There seem to be a display issue with the Ledger City List Enchantments Numerator. It shows the number of GameModifiers from City Enchantments a City has rather than the number of City Enchantment Spells, making the Enchantments column information less useful (useless?) to determine whether a City has reached its maximum number of Enchantments (or not).
Normally, if you have a City with 2 Enchantment Slots and 1 Enchantment, you should be seeing 1/2 in the Enchantment column. e.g.
Meditation (1 GameModifier)
However, when you have a City Enchantment Spell that has two (or more) GameModifiers, the Numerator is increased by the number of GameModifiers. e.g.
Set in Stone (2 GameModifiers)
Blood Sigil (2)
Wall of Fire (2)
Heart of Fire (2)
Pit of Madness (3)
As far as I know, this doesn't prevent the player from casting additional City Enchantments to fill up the empty slots.
Another Spell affected by this is Obsession, though that Spell is disabled in non-modded games. Also, Modded Spells suffers from the same problem. Now, mind you, I did this test in a non-modded game, with "Use Mods" turned off. Heck, I even checked the integrity of the game cache before doing the test because I couldn't figure out where the problem was coming from.
I suspect its been like this since at least 1.7 as I couldn't find anything in 1.8 that would cause this. Changes from 1.7 changelog that may have caused this:
Fixed a bug that would cause the AI to try (and fail) to cast the same enchantment over and over again resulting in it not casting other strategic spells
Fixed bug that would cause lots of strategic spells not to be cast due to it thinking their value was 0
Otherwise, may have been there forever and I never noticed and/or nobody reported it for LH: same issue seems to have been in Fallen Enchantress too so who knows...
LH Mods by Primal