Regarding Clans turning into CS, I haven't actually played a game past T70 with these settings so have not actually seen it happen. I have basically been messing around with different opening / midgame strategies to fine tune my approach before I invest in a HOF attempt (takes me forever to play seriously with no re-loads). The two games I thought I would actually play through I rage-quit once because I messed up not knowing how Heroes were recalled the first time and because a non-combatant AI undid my levy right before I captured 3 cities the second time.
Does anyone know the math behind Clans turning to CS? I know it has something to do with food but even though the bar moves it always seems to say 50+ turns. I figured worst case I could just buy a unit from them 4 or 5 times to get them converted by T100 or so? It depends on the CS, having one like Akkad appear late in the game will do nothing, but others like Hong Kong can still help even in the last 5 turns. My logic selecting 22 options (with 18 starting) was that I would get all 22 eventually but if this is implausible I might need to re-consider my settings and just pick the best 18.
For Religious Settlements, one AI would guarantee it but I think having more targets to conquer is more important. I actually bumped from 7 to 10 AIs as I have been practicing. That hurts RS odds further, but I feel the extra 3 help make sure there is a neighbor to rush more often (and another nearby for War #2). It also provides more trade opportunities, but hurts in leaving less chances for meeting CS in time for the free envoy and scoring fewer huts.
I have been wondering if I should re-instate the faith-boosted AIs since RS seems so unlikely. I had banned Georgia and Mali, but they would be nice since Georgia buys DF for a lot of gold and Mali builds lots of Commercial Huts which are good to conquer early or pillage later. I started removing China because they always seem to get walls before everyone else, making them tough to attack. I am suspicious they may be programmed to prioritize Masonry in order to unlock Great Wall, but they never seem to actually build any!
Hercules I just love, it is so fun to pump out a like an Encampment, a Harbor and an Industrial Zone 1-2-3 to help with the MT, MF, Cartography, and Industrialization boosts and though I have not gotten to the end game yet but free Spaceports sound great especially since Neighborhood Gold was removed. I had Hercules+Himoko once and he was bulldozing cities too!
Sinbad I only tried once so far but he got me 1000+ gold in like 8 turns. I have been using Continents and Islands, so he was my first unit to cross the ocean and thus easily found two new continents. Natural Wonders are more hit and miss, but he can also farm seafaring barb camps for gold. I don't think he is ever worth recalling but as let's say he's your third hero you are basically paying ~300h for a few thousand gold plus useful exploration. He can also help assault a coastal city. Of course he is much worse on Pangea.
In almost all my games one or two AIs will have a hero by T50, which considering there are 10AIs in my settings mean they really do not prioritize them. I often lose Hercules or Anansi to them in games where I have not discovered them by then, but that is just bad luck I think.