Turn 12:
You start off the turn by evaluating the capabilities of your squad. You discover that they are all equal in stealth, one of them is better at talking to others then the rest, 2 are the same leadership ability. Only 1 has any skills and the skill is in hunting, in fact he is the same as you in hunting. Next you train them in leadership, they get a bit better at leading. Then you train your own tactics with them following through with your commands. You improve your tactics to the next level, but just barely.
Next you go hunting, 3 days later you find and take out most of a warren of rabbits just to feed your pack, 43 food. You also look for potential den locations, it takes you 6 day, and passing up many tiny and small locations, to find 2 decent sized location(cap of 50 pop) 1 about 2 days travel to the south, the other about 1 day travel to the north. You get back and inform the Alpha of the locations. The Alpha decides the closer one to the north will be this year's den.
Overall changes: leadership increases by 1; scout and hunting barely increase; tactics leveled up; -14 food
Turn 12 is over, Choose Turn 13's action(s)(SIX actions available):
Strength based actions:
Organize a hunt{++food, +hunting}
-With superiors
-With friends{+leadership}
-With spouse
Fight/wrestle{+strength, +tactics}
-with superiors
-with friends
Challenge superior{possible rank up, possible death}
-Alpha
-Beta
Train Strength{+Strength}
Stealth based actions:
Spy on{+stealth, +intel}
-write in
Capture prey{+food, +stealth}
Train Stealth{+Stealth}
Leadership based actions:
Organize exploration{+leadership, +area intel}
Train Leadership{+leadership}
Train your squad's stats{+random stat for squad mates}
Train your squad's skills(write in){give said skill to squad mates}
Charisma based actions:
Talk/Hang with{+Charisma}
-Friends{+friends}
-Superiors{+relations}
-Spouse
Train Charisma{+charisma}
General actions:
Overall training{+random stat}
Learn Skill(write in){learn a new skill}
Train Skill(write in){improve said skill}
Write in{improve
}
Strength: 8(1/38)
Leadership: 6(0/23)
Charisma: 5(14.5/16)
Stealth: 5(0/16)
Age: 11 turns and 0 sub-turns
Life Stage: Male Delta(7/10 kills to rank up)
Relationships: Beta female: mother; Alpha female: really impressed(6/10); 7 male Gammas: 2 close friends(2.84/10), 5 loyal friends(10/10); Alpha male: impressed(9/10); Beta male: father(proud); female Delta: mate; 4 female pups: loyal(daughters)
Skills: Hunting(Competent){7.9/10}; Tactics(Proficient){0/13}; Persuasion(Competent){4.5/10}; Planner(Skilled){0/13}; Performance(Adequate){6/7}; Scout(Novice){1/3}
Goal(s): become alpha(normal); conquer or otherwise assimilate another pack(challenging); beat the current Alpha in a fight(normal){These goals were decided on turn 2-6}; Become famous/infamous beyond just our pack(hard); Be given a nickname that causes anyone who hears it to think of power, even if they don't specifically know it's ours(challenging){these goals were decided on turn 3-12}
Fame: 3.0
decent den(room for 50 Dire wolves and 500 food)
-food(84)(-57/turn)
pack size: 35
the Alpha pair
1 Beta pair(your parents)
1 Delta pair(you and your spouse/mate)
3 Gamma pairs(males are friends)(1 Male has: 3/10 kills to rank up)(2/10 kills to rank up)
4 Male Gammas(friends)
9 Male pup
10 Female pups(4 are your daughters)
3 Delta Males(Delta 1,2,&5)
-Delta1(strength:3; leadership: 2(4/5); charisma: 2; stealth: 3)(hunting: competent)(3/10 kills to rank up)
-Delta2(strength:3; leadership: 3(4/8); charisma: 3; stealth: 3)(hunting: dabbling)(2/10 kills to rank up)
-Delta5(strength:5; leadership: 3(4/8); charisma: 1; stealth: 3)(hunting: dabbling(1/2))(0/10 kills to rank up)
[/color]
A correction: growth rolls are every 10 turns.
Also remember you now have 6 actions for a turn.
Also Also if you become Alpha you get to keep options for the den and get more options.