I think the danger - as it applies on a global level - really is worth it and totally part of the charm. It's not just the player who sees these disasters, remember. Likewise, as much as a setback can be frustrating, I love seeing challenges and being forced to adapt and change my strategy to accommodate the new situation. That is the one thing that differentiates a game from being "city spam with no strategy" into an actually fun strategy and tactics game, which Civ should be (and typically has been.)
I'd like to upload a screenie of a really great experience I had with this mod tonight, a "negative" effect which actually helped me enormously. I was in total world war with a Rome ICS strat on Emperor, mid-late game, and had been in "very unhappy" for over 5 turns with a range of -10 to -16. The next turn I was at zero unhappy. My first reaction was, wtf happened? Then I saw this, went, "...Oh. Hey, cool!" And played on. Frankly, this is the kind of thing that should have been in the original game. Thankfully this mod with its emigration effect tied to causality in metagame parameters makes it possible. I don't intend to play another civ game without this mod running (and a couple others.) Screenie follows.
