Youre right in that creationisst dont object to darwinism until it is taught in schools. But to me, that being taught in schools (the implementation) is essentially synonymous with discovery.
And youre right that people employed in a factory may be unhappy if overworked. But so are the people who arent, due to loss of jobs. When slavery was 'disocvered', of course the slaves were unhappy. And when emancipation was discovered, of course those slaves remained unhappy (civil rights would come later), but suddenly a lot of people, incensed by the position of the slaves, became unhappy. When commercial aircraft were discovered, suddenly the shipbuilding industry faced near-fatal competition, acausing much unhappiness (unemployment too). A lot of secretaries became unhappy when computers entered teh office, as suddenly their typewriter skills were obsolete unless they also had WP skills. Ditto the copyists when typewriters were invented. Future shock happens with every new technology, and if we don't see an 'implementation' in the form of a new unit or building, that only means there are already so many things to build anyway. A lot of the implementations in a new tech are assumed to exist but not buildable. Thats why we arent required (or allowed) to build looms in our cities when we discover invention - its an assumed improvement with no direct game effect. And the happiness penalty represents the social changes from all these assumed improvements.
Edit: the beauty of this system is it is self-balancing. The faster your research tech, the bigger the overall penalty (lets assume the penalty is 1 unhappy pop head for five turns in each city for each tech discovered). So if you are running at an average of 1 tech every 5 turns, thats effectively having a persistent -1 unhappiness. But if you are hitting a tech every turn, thats effectively -5 unhappiness. Fine if your society can handle it, but bigger penalties will require a larger part of teh economy to be diverted into luxuries instead of science, indirectly reducing the happiness penalty. Negative feedback at its best.
And youre right that people employed in a factory may be unhappy if overworked. But so are the people who arent, due to loss of jobs. When slavery was 'disocvered', of course the slaves were unhappy. And when emancipation was discovered, of course those slaves remained unhappy (civil rights would come later), but suddenly a lot of people, incensed by the position of the slaves, became unhappy. When commercial aircraft were discovered, suddenly the shipbuilding industry faced near-fatal competition, acausing much unhappiness (unemployment too). A lot of secretaries became unhappy when computers entered teh office, as suddenly their typewriter skills were obsolete unless they also had WP skills. Ditto the copyists when typewriters were invented. Future shock happens with every new technology, and if we don't see an 'implementation' in the form of a new unit or building, that only means there are already so many things to build anyway. A lot of the implementations in a new tech are assumed to exist but not buildable. Thats why we arent required (or allowed) to build looms in our cities when we discover invention - its an assumed improvement with no direct game effect. And the happiness penalty represents the social changes from all these assumed improvements.
Edit: the beauty of this system is it is self-balancing. The faster your research tech, the bigger the overall penalty (lets assume the penalty is 1 unhappy pop head for five turns in each city for each tech discovered). So if you are running at an average of 1 tech every 5 turns, thats effectively having a persistent -1 unhappiness. But if you are hitting a tech every turn, thats effectively -5 unhappiness. Fine if your society can handle it, but bigger penalties will require a larger part of teh economy to be diverted into luxuries instead of science, indirectly reducing the happiness penalty. Negative feedback at its best.