That suggestion comes directly from
@Stalker's post, not mine. I'm very clearly asking a different question, one that I've asked in previous threads as well. I don't know what depth is added to the game by measuring food and losing happiness for not having enough. I'm trying to ask you because I really respect your knowledge of this mod and game design. It makes my happiness really hard to predict, even with as many hours as I've put into this mod I never feel confident that I can grow and stay happy. These values get changed so much every patch that I just avoid high growth strategies to play it safe. One thing your AI games don't capture is how frustrating losing to unhappiness is and how unpredictable this system is. I actually enjoy when the AI when manages to overwhelm me, but lately I've been struggling with just happiness. I feel like I have very few late game choices, because happiness removes a ton of options (I've been winning by tourism every game)
The system doesn't factor the bonus yields of progress or authority. I've had cities where these yields are 80-90% of my growth. When I look at distress, it screams to me that you aren't factoring these yields and it throws the whole system off. With progress you can actually have a city be starving turn for turn but still grow (and the AI doesn't know this!) It being mild isn't a good rebuttal, if its flawed but small its still flawed.
On the note of Ghandi, people realize that he is only balanced is because food sucks, right? If another civ could do what Ghandi does with food to production/science/culture it would be the best civ in the game.