HC Shipment Age Effect Civilizations Available Equivalent Villagers Equivalent Villagers (Export) Equivalent Villagers (each non Asian civ) Dancers Gift Dance (XP/Sec) Fishing - Whaling (canoes, etc.) Berries / Cherries Tree 0% Resource Reduction
Fishing - Whaling (fishing boat, warship) Farm Mango Grove 5% Resource Reduction
Capitalism 1 1.25 per second coin trickle German Ottoman Spain 2.08 ---- N/A 0 0.0 Mining Fishing (canoes, etc.) 10% Resource Reduction
Colbertism 1 1.5 per second food trickle Dutch French   2.24 ---- N/A 1 1.0 Mining - Dutch Fishing (fishing boat, warship)
Distributivism 1 1.25 per second wood trickle British French Russia 2.50 ---- N/A 2 1.0 Plantation Hunting
Distributivism (India) 1 1.25 per second wood trickle (+1 villager as India) India     3.50 ---- N/A 3 1.0 Rice Paddy Mill
Earth Bounty 1 0.65 per second wood & coin trickle Sioux     2.38 ---- N/A 4 2.0 Rice Paddy
Foreign Logging 2 2.35 wood per second wood trickle +1 villager India     5.70 ---- N/A 5 2.0
Sumptuary Laws 1 0.3 coin, 0.3 food, 0.3 wood, 0.15 XP, & 0.15 export per second trickle China Japan   1.70 5.00 N/A 6 3.0
TEAM Sumptuary Laws 1 (TEAM) 0.2 coin, 0.2 food, 0.2 wood, 0.1 XP, and 0.1 export per second trickle India     2.26[1] 6.67 1.13[2] 7 3.0
8 4.0
9 4.0
Resources gathered per sec for calculating villager second costs 10 5.0
Resource Resource Type Base Rate / Sec + % Rate Rate / Sec 11 5.0
12 6.0
Coin Gather Rate Mining 0.60 0% 0.60 13 6.0
Food Gather Rate Berries / Cherries 0.67 0% 0.67 14 7.0
Wood Gather Rate Tree 0.50 0% 0.50 15 8.0
XP Rate 1 Villager(s) Dancing at the Firepit 1.00 N/A 1.00 16 8.0
Export Rate 0% Resource Reduction 0.03 0%[3] 0.03 17 9.0
18 10.0
Total Number of players on team (affects "TEAM Sumptuary Laws" card): 2 19 10.0
  20 11.0
Miscellaneous Notes:   21 11.0
1 The "Resources gathered per sec for calculating villager second costs" table can be used to simulate different gathering rates.  Select the yellow highlighted cells in the "Resource Type" column to change the gathering methods (i.e. mining, plantation, farm, hunting, etc.).  The "+ % Rate" column can be used to simulate technology and HC shipment upgrades.  Simply type the desired % increase in the yellow highlighted cell.     22 12.0
    23 13.0
    24 14.0
      25 14.0
2 The export rate generated passively on working villagers can be adjusted by selecting the desired % decrease in resource gathering rates.  This will automatically adjust the "+ % Rate" column for the "Export Rate" row.  This value is deceiving since generating export requires a working villager.  While export is generated in the Sumptuary Laws, no additional resources are being collected by working villagers.     26 15.0
  27 16.0
28 17.0
29 17.0
3 The XP rate is compared by the amount of villagers dancing at the fire pit.  Since the rate changes (non-linear) based on the total amount of villagers dancing, this can be adjusted by typing into the yellow highlighted "Villager(s) Dancing at the Fire pit" cell.  For example, if 1 villager is dancing the XP generated is 1XP per second, so a 0.15XP sumptuary trickle would be equivalent to 0.15 villagers.   30 18.0
31 19.0
32 20.0
33 21.0
4 The total number of players on one team can be adjusted by entering a value in the "Total Number of players on team (affects "TEAM Sumptuary Laws" card):" yellow highlighted cell.  Since non-Asian civilizations (European and Native) will not accumulate export, the team card "TEAM Sumptuary Laws" is more useful when allied only with Asian Civilizations.  The "Equivalent Villagers (non Asians)" column above shows these values.   34 22.0
35 23.0
5 The grouping "+" button at the top of the worksheet can be used to show or hide the base Gift Dance XP gathering rates.  
 
 

[1]
NOTE:
This applies to Asian civilization allies only (due to export trickle).
[2]
NOTE:
Non-Asian civilizations will not accumulate export.  Therefore, as a team card, this shipment is more useful when allied with Asian Civilizations. 
[3]
NOTE:
Effect of Reduction in Resource Gathering to Export Bonus at the Consulate