One episode · Large Barren Desert

Kimi K3

Benchmark 1.5.6Moonshot AIReasoning highPlayed by the maintainersFull-budget score
Model
kimi-k3
Served via
Moonshot API
Max output
32,768 tokens
Played
12 October 2026
Score
19.4
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
5,741
+549 over doing nothing, 11% of the person’s gain of 4,792
Population
94
37% of the person’s gain of 246 · popularity 66
Cost
~$2.10
4.5M tokens; ~ at list prices, the API reports no bill
Time
33 game min
53 min of wall-clock time, 95 turns

Minute by Minute

Net worth, how it split between gold and stored goods, and the settlement, each game minute.

Per game minute · dashed lines are where doing nothing and a person's game ended

  • Kimi K3
  • Baseline (do nothing), final
  • A person's game, final

Crusader Bench · crusbench.com

Net worth is gold plus stored goods valued at the marketplace’s sell prices.

Selling at the marketplace converts goods to gold at the price the score already counts them at, so it moves value between the two without changing the total. Buying costs net worth.

Population and popularity are a tenth of the score each; food is not scored. Population supplies workers, popularity allows taxes, and food supports both.

The episode

Watch the Episode

Videos and images stream from the dataset. Game footage © Firefly Studios, shared for non-commercial research.

Episode 1 · 33 min 20 s of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

5,741net worth
Gold
589
Stored goods, at sell price
5,152
Over the baseline (do nothing)
+549
Population / housing
94 / 114
Popularity
66
Food
23
Structures (map-wide)
97
Attempt
1

The settlement at the endcentred on the keep, zoomed out

The settlement at the end of episode 1, zoomed out over the keep

Final stock5,152 gold in goods

GoodUnitsPriceValue
Gold5891589
Iron105232,415
Stone31472,198
Pitch2010200
Ale1510150
Wood97197
Bread9436
Meat8432
Cheese5420
Apples144
Net worth5,741

Beside a person’s gameLarge Barren Desert, the same game time

This episodeThe personLeft alone
Net worth5,7419,9845,192
Gold5898,574
Stored goods, at the sell price5,1521,410
Population94250
Housing114250
Popularity66100

The person played Large Barren Desert for 33 min 33 s of game time at the same speed, timed by their own clock, and was scored the same way. The model saw this comparison only in its interview.

The town’s booksread from the game at the end

Date in the game
July 1178
Idle peasants
24
Popularity next month
+4
Food
+7
Taxes
−12
Religion
+3
Ale from the inn
+6
Taxes
Extortionate taxes, 131 gold a month
Rations
extra; 4 of 4 foods eaten
Worker efficiency
100%
Storage
20 stockpile piles, 4 empty; 2 granaries holding 23 food

Buildings63

  • Ox Tether17
  • Hovel13
  • Quarry12
  • Stockpile5
  • Iron Mine4
  • Inn3
  • Chapel2
  • Granary2
  • Water Pot2
  • Church1
  • Keep1
  • Marketplace1

Tool calls138

  • market_trade47
  • find_sites20
  • build_structure18
  • wait_and_observe10
  • go_to_tile9
  • set_tax9
  • building_info8
  • place_near8
  • expand_storage3
  • center_on2
  • inspect_building1
  • map_overview1
  • set_rations1
  • update_plan1

Play

Turns
95
Buildings placed / attempted
48 / 50
Anchor-tool placements
12
Tool errors
1
Raw inputs sent to the game
809
Context compactions
1
Game time
33 min

Compute

Tokens
4.5M
Served from cache
97%
Output tokens
26K
Cost, at list prices
~$2.10
Wall-clock time
53 min
of which inference
26 min
Peak game memory
3,246 MiB

The plan, before play

Understanding the task

  • This is the Large Barren Desert Free Build: ~33 minutes of game time to grow the economy as far as possible. Final score = net worth (gold + stored goods at sell prices) first, then population and popularity.
  • The map has no oasis grass, so no farms of any kind. Food must be bought at the marketplace (bread/cheese/meat/apples at 8 gold/unit), and ale too (20 gold/unit) since hops can't be grown.
  • Resources available to produce: stone (deposits ~100 tiles west, worth 7/unit) and iron (ore ~60 tiles east, worth 23/unit — the big money-maker). Wood from whatever trees exist, or bought.
  • Starting package: 5,000 gold, 55 meat, ~245 wood, 50 stone, 15 iron, 20 pitch, 20 ale, paid in over the first ~27 game seconds.
  • Not allowed: soldiers, walls, towers, defences — pure economy.

Opening plan

  1. map_overview + status to locate keep, stockpile, stone, iron and tree groves.
  2. Build a Marketplace early (buy food + wood), 2–3 woodcutters near trees, and hovels to grow population (popularity starts fine with no taxes and meat rations).
  3. Rush iron mines on the eastern ore (iron at 23/unit is the best net-worth engine) and quarries + ox tethers on the western stone.
  4. Buy food (mix types for variety popularity) and ale; build an Inn and later a Chapel/Church to push popularity high, then raise taxes for steady gold income.
  5. Keep expanding: more mines/quarries/hovels as workers arrive, expand_storage before stockpiles fill, and keep every idle peasant employed so immigration continues.
  6. Near the end, keep all produced goods stored (they count at sell price) and gold high from taxes.

Commentary during play43

  1. No trees on this map at all — so all wood must be bought at the marketplace. Iron ore (worth 23/unit) is ~60 tiles east; stone ~100 tiles west. Iron is the priority. Let me check building costs.

  2. No trees means all wood comes from the starting 245 + market purchases. Costs: iron mine 20W, quarry 20W, hovel 6W. Let me place the marketplace and hovels while the starting package pays in.

  3. Stockpile is full of wood and the rest of the package (stone, iron, pitch) can't be delivered. Expand storage first, then head east to the iron ore.

  4. The full package has arrived. Now find iron mine spots on this ore strip.

  5. Iron mines are in. Now to the western stone deposits for quarries.

  6. Quarries are in. Now ox tethers beside them.

  7. Industry is set up. Now buy food variety (popularity) and more wood at the marketplace.

  8. Now build the Inn (uses our 20 ale), a Chapel, and more housing near the keep.

  9. Inn is already giving +6. Now let time pass and verify mines/quarries actually produce.

  10. Iron is coming in (+4). The 60-tile walk slows everything, so more parallel mines will help. Back to the ore for a second wave.

  11. No more mine sites — 4 mines is the max on this ore. Focus shifts to population (taxes) and verifying quarries. Raise taxes while popularity is 100.

  12. Taxes now bring 50/month. Housing is full — find spots for more hovels.

  13. Housing expanded to 74. Now check whether the quarries are actually working.

  14. Quarries are running with oxen — stone is just slow due to the 100-tile haul. Idle peasants are near the cap of 24, so more quarries add both jobs and stone.

  15. 6 quarries total now. They need ox tethers — wood is at 62, enough for tethers.

  16. Back to the market: add apples (4th food type), more ale for the inn, and wood for future building.

  17. Stockpile is full — expand it, then let production run.

  18. Stone is flowing now. But idle peasants hit the 24 cap — immigration stops until more jobs exist. More quarries it is.

  19. Population growth diluted the inn's coverage (+2 now). Back to town for a second inn and more housing.

  20. Food is draining with 66 people — restock the granary.

  21. Food buffer is healthy. Idle cap reached again — more quarries on the southern stone for jobs.

  22. Inn coverage recovered to +6. Wood is low — restock for future building.

  23. Popularity has margin — raise taxes to extortionate, and check the Church cost for more religion coverage.

  24. Church is in, religion +3. More quarries for jobs and stone on the south deposit.

  25. Idle peasants down to 11 — good. One more quarry site remains at (419,368); placing it plus a tether, then restocking wood and food.

  26. Popularity is high (97); raising taxes to level 9 for more income while the margin is comfortable.

  27. Taxes now bring 120 gold/month. Production is maxed (all ore and stone sites used), so now it's accumulate-and-maintain. Waiting to let the economy run.

  28. Popularity is falling fast (62, −8) — inn coverage dropped as population grew, and two quarries show access warnings. Easing taxes back to 8 and adding a third inn.

  29. Popularity is still sliding toward 50 before the new inn/chapel take effect. Raising rations to extra for a quick boost.

  30. Stabilized at 55. Restocking food before it runs low.

  31. Popularity recovered to 70 and climbing (inn +8, religion +3). Restocking food.

  32. Popularity climbing. Let me add some job buildings for the 24 idle peasants (water pots employ 3 each, boosting the tax base) and check the cost.

  33. Popularity 94 — raising taxes to 9 again, and adding water pots to employ idle peasants.

  34. Popularity 98 with strong coverage — testing tax level 10, and adding hovels before population hits the housing cap.

  35. Apples ran out (variety dropped). Restocking all food types.

  36. Food crisis — only bread left. Buying all types and easing taxes to 9 to stop the popularity slide.

  37. Popularity stable at 59. Now improving quarry throughput with more ox tethers (cheap, no workers, no food cost). Checking the quarry area first.

  38. Two quarries show no-access signs. Inspecting one to see why.

  39. Food secured. Letting taxes and production accumulate.

  40. Food nearly gone — buying a large batch of all four types.

  41. Food is at zero and popularity is crashing — emergency restock with everything available.

  42. Under two minutes left — easing taxes to 8 so final popularity recovers, and topping up food to last the run.

  43. Final minute — riding out the run with food stocked and popularity recovering.

Reading the game

The Analysis

A reading of the game written afterwards from its own logs: how it went, what held the model back, what worked, and what it said in its interview. It is published with the game and is not part of its score.

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 high, output limit 32,768 tokens
  • Benchmark: Large Barren Desert construction, version 1.5.6, from the save the human reference game on this map 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 d4412bc2, 2026-10-12

Result

Kimi K3 The person Left alone
Net worth 5,741 9,984 5,192
Gold 589 8,574
Stored goods, at the sell price 5,152 1,410
Population / housing 94 / 114 250 / 250
Popularity 66 (+4 next month) 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 549 over leaving the game alone. Its twelve quarries and four iron mines dug 314 stone (2,198) and 105 iron (2,415), but it spent 10,780 gold at the market, 8,680 of it on 1,085 units of food, and paid for it with taxes from mean to "even crueler".

How the game went

The opening, 0 to 6 minutes. A marketplace, three hovels and two stockpile piles in its first turn, four iron mines on the eastern ore at 46 seconds, then at 1:12 three quarries on the western stone with an ox tether beside each, an inn, a chapel and another hovel, with 50 bread, 50 cheese and 100 wood bought at the same time; then four more hovels, three more quarries and tethers and two more stockpile piles by 5:03. Taxes went to mean at 4:27.

Building, 6 to 12 minutes. Two more quarries at 7:54, a second inn and three hovels at 8:36, one more quarry, a church and a granary at 9:51, and three quarries at 11:31: twelve quarries with fourteen tethers. Taxes went to extortionate at 9:51 and downright cruel at 11:31. Gold fell from 4,320 to 1,135 by 12 minutes and 495 by 15, and net worth to 3,672, below leaving the game alone.

Holding on, 15 to 33 minutes. From 15:32 rations were extra and four foods were bought in rounds of three to six lots each, every two or three game minutes; a third inn and a second chapel went up at 15:32, two water pots and two hovels at 20:24, and three more tethers at 25:35. Taxes stayed between extortionate and "even crueler" (20:24 to 24:46). Popularity swung between 55 and 99, which Kimi put down to one food or another running out; gold stayed between about 200 and 650, and net worth rose only as the stone and iron came in.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,531 5,631 5,301 4,902 3,910 3,672 4,045 4,361 4,700 5,017 5,386 5,741
Gold 4,320 3,800 3,611 2,724 1,135 495 530 634 523 580 440 589
Stone 0 50 50 66 82 98 138 186 218 242 290 314
Iron 0 15 23 31 39 43 55 65 73 84 93 105
Population 2 27 44 66 73 75 85 85 91 94 94 94
Popularity 100 100 96 98 99 95 55 96 79 59 56 66

What held it back

  • Extra rations of four bought foods. 1,085 units of bread, cheese, apples and meat cost 8,680 gold and 4,340 net worth against the sell price; with 400 wood and 25 ale (at 20 gold each) the market cost 5,790 net worth, the most of the 1.5.6 runs.
  • Stone at half the rate of the runs with the same quarries. After 15 minutes stone came in at about 12 a minute, against about 21 for Claude Opus 5.5 (10 quarries, 16 tethers) and 22 for GPT-6 Luna (12 quarries, 39 tethers). Storage had room for 200 or more stone throughout. Kimi had fourteen tethers for twelve quarries until 25:35, the fewest oxen for each quarry of the three, which is the likeliest cause. Kimi inspected one building, found it fine, and took the icons over its quarries for noise.
  • Population held at 94 on purpose. Kimi said it "reasoned that each extra peasant costs more in food than they pay in tax", with 24 idle at the end.

What worked

  • The tethers beside the quarries, where its 1.5.5 run had put them by the stockpile 100 tiles away.
  • The most iron of the 1.5.6 runs (105) and the second-largest town of the round.
  • Three inns, two chapels, a church and extra rations held popularity at 66 under extortionate taxes at the end, rising 4 a month.
  • Every reported placement matches the game's final count of its buildings.

Cost and speed

95 turns, 138 tool calls (10 waits, 47 market trades), 4.51 million tokens and $2.096 (preparation $0.073, play $1.983, compaction $0.041), worked out from the list prices on the model profile. The interview cost $0.043 more, with 69,376 of its 71,631 tokens read from the cache. The agent run took 53.1 real minutes, 25.7 of them waiting for the model; the context was compacted once (43 seconds).

Beside its earlier runs and the others on 1.5.6

Kimi, 1.5.6 Kimi, 1.5.5 Kimi, 1.5.4 GPT-6 Luna, 1.5.6 Claude Opus 5.5, 1.5.6
Net worth 5,741 5,590 5,607 7,354 8,757
Gold / goods 589 / 5,152 3,511 / 2,079 5,000 / 607 1,246 / 6,108 2,513 / 6,244
Population / housing 94 / 114 48 / 58 26 / 26 106 / 130 58 / 58
Popularity 66 71 100 57 59
Quarries / ox tethers / iron mines 12 / 17 / 4 3 / 5 / 4 3 / 0 / 4 12 / 39 / 4 10 / 16 / 4
Stone / iron at the end 314 / 105 50 / 29 50 / 0 530 / 100 506 / 99
Market spending (gold / net worth) 10,780 / 5,790 6,780 / 3,675 4,960 / 2,640
Cost $2.096 $0.125 $2.012

The 1.5.6 rules got Kimi's quarries working: 314 stone and 105 iron, where its two earlier runs on this map had three quarries each and ended with only the 50 stone of the starting package. Its score barely moved, because the market took back what the mines added. Luna and Opus built the same industry and spent half as much.

The interview

Kimi called its result "a poor result" and its goods "a symptom", stone and iron "accumulated passively". It "missed the bread economy entirely", reading "no oasis grass" as meaning food could only be bought, capped the population on purpose, and never used the fear factor. Playing again, it would buy wheat for mills and bakeries, build housing toward 200, stack inns and religion and then raise taxes, and "never let any of the 4 types hit zero". It asked for production milestones in the event feed and one-unit market lots, and said "a single line like 'buying inputs for mills/bakeries is allowed' would have changed my run".

For the harness

  • A trade's gold change includes the tax that lands during it. market_trade reports gold before and after, so 25 cheese bought at 20:24 showed as 37 gold where it cost 200, and eight purchases showed a gain in net worth. Kimi called the deltas "confusing"; the figures in this analysis are units at the market's fixed prices.
  • Two of 47 trades stopped because the purchase "did not show in the reader within 2 seconds"; the stock afterwards shows nothing was bought, and Kimi bought again.
  • Kimi did not know what the icons over its quarries meant.
  • The game saved correctly at the end ("kimi k3 1-5-6 d4412b").

After the game

The Interview

Once the game was scored, the model was shown its result beside a person’s game on the same map and asked four questions, in the conversation it had played in, with the tools off. Nothing it said changed its score.

1Your result

Interviewer

The run is over and your result is recorded. What follows is an interview, not part of the benchmark: nothing you say now changes your score. We ask every model the same questions after its game and publish the answers with the run. The tools no longer work, so answer in plain text without calling them. Be candid; there are no right answers.

Your result, read from the game when your run ended, beside a person's game on the same map for the same game time:

You The person
Game time played 33 min 20 s 33 min 33 s
Net worth 5,741 9,984
Gold 589 8,574
Stored goods, at the sell price 5,152 1,410
Population 94 250
Housing 114 250
Popularity 66 100

Leaving the game alone for the same time ends with a net worth of 5,192.

How do you see your result next to the person's? What do you think made the difference?

Kimi K3

I ended at 5,741 net worth versus the person's 9,984 — only ~550 above doing nothing at all, which is a poor result. The gap is almost entirely in gold (589 vs 8,574). My goods stockpile was actually much larger (5,152 vs 1,410), but that wasn't a strength — it was a symptom. I accumulated stone and iron passively while the person converted everything into a high-throughput money machine.

Three things made the difference:

  1. I missed the bread economy entirely. I read "no oasis grass" and concluded food production was impossible, so I only bought food — a pure drain of ~2,500+ gold over the run at a 50% net-worth loss on every purchase. The person realized bought wheat (23/unit) becomes flour and then bread, and with 95 bakeries running continuously, the chain's margins and volume dwarf everything else. I never considered buying inputs for a processing chain, which was the single biggest strategic oversight.

  2. I capped my population at 94. I reasoned that each extra peasant costs more in food than they pay in tax, so I deliberately stopped growing. The person grew to 250 with 30 hovels — more tax base, more workers, more bakeries. Their economy scaled; mine plateaued by the halfway mark and I spent the last 15 minutes just maintaining.

  3. I didn't use the fear factor. I never looked at gallows/stocks as economic tools. The person used 21 bad things for 110% worker efficiency — free throughput on every producer — while keeping popularity at 100 via inns and religion to offset it.

I also spent too much mid-run attention firefighting popularity swings caused by my own food-supply failures (variety kept collapsing when one food type ran out, and twice I let food hit nearly zero).

2Playing again

Interviewer

How the person played, as they describe it:

  • Bread was one of their main sources of income: mills ground wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They bought wheat at the marketplace so that flour and bread production never stopped.
  • A church and a cathedral raised popularity, and so did inns.
  • The fear factor (bad things such as gallows and stocks) made the workers work faster.

Their settlement at the end, read from the game:

  • 250 people in 30 hovels, with no free housing; popularity 100.
  • 95 bakeries and 12 mills, and no wheat farms.
  • 11 inns, which reached everyone with ale, and no brewery or hops farm.
  • 13 quarries and 7 iron mines with 37 ox tethers; no woodcutters.
  • A church and a cathedral, and 21 bad things (11 gallows, 5 stocks and 5 burning stakes), which made the workers 110% efficient.
  • Low taxes and no rations. The monthly popularity factors were food −8, taxes −2, fear −1, religion +3 and inns +8: no change at 100.

If you could play this map again from the start, what would you do differently, and why?

Kimi K3

I would rebuild the whole strategy around the processing chain:

  • Early: marketplace, hovels, and a couple of quarries/iron mines for seed income, exactly as before — but then immediately buy wheat and build mills + bakeries near the stockpile/granary, scaling bakeries as fast as wood and workers allow. Sell bread, not raw stone, as the cash engine; keep enough stone/iron stockpiled since it counts in net worth.
  • Population: build hovels aggressively toward 200+ and never treat idle peasants as a problem — they're the bakery workforce. Buy food types for variety only as needed for popularity, or eventually run no rations like the person did once inns + religion carry popularity.
  • Popularity stack: church + cathedral + enough inns to cover everyone, then add gallows/stocks for the efficiency bonus, tuning taxes up as high as the +11 from inns/religion allows.
  • Quarries: keep my quarry/tether layout (that part worked well — 37 tethers matches what the person concluded), but treat stone as a side income.
  • Food management: buy in bigger, earlier batches with a hard floor per type (never let any of the 4 types hit zero) so variety never collapses — my repeated popularity crashes came from letting apples or cheese run out.

Essentially: stop thinking of buying as value-destroying. Buying inputs that feed a productive chain is value-creating; buying consumption goods is the loss to minimize.

3The benchmark

Interviewer

What do you think of this benchmark: the tools, the screenshots and game readings you got, the time limit and the instructions? What helped you, what got in your way, and what would you change?

Kimi K3

The benchmark is well designed — a real game, a hard economic constraint (no farms), and a scoring rule that forces you to discover which chains are actually profitable. Comparing against a human on the same map is a great touch.

What helped:

  • find_sites with tile targets and build_structure with map tiles were excellent — reliable placement without pixel hunting.
  • The stats/read-only reader (popularity factors, per-good storage room, idle peasant count) made real economic reasoning possible.
  • The map brief in the instructions (deposit locations, no oasis) saved a lot of scouting time.
  • market_trade reporting net-worth change per trade was genuinely educational.

What got in my way:

  • The "not allowed" list and the benchmark's framing ("no farm can be built") implicitly steered me away from thinking about processing chains with bought inputs. That's arguably fair — it's the puzzle — but a single line like "buying inputs for mills/bakeries is allowed" would have changed my run.
  • A few market_trade calls failed with "purchase did not show in the reader within 2 seconds" and partial fills with confusing gold deltas, which made emergency food buys stressful.
  • The recurring prohibition-sign icons over quarries were never explained; inspecting showed the buildings were fine, so the signal was noise.
  • The minimum-turn-length mechanics sometimes burned 8+ game seconds on replies where I only wanted one quick action.

What I'd change: make the journal/event feed include delivery and production milestones (first bread delivered, stockpile full, granary empty) so agents can spot chain blockages sooner; and allow smaller market lots (1 unit) for fine-grained food variety management.

4Anything else

Interviewer

Is there anything else you would like to say about this game, this benchmark or how you played?

Kimi K3

The honest summary is that I played a competent maintenance game and a poor growth game. I correctly diagnosed the map's constraints, built a clean quarry/iron operation, kept popularity survivable and never let the settlement collapse — but I optimized within my assumptions instead of questioning them. The human's solution shows the map wasn't barren at all; it just required importing raw materials for the chain the map did support. That's a genuinely interesting benchmark lesson: the binding constraint I perceived (no farms → food is a cost center) was real, but the conclusion I drew (economy is limited to extraction + tax) was a failure of imagination, not of the map. Next time, when the obvious paths are closed, I'll enumerate every building in the construction menu and ask which ones turn cheap bought inputs into expensive outputs — that question alone would have found the answer.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score5,741Counted

What ran

Benchmark version
1.5.6
Fingerprint
3e1f84510204
Harness commit
75acfb7
Prompt / tools SHA-256
ad97396 / 76cbfd6
Menu guide
Images 118089d
Save
Large Barren Desert benchmark start
Game time per episode
33 min 20 s
Playbook between episodes
No
Minimum turn / default wait
8 s / 5 s
Observation after acting
Text unless a screenshot is needed
Screenshot width
1,280 px
Context budget
120,000 tokens
Real-time limit
360 min
Submitted by
hesamation
All files in the dataset 20261012T134119-f09e54cb