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Journal · Fortune's Weave

Chapter 6: I Finally Know How Strong I Want Cai to Feel

The Thundercloud Knights qualifier taught me that I do not actually want a tightly level-matched Cai run. I like the kids feeling trained, dangerous, and clearly stronger than ordinary enemies, and Chapter 6 is where I changed my progression plan around that.

4 min readSpoilers: mechanics

I made it to Chapter 6 and, more importantly, I finally figured out something about how I want this game to feel.

The last qualifier was not too hard in the normal sense. Cai's team could fight. We were just much closer to even with the opposition than I wanted.

Seeing stronger characters beside us made it especially obvious.

Cai felt like maybe the third strongest person on the field instead of the kid I had been deliberately training into a monster, and ordinary enemies were no longer getting deleted the way they had earlier.

That bothered me.

Not because I need the game to be effortless, but because I actually like the story the numbers are telling when Cai and his friends are overtrained.

They're young. They're trying to survive and win this enormous tournament. The idea that they spend every spare stretch training until normal soldiers cannot keep up with them feels good to me.

So I am changing the rule.

I used to think normal EXP was something I needed to control so I did not outlevel the game.

Now I know better:

I want Cai's core above the curve.

The tactical part can still come from bosses, terrain, objectives, split formations and dangerous enemy specialists. An ordinary enemy does not need to be my statistical equal to make the map interesting.

That realization also makes the Increase EXP +10% Boon feel different. It is not merely an anti-grind convenience anymore. It is supporting the version of Cai's army I actually enjoy.

Where I am

I am in Chapter 6: To the Land of Cybele, during Free Time 4.

I have done the current Free Time activities except Meals and have started the new Mentoring work.

I also discovered embarrassingly late that the gold Temple icons mean Divine Audiences that give Renown.

I have done several now that I know what they are.

That is going into the category of "a system I misunderstood once and no longer need to misunderstand": if a shrine icon turns gold, go collect the free Renown. It costs no Turn.

I do not need to find Ahm Lu

I also had the feeling that I should be searching the world map for the island before I used up Free Time.

I do not need to.

This Chapter 6 Free Time is genuinely mine to use. When it ends, the story takes me into the Ahm Lu exploration section.

The one thing future-me needs to remember is to see the mural scene Tialla points out before following the main quest marker.

That is a much better mental model than reserving time for a trip I cannot actually initiate yet.

What I am doing with spare Turns now

Weekly and zero-Turn systems still come first because leaving free progress on the table makes no sense.

But once quests, Meals, Audiences and Mentoring are handled, I no longer need to ask whether using spare Turns to train is somehow "playing wrong."

The Inn's Combat Auto-Activity is now a legitimate training camp.

If I feel like actively playing, I can take useful skirmishes and dungeon combat instead. If I want the story to move but still want Cai's team stronger for the next battle, Auto-Activity can convert otherwise-unused Free Time into EXP and Class EXP.

That is exactly what I want.

Noctula is in; Majide is next

Noctula is recruited.

Sofia is still somebody I am intentionally building Support with, but she is a longer project on Cai because of the Renown requirement.

My next immediate target is Majide.

Part of that is efficiency: Cai gets him at much friendlier requirements than the other routes.

But the bigger reason is much more personal now.

He is a big physical-power recruit, and I have just spent a whole chapter realizing that big physical power makes me happy.

So this is no longer simply "recruit the missing role."

It is also okay to recruit somebody because he makes the army feel like the army I want.

The route plan finally fits how I feel about Cai

I still do not want to leave Cai emotionally.

But now I understand why switching after Part I is not really leaving him.

The plan is:

finish Cai Part I → Leda Part I → Dietrich Part I → Theodora Part I → return to Cai for War.

Those three other Heroic Games stories build the global save: more Boons, better EXP boosts, more Class EXP, stronger proficiency acceleration and all the system knowledge I did not have when I started Cai.

Then I bring all of that back to him.

That is much more satisfying than either extreme:

  • I do not abandon Cai halfway through his distinct Part I story.
  • I also do not push straight into War before collecting the progression the game designed the other Part I routes to unlock.

Cai gets to be both my first protagonist and the one I come back to when the save file is powerful.

Eventually Salvation is shared, so the game itself converges the stories.

But Cai's War is the War I want to play.

That feels right.

The journal keeps the session. These carry the conclusion.