So I decided to try this new system again with the latest update... I played until reniassance until i grew too bored of this new happiness system and reinstalled the old 2-17-3 patch once again.
Here's a few thoughts on my experience:
-The tradition opener seemed fixed with the +2 happiness added to it. When unhappiness was going down to 67% due to growth, it jumped right back up when I picked my first policy. So far so good. But then as others has experienced, did I earlier not foresee the problem of Spain, but can now easily imagine how Spain and fast growing civs, not going tradition, might end up with spawning rebells at their doorstep.
-I'm not going to comment on happiness as stable or not since I didn't consider it hard, an issue, or something that was bothering me before this change to the system - other than that I throughough my game didn't see it drop below 83%, whatever that means (earlier it meant either negative or positive faith, gold, culture, food and science). Oh, it was this one time, when capturing a city-state it temporarily dropped down from 98 to 76 , but it quickly went back up again. I had no problem working whatever specialist I wanted to work.
-Early economy feels harder due to 2 gold per luxury (in rare cases 3 is offered). I even found myself going into the negative even though I wasn't building units for warefare. This getting 2 gold/turn feels very dull compared to my current "2-17-3" game, when I quite early managed to strike a deal of 6 gold/turn (as a America I need gold!

)
-Fun factor descreased due to no more "shop around", even though this way of trading always felt annoyingly clumsy due to the fact that you have to click through every AI leader to see what they'll offer for your "goods" [mod request if possible]. 2 gold/luxury feels less immersive and fun.
I also couldn't make sense of the UI on what surplus of luxuries was in my current possession (they are not shown, as before, due to having no value?). I found myself repeatedly contacting other AI leaders just to see what I had available for trade.
Also, as I have expressed before, trading luxuries feels dumbed down, since I don't know "why" any party would want to trade something that simply doesn't matter at all (besides WLTKD's, and in rare cases, city-state quests). Earlier it meant, that I could dig myself out of a whole, or even getting those few extra % to get +10% of everything, which was a fun factor. Yes, even getting out of a miserable state of affairs >-10, could be the cause of great satisfaction ("I did it!"). And not only so - the difference between -10 and +10 was huge concerning all those variables connected to it.
Happiness before = faith, culture, gold, food and science.
Happiness today = food
I had -30% growth in some cities, but since fixing growth is just uninteresting compared to how it was before when fixing happiness was equal to fixing my "economy" making an comeback or creating an edge with (faith, culture, gold, science and food) - I couldn't be less bothered about building buildngs to deal with local problems - I acctually didn't care at all. But as I understand it, this is kind of the point with the new system, that I can now focus on other stuff and no longer do I have to bother about this?
Back in 2016-17 I even used to move "working tiles" around to gain a few points of happiness. The difference of working 1 culture, science, gold compared to not working it, could sometimes be the difference of 1 happiness. This kind of micromanaging of my citites was very pleasurable and it gave a great depth to the game. The joy of reading the UI, seeing what a city "produce, needs, new need" isn't there anymore and hasn't been for a while. For those who use governors and automate their workers must be perfectly happy with were we are at today.
-allying city-states not as important anymore, and the fun doing this has decreased significantly. I found myself not bothering
at all about building diplomatic units. Earlier it could be a huge thing allying a city-state having two unique luxuries currently not available to you (gaining, faith, culture, gold etc. through more happiness). This even more so when it comes to merchantile city-states, they are now completely worthless. The value of befriending a merchantile city-state in early game is today equal to +1 gold/turn.
But I got the idea this morning, that in the future I can maybe install enginseer's city state mod to some what solve this problem for myself - great!
-resources like
salt, and all others with a monopoly bonus of giving a surplus to food, feels devaluated and not as interesting anymore. Even wonders such as
Tempel of Artemis get a touch of this decreased fun factor too since my capital in this game grew quite nicely with an general happiness bonus of 35-50%. India is a civ that I can't see myself play at all for the same reason. Perhaps this is connected to the fact that I went
tradition?
-Citadels has been reduced to a mere strategical defensive building. I can't put into words, the many thoughtprocesses that went through my mind, that no longer is required because I simply don't need to think about expanding my territory using citadels onto valueable resources currently unavialble to me. It's like when my mind tries to do it, I halt and realize, "don't bother they don't mean anything anyways".
I should probably wrap this up somehow.
I can relate to the "smooth sailing experience" of others, not having to bother at all about happiness. This felt quite nice some how, but the experience also feels alot more "shallow" compared to how it used to work when happiness was tied to one's entire economy and when luxuries acctually was worth something. I admire the effort behind this and I greatly appreciate it, but I will sit by the sidelines from now on, ready to jump back in if trade & luxuries are ever to be made interesting again.