Gotta say that after some pondering, I know why I'm not enjoying this release. You want happiness that's harder to manage? Okay; I can deal with some slower growth. You want to tie specialists to happiness? Okay; I guess I'll let up on being a "heavy specialist". You want BOTH? No. Please, God, no. I think the most frustrating thing is having what seems like an arbitrary mechanic kicking out specialists in your cities with no alert of it happening based on happiness that is ever changing and much harder to control now. A city with a 1:1 happiness/unhappiness ratio risks some minor change ejecting your specialists without a means of putting them back. Halfway to a great merchant? Not anymore, goodbye merchant specialist (discovered 5 turns after this even happened). The level of micromanagement a player has to do to keep things functional with this happiness model just ruins the enjoyment of it when needs are so strict and uncertain. I can no longer play a turn without checking each and every city to make sure nothing's thrown a wrench in the machinery. This feels like it's inching closer to a job than a game. I'm not against happiness that is challenging to keep high. I'm not against urbanization. Believe it or not, I quite like the idea here. But I am certainly against the two working together so hand-in-hand unforgivingly.