Thanks for your input vmxa. 
Certainly this is a Micromanagement question to the extreme!
Here's where CivAssist II appears to fall down (Example):
1. Save game at end of turn......Call it 0.SAV
2. Start new turn and save game........Call it 1.SAV
3. Bring up the Minimized CA II and Load 0.SAV.
4. Now Load 1.SAV.
5. Show Alerts.
You will get most of the cities that have grown but I'm trying to figure out why some of the cities are not listed! (Most annoying.).....I DON'T want to go through all 500+ cities "manually"!
If in Step 2. above, after starting a new turn, you simply bring up CA II, you will get ALL the grown cities. (Assuming CA II looks in the Autosave Folder automatically.)
Yes, there are a few reasons to know which cities have grown, especially if you're going for a competitive Histographic Victory (Viz. High Score):
1. To re-allocate the Laborers so that they produce more food or commerce. (Something I can't get the City Governor to do right consistently!)
2. Change a program-defaulting Taxman/Content/Unhappy Citizen to a/another Specialist such as Scientist or Civil Engineer.
3. Re-assign Laborers in a neighboring city because your current city's new Citizen doesn't have a tile to work......and thus you only get 1 Base Point (as a Specialist) instead of 2 Base Points (as a Happy Citizen).
4. Re-allocate Laborers when the Food Box is full, so as to allow neighboring cities to use more food-producing tiles.
5. Be notified that a City has reached a point where you want to Rush-buy a City improvement such as Aqueduct, when, for example, the city reaches size 6 and is producing 10+ Food/turn (or 5+ with Granary).
Where are those players that have that word "Micromanager" in their ids?
P.s. Kudos to CRpMapStat for identifying all the cities correctly........BUT, I need to have them sorted by City Name, so that I can access them more quickly. (Viz. Grouped by Continent....My Cities' names begin with a number/letter identifying the continent/island.)

Certainly this is a Micromanagement question to the extreme!

Here's where CivAssist II appears to fall down (Example):
1. Save game at end of turn......Call it 0.SAV
2. Start new turn and save game........Call it 1.SAV
3. Bring up the Minimized CA II and Load 0.SAV.
4. Now Load 1.SAV.
5. Show Alerts.
You will get most of the cities that have grown but I'm trying to figure out why some of the cities are not listed! (Most annoying.).....I DON'T want to go through all 500+ cities "manually"!
If in Step 2. above, after starting a new turn, you simply bring up CA II, you will get ALL the grown cities. (Assuming CA II looks in the Autosave Folder automatically.)
Yes, there are a few reasons to know which cities have grown, especially if you're going for a competitive Histographic Victory (Viz. High Score):
1. To re-allocate the Laborers so that they produce more food or commerce. (Something I can't get the City Governor to do right consistently!)
2. Change a program-defaulting Taxman/Content/Unhappy Citizen to a/another Specialist such as Scientist or Civil Engineer.
3. Re-assign Laborers in a neighboring city because your current city's new Citizen doesn't have a tile to work......and thus you only get 1 Base Point (as a Specialist) instead of 2 Base Points (as a Happy Citizen).
4. Re-allocate Laborers when the Food Box is full, so as to allow neighboring cities to use more food-producing tiles.
5. Be notified that a City has reached a point where you want to Rush-buy a City improvement such as Aqueduct, when, for example, the city reaches size 6 and is producing 10+ Food/turn (or 5+ with Granary).
Where are those players that have that word "Micromanager" in their ids?

P.s. Kudos to CRpMapStat for identifying all the cities correctly........BUT, I need to have them sorted by City Name, so that I can access them more quickly. (Viz. Grouped by Continent....My Cities' names begin with a number/letter identifying the continent/island.)