Written by Claude (Opus 5.5) from the run's own logs (events.jsonl, episode.json, results.json,
interview.md); it is a reading of the run, not part of its score.
- Model: Kimi K3 (
kimi-k3) on Moonshot's API, reasoning effort high, output limit 32,768 tokens. Kimi K3 takes only low, high or max (its default), so it could not run at medium like the other models of the same day; high is the middle of its three. - Benchmark: Oasis by the Sea construction, version 1.5.1 (1.5.0 with Moonshot reasoning levels; nothing a run plays changed), from the save the human reference game started from; 33 min 20 s of game time (60,000 ticks) at speed 40, the length of the person's game; no playbook
- Run c87f474e, series 20261011T163919Z, 2026-10-11
Result
| Kimi K3 | The person | Left alone | |
|---|---|---|---|
| Net worth | 5,918 | 19,513 | 1,220 |
| Gold | 1,505 | 18,304 | |
| Stored goods, at the sell price | 4,413 | 1,209 | |
| Population / housing | 76 / 98 | 202 / 202 | |
| Popularity | 69 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 4,698 over leaving the game alone, about a quarter of the person's growth (18,293). Most of it is stored goods: 193 stone, 72 iron, 256 wood and 79 flour.
How the game went
Opening, 0 to 8 minutes. Woodcutters, an iron mine, a dairy farm and hovels at the start, two quarries with three ox tethers by 5 minutes, two wheat farms at 5 minutes and a mill at 7. Housing stayed at 34, every place taken, from 4 to 8 minutes, when four more hovels went up.
A broad economy, 8 to 16 minutes. A chapel, an orchard, another mill, dairy farm and wheat farm, then a hops farm, a brewery and an inn at 13 to 14 minutes. The first bread came at 12 minutes. It set taxes to average at 8 minutes; popularity fell to 43 by 16 minutes, and it took the tax off for two minutes. Net worth stayed near 900 from 9 to 12 minutes while gold went into buildings.
Growth, 16 to 25 minutes. More ox tethers, a bakery and two hovels at 18 minutes, a fourth wheat farm, two more iron mines, a church at 21 minutes and a third quarry at 23. The population rose from 57 to 76.
The end, 25 minutes on. Eight shrub gardens for popularity at 26 and 29 minutes, which cut worker efficiency to 90%; taxes at average to high. The population stayed at 76 with 24 idle. Net worth rose from 3,245 at 25 minutes to 5,918 as stone, iron, wood and flour piled up.
| Game minute | 0 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,275 | 1,092 | 907 | 903 | 1,431 | 2,085 | 1,954 | 2,752 | 3,655 | 4,744 | 5,918 |
| Population | 3 | 34 | 41 | 55 | 62 | 57 | 67 | 69 | 76 | 76 | 76 |
| Housing | 10 | 34 | 66 | 66 | 82 | 82 | 98 | 98 | 98 | 98 | 98 |
What held it back
- 24 idle peasants capped the population. Idle peasants reached 24 at 4, 12, 22 and 24 minutes, and each time the population stopped until new buildings took workers; after 24 minutes it stayed at 76 with 22 places empty. The four other runs on the same save the same day stopped at 24 idle too: the game seems to send no more peasants while 24 wait at the campfire. Kimi noticed the stall and guessed at a blocked path from the signpost.
- Small scale. Four iron mines, three quarries and four bakeries against the person's 13, 10 and 57; wood ran short for much of the middle game (4 to 30 in store from 3 to 13 minutes).
- Taxes and good things against popularity. Average to high taxes kept popularity in the 50s for most of the game, and the shrub gardens slowed the workers to 90%.
- Buying. Apples, wood, bread and ale lost 679 net worth.
What worked
- It used far more of the game than any other model. It built 19 kinds of building; each of the other four runs built 11. Besides a bread chain (four wheat farms, two mills and four bakeries; Claude Sonnet 5.5 built a small one too), it alone built a hops farm, a brewery and an inn, a church besides the chapel, and good things (eight shrub gardens).
- It drew popularity from five sources where the others had two or three: food variety (bread, apples and cheese), religion, taxes, the inn's ale (+2, the largest) and good things (+1). The others' popularity came only from food, taxes and, for three of them, a chapel. It weighed the gardens' cost in its own reasoning ("popularity bonus but REDUCES worker productivity") and built them anyway near the end; in its interview it called them "the worst trade I made all game".
- It used the tools widely too: 17 different tools, as many as GPT-6 Luna, and the only run to use
flat_view(to see free ground under buildings) andnotebook_write. - No tool call failed apart from the session's end.
Cost and speed
134 turns, 163 tool calls, 6.41 million tokens and $3.55, worked out from Moonshot's list prices on the model profile (Moonshot does not report what it bills). Caching worked: 5.95 million tokens were read from the cache and only 16 thousand sent uncached. The cost is Moonshot's price, $0.30 per million cached tokens (three times Sonnet 5.5's), over many turns, plus $15 per million output tokens. The agent run took 63.4 real minutes, the slowest of the five, 34.9 of them waiting for the model; three compactions took 104 s.
At 25 game minutes, the length of the earlier benchmark versions, it stood at 3,245 net worth for $3.14 after 53.5 real minutes. No earlier version has a Kimi K3 run on this map to compare with.
Beside the other runs on the same save
| Claude Sonnet 5.5 | GPT-6 Luna | GLM 5.3 Flash | Kimi K3 | Claude Haiku 5.5 | |
|---|---|---|---|---|---|
| Net worth | 8,633 | 7,348 | 6,200 | 5,918 | 5,113 |
| Ending | Full budget | Full budget | Ended itself 5 s early | Full budget | Full budget |
| Reasoning | medium | medium | medium | high | medium |
| Gold / goods | 1,147 / 7,486 | 2,583 / 4,765 | 4,755 / 1,445 | 1,505 / 4,413 | 1,482 / 3,631 |
| Population / housing | 60 / 74 | 86 / 154 | 64 / 210 | 76 / 98 | 61 / 82 |
| Kinds of building | 11 | 11 | 11 | 19 | 11 |
| Popularity sources at the end | 2 | 3 | 3 | 5 | 3 |
| Iron mines / quarries / bakeries | 10 / 0 / 2 | 12 / 6 / 0 | 7 / 2 / 0 | 4 / 3 / 4 | 2 / 5 / 0 |
| Net worth lost to purchases | 930 | 656 | 1,201 | 679 | 150 |
| Cost | $0.724 | $0.114 | $0.145 | $3.55 | $0.080 |
| Real time | 30.5 min | 52.8 min | 43.8 min | 63.4 min | 33.3 min |
The interview
Kimi said it played "to protect a balance sheet" while the person played for throughput, and that its rule of not buying or selling, because buying lowers net worth and selling leaves it unchanged, made it timid. Playing again, it would rush population with no taxes, build a large bread industry and buy wheat, use bad things instead of good ones, and build many more quarries and mines. It asked for a population diagnostic and live production rates. Two details are off: it counted 3 bakeries and 12 hovels (the game shows 4 and 11), and it believed wheat and hops add nothing to net worth.
For the harness
- The prompt's list of sell prices names wood, stone, iron, bread, cheese, meat, apples, ale and flour but not wheat or hops, which the score counts at 8 each; Kimi took them as unscored.
- It wanted to know why its population had stopped; nothing in the stats says why.
