@ Coastal fort vs coastal city :
A Fort would work nicely, yes. I don't see the need to raze Devil's Gate (kinda developped land, no ?), though, but... Be it if need be.
Obvious advantage if we keep Devil's Gate is that we can draft that many pop more after the UN is complete... --> Would ease the vassaling of Mehmed. Maybe unneeded, but more secure.
@ Missionaries :
We can gift Zara/Mehmed some of the missionaries we send them, so they "auto-spread" and we avoid the maintenance cost. It will allow us to build them faster (for Mehmed, maybe after we have spread religion to small cities with no religion at all).
@ Bend Mehmed in 10 turns or he won't vote for us in the 1st election (Kossin) :
Is that certain ? I know we can annoy a vassal to hell but I thought his vote for AP/UN was unconditionnal...
10 turns is really little. What DingDing said about drafting AFTER the UN is complete sounds good.
@ Whip overflows and building wealth :
(can't see the updated plan ; I guess it's pretty solid, though) Are we using the overflows now ? In any way at all (missionary, garrison, Parthenon, even WE).
Do we gamble to max out the hammers we put into the Parthenon ?
@ Testruns :
We found out some time ago that running 60 turns test runs was confusing
p)... Maybe we should find the first "point of uncertainty" and run the set till there.
Say... To the next great scientist we hope to produce.
I really don't feel like taking 3 hours to test this game to win or lose 5 turns...
Sorry. Not sure how long it takes you to run through this. I suspect it may be less. I appreciate the enlightened discussion your tests provide, though.
EDIT : Errr... Say 2 hours for 30 turns...