again thank you so much for a fantastic mod!!!
hmm, the new version of City Hall shouldn't be any more demanding of your video card, and you have plenty of RAM (same as me). i'm curious, does the lag happen only when you open the screen, or also when you cycle between cities? (you can switch between cities using the arrow buttons on the city panels, using the comma/period keys, or by clicking on my Connections list.) i can flip through cities very quickly, more than one per second, even with City Hall and Cool UI enabled at the same time.

i do know of a vanilla bug that causes increasing lag every time you open the Resource Allocation screen, so i wonder if that might be contributing to your problem. unfortunately, performance problems are tricky to troubleshoot. i have some ideas for things i can investigate on my side, but tbh the Production code hasn't changed that much from the 1.13 version, performance-wise. are you on the official Firaxis discord server? it's much easier to troubleshoot when we can chat about possible causes and solutions.

i'm glad you're enjoying the new version! i hope we can get it working more smoothly for you.
 
update: i can reproduce the performance problem that @Tuvok694 noticed. i've fixed three problems that contributed to the lag, and i'm testing thoroughly in case there's more to uncover. fix coming soon.
 
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Thank you @beezany for the detailed response and for looking into the issue, I very much appreciate that.
Some additional info: I have had that performace problem many weeks before patch 1.2.4 and I tried different things to find the cause (disabling mods, lowering graphics settings, re-installing the complete game). In the end the problem never vanished completely. After patch 1.2.4 we had some days without city hall mod, then version 1.13.2 ("compatibility update"). In that time, the "lag issue" was significantly better on my computer., but it got much worse again after city hall 2.0.0 yesterday. And so I assumed, the usage of mods (maybe city hall in particular) must have some influence on the problem, and so I released my posting here.
Even if there should be no fix for this: I would rather play a lagging but modded game than deal with the insufficient original UI that gives me too little information about tiles and buildings.
And one last question if I may: Is it possible to give you a donation (for example by paypal, ko-fi or patreon)?
 
Thank you @beezany for the detailed response and for looking into the issue, I very much appreciate that.
After patch 1.2.4 we had some days without city hall mod, then version 1.13.2 ("compatibility update"). In that time, the "lag issue" was significantly better on my computer., but it got much worse again after city hall 2.0.0 yesterday....
And one last question if I may: Is it possible to give you a donation (for example by paypal, ko-fi or patreon)?
yeah, there were two major bugs in the new version. this update required a ton of refactoring, and i made a couple of significant typos that didn't obviously break anything, but they caused the new lag you were seeing. one of them caused increasing lag every time you opened the city screen, and the other one also also affected city cycling.

and thank you for the offer! i don't currently have a "tip jar" but i've been thinking of setting one up
 
Hmm, since this mod added one click-repairs long before Firaxis made improvements to them...I just dare to ask nicely, if the follwing idea might be something for "City Hall" as well :wavey:

An easier way to finish items under construction by purchasing the left production with gold.

This is now supported by the game (after being broken at release due a bug with the fractional cost displayed, but the full sum being deduced - this has been fixed now), but slightly inconvinient:

View attachment 730210
As you can see, I have a Granary under construction. 3 turns are left and my feeling is that I could rush completion with 90 Gold. However, the option to is just not available...

View attachment 730211
...until I remove the ongoing construction, which makes the "partial rushing" available.

I concede that it only one click more, but you also have to precalculate or -guess if you have already accumulated enough gold. If you misguess/-calculate, you need to restore. So wouldn't it be nice, if the current item under production would also appear in the purchase list, without the need to remove it from the production queue before?

Not sure if that is technically possible/feasible...or if it something you @beezany or others would see as an improvement at all...but I guess it can't hurt to dream :)
this feature will be in the next update. i have a working implementation, but i want to playtest it more. currently i'm keeping the queued items listed on both tabs (Production and Purchase), but i might switch that to Purchase only.

Screenshot 2025-08-31 070317.png
 
this feature will be in the next update. i have a working implementation, but i want to playtest it more. currently i'm keeping the queued items listed on both tabs (Production and Purchase), but i might switch that to Purchase only.
Wow, great that you found a way here :love::thumbsup:
 
Wow, great that you found a way here :love::thumbsup:
i just ran into some very glitchy behavior when purchasing half of a Unique Quarter while the building was queued. the building went down on the map, but the build system got stuck in an inconsistent state where it thought the building was still queued instead of already built. strangely, i can't reproduce the bug if i build the UQ in the opposite order, but there are other minor glitches.

i'll still show the building without needing to View Hidden, but it doesn't look like i can safely implement the one-click half of it.

update: oops! this was caused by an unrelated bug in my code. i'm still seeing undesirable behavior when buying stuff out of the queue though. i might be able to allow direct purchasing for in-progress buildings, but not for queued buildings that don't have an instance yet.
 
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