Note that all of this info is for offers you make to the AI. Quite often if you refuse an AI offer then contact them and make the identical offer they will refuse it.
Open Borders are worth about 50g if the AI trusts you; the price doesn't seem to go up so much as that they will simply refuse at any price if they don't. This doesn't seem to change with game speed.
For luxuries, on a normal-speed game at any difficulty an AI who likes you and needs a luxury will pay about 200g for it. This will go down if they dislike you or they don't need a luxury. Trading luxuries straight across if they need one will also work, but if they don't need one they won't. In recent patches AIs are a bit better about realizing that they may want that luxury soon even if they are OK this turn, and take the deal.
AIs do multiply the value of a luxury by the game speed factor, but the treaty duration is also increased. Whether this is actually "fair" is a complex question, and depends on what you are using gold for.
So on normal speed, an AI who likes you and needs a luxury will pay about 200g to get it for 30 turns. On Epic speed, the same AI will pay about 300g to get it for 45 turns. Of course, in those 45 turns the AI will still get to build and research only as much, relatively as it would have in 30 turns on normal, so this seems generous.
But the value of gold is changed in complex ways by the game speed:
Because construction costs are multiplied by the game speed, so are rush costs in gold. Thus gold spent on rushing is inflated in a longer game. If you sell a luxury to rush a building, the increased price is exactly fair.
Research Agreement costs are the same regardless of game speed (only a function of your era), but the duration, which in this case is the delay for payoff, is multiplied. So here too gold is devalued by slower game speeds, and if you sell a luxurty to get cash for a research agreement you are getting a fair deal.
City-State bribes I'm less sure about. The bribe amounts and amount of favor they buy seems unchanged. I doubt very much that the favor decay mechanics are *divided* by the game speed, which is what it would take to make CS bribery reflect the same inflation as other gold costs. In fact, my unverified impression is that the decay speed per turn is either unchanged or actually slowed down, making the value of a bribe unchanged by game speed. So the slower the game speed, the more of an advantage you are getting if you are selling a resource to bribe a CS.
This last conclusion also matches my overall impression from playing several games with otherwise-identical settings on Epic vs on Normal speed. It's much more practical to bribe a couple CSes and keep them bribed even as early as the Renaissance, even if you aren't Greece and don't take Patronage.