Oh, I feel really stupid now

I thought the time of anger stacked when they were still angry from the last whip, i.e. "1 unhappiness for 17 turns" meant
1 unhappiness for 17 turns from that one whip. Uh, if you see what I mean. If not, just ignore my rambling.

Thanks!
Maybe you were understanding thing correctly, maybe not. It's not completely clear from your posts. Maybe I was just misunderstanding you.
If you whip once, then you get one unhappiness for 10 turns (modified by game speed). It doesn't matter how much population is whipped. If you whip another time while unhappiness from whipping is still present then another period of 1 unhappiness for 10 turns is added
after the current unhappiness period. The unhappiness is added together.
An example to make things clear (assuming normal game speed).
If you whip once you'll have 1 unhappiness for 10 turns. If you then whip again after 4 turns, then you'll have 2 unhappiness for 6 turns and 1 for 10 turns (shown as 16 turns of unhappiness). If you then whip again after 3 turns, then you'll have 3 unhappiness for 3 turns, 2 for the next 10 turns and 1 for the next 10 turns (shown as 23 turns of unhappiness).
If at some point in the game, the remaining duration of unhappiness from whipping shows as 34 (just a number), then this means 4 unhappiness for 4 turns followed by 3 unhappiness for 10 turns, followed by 2 unhappiness for 10 turns, followed by 1 unhappiness for 10 turns. It doesn't matter how the 34 turns of unhappiness were acquired.
If PieceofMind's interpretation of your post was correct, then you'd wish for a reminder when the unhappiness would reach 0? I could see that you'd like such a reminder for your style of gameplay, it would make things easier.
I would like to add one comment to that: it's often better to whip multiple population points into one construction effort because it will result in the same unhappiness period while you get more production. This means that you'd need to whip when there is still lots of construction to be done on the current construction effort and that is not necessarily at the same moment that the unhappiness counter from whipping reaches 0.
The problem with the micromanagement involved with whipping is that it is so situational that it's hard to set good automatic reminders that work every time. I will often set manual reminders to change the production into something else one turn before the actual moment that I want to whip that thing (to avoid the penalty for rushing something with 0 hammer investment). At other times, I want to whip when overflow will be at the highest. Then there are times that I want to whip when the whipping cost reaches a certain amount of citizens. And of course, there are times that I want to whip just before a city grows. It's too situational for automatic reminders with my playing style.