The money gained from performing a diplomatic mission is 350 + (50 * <era number>)
where era number is just a serial number starting with 0 for the ancient era. In addition game pacing also affect this number: quick games modify this value by 0.67, epic by 1.5 and marathon by 3; or in other words:
Gold in Gold in Gold in Gold in
Era Quick Standard Epic Marathon
--------------------------------------------------
Ancient 234.5 350 525 1050
Classical 268 400 600 1200
Medieval 301.5 450 675 1350
Renaissance 335 500 750 1500
Industrial 368.5 550 825 1650
Modern 402 600 900 1800
Future 435.5 650 975 1950
I know of nothing else which can affect the gold amount.
Now, if I have a strong economy in the late game I typically gain another 100-200 gold per turn when in a golden age. That means that the only way in which a golden age is preferable to a diplomatic mission is when it lasts at least 3 to 6 turns. But usually by the time I get to the late game my golden age duration from great people is really low, and if you take into consideration that the influence gained is worth a few hundreds in itself, you'll see that a golden age looks less and less profitable in comparison. All this is especially true if you play in longer game speeds, which translate to higher gold.
Of course, golden age also nets production, so it's still a dilemma; but I do believe merchants are worth it from the financial aspect.
I believe that all ground units that are air-intercept capable can protect in a radius 2 hexes around them. According to research done by Oak, air units can intercept anywhere in their attack range. A single ground or air anti-air unit can only intercept once per turn. Interception does not guarantee destruction, and it's possible that your unit will still be injured or destroyed even if the intercept is successful.
My strategy when assaulting a naval stronghold such as this is to bring overwhelming force, and plan to lose a few units. (This strategy would certainly be historically accurate...)
If air units are an issue, are you bringing in adequate ground-to-air (and/or sea-to-air) defenses? Carriers can store fighters that can intercept enemy fighters attacking your land and naval units.
I would suggest setting up some carriers and other ships to protect your embarked land units from enemy air and sea units while they get into position. It's not 100% clear from your question, but you are aware that you can attack the city while embarked, yes? Otherwise you've got another turn delay where your unit is vulnerable when you disembark.
As I suggested in the comments, I'd also consider choosing a different tactic or priority target if you can. Small 1 or 2 hex island cities aren't generally high value targets, and their production pales in comparison to a city near forests and hills. Plus, they're hard to assault (as you've noticed) and if the map isn't all islands, fighting the brunt of their forces in a sea/air engagement by building a bunch of ships you don't have a use for once you capture the islands might not be the best use of your military resources.
If you can bypass these islands, you might be better off capturing some of their higher value cities inland, thereby crippling their war machine. Who knows, they may even offer you the islands when they beg for peace... :)
Best Answer
Faith is used as currency to buy specific items governed by the Follower Bonuses of the majority religion within that city. These include:
Note that any given Religion can have, at most, two of these options unless it was founded by the Byzantium Empire, as their UA grants them a fifth Religion trait (Founder or Follower or Enhancer). Faith prices also increase in post-Industrial eras (though I don't have accurate numbers on by how much yet).
(Source: In-game Civolopedia)