False. Salterns falls under Divine Stewards. We get Economy from it.
I do agree on not kicking it though.
Yeah, but Gardens is primary Economy, in that it directly increases agricultural output, and is likely to add at least 2 points of Economy independent of Stewards, which would be able to cover the maximum possible expense of the Saltern, while the reverse is not necessarily true.
Still, its just quibbling over sequence of events.
Whether we go for(optimistic timeline):
Turn 1 - Gardens Started, Gardens completed
Turn 2 - Salterns Started
Turn 3 - Salterns Completed
Or:
Turn 1 - Salterns Started
Turn 2 - Salterns Completed
Turn 3 - Gardens Started, Gardens completed
The difference is merely having a Megaproject's bonuses start 1 turn early.
Provided we don't kick it anyway, since that means we definitely won't make the deadline for the second one. Kicking is for emergencies now that we have the far more powerful Law and Policy.
I'm not really sure it will stabilize the lowlands. Right now, the chaos is pretty much independent of the disease (cholera is just the icing on the shit-laced cake). Giving them the key to fighting the disease isn't likely to end the civil war in the HK or the 3 way war between the DP and both Thunder Horse groups.
Pretty much.
It won't stabilize the lowlands on it's own, but it's fully possible that a roll that wouldn't have stabilized them normally does so because the now know how to prevent cholera.
Mind you, I find it unlikely they'll be able to afford that for a long time, but it's certainly a possibility.
Naw, again, they don't have the infrastructure for this.
Take a look at the potential recipients:
Primary
-Metal Workers
--Priority to them - Low, they don't have Cholera epidemic there.
--Keeping rivers clean - Hard. They will find this expensive due to the outflow from their mines tainting them anyway.
--Boil your water - Easy, it's not going to use more fuel than smelting.
--Salt - They have access to coast.
--Honey - We don't know(but barring Managed Forests, Honey is pretty rare and difficult to domesticate)
--Re-transmission vectors - Northern Nomads
--Abuse risk - Unknown.
-Western Thunder Horse
--Priority to them - High, epidemic victims
--Keeping rivers clean - Hard, due to herding, if you want to keep shit out of your rivers, having a cattle and horse based economy is not good, and irrigate manure fertiized fields rather than use Black Soil.
--Boil your water - Hard, Wood is very rare in their area.
--Salt - Hard, no coastal access.
--Honey - Hard, no forests.
--Re-transmission vectors -
Northern Nomads, Eastern Thunder Horse, Dead Priests Currently fighting with all these. Highland Kingdom.
--Abuse risk - It will benefit them to literally shit in the river to make the Dead Priests sick downstream.
-Highland Kingdom
--Priority to them - High, epidemic victims
--Keeping rivers clean - Moderate, Keeping rivers clean in floodplains is difficult as the river enthusiastically pollutes itself during flood season.
--Boil your water - Moderate, Wood is rarer in their area.
--Salt - Moderate, Borders coastal polities.
--Honey - Hard, no forests.
--Re-transmission vectors - Western Thunder Horse, Lowland Minors, Southern Metal
--Abuse risk - It will benefit them to literally shit in the river to make the Dead Priests sick downstream.
-Lowland Minors
--Priority to them - High, epidemic victims
--Keeping rivers clean - Moderate, Keeping rivers clean in floodplains is difficult as the river enthusiastically pollutes itself during flood season.
--Boil your water - Moderate, Wood is rarer in their area.
--Salt - Hard, no coastal access.
--Honey - Hard, no forests.
--Re-transmission vectors - Western Thunder Horse, Highland Kingdom, Dead Priests
--Abuse risk - It will benefit them to literally shit in the river to make the Dead Priests sick downstream.
-Southcoast Minors
--Priority to them - Moderate, no cholera, but they border people who are affected
--Keeping rivers clean - Easy/hard, not on floodplains, unless they're doing metalworking, then hard
--Boil your water - Easy, as far as I can tell they likely have significant forests.
--Salt - Easy, coastal
--Honey - Moderate, Forests are not Managed.
--Re-transmission vectors - Highland Kingdom, Into the wild
--Abuse risk - Unknown
Retransmitted
-Northern Nomads
--Priority to them - Low, no Cholera yet
--Keeping rivers clean - Easy, due to being Nomadic, it's fairly simply to avoid tainting water, particularly when watering holes and rivers on the Steppes are often something of a sacred resource there(it's a common belief in nomadic regions as these determine their migration patterns and will kill multiple tribes if they fail)
--Boil your water - Hard, Wood is very rare in their area.
--Salt - Hard, no coastal access.
--Honey - Hard, no forests.
--Re-transmission vectors - Into the Wild
--Abuse risk - Low, unless they decide to contaiminate the Black River(which is unlikely, since they want to loot us not kill us)
-Dead Priests
--Priority to them - High, epidemic victims
--Keeping rivers clean - Hard, Keeping rivers clean in floodplains is difficult as the river enthusiastically pollutes itself during flood season, especially when you're downriver of everything
--Boil your water - Hard, Wood is very rare in their area.
--Salt - Moderate, they have access to coasts to the south
--Honey - Hard, no forests.
--Re-transmission vectors -
Northern Nomads, Eastern Thunder Horse, Highland Kingdom Currently fighting with all these. Southern Lowlands
--Abuse risk - Low. They get fucked the worst from polluted rivers.
Noting of course that memetic mutation and lack of writing means that any party is likely to retransmit only once something usable.
The potion recipe cannot be retransmitted by people without Salt and Honey to trade, since they can't explain what it is.
Keeping shit out of water will be a difficult concept for a trade tongue to convey, as shit does not feature often in trading.
So basically what we'd wind up teaching broadly after retransmission noise will be "Burn your water, it will kill the demons"
...and after all this writing I just realized the most likely reason to trigger the Ymirri might be the HK and TH trying to murder the DPs too hard...