Ahh, humor aside though, the exploit-rules just seem too strict and vague. It's easy to give an example of blatant exploitation, but the more subtle offenses should be re-examined thoroughly. Even if your trying to play the game like an "honest john" character, minding all the details of trades as you play, circumstances can easily arise that, for serious lack of a better definition, would automatically qualify as a phony war.
Pretend for a moment, that you've recently made some trades with your more religious neighbor, and just barely founded your own religion. a few dozen turns later (depending on speed) your "friend" is bombarding you with missionaries and prophets. Since civilian units dont require open borders, literally your only defense against the religious onslaught is DoW, unless you're willing to sacrifice pretty much all future prophets to stem the conversion, thus stifling your own in the process.
Or, maybe your "friend" is a warmongering Washington, and before you even make a dent in his city's defenses, he suddenly upgrades all his longswords to Minutemen, and the only option for survival is accepting peace, which then would qualify it as a "phony war" and thus an exploit.
You see where I'm going with this? It's real easy to pick out a good example of straight up exploitation, but it's really hard to differentiate between survival and exploitation. Just because you dont have the tech to upgrade your swords to muskets means you have to lose your game now because peace without taking Cap or half his towns is exploit? Just doesn't feel right.