Eg, you cannot trade gpt to sy you already get gpt from, and vice versa.
While using a relatively strict rule like this one would be easier to define and easier to enforce, it can cut away some strategic options.
Players who do not use the trade subsidies approach will still very easily get into a situation where they are selling a Resource for Gold per Turn.
Yet, if an AI offers up a Resource that you really want (say, Marble), you may have already traded around a lot your spare Resources and you might end up having to give away, say, Corn + 15 Gold per Turn just to get that Marble Resource.
Do I have to cancel all of my existing sold Resource trades with that AI, which, if you are not using trade subsidies, are actually harder to renegotiate/reappear in the future? I might only want that Marble for 10 turns, but good luck in getting those earlier Gold per Turn trades back later.
Do I have to avoid getting Marble for 8 more turns because I didn't predict 2 turns ago, when I traded away my Fish for a small amount of Gold per Turn to the same AI, that they would connect up Marble?
So, if we were to use too strict of a rule, we'd actually be removing strategic options from players that do not use trade subsidies.
From my understanding, BtS cleaned up some of the avenues for abuse by having the AI be willing to alter their Commerce Sliders after every trade.
According to what bcool wrote, it seems possible to still partially implement this tactic, but I'm not certain that there is not a risk of the AI deciding "oh, look, I have +1 Happiness from that first trade, so now I'm able to work one more citizen in City X and thus if I were to get another 8 Gold per Turn, the extra Commerce in City X would allow me to raise my Science Slider and thus I won't actually offer 8 Gold per Turn to the silly player." In other words, do we know for certain that this tactic works 100% of the time as described, or is there an inherrent risk involved, such that the AI might decide to make some of that gifted Gold per Turn unavailable to the player?
So, it would be nice to have some proof that this tactic is 100% consistently exploitable.
Also, this issue has come up and was discussed to death previously and the ruling was not to ban it... and I'm pretty sure that a good part of this discussion happened before the patch that made an AI evaluate if they want to rework their Commerce Sliders after every single trade. That's not to say that we can't ban something now that was decided not to be banned in the past, but if it wasn't worth banning then, what makes it so much more powerful now that would make it worth banning?
Here are some relevant arguments that I have seen posted which argue against a ban:
1. You still need to own Resources to give to an AI.
2. You still have the maximum cap that the AI is willing to pay (8 Gold per Turn for the Resource, in bcool's example) such that the AI considers that amount of Gold per Turn to be a fair value for the Resource and won't pay any more for it.
3. You also have to accept a 10-turn no-net-gain in order to set up the trade. (Arguably, you are losing out for those 10 turns... net-neutral in terms of Gold per Turn... but you don't have access to the Resource, which could have been sold to another player, traded to an ally, used as a backup if you lost your other copy, etc).
4. Yes, you can argue that you could be trading away Resources that an AI "doesn't need," but AIs (from my experience) will be more willing to grow their Cities (grow them into their new Happiness/Healthiness caps) when they obtain additional Resources either via trade or in their own lands.
Yes, you are taking advantage of the fact that an AI is unlikely to cancel a deal that they think is fair for them, but what you are potentially abusing is the AI's inability to evaluate whether it is better for them to have that extra Happiness/Healthiness Resources or the Gold per Turn at the current time in their game (and who is to say that the AI isn't coded such that they are more forward-thinking than the current time?).
Yet, I make trades like these all of the time for my own Civ... an AI comes up with a Dye Resource (and that's a Resource that I don't have in my lands--or is a Resource that I do have but the Calendar tech is far away) and I'll do my best to trade for it, even if I'm 3 population points away from my Happiness cap in my largest City. I'm investing in the future with the potential to grow into additional Happiness (or to better withstand War Weariness, to be able to run different Civics, or a whole host of other strategic options). Basically, just because the extra Resource doesn't appear to benefit a Civ "right now" does not mean that it is not worth it for that Civ to seek out that Resource when the trade is available to them.
If an AI invested in a Dye Resource and later connected their own source of Dyes, they would come to you and tell you that they are cancelling that deal. So, code does exist to prevent abuses (i.e. code exists such that an AI will seek to cancel a trade where they are getting a Resource that will provide it with zero additional benefit due to already having a copy of that Resource, combined with the AI's inability to give away their only own copy of a Resource).
EDIT:
Is gifting gpt ever a legitimate way to gain diplomatic or other valid advantage? If not, then that can be banned.
Sure, legitimate examples exists for gaining a diplomatic advantage. Maybe you don't have a tech or a City to trade to an AI but you want to obtain up to +4 positive Diplo for Fair and Forthright Trading relations. Picture a game where you got Currency but not Alphabet or where you're behind a tech leader that doesn't have any techs that you want. Maybe the only tech that you have to trade is a strategic one that you don't want the AI to have but you don't mind the AI having some of your Gold each Turn.