So I've been sitting here contemplating the effects of salt and ice and the utter lunacy they represent in the game.
If it isn't clear: Salt and Ice obviate permadeath, making it largely meaningless. If you're going to have a wilderness survival game that proudly proclaims being permadeath, you can't then fill it with things that make permadeath meaningless.
The insta-statted insta-skilled character should be out of reach of EVERYONE.. Including the big factions. That being said I also feel the big factions should have an advantage by virtue of being the big factions. They're an organized group, that takes time, dedication, planning, and coordination. These things deserve recognition.
That being said: My solution for Salt/Ice
Salt should *not* directly reduce hunger. That's just damned abusive and makes bonfires and symble practically meaningless.
Salt: Should significantly reduce the hunger of a single food item, and distributed from a salt shaker/grinder. The process of creating salt should be at least as time consuming as making pepper, and involve the collection of salt water (which would have resource nodes just like sand) which in turn would have to be put in some sort of drying apparatus. Rare spawns of Rock Salt boulders could appear on the map and perhap behave like resource nodes (They can't be lifted, and once removed will cause another to respawn in the world somewhere else 24 hours later)
Pepper: Boosts FEP from food, salt shaker/grinder.
Icicles: Icicles should be applied like Salt and Pepper, and have a limited number of uses. Using them directly reduces the time required to study a specific instance of a curio.
alternately: An ice-chest sort of device should be made that can hold a certain number of curios. After sitting in this box for a period of time (perhaps related to the amount of LP/etc and the quality of the box) the curios therein become Iced curios. These will have a reduced study time. Eventually the ice chest will melt away and another ageless ice will be necessary to craft another. At no time should the duration of a curio be reduced by more than 25%, nor should the ice chest last more than 24 hours.
Resource Nodes: Most should disappear after having been used a certain number of times, and respawn elsewhere in the world. This makes control of a resource node impossible. Resource nodes should have a delay after depletion before they respawn, and only a limited number of them should exist at a time.