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Continue Fortune's Weave

Cai — Part IChapter 3 · Partings and HopesDagsionSwitch 2
Current point
Back in Dagsion with the hair clip, after taking Niraga Mine apart room by room and leaving through the rear exit.
Next objective
Keep going in Chapter 3 and spend the first real Free Time.

Team and build reminders

  • Cai — Spear + Rider. The Wooden Sword is utility, not the build.
  • Peter — Bow only. He is the answer to distant and flying targets.
  • Tialla — White Magic first, enough Black Magic to never be idle.

Niraga Mine settled an argument I had been having with myself all week: I want to search every inch of these places, and I do not want to play the fights inside them. Both halves are written down now.

Open Fortune's WeaveMy save fileSpoiler boundary: Cai — Part I, Chapter 3 in Dagsion

How far in

Position measured · lengths estimated

3–4%through the game I plan to play

Cai — Part I
17–25%stage 1 of 6 — the stretch I am in
Everything the game holds
2–3%all 9 stages, including the 3 I am skipping

In the game, not in the plan

No chapter list published yet that I have found, and I am seven days into the first route. The bands are wide on purpose: a Part I route in a game built like this one usually runs somewhere between ten and fifteen chapters, and I would rather show that whole range than pick the middle of it and call it knowledge.

Below: everything else I would otherwise have to reconstruct from memory — what I decided, what I refuse to re-decide, and what I am deliberately leaving open.

Decisions I already made

Full decision log →

Fortune's Weave — settled, with the reasoning attached so I do not have to rebuild it.

  • My decisionConfident

    Cai's first-run build

    Focus Cai on Spear + Rider rather than deliberately developing Sword.

    Why

    His early class direction and mounted role make those proficiencies more useful for this save, and a free weapon is not the same thing as a build recommendation.

    I would change my mind if

    • A later class path creates a compelling reason to branch.
    • I replay Cai deliberately for an alternate build.

    Replaces Read the Wooden Sword as build advice. The old thinking is kept, not deleted.

  • My decisionConfident

    Finish a Part I route before switching protagonists

    Finish each protagonist's Part I completely before starting the next one, instead of switching every few chapters.

    Why

    Living with one army long enough to understand it beats holding four half-remembered armies at once, and the carryover progression makes each later route easier than the one before it.

    I would change my mind if

    • A route stops teaching me anything new and becomes a chore.
  • My decisionWorking answer

    Part I route order

    Play Part I in the order Cai → Leda → Dietrich → Theodora.

    Why

    Cai teaches the rulebook, Leda broadens the archetypes, Dietrich is where the tactical game should get demanding, and Theodora adds Authority and Battalions last — right before the shared War structure.

    I would change my mind if

    • I finish Cai Part I and find a reason to reorder the rest.
  • My decisionConfident

    Which systems I let a guide solve

    Deliberately optimize the Boon progression. Do not use turn-by-turn battle guides.

    Why

    Knowing the efficient Boon order removes repetition without removing the tactical decisions, which are the part of the game I actually want to play.

  • My decisionConfident

    Recruit for a missing job, not for completion

    Recruit characters who add a role the current team does not have, and leave the rest for a later run.

    Why

    The first run gets to be an army instead of a collection checklist, and replay exists for the rest.

  • My decisionConfident

    Normal EXP is a throttle; class and proficiency EXP are accelerators

    Treat normal EXP as a difficulty/grind throttle I turn up and down, and treat Class EXP and the proficiencies my real teams use as things to accelerate aggressively.

    Why

    Raw levels can erase the tactical game. Class and proficiency growth open more of the game instead of flattening it.

    I would change my mind if

    • The army is clearly overleveled and maps stop being interesting.
  • My decisionConfident

    Auto Battle the routine Clashes

    Default to a preemptive strike, then Auto Battle or Skip to Conclusion, for ordinary Clash encounters. Take manual control only when the automatic result loses, the enemies are above my level, a specific EXP or MVP outcome matters, or the fight is actually doing something.

    Why

    I have already spent a few hundred hours on this exact shape of combat in squad-collection games, and I know how it ends: I learn the rotations, the rotations stop being decisions, and I turn the speed up. Reaching that point on my own inside Fortune's Weave is not a reason to stop playing Fortune's Weave — it is a reason to stop hand-playing the part that already bores me and keep the attention for the maps.

    I would change my mind if

    • A Clash shows me a mechanic I have not seen before.
    • Auto Battle starts losing fights I should be winning.
    • Part III enemies make the automatic result unreliable.
  • My decisionConfident

    Clear the dungeon even though I am skipping its fights

    Walk every reachable path, break the breakables, open every chest against the counter, take the materials, and find the rear exit when the Uncharted marker says there is one.

    Why

    Automating the combat is not the same as losing interest in the place. The exploring is the part I enjoy, and dungeons keep paying out long after the fights stop being interesting — materials now, Soulstones and the Keys of the Diadem much later.

    I would change my mind if

    • A dungeon is long enough that clearing it costs me a whole evening.
  • My decisionWorking answer

    Sweep the city once per chapter, not once per clock tick

    Re-walk Dagsion when the chapter or story state changes: collect the refreshed pickup orbs, talk to marked and unfamiliar people, check the optional-scene markers. Leave the unmarked regulars alone.

    Why

    The orbs refresh on a new chapter, not on every move from morning to afternoon, and an NPC without a marker says the same line he said last time. I tested that enough times to stop feeling obliged.

    I would change my mind if

    • I find a pickup that refreshed inside a single chapter.
    • A later city works on different rules.
  • My decisionWorking answer

    How I will handle Part II

    Play one Part II War route normally — Theodora's, in this ordering — and then use the game's skip option for the other armies by default.

    Why

    Part II is much more shared than Part I. Repeating it for all four armies would be completion anxiety, not enjoyment.

    I would change my mind if

    • I finish one Part II and actually want another army's variation.

Things I do not need to re-decide

The loops this site exists to stop. If one of these shows up in my head again, the answer is already here.

  • Answered — stop re-opening it

    Does the Wooden Sword mean Cai should become a swordsman?

    No. Cai stays Spear + Rider; the sword is situational equipment.

    Availability is not priority. The class direction is what matters.

  • Answered — stop re-opening it

    Do I need to recruit every available character on the first route?

    No. Recruit the people who add a missing role.

    Completion can happen on a later run; the first run is for learning.

  • Answered — stop re-opening it

    Can I replay routes later?

    Yes. Replay is the completion mechanism, not a punishment.

    The first Cai run does not have to be the definitive Cai run.

  • Answered — stop re-opening it

    Which of this game's two combat systems do I actually like?

    The tactical grid maps. Clashes are the ones I automate.

    Positioning, ranges, terrain and roles are what I came for — the same thing I liked about Advance Wars. The small turn-based fights are a second system I have already played out elsewhere.

  • Answered — stop re-opening it

    Does Auto Battle or Skip to Conclusion cost me story?

    Not the story that matters. The scenes sit around the encounter, not inside it.

    Ordinary dungeon groups carry no plot, and the walkthroughs recommend skipping them on Standard. Event Clashes get watched in and out; I just do not have to execute the turns. I have no proof that nothing at all is lost, so an Event Clash I am curious about gets Auto Battle at speed rather than an instant skip.

  • Answered — stop re-opening it

    Do Clashes turn into something I will enjoy later on?

    No. Expect more of them, not different ones.

    Reviewers who played the whole game reached for Auto Battle for the same reason I did, and one of them said outright that the dungeon fights do not develop. Waiting for a chapter that fixes it is a plan with no evidence behind it.

  • Answered — stop re-opening it

    How often do the city pickup orbs come back?

    Once per chapter.

    Not per time-of-day. That one fact is the difference between exploring Dagsion and patrolling it.

  • Answered — stop re-opening it

    Can I spend Karma wrongly and lock myself out of Boons?

    No. Boons are not a permanently exclusive tree; all of them can be unlocked.

    That turns the question from "what am I sacrificing forever" into "what makes the game better soonest", which is a much easier question.

Questions to revisit later

Interesting future decisions, kept separate from problems that are blocking play. Nothing here needs solving tonight.

  • Wait

    Do I ultimately prefer Cai's mobile mounted branch or the heavier cavalry branch?

    Revisit when
    Both class branches are actually available and I have enough combat experience to know what the team needs.
    Why it can wait
    There is no need to optimize a late class before I understand the intermediate ones.
  • Wait

    Do I want a deliberate higher-difficulty Cai replay once I actually understand Fire Emblem?

    Revisit when
    I have finished at least one full route and know what I enjoy.
    Why it can wait
    It is a reward to look forward to, not a decision blocking the run I am in the middle of.
  • Needs research

    Which Blessing discounts deserve heavy Karma investment?

    Revisit when
    I know which gods' Blessings I actually reach for in play.
    Why it can wait
    Discovery is worth more here than having the mathematically correct discount immediately.
  • Wait

    Which alternate character histories are worth building deliberately for Merge Causality?

    Revisit when
    I have played more than one Part I route and can compare.
    Why it can wait
    I have not seen enough of the system to have an opinion worth recording.

What I used to think

Kept on purpose. The change of mind is often more useful than the conclusion.

  • Superseded

    Read the Wooden Sword as build advice

    Treat the free Wooden Sword as a hint that Cai is meant to develop Sword.

    Why

    I was reading the equipment screen the way I would read a normal RPG: the game handed me a weapon, so I assumed it was pointing somewhere.

    Replaced by Cai's first-run build.

Decisions I already made

Full decision log →

Pokopia — settled, with the reasoning attached so I do not have to rebuild it.

  • My decisionConfident

    Restore an area until it actually feels healthy

    I am not treating the minimum story requirement as the point where an area is automatically finished. I like raising the Environment Level high and improving the place until it feels genuinely restored before I move on.

    Why

    The rebuilding itself is the part of Pokopia I enjoy. Withered Wasteland became more satisfying as the Pokémon were happier and the area felt less like a checklist and more like a place I had built.

    I would change my mind if

    • Pushing an area higher stops being satisfying and becomes pure grind.
  • My decisionConfident

    Build places for Pokémon instead of random sprawl

    Organize my Pokopia towns around custom housing, natural-looking habitats, useful districts, and efficient use of space instead of dropping buildings wherever they happen to fit.

    Why

    I enjoy the town more when it feels deliberately designed and when the Pokémon's homes and habitats make visual and practical sense together.

    I would change my mind if

    • A later area's terrain makes a looser layout more fun.

Things I do not need to re-decide

The loops this site exists to stop. If one of these shows up in my head again, the answer is already here.

Nothing stored yet.

Questions to revisit later

Interesting future decisions, kept separate from problems that are blocking play. Nothing here needs solving tonight.

  • Wait

    What should the long-term layout of Rocky Ridges become?

    Revisit when
    After I have raised the Environment Level enough to understand the area's Pokémon, resources, buildings, and natural movement paths.
    Why it can wait
    I have only just rebuilt the Pokémon Center. Designing the final town before I know what the area needs would turn discovery into premature optimization.

Decisions I already made

Full decision log →

Splatoon Raiders — settled, with the reasoning attached so I do not have to rebuild it.

Nothing settled yet for this game.

Things I do not need to re-decide

The loops this site exists to stop. If one of these shows up in my head again, the answer is already here.

Nothing stored yet.

Questions to revisit later

Interesting future decisions, kept separate from problems that are blocking play. Nothing here needs solving tonight.

  • Decide soon

    What weapon, gadgets, and current island setup am I actually using?

    Revisit when
    The next time I launch Splatoon Raiders.
    Why it can wait
    The game is active, but I have not recorded the current checkpoint or loadout yet. The next play session is the right time to capture it from the actual save instead of reconstructing it from memory.

Decisions I already made

Full decision log →

Star Fox — settled, with the reasoning attached so I do not have to rebuild it.

  • My decisionConfident

    Star Fox stays in the father-and-son rotation

    Treat Star Fox as an always-in-rotation game with Stuart rather than a backlog title that needs to be completed once and put away.

    Why

    Alternate routes, repeat runs, scores, and familiar missions are part of what makes it valuable for us. The repeatability is the feature.

Things I do not need to re-decide

The loops this site exists to stop. If one of these shows up in my head again, the answer is already here.

  • Answered — stop re-opening it

    Do I need to treat Star Fox like a game that is finished once?

    No. It is one of the games Stuart and I can keep returning to indefinitely.

    The replay loop and route variation fit how we already enjoy it together.

Questions to revisit later

Interesting future decisions, kept separate from problems that are blocking play. Nothing here needs solving tonight.

No open questions recorded.

How this stays current

None of this page is written in code. When a session ends I edit two YAML fields — where I am and what I am doing next — and if something got settled, one more record in the decision log. Everything above re-renders from those files.