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 (sent asreasoning_effort), output limit 32,768 tokens - Benchmark: Oasis by the Sea construction, version 1.6.3, 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 10f48105, series 20261014T013241-0994d507, 2026-10-14: Kimi's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261011T163832-bceb17f2, played 1.5.1). The map's score for Kimi is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 4,147 | 5,918 | 19,513 | 1,220 |
| Gold | 1,174 | 1,505 | 18,304 | |
| Stored goods, at the sell price | 2,973 | 4,413 | 1,209 | |
| Population / housing | 74 / 90 | 76 / 98 | 202 / 202 | |
| Popularity | 46 (−2 next month) | 69 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 2,927 over leaving the game alone, 16% of the person's 18,293, against 4,698 in the first game. The stored goods are 169 stone (1,183), 36 iron (828), weapons and armour worth 684 (6 maces, 8 pikes, 8 bows, 4 swords, 6 spears and 5 leather armour), 9 flour (90), 20 bread (80), 60 wood (60), 10 apples (40) and 2 cheese (8).
How the game went
The opening, 0 to 9 minutes. Two woodcutters and two hovels at the start, an iron mine and an apple orchard at 0:25, then nothing until 4:01: a woodcutter, three hovels at 4:24, the marketplace at 4:42, 40 wood bought at 5:03, a dairy farm and an orchard at 5:25, two ox tethers and a quarry at 6:03 and a second dairy farm at 6:46. Taxes went to low at 7:10.
Workshops, 9 to 20 minutes. A wheat farm at 9:10, an armory, a bakery and a mill at 9:38, a poleturner's workshop at 10:03, a fletcher's at 12:31 after two tries found no room, a blacksmith's and two hovels at 13:32, a chapel and an orchard at 15:46, a quarry and two tethers at 16:15 to 17:08 and a tanner's workshop at 17:20. It bought bread from 6:28, in thirties and then tens. Taxes went to average at 12:42; popularity fell from 95 at 12 minutes to 63 at 21, and net worth sat between 1,155 and 1,213 from 6 to 21 minutes while gold fell to 154.
The end, 20 to 33 minutes. Extra rations at 19:49, a second blacksmith's and poleturner's workshop and a hovel at 19:59, a third bakery at 24:45, iron mines at 19:26, 27:46 and 29:17 (four in all), quarries and tethers to three and seven, wood bought in tens and twenties, and taxes up to high at 22:20, back to average at 26:35 and to mean at 29:39. Around 21 minutes it tried five times to switch its second poleturner's workshop to pikes and opened an armory, a mill and a hovel instead (see below). Popularity fell from 67 at 30 minutes to 46, below the line at which peasants leave.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,345 | 1,372 | 1,213 | 1,177 | 1,184 | 1,183 | 1,155 | 1,164 | 1,509 | 1,930 | 2,309 | 4,147 |
| Gold | 945 | 1,000 | 840 | 686 | 519 | 420 | 336 | 245 | 324 | 447 | 617 | 1,174 |
| Iron | 0 | 1 | 4 | 7 | 10 | 12 | 15 | 17 | 20 | 24 | 27 | 36 |
| Stone | 25 | 25 | 25 | 25 | 33 | 49 | 49 | 57 | 89 | 111 | 137 | 169 |
| Food | 45 | 37 | 16 | 30 | 47 | 34 | 31 | 30 | 22 | 36 | 22 | 32 |
| Population | 3 | 26 | 32 | 39 | 45 | 47 | 54 | 60 | 62 | 67 | 75 | 74 |
| Popularity | 95 | 100 | 100 | 97 | 95 | 84 | 70 | 63 | 64 | 60 | 67 | 46 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons, armour and flour are left out, so it reads low.
Beside its first game
| This game (1.6.3) | First game (1.5.1) | |
|---|---|---|
| Net worth | 4,147 | 5,918 |
| Hovels / iron mines / quarries / tethers | 10 / 4 / 3 / 7 | 11 / 4 / 3 / 6 |
| Food and popularity | 3 bakeries, 1 mill, 1 wheat farm, a chapel | 4 bakeries, 2 mills, 4 wheat farms, an inn and brewery, a chapel and a church, 8 gardens |
| Weapon workshops | 2 poleturners, 2 blacksmiths, 2 fletchers, a tanner | none |
| Population / popularity | 74 / 46 | 76 / 69 |
| Cost | $2.63 | $3.55 |
The same size of town both times. The first game spent on food, an inn, religion and gardens and kept popularity at 69; this one spent on seven weapon workshops, whose output was worth 684, and ended 1,771 lower.
What held it back
- Fifteen flat minutes. Net worth sat near 1,180 from 6 to 21 minutes; after 0:25 it placed nothing until 4:01, and the marketplace came at 4:42.
- Taxes against a falling popularity. Average, high and then mean taxes took popularity from 95 to 46; it ended with peasants about to leave.
- Bread bought for food. 130 bread bought at 8 gold, worth 4.
Market
125 wood and 130 bread bought for 1,540 gold, and nothing sold: 895 net worth lost against the sell price (375 on wood, 520 on bread). These are units at the market's fixed prices.
Cost and speed
97 turns, 128 tool calls (12 waits), 4.85 million tokens and $2.634 at Moonshot's list prices (preparation $0.069, play $2.478, compaction $0.087). The interview cost about $0.032 more, with 41,216 of its 43,286 tokens read from the cache. The agent run took 64.9 real minutes, 36.3 of them waiting for the model; the context was compacted twice (83 seconds). All 97 requests read the prompt cache, 97.0% of the input tokens.
The interview
Kimi said "I built a hoarding economy and they built a cash-flow economy", that it treated selling as
pointless because selling at the sell price leaves net worth unchanged, and that "every decision I
defended during the run — don't sell, don't buy wheat, raise taxes, skip fear buildings — was locally
correct and globally wrong". Playing again, it would build bread as an export, buy wheat for it, use
the fear factor and bigger religious buildings, grow the population and skip the late taxes. It praised
tile targeting and the readings, and named three problems: set_workshop repeatedly hit neighbouring
buildings, its chapel never showed a religion factor, and it found no automatic market trading in the
tools. It also said the rule against defences made it treat the fear-factor buildings as off-limits.
For the harness
- The run played on this checkout's version, 1.6.3 (commit 1d0c697), and records it; Oasis's round was already 1.6.3.
set_workshopcould not reach a covered workshop. The second poleturner's workshop stood at tile (412, 352);set_workshopthere opened the armory drawn over it ("Another building is drawn over this one; give a pixel on its body from a screenshot"), and four more tries at nearby tiles and one pixel opened a mill, the armory again and a hovel. The workshop stayed on spears.- No religion factor appeared in any reading after the chapel at 15:46; the final factors were food +6 and taxes −8.
- One bread purchase at 23:50 was not traded. Placements that did not go through: a dairy farm at 4:01
(rejected), an armory at 9:25 (no room near its anchor; placed by tile at 9:38), fletcher's workshops
at 10:03 and 11:54, a blacksmith's workshop and a hovel at 13:05 (
possibly_rejected; placed at 13:32) and an ox tether at 25:13. - The game saved correctly at the end ("kimi k3 1-6-3 10f481").
