Part 1 scheduling: finish weekly activities, recruit early, and turn spare turns into incomeMinor spoilers
Do capital activities first each week, then unlock stations and complete requests along exploration routes. Recruit early, use spare turns for exploration income, and buy gifts for more recruits.
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Finish weekly capital activities before leaving
Training takes the most time in Part 1. Each week, interact with the bird, visit the arena, eat, and perform Temple Service first. Add theater, fortune-telling, and gifts as they unlock. These capital activities do not cost turns. Use them before leaving so a weekly refresh during exploration does not waste your opportunities.
Use the arena to train skills your core units need. Check strengths and growths before changing classes to give development a practical direction. For meals, invite prospective recruits who have not joined yet, investing support in your next ally.
Recruit early arrivals with low requirements first
Recruitment first checks Renown and support. After meeting those, you may still need money, items, or an outdoor objective. The same character’s requirements can change with the protagonist.
I prioritize characters available below Renown 6 who join early. They benefit from much more training and promoted growth. Late recruits may have high levels yet weaker stats than allies trained throughout. Do not spend every early Part 1 support opportunity on someone locked behind a paralogue.
Later battles allow more than ten deployed units, so gradually expand your reserves alongside the current core. A larger roster also has an immediate benefit: more money from automatic exploration.


Earn exploration money, buy gifts, and recruit again
Near the main quest date, if too few turns remain for a world-map trip, use Auto-earn at the inn. Early on, I prioritize exploration. More team members mean higher income. Later, with a larger roster, one turn can earn five or six hundred, better than spending a turn traveling without reaching your destination.
Spend that money on gifts, increase support, and recruit more people, raising automatic exploration income again. Part 1 deploys fewer units, so weapons can rotate between them. Dungeons, exchanges, and new recruits also supply equipment. I therefore reserve more cash for gifts and prioritize the gift-price reduction bonus.

Combine requests around stations and dungeons
Reveal the map first, focusing on stations, towns, and dungeons. Stations save travel time, towns sell gifts, and dungeons provide levels, chest loot, and materials. Those marked with another exit are especially worth exploring.
You need not stop for every fish, vegetable, or ore deposit. Gather specific resources when a request or planned weapon or item exchange calls for them. Group requests in the same region. New requests and recruitment conditions may lie along one route, while repeated round trips for small rewards are expensive.
Watch deadlines and try to keep trips within a week. You still need the next week’s meals and arena activities after returning.
Shared side quests completed by one protagonist award their rewards on another route, so there is no need to repeat identical errands mechanically on all four.


Temple Service, theater, and gift supplies
Choose Temple Service according to each god’s favorable day. Festivals provide additional experience. Once Blessings are trained, they offer more emergency tools beyond Rewind.
For recruitment, include the protagonist in theater visits and meals. My goal is support between the protagonist and future recruits, so I prefer watching together to performing for money and gifts. Fortune-telling costs no turns. Visit if you want to build the relevant relationships, but remember that she does not join directly in Part 1.
Check preferences in character information before gifting. The two capital shops do not stock enough for everyone, so buy more in world-map towns later. Rather than insisting on the optimal gift every time, keep enough stock to steadily develop the recruits you want.