Roland Johansen
Deity
Not sure about the poison water mission, maybe something like that but not quite exactly, can't really put my finger on it at the moment.
The second I like, and would also refine it, so that its flat 3 pop WON'T work whatever. Even if there are 40 troops in the city under Hered Rule. (part of the reason the original 24 although wrong, isn't quite as nasty as the poisoning,,if you have 16 troops, and say therefore a hapiness cap of around 30 for a pop 12 city, then the unhappiness isn't so nasty as the unhealthiness)
About the ferment unhappiness: yes that was what I wanted, I just didn't describe it well. It should be a kind of unhappiness that cannot be removed until the 10 turns have passed.
Maybe you can do a better suggestion for the poison water supply mission then. In a reasonably fast growing city with granary, you could get 2 population points in 10 turns (on normal speed), so I wouldn't call that one overpowered. But if you have a better suggestion, then I want to hear it.
By the way, you could make the missions more interesting by having some buildings influence them. For instance: A jail reduces the ferment unhappiness mission time by 30% (so 7 turns instead of 10). But that isn't needed. It could all get too complicated for starting players.
for 8 turns!
If they just change the poison effect to 8
for 24 turns, decreasing by 1 food every 3rd turn (which is my first assumption), then thats a total of 108
lost. If a city is size 12 to start with, on marathon it needs 132
Ditto. 
Why Firaxis supports terrorism but not accurate WWII history is beyond me.
Even though, and no offence intended, OCC is a bit like playing Chess starting with all the pieces removed except the Queen, King and 3 Pawns, i.e. not really Chess or Civ.
for 8 turns, then the scalability would have been SOOOOO simple:
for all: