Alright, so the basic plan is solid and there's nothing wrong with it. But... I do feel there's a fun question here about how we could go maximum social here as well as taking advantage of the fact that this turn is really the best time to be doing meridian stuff now that we've lost our sites.
Basically the idea here to crunch HDW down so we can have it PMR and MSS/MoSS all equipped at once for maximum diplo. If we are going to make a successor to it, then we'll want to do that some time anyway and this is arguably the ideal time to do it.
Downside is that we don't really know how that will work yet. Current ideas revolve around merging HDW + RME, and we don't know how that would work. Would we be using one of them as a base and only one would count? Would we want to make both of them efficient first? This is something we need to check with
@yrsillar.
So I'm kinda putting this plan down here both for discussion of potential interest, and to put a pin in for checking with yrs if it's something we'd want to do. But hey! Being able to have all our social up would be cool!
[X] Plan: Ultimate Social Time
-[X] High Pills (free)
-[X] Resources: 16 GSS, 8 YSS (8 free GSS, 8 from cash, 8 YSS from cash), Drip on Spiritual Cultivation
-[X] buy Gushing Spring Pill (60 SP)
-[X] Meridian opening (2 AP, Spine, Head)
-[X] Harmony of the Dancing Winds Efficiency Upgrade (4 AP, Head, Head, Head, Head)
-[X] Songseeker's Ceremony (3 AP)
-[X] Frozen Soul Serenade Efficiency Upgrade (2 AP, Lung, Lung)
-[X] Playful Muse's Rapport (1 AP)
-[X] Moonless Saboteur's Smile (2 AP)
-[X] Beast King's Savage Dirge (1 AP)
-[X] Equipment: Unequip: Anchor of Eight Imperial Duties, Equip: Dusk Wind Studs
-[X] Sideboard: Combat/Adventure: MoSS <-> Social: MSS (can keep HDW/PMR/RME up regardless)
-[X] Upkeep: HDW (5), RME (2), LFWT (15), WHR (3), UGM (5), SNR (10), Social: MSS (5)
-[X] non-Upkeep: none
Edit:
and here's a skill plan because we need one
honestly, we lose a pile of bonuses because of not being able to abuse our sites like usual, but there's nothing to do about that, and there's sort of a limited number of things actually near breakpoints.
So mostly just going for turn appropriate stuff:
[X] Turn 11 Plan: Art and Diplomacy
-[X] Intelligence 2, Manipulation* 1 (6/30)
-[X] Vanishing 1*, Government 3*, Survival 2, Sincere Negotiator 4*, Beast Handling 3*, Art 3* (27/30)
-[X] Gardening: Art 1*, Woodwind 1* (30/30)