One episode · Oasis by the Sea

Gemini 4 Argon

Benchmark 1.5.1GoogleReasoning mediumPlayed by the maintainersFull-budget score
Model
google/gemini-4-argon
Served via
OpenRouter · google-ai-studio
Max output
32,768 tokens
Played
13 October 2026
Score
51.0
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
9,231
+8,011 over doing nothing, 44% of the person’s gain of 18,293
Population
154
76% of the person’s gain of 198 · popularity 84
Cost
$1.25
3.2M tokens
Time
33 game min
40 min of wall-clock time, 71 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

  • Gemini 4 Argon
  • 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

9,231net worth
Gold
2,867
Stored goods, at sell price
6,364
Over the baseline (do nothing)
+8,011
Population / housing
154 / 242
Popularity
84
Food
52
Structures (map-wide)
178
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 stock6,364 gold in goods

GoodUnitsPriceValue
Gold2,86712,867
Iron178234,094
Stone26571,855
Bread524208
Hops9872
Ale71070
Wood55155
Flour11010
Net worth9,231

Beside a person’s gameOasis by the Sea, the same game time

This episodeThe personLeft alone
Net worth9,23119,5131,220
Gold2,86718,304
Stored goods, at the sell price6,3641,209
Population154202
Housing242202
Popularity84100

The person played Oasis by the Sea for 33 min 18 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
October 1200
Idle peasants
24
Popularity next month
+28
Food
+8
Taxes
+7
Religion
+5
Ale from the inn
+8
Taxes
Generous bribe, -154 gold a month
Rations
double; 1 of 1 foods eaten
Worker efficiency
100%
Storage
32 stockpile piles, 17 empty; 1 granary holding 52 food

Buildings143

  • Hovel29
  • Ox Tether18
  • Bakery17
  • Brewery15
  • Iron Mine13
  • Woodcutter10
  • Chapel8
  • Stockpile8
  • Inn7
  • Quarry4
  • Apple Orchard3
  • Mill3
  • Wheat Farm2
  • Cathedral1
  • Church1
  • Dairy Farm1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls388

  • find_sites188
  • build_structure58
  • market_trade31
  • go_to_tile30
  • observe27
  • demolish_building14
  • building_info10
  • set_tax10
  • set_rations5
  • expand_storage4
  • wait_and_observe4
  • center_on3
  • update_plan2
  • game_action1
  • map_overview1

Play

Turns
71
Buildings placed / attempted
141 / 191
Anchor-tool placements
5
Tool errors
3
Raw inputs sent to the game
1,136
Context compactions
4
Game time
33 min

Compute

Tokens
3.2M
Served from cache
88%
Output tokens
23K
Cost, as billed
$1.25
Wall-clock time
40 min
of which inference
12 min
Peak game memory
3,518 MiB

The plan, before play

I understand the task and rules:

  • Goal: Maximize net worth (gold + stored goods at marketplace sell prices), population, and popularity within the 33.33-minute (2,000 game seconds) budget on the Oasis by the Sea-1 Free Build map.
  • Restrictions: Do not recruit soldiers or build walls, towers, gates, or military/defensive structures (nor weapon/armor workshops, as they do not contribute to stockpile net worth). Never press P, Escape, or Space.
  • Opening Plan:
    1. Inspect the map overview (map_overview) and initial candidate sites (find_sites) while paused at the start of the turn so no game time is wasted.
    2. Place the initial Granary near the oasis/keep on plain ground, leaving space for expansion and worker movement.
    3. Place Woodcutters near trees and a Marketplace so we can trade if needed and rapidly bootstrap raw material production.
    4. Build Hovels to expand housing and establish Apple Orchards / Dairy Farms / Wheat Farms on the oasis grass to feed a growing population and generate surplus food.
    5. Expand into Iron Mines (on the northern iron deposit) and Quarries + Ox Tethers (on the western stone deposit), followed by bread production (Mills + Bakeries), ale/religion for high popularity and tax revenue, and continuous storage expansion (expand_storage).

Commentary during play0

The model played this episode without writing commentary between its tool calls.

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: Gemini 4 Argon (google/gemini-4-argon) on OpenRouter, served only by Google AI Studio (no fallbacks), reasoning medium, output limit 32,768 tokens
  • Benchmark: Oasis by the Sea construction, version 1.5.1, the version of this map's round (the other models played 1.5.0 or 1.5.1, which differ only in how Kimi K3's reasoning level is sent), 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 934fd931, 2026-10-13

Result

Gemini 4 Argon The person Left alone
Net worth 9,231 19,513 1,220
Gold 2,867 18,304
Stored goods, at the sell price 6,364 1,209
Population / housing 154 / 242 202 / 202
Popularity 84 (+28 next month) 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 8,011 over leaving the game alone, 44% of the person's 18,293 and the third most on this map after Claude Opus 5.5's 8,834 and Muse Wonder's 8,383. The stored goods are 178 iron (4,094) from 13 iron mines, 265 stone (1,855), 52 bread (208), 9 hops (72), 7 ale (70), 55 wood (55) and 1 flour (10). Its 154 people are the most on this map; GPT-6.1 Sol's 130 come next.

How the game went

The opening, 0 to 8 minutes. The marketplace and three woodcutters at the start, an iron mine and two hovels at 0:16, four iron mines at 1:24 and four at 2:25 (nine by 2:25), 250 wood bought by 3:40, an apple orchard, a wheat farm and a dairy farm at 3:00, a quarry with ox tethers at 3:59, taxes down to low at 4:23, and a mill and bakeries from 5:32 and 6:14. Hovels came in pairs from 0:16.

Bakeries, inns and religion, 8 to 24 minutes. Bakeries at 7:59, 8:13, 8:42, 10:05, 11:37, 14:19 and 17:37, with a second mill at 10:05; inns from 11:37 (six by 16:02) with ale bought in fives and tens; a cathedral at 16:36 and a church at 17:01; breweries from 18:09 (four at once), with hops bought from 18:27; chapels from 19:36. It sold iron in small lots (105 in all) from 14:49 to 23:49. Taxes went to mean at 15:05, average at 16:16 and extortionate at 16:42, and then between mean and extortionate to the end, with the inns, church, cathedral and chapels holding popularity in the 50s and 60s. Rations went to half at 23:03, none at 23:41, half at 24:28 and full at 25:21.

The end, 24 to 33 minutes. More breweries (fifteen by 28:53, sixteen placed), chapels (eight), bakeries (seventeen at the end), a third mill at 23:57 and hovels to 29, for 242 places. Taxes went to downright cruel at 29:18. In the last minute it set a generous bribe (32:33) and double rations (32:47): popularity rose from 58 at 30 minutes to 84 at the end, with taxes +7, food +8, religion +5 and inns +8.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,350 610 627 1,216 1,910 2,860 2,135 2,996 3,526 4,465 6,728 9,231
Gold 946 200 93 156 222 302 432 501 478 290 1,461 2,867
Iron 0 1 12 35 61 82 33 63 84 112 144 178
Stone 25 25 25 25 25 57 81 121 145 169 217 265
Food 46 36 15 16 23 64 79 48 10 84 105 52
Population 3 26 50 69 80 92 100 113 130 138 148 154
Popularity 95 100 96 69 62 63 52 62 55 54 58 84

Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; hops, ale and flour are left out, so it reads a little low. During long waits a row repeats the last reading.

What held it back

  • The population stopped at 154 with 24 idle, with 88 places still free. The 1.5.1 rules do not say that 24 idle peasants stop new arrivals (1.5.6 added it).
  • Popularity bought, not used. Fifteen breweries, seven inns, eight chapels, a church and a cathedral paid for taxes at mean to downright cruel; the person used the same kinds of buildings to run at no taxes and spend the popularity on rations and fear instead.
  • Placements that failed. About 48 placements found no room, were off screen or were rejected, most of them chapels, breweries, inns and quarries after 17 minutes; it used 388 tool calls, the most of any run on this map, and only four waits.

What worked

  • Bakeries from 6:14, seventeen at the end, and the largest population on this map.
  • Thirteen iron mines, nine of them by 2:25, which dug 178 iron.
  • The last-minute bribe and double rations, which lifted popularity by 26 points for the final reading; popularity is a tenth of the score.

Market

555 wood, 45 ale, 40 hops and 10 flour bought for 4,040 gold, and 105 iron sold for 2,415: 2,615 net worth lost against the sell price on the purchases (1,665 on wood at 4 gold, worth 1, and the rest on ale, hops and flour). Selling at the sell price leaves net worth unchanged. These are units at the market's fixed prices; a trade's own reported gold change includes any tax that lands during it.

Cost and speed

71 turns, 388 tool calls (4 waits), 3.16 million tokens and $1.252 billed by OpenRouter (preparation $0.037, play $0.871, compaction $0.345). The interview cost $0.025 more, with 32,496 of its 36,614 tokens read from the cache. The agent run took 40.4 real minutes, 11.9 of them waiting for the model; the context was compacted four times (113 seconds). Every one of the 69 completed requests read the prompt cache, 91.8% of the input tokens; one request failed with a 503 from the provider and was retried.

Beside the others on this map

Gemini 4 Argon, 1.5.1 Claude Opus 5.5, 1.5.1 Muse Wonder, 1.5.1 GPT-6.1 Sol, 1.5.1
Net worth 9,231 10,054 9,603 7,401
Gold / goods 2,867 / 6,364 2,471 / 7,583 787 / 8,816 2,058 / 5,343
Population / housing 154 / 242 107 / 138 103 / 146 130 / 130
Popularity 84 82 97 100
Iron mines / bakeries 13 / 17 12 / 13 12 / 9 10 / 16
Cost $1.25 $3.06 $2.49 $0.95

Gemini scored about the same as Opus and Muse Wonder with a different town: fewer stored goods, more gold and many more people, held together with inns and religion rather than food purchases.

The interview

Gemini said the person "achieved more than double my net worth" and put the difference down to the bread chain on bought wheat, which it "underutilized", the person's larger and more efficient workforce under the fear factor, and its own popularity spent on cruel taxes. Playing again, it would give the oasis to wheat farms only, build six to eight mills and fifty to sixty bakeries fed with bought wheat, sell bread as the granary fills, and use the fear factor with a church and cathedral instead of seven inns, fifteen breweries and eight chapels. It called the benchmark "one of the best-designed game benchmarks I have encountered", praising the free reading time, tile placement and the readings, and said each acting turn's minimum game time and the camera moves cost much of its budget.

For the harness

  • The run played on its round's version from a worktree at 1.5.1 (commit fe97546); it records version 1.5.1 and that version's fingerprint. Its host started with this checkout's round-preload.ts; the prompt cache key applies only to Meta's models, and Gemini read the cache without it. The run overlay ran from this checkout, fed by the runner.
  • One request failed with a 503 ("The service is currently unavailable") from Google AI Studio; the next went through.
  • One market_trade call was refused for an invalid action value, and placements beyond the eight actions a reply allows were refused twice.
  • The game saved correctly at the end ("gemini 4 argon 1-5-1 934fd9").

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 18 s
Net worth 9,231 19,513
Gold 2,867 18,304
Stored goods, at the sell price 6,364 1,209
Population 154 202
Housing 242 202
Popularity 84 100

Leaving the game alone for the same time ends with a net worth of 1,220.

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

Gemini 4 Argon

While reaching a net worth of 9,231 (with 154 population and 84 popularity) is a solid multi-fold increase over the starting 1,425 package, the human player achieved more than double my net worth (19,513), 48 more peasants (202 vs 154), and a full 100 popularity.

Looking at the comparison, three major strategic differences stand out:

  1. The Bread-from-Bought-Wheat Arbitrage Engine (57 Bakeries + 7 Mills + 10 Wheat Farms): I underutilized the bread value-add chain and stopped buying inputs late in the game out of concern over the immediate buy-vs-sell spread. In Stronghold Crusader, 1 wheat (buy price 23 gold) is ground by a Mill into 1 flour, which a Bakery turns into 8 loaves of bread (worth 8 * 4 = 32 gold at sell price, or even more per wheat depending on exact conversion ratios). By running 57 Bakeries and 7 Mills continuously fed by both 10 Wheat Farms and marketplace wheat purchases—and selling the resulting bread because the Granary only holds 250—the human turned every peasant into a high-margin value-add generator. Meanwhile, my 20 Bakeries were often starved of flour/wheat, and my single 250-capacity Granary would have capped out if I had scaled bread without selling it.
  2. Fear Factor (worker_efficiency_percent: 140%): I left worker_efficiency_percent at 100% the entire game. The human built 54 "bad things" (gibbets, gallows, etc.) for -4 popularity, which boosted every worker in the settlement—iron miners, quarrymen, ox tethers, millers, and 57 bakers—to 140% efficiency (plus an extra item delivered per trip in Crusader's fear mechanics). Instead of spending popularity on high taxes as I did (-12 to -16 popularity for ~200 gold/month), spending just -4 popularity on max Fear Factor multiplied the output of the entire industrial base.
  3. Quarries & Population Growth Rate: The human fitted 10 Quarries and 33 Ox Tethers onto the stone deposits (compared to my 4 Quarries and 17 Ox Tethers) and kept popularity higher earlier (with no taxes, +1), allowing peasants to spawn continuously at the keep campfire until hitting 202 population. Because I ran heavy taxes and had brief popularity dips near 50, my peasant arrival rate was slower, leaving me at 154 population despite having 242 housing capacity.

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.
  • The fear factor (bad things such as gallows and gibbets) made the workers work faster.

Their settlement at the end, read from the game:

  • 202 people in 24 hovels, with no free housing; popularity 100.
  • 57 bakeries, 7 mills and 10 wheat farms. The marketplace sold bread automatically.
  • 13 iron mines and 10 quarries with 33 ox tethers, and 10 woodcutters.
  • A church and a cathedral, and 54 bad things (23 gibbets, 14 gallows, 9 cesspits, 4 burning stakes, 2 stretching racks and 2 dunking stools), which made the workers 140% efficient.
  • No inns and no good things. No taxes, and full rations of bread. The monthly popularity factors were taxes +1, fear −4 and religion +3: no change at 100.

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

Gemini 4 Argon

If I played this map again from the start, I would fundamentally redesign my build order and economic engine around four pillars:

  1. Pure Wheat Farms on the Oasis + Bought Wheat → Mills → Massive Bakery District:
    • Instead of mixing Apple Orchards and Dairy Farms on the scarce oasis grass, I would dedicate the oasis exclusively to 10 Wheat Farms (which have the highest food/gold output per tile when processed).
    • I would build 6–8 Mills right next to the Stockpile and 50–60 Bakeries clustered tightly between the Stockpile and Granary.
    • Whenever stockpiled wheat dropped low, I would buy wheat at the Marketplace so the Mills and Bakeries never went idle, and I would regularly sell bread at the Marketplace so the Granary never filled up and converts surplus bread into liquid gold for further expansion.
  2. Max Fear Factor (+40% Worker Efficiency) Instead of Heavy Taxes:
    • Rather than building 7 Inns, 15 Breweries, and 8 Chapels to support cruel taxes (-16 popularity), I would build 1 Church + 1 Cathedral (+3 religion popularity) and use the remaining popularity budget (-4 fear factor, offset by +1 no taxes and +3 religion = 0 net change!) to place ~50 cheap bad things (Gibbets/Gallows/Cesspits).
    • That +40% worker efficiency bonus (and bonus goods per trip) pays back far more than taxes across 50+ Bakeries, 13 Iron Mines, and 10 Quarries, while also saving all the wood and workers I spent on Inns and Breweries.
  3. Pack All 10 Quarries + 30+ Ox Tethers:
    • I stopped at 4 Quarries on the main stone deposit because find_sites returned 4 non-overlapping sites in a single pass, and the secondary stone deposit had resting camels. Next time, after placing the first 4 Quarries, I would run find_sites(building="Quarry") again in the same area and along the edges of the deposit to pack up to 10 Quarries and 30+ Ox Tethers.
  4. Keep Popularity High Enough for Continuous Immigration & Finish at 100:
    • I built too many Hovels late (242 housing for 154 peasants) and triggered my final popularity surge (set_tax(0) + set_rations("double")) with only 46 seconds left, reaching 84 popularity at 0:00. With a stable 100 popularity setup (+3 religion, +1 no tax, -4 fear), popularity stays at 100 naturally without needing a last-second bribe.

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?

Gemini 4 Argon

This is one of the best-designed game benchmarks I have encountered:

  • What helped:
    • The free read phase at the start of each turn (find_sites, map_overview, status, get_inventory costing zero game time while paused before the first action) is a fantastic design choice. It separates perception/planning latency from in-game execution speed and lets an agent inspect tile geometry without being penalized for LLM inference time.
    • find_sites and tile-targeted build_structure (tile_x, tile_y): Projecting directly from tile coordinates and automatically checking worker open-side access eliminated the classic vision-model failure mode of misclicking isometric footprints by 10 pixels.
    • Structured telemetry alongside screenshots: Having exact run_clock, storage room per good, and popularity.factors made diagnosing bottlenecks reliable.
  • What got in the way / What I would change:
    • Every action-taking turn enforces a minimum ~8 game-second duration, and camera movements (go_to_tile) plus multi-batch placements consume 15–25 game seconds per turn. While build_structure with tile_x/tile_y doesn't require a fresh screenshot, it still requires the target tile to be currently on screen (not_on_screen otherwise). If build_structure could optionally pan to off-screen tile_x/tile_y coordinates automatically (or if a single turn allowed placing up to 8 buildings in one build_structure call instead of capping build_structure at 4 items), agents could spend less game time waiting on camera transitions between the quarry, keep, and housing districts.

4Anything else

Interviewer

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

Gemini 4 Argon

Stronghold Crusader is a wonderful testbed for long-horizon economic reasoning because raw APM is secondary to understanding coupled production ratios, walking distances, storage bottlenecks, and non-obvious multipliers like the Fear Factor vs. Tax trade-off. Seeing the human player's breakdown afterward—especially the 57-Bakery bought-wheat loop and the 140% worker efficiency from 54 fear buildings balanced by just one Church and one Cathedral—was genuinely illuminating.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score9,231Counted

What ran

Benchmark version
1.5.1
Fingerprint
e5d9a165549e
Harness commit
fe97546
Prompt / tools SHA-256
2cd353b / 81ddda6
Menu guide
Images 118089d
Save
Oasis by the Sea 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 20261013T170242-f04ff873