OK, I'll increase the Notes column a little bit.
Showing number of shields a city is producing is not practical since it will take a global search to identify how many units are supported by the city, then substract appropriate number from the per turn production. Searching 4096 units frequently will use too much time.
I think if I can let the user to activate a city screen by clicking on the city location column (just like within the F1 and F4 wondows of the game), then the user can access the city window at anytime, and that will alieviate the problem. I already know the address for the coordinates of the current highlighted square, so I just need to figure out a way to send civ2 a signal (a keystroke 'Enter'). Once that can be figured out, when the user click on the city location, I'll parse the location to the above address then acitvate civ2 while sending it an Enter keystroke. Ideally the city screen will appear. A more difficult task is to get back to the CivManager when the city window is closed, that I still have no idea how to do.
Civ3 is nasty -- you can only play it under full screen so the pop-up window method of CivManager does not work. So the first step is to patch the game so it can run under normal window. I have no experiences on that at all.
I think PBEM games can use this without any problem, as far as XPers can tolerate the unit names.