I saw that unhappiness is flat in its effect (unlike BNW). If this is true, getting to -9 unhappiness, or -19 if you have a military, won't be so bad.
Well it depends on what the next 'level' is and what those penalties are.
At higher levels
1. You get penalties to Growth and Production
2. The Culture+Science Penalties are probably stronger
Ok so lets add this up. Lets say 3 colonies at 10 pop each...
-22.5 pop
-12 # of cities
+12 buildings
+7 Prosperity virtue
+9 difficulty level
Can't assume getting a wonder.
=
-7
If you have more cities, it's worse. At mid game you aren't going to have lots of health virtues so I picked the easist one for math that I know can be reached fairly easily and is relatively strong early on. So we either spam biowells for citizens after about 7 pop or we are negative?
Well you can probably continue at a negative health for a while, it doesn't give you any penalties besides the -10% science and culture
But, yes after that biowells
Essentially they nerfed Both tall and wide.
3 cities at pop 10 is to large for this system early game.
of course later game (not counting wonders)... you can get ~10 net health per city and a base amount of ~19+difficulty level extra health
city -4->-3 (Eudamonia)
Buildings +4
Prosperity Synergy +1
Industry-trade routes +1
Industry buildings (~60 buildings in the tech web-12 health... but you won't get all of them)..so say +7
+10 (how much pop that supports depends on the Eudamonia/Community Medicine virtues and possibly difficulty level)...at solar gamer's difficulty level with Eudamonia and Community med (1 health per 6 pop) that's about 25 pop/city
Base
difficulty
Prosperity +7
Prosperity resources +12 max
(about 70 extra pop at solar gamers difficulty level with Eudamonia and community Medicine)
so it is possible to 'go big' wide or tall, but it is only in the later game if you pursue the right virtues... otherwise, just put up with being unhappy / build biowells