True, but if you've never played Stronghold 2, then let me elaborate.
You start with 8 dudes and no food, you place a stockpile and a grannery, and are immediately warned that "sire, the foodstocks are empty." You then build 4 to 6 apple farms in order to increase the food supply as rapidly as possible and all the while you're warned that "sire, the foodstocks are extremely low."
With your other 3 or so dudes, you set about having some of them harvest wood (2 probably) so that with wood you can build more buildings (which you hopefully didn't already build and waste your 10 starting wood so that you now can't build a saw pit).
Things are going well, you build a hovel, attracting 4 more dudes to your castle/keep and set them about doing more things. Having stockpiled some 60 rations worth of apples (enough to feed 12 people for a year or something absurdly long like that) you scrap all but 2 of your apple farms and build some other kinds, like cheese or wheat (vegetable, eels, pigs, hops, and a couple others; 4 foods go to the granery, the other...5? go to the "lord's kitchen." cheese and bread go to the grannery). To turn the wheat into bread for food, you set about a dude working the bakery and two dudes at the mill turning it into flour. If I remember my approximation, I could run two-and-a-half wheat farms per mill, and 4 bakeries per mill without leaving anyone without a job.
Why more food types? Becuase for each additional food type beyond the first your guys got +1 happyness and you got +1 renoun. Note: anything that went to the Lords Kitchen doesn't count, that's for FEASTS ONLY, which happen when they happen, never did figure out exactly what they do.
Well, to support all of this agricultural boom, you need more guys! 2 apple farms, 2 wheat farms, 2 miller, 2 woodcutters, 4 bakers, a hops farmer, and a brewer (because beer is a staple food!). That's 14, we're only at 12. Lets build another hovel, +4 dudes.
Uh oh. Now we have a problem. All of this food-eating is causing digestion, and digestion causes...gong! And it's everywhere! Quick, we set our two free dudes at Gong Farmers, they'll trundle over to a pile of waste and take it back to their gong pit.
But we still have a problem. Ever minute of real time (or about as long as it takes a guy/horse/person rolling a keg of booze) to walk the length of two farms EACH gong pile generates -4 happyness.
-4 times...lets make this easy, 3. That's 12 unhappyness versus the +2 per month we're currently getting from feeding our peasants (a month is about 10 minutes of real time, I think). It takes roughly 3 minutes for the first two gong piles to be cleared up and another 6 for the last (and the fourth which was generated in that time). So, in a month our peasants lost 60 happyness and gained back 2.
Oh crap. Guess what now: fire. It's burning buildings down.
We were idiots and built them out of wood.
Quick! Build a well! (which costs stone, which we would have had miners digging out--takes 3 dudes + another hovel).
Each well has one guy who's sole life purpose is to stand next to that well with a full bucket of water in his arms looking for burning buildings. If he sees one, he runs over and throws water at it, putting it out (I still don't get this, one bucket, sometimes two, miraculously puts out a blazing inferno).
Fire doesn't directly cause unhaappyness, thank god, but it can burn down your important happyness-generation-buildings, such as your only hops farm (which has other problems, such as the extremely rare once a month "all your crops are diseased" event which effects every one of your planted hops bushes, killing them (thankfully you just built this farm and the other half is still unplanted). Or it can burn down your grannery taking all of your food with it. Or it can take out your gong pit (?), causing waste to be left where it's dropped, attracting rats (direct unhappyness), forcing you to build a falconer's post to deal with THAT problem...
At about -40 unhappyness a couple of dudes emigrate.
At about -80 some more leave.
At about -100 all but the most stout and uncaring 8 have left and are unable to fix the problems the other 12 to 20 created.
I never did find another way (besides building a church, which grants a one-time happyness bonus of about 10) to generate happyness.