One episode · Oasis by the Sea

Gemini 4 Argon

Benchmark 1.6.3GoogleReasoning mediumPlayed by the maintainersFull-budget score
Model
google/gemini-4-argon
Served via
OpenRouter · google-ai-studio
Max output
32,768 tokens
Played
14 October 2026
Score
68.0
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
13,603
+12,383 over doing nothing, 68% of the person’s gain of 18,293
Population
171
84% of the person’s gain of 198 · popularity 54
Cost
$1.58
1.8M tokens
Time
33 game min
53 min of wall-clock time, 33 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

13,603net worth
Gold
4,430
Stored goods, at sell price
9,173
Over the baseline (do nothing)
+12,383
Population / housing
171 / 194
Popularity
54
Food
495
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 stock9,173 gold in goods

GoodUnitsPriceValue
Gold4,43014,430
Iron260235,980
Bread49541,980
Stone15171,057
Wood1261126
Flour31030
Net worth13,603

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

This episodeThe personLeft alone
Net worth13,60319,5131,220
Gold4,43018,304
Stored goods, at the sell price9,1731,209
Population171202
Housing194202
Popularity54100

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
9
Popularity next month
+9
Food
+8
Taxes
+1
Taxes
No taxes, 0 gold a month
Rations
double; 1 of 1 foods eaten
Worker efficiency
100%
Storage
28 stockpile piles, 14 empty; 4 granaries holding 495 food

Buildings145

  • Woodcutter28
  • Bakery27
  • Hovel23
  • Mill16
  • Iron Mine13
  • Ox Tether12
  • Stockpile7
  • Quarry5
  • Wheat Farm5
  • Granary4
  • Apple Orchard3
  • Keep1
  • Marketplace1

Tool calls253

  • find_sites114
  • build_structure49
  • market_trade18
  • observe18
  • demolish_building15
  • wait_and_observe9
  • building_info8
  • set_tax8
  • set_rations4
  • expand_storage3
  • update_plan3
  • map_overview2
  • go_to_tile1
  • notebook_write1

Play

Turns
33
Buildings placed / attempted
144 / 163
Anchor-tool placements
9
Tool errors
1
Raw inputs sent to the game
1,029
Context compactions
4
Game time
33 min

Compute

Tokens
1.8M
Served from cache
85%
Output tokens
92K
Cost, as billed
$1.58
Wall-clock time
53 min
of which inference
21 min
Peak game memory
3,529 MiB

The plan, before play

Understanding of the Task

The objective is to grow the economy of Oasis by the Sea-1 as far as possible within 33.33 minutes of game time (~2,000 game seconds). The settlement will be evaluated at the end of the run primarily on net worth (gold plus the market sell value of all stored goods in stockpiles, granaries, and armories), followed by population and popularity. Recruiting soldiers or building defensive structures (walls, towers, gates) is forbidden.

Key mechanics to leverage:

  • Zero-time reading: Reading tools (map_overview, find_sites, status, get_inventory, flat_view) called at the start of a turn before any action/observation run while the game is paused and cost no game time.
  • High-value production chains: Iron mines (23 gold/unit), stone quarries + ox tethers (7 gold/unit), bread chain (wheat farms → mills → bakeries, 4 gold/bread in large volume), ale + inns (for high popularity/taxes), and weapon workshops (especially crossbows, maces/swords, metal armor) stored in armories or sold via the marketplace.
  • Population & Tax scaling: Expanding hovels and keeping popularity above 50 (or higher via extra rations, food variety, ale, and religion) to attract workers rapidly and collect steady tax revenue without letting 24 idle peasants cap immigration or full storage halt production.

Opening Plan

  1. Survey & Site Granary: Use map_overview and find_sites while paused to locate trees, oasis grass, iron ore, and stone deposits. Place the initial Granary near the oasis grass and keep, along with a Marketplace and initial Woodcutter huts near the trees.
  2. Bootstrap Wood, Housing & Raw Materials: Use starting gold at the Marketplace to buy wood early so we can immediately place multiple Woodcutters, Hovels, Iron Mines (north of the keep), and Quarries + Ox Tethers (west of the keep) without waiting for slow initial wood deliveries.
  3. Establish Food & Popularity: Place Apple Orchards / Dairy Farms and Wheat Farms on the oasis grass, followed by Mills and Bakeries to build a massive bread surplus. Add Hops Farms, Breweries, and Inns to boost popularity and enable high tax rates.
  4. Scale Industry & Storage: Continuously expand stockpiles, granaries, and armories (expand_storage) before they fill, add weapon workshops (fletchers, poleturners, blacksmiths, armorers) and bakeries as population grows, and monitor worker access and ratios throughout the 33.3-minute run.

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 1.6.3, 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 ea8f9dd6, series 20261014T052609-5e4af526, 2026-10-14: Gemini's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261013T170242-f04ff873, played 1.5.1). The map's score for Gemini is the mean of the two.

Result

This game First game The person Left alone
Net worth 13,603 9,231 19,513 1,220
Gold 4,430 2,867 18,304
Stored goods, at the sell price 9,173 6,364 1,209
Population / housing 171 / 194 154 / 242 202 / 202
Popularity 54 (+9 next month) 84 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 12,383 over leaving the game alone, 68% of the person's 18,293 and the most of any game on this map, against 8,011 in the first game. The score is about 68.0, the highest on this map, against 51.0. The stored goods are 260 iron (5,980), 495 bread (1,980) in four granaries, 151 stone (1,057), 126 wood (126) and 3 flour (30). It built no weapon workshops.

How the game went

The opening, 0 to 9 minutes. The marketplace, two woodcutters and an iron mine at the start, three stockpile piles at 0:16, 100 wood bought at 0:32 and 1:42 and smaller lots after, four iron mines at 1:26 and three at 2:30, hovels at 1:02, 2:12 and 4:35, a quarry and a tether at 5:06, a mill at 5:58, and two iron mines and two bakeries at 8:32. Several orchards and wheat farms found no room on the oasis grass at 3:01 to 6:41. Taxes went to high at 4:29 and none at 8:05. Gold fell to 0 at 4:30 and read 106 or less at every three-minute mark from 6 to 18 minutes; it sold iron in fives and tens to keep building.

Bakeries, 9 to 22 minutes. Bakeries in ones to fours at 8:58, 10:00, 10:53, 12:01, 12:25, 13:54, 16:31, 17:18, 19:00, 19:30, 20:27, 21:27 and 21:54, mills to four, quarries to five with tethers, iron mines to thirteen by 13:01, hovels in twos, three more stockpile piles at 16:58 and three granaries at 20:13. At 12:38 to 12:55 and again at 17:49 and 21:17 it demolished bakeries and other buildings that, it said in its interview, had closed off its quarries and ox tethers so stone could not be carried. The population rose from 63 at 9 minutes to 122 at 21; taxes moved between none, average and a small bribe, and rations between full and extra.

Mills and woodcutters, 22 to 33 minutes. Woodcutters in twos and fours from 21:54 (28 in all), mills at 23:34, 26:28, 29:15, 30:18 and 32:00 (sixteen in all), tethers to twelve, more demolitions at 26:15 to 27:38 to make room, and high taxes from 23:03. Bread piled up, from 92 at 21 minutes to 495 at the end, and gold rose to 4,430. Popularity fell from 90 at 21 minutes to 54; in the last seconds it set no taxes and double rations.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,350 615 728 1,144 1,394 2,228 3,004 4,536 6,310 8,886 11,254 13,603
Gold 946 200 106 40 20 6 0 526 1,298 2,162 3,195 4,430
Iron 0 1 10 36 45 75 94 129 160 194 226 260
Stone 25 25 25 25 33 57 63 87 103 119 143 151
Food 46 36 32 0 11 17 76 92 144 337 435 495
Population 3 26 49 63 68 80 92 122 136 145 152 171
Popularity 95 100 86 59 62 60 88 90 88 76 64 54

Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; flour is left out.

Beside its first game

This game (1.6.3) First game (1.5.1)
Net worth 13,603 9,231
Bakeries / mills / wheat farms 27 / 16 / 5 17 / 3 / 2
Iron mines / quarries / tethers 13 / 5 / 12 13 / 4 / 18
Popularity buildings none 15 breweries, 7 inns, 8 chapels, a church, a cathedral
Population / popularity 171 / 54 154 / 84
Cost $1.58 $1.25

Both games ran on bread and iron. The first spent on inns and religion to carry high taxes and ended at popularity 84; this one put that money into more bakeries and more than five times the mills, kept its bread rather than eating it all, and ended 4,372 higher in net worth with 17 more people.

What held it back

  • Broke for twelve minutes. Gold was near zero from 6 to 18 minutes while it built, and the market was its only source of building money: 515 wood bought.
  • Buildings in the way. Bakeries placed around its quarries closed them off; it spent 15 demolish_building calls clearing them and other buildings.
  • Popularity let go. No inn or religion this time; high taxes from 23:03 took popularity from 90 to 54, a tenth of the score.

Market

515 wood and 55 cheese bought for 2,500 gold, and 40 iron and 10 stone sold for 990: 1,765 net worth lost against the sell price on the purchases (1,545 on wood at 4 gold, worth 1; 220 on cheese). Selling at the sell price leaves net worth unchanged. These are units at the market's fixed prices.

Cost and speed

33 turns, 253 tool calls (9 waits), 1.79 million tokens and $1.577 billed by OpenRouter (preparation $0.043, play $1.361, compaction $0.173). The interview cost $0.033 more, with 35,963 of its 42,192 tokens read from the cache. The agent run took 53.3 real minutes, 21.2 of them waiting for the model; the context was compacted four times (151 seconds). All 33 requests read the prompt cache, 85.2% of the input tokens.

The interview

Gemini called 70% of the person's net worth "a solid outcome" and put the rest down to three things: it held its bread chain to what the oasis grass could grow instead of buying wheat, it ran high taxes and extra rations where the person used the fear factor with a church and cathedral, and it fitted fewer quarries. Playing again, it would buy wheat for 45 to 60 bakeries, use bad things and religion, zone the quarries apart from the bakeries, and keep idle peasants under 24. It called the benchmark "one of the best-designed, most practical game benchmarks I have encountered", and asked for a check that a ring of buildings does not close off a courtyard, a count of each building type in status, and noted that the first placements of a second build_structure call in one turn sometimes came back not_selected.

For the harness

  • A stale map probe on the game machine. Like every game of this batch on Oasis by the Sea and Large Barren Desert, this game ran a crusader_probe built from 1.5.0's sources. It was built on 2026-10-13 at 21:28 UTC as a 1.5.0 game started. The 1.6.3 sync then copied sources that matched by hash, and Ninja found nothing to rebuild. The probe's only change since 1.5.0 is 1.5.4's check that tells trees from cacti, so map_overview counted cacti as tree groves. find_sites counts trees from the reader's tile data and was right. Everything else this game played was 1.6.3, and the game stands as played. Its map_overview listed two cactus patches as groves beside the real ones, 23 at (349, 398) and 10 at (355, 365); it built no woodcutter there.
  • The run played on this checkout's version, 1.6.3 (commit 1d0c697), and records it; Oasis's round was already 1.6.3.
  • Closed courtyards. Each building passed the one-open-side check, but a group of bakeries closed off quarries and ox tethers as a ring; Gemini found it and demolished them. Its suggested fix, a connectivity check from the open sides to the keep, is not in the harness.
  • build_structure returned not_selected for the first placements of a call at 3:01, 24:11, 30:34 and 32:15; other placements that did not go through: orchards and wheat farms at 3:47 and 6:41, hovels at 14:16 and 15:03 (unverified), bakeries at 18:09 and 19:00 and two pitch rigs at 32:00.
  • Three demolish_building calls hit nothing of its own (17:52, 26:03, 26:09) and one aimed over the toolbar (26:15); one iron sale of 5 at 14:34 was refused before clicking.
  • The game saved correctly at the end ("gemini 4 argon 1-6-3 ea8f9d").

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 13,603 19,513
Gold 4,430 18,304
Stored goods, at the sell price 9,173 1,209
Population 171 202
Housing 194 202
Popularity 54 100

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

Reaching 13,603 net worth and 171 population (about 70% of the human player's 19,513 net worth and 85% of their 202 population) is a solid outcome, especially since our economy was still accelerating rapidly at the end (+1,000+ net worth per minute), but looking at the human player's breakdown makes it crystal clear where the ~5,900 net worth gap came from:

  1. Buying Wheat to Run a Massive Bakery Value-Add Engine (Arbitrage via Processing):
    • I treated the bread chain as limited by how many Wheat Farms could fit on the scarce oasis grass (building 9 Wheat Farms, ~18 Bakeries, and Mills), and avoided buying inputs at the Marketplace once wood was bootstrapped because the instructions noted that buying goods immediately reduces net worth by the buy/sell spread.
    • However, in Stronghold Crusader, 1 Wheat costs 23 gold to buy at the Marketplace, is ground by a Mill into 1 Flour, and is baked by Bakeries into 8 Bread worth 8 × 4 = 32 gold at the Marketplace sell price—a +9 gold net worth profit per wheat converted, limited only by how many Bakeries and Mills you can staff! The human built 57 Bakeries and imported wheat whenever local farms couldn't keep up, turning their population into a massive value-add manufacturing plant.
  2. Fear Factor (+40% Worker Efficiency) Offset by Religion:
    • I kept worker efficiency at 100% and used popularity for extra rations + high taxes (tax_level: 6, -6 popularity).
    • The human built 54 punishment buildings ("bad things" like gibbets and gallows) to reach -5 fear factor, which gives 140% worker efficiency (every worker delivers extra goods per trip / works faster!). To offset the -4 popularity penalty from fear without paying for extra rations, they built a Church and a Cathedral (+3 religion popularity) and kept taxes at No taxes (+1), resulting in a net 0 popularity change pinned at 100 popularity on standard full rations!
    • A 140% worker efficiency multiplier across 13 iron mines, 10 quarries, and 57 bakeries produces far more net worth than High taxes (~140 gold/month), while consuming less food (full vs extra rations).
  3. Full Resource Deposit Utilization (13 Iron Mines & 10 Quarries + 33 Ox Tethers):
    • I built 9 Iron Mines and 5 Quarries, and accidentally enclosed my western quarries with a row of bakeries for several minutes in the mid-game (which paused stone deliveries and trapped workers until I diagnosed and demolished the blocking bakeries). The human cleared trees on the southern stone deposit to fit 10 Quarries with 33 Ox Tethers and fit 13 Iron Mines on the northern ore strip.

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 change four specific parts of my strategy:

  1. Build the Wheat → Flour → Bread Arbitrage Engine at Scale:
    • Instead of stopping at ~18 Bakeries to match local oasis farm output, I would sell stored iron/stone/bread into liquid gold and build 45–60 Bakeries and 6–8 Mills right next to the Stockpile and Granary, while buying Wheat (market_trade(action="buy", good="wheat")) to keep Flour and Bread production running at 100% capacity. Every 100 Wheat bought (2,300 gold) and baked into 800 Bread (3,200 gold) adds +900 Net Worth after paying only 100 wood per Bakery.
  2. Use Fear Factor (-5 via Gibbets/Gallows) + Religion (Church/Cathedral) Instead of High Taxes + Extra Rations:
    • Once the core economy is up, building ~50 cheap bad things (gibbets/gallows/cesspits) to reach 140% worker efficiency boosts the output of every single Iron Mine, Quarry, Ox Tether, Mill, and Bakery by 40%. Pairing that with a Church and Cathedral (+3 popularity) and No taxes (+1 popularity) locks popularity at 100 on normal full rations, saving food while maximizing end-of-run Popularity (100 vs 54).
  3. Never Place Unrelated Buildings Around Quarries or Signpost Approaches:
    • In the mid-game, I placed two batches of Bakeries around (385, 395) near the western quarries, which accidentally sealed the perimeter around the Quarries and Ox Tethers (closes_neighbour / enclosed courtyard). Even though each individual building had an open side, the cluster enclosed the courtyard and stopped stone deliveries for several minutes until I demolished the outer bakeries. On a replay, I would strictly zone:
      • West (345..405, 380..440): Quarries and Ox Tethers only (plus Woodcutters to clear the trees on the (400, 429) stone deposit early so all 10 Quarries fit).
      • North (410..445, 345..365): All 13 Iron Mines on the ore strip, with Hovels pushed to the far northern edge (400..440, 335..345).
      • East/South-East of Stockpile & Granary (435..465, 365..430): Dedicated industrial rows of Mills and 50+ Bakeries with wide walking lanes directly to the Stockpile and Granary.
  4. Hit the Housing Cap Earlier:
    • Several times my idle peasant count hit the 24-peasant cap while I was waiting for resources, which temporarily paused immigration and left me at 171 population instead of 202. Building cheap Woodcutters (3 wood), Ox Tethers (5 wood), and Bakeries (10 wood) continuously so idle_peasants never reaches 24 ensures uninterrupted immigration until 24+ Hovels are full.

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, most practical game benchmarks I have encountered:

  • What helped most:
    • Zero-game-time reading tools (map_overview, find_sites, status, get_inventory, flat_view) before acting: Pausing the game while the agent thinks and executes initial read-only calls removes the artificial penalty of LLM inference latency and lets the benchmark genuinely test spatial planning, economic reasoning, and game mechanics.
    • find_sites and tile-based build_structure(tile_x, tile_y): In isometric 2.5D games like Stronghold Crusader, elevation and tall building sprites notoriously distort pixel-to-ground projection. Allowing build_structure to target map tiles directly (and automatically pan the camera and retry nearby valid tiles while checking open sides) made large-scale construction reliable rather than a frustrating pixel-hunting exercise.
    • Rich structured stats telemetry: Having exact counts of empty_piles, idle_peasants, worker_efficiency_percent, and popularity.factors alongside the screenshot made it possible to diagnose bottlenecks quantitatively.
  • What got in the way / what I would improve:
    • Multi-building courtyard enclosure vs. single-building open_side check: The harness's no_open_side / closes_neighbour check ensures each building has at least one adjacent open side, which is great, but it is still possible to form a closed ring of buildings that traps workers/oxen inside a courtyard with no path to the Keep/Stockpile. Adding a connectivity flood-fill check (verifying that open sides actually connect to the Keep's campfire tile) in find_sites and build_structure retries would prevent subtle pathing lockups.
    • Aggregate building counts in status: While inspect_building works on a single pixel, having a summary list in status of how many of each building type you currently own (and how many are currently staffed vs. missing workers/access) would make managing 100+ buildings much cleaner.
    • Occasional not_selected on the second build_structure call in the same turn: When calling two build_structure tools back-to-back in a single turn (to place 8 buildings), the first two placements of the second call occasionally returned not_selected if the previous placement's camera move or right-click was still settling.

4Anything else

Interviewer

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

Gemini 4 Argon

Seeing the human's post-game build breakdown (57 bakeries, imported wheat, 54 bad things for 140% worker efficiency balanced by Church + Cathedral) is a great reminder of how deep Stronghold Crusader's economic systems are. There is a big difference between a "textbook self-sufficient village" (growing your own wheat, taxing peasants, avoiding buying at the market) and a true "industrial manufacturing economy" (importing raw wheat at 23g to export/store 32g of bread with 140%-efficiency workers). It was a lot of fun optimizing this run and diagnosing the live map!

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score13,603Counted

What ran

Benchmark version
1.6.3
Fingerprint
96c4682877ca
Harness commit
1d0c697
Prompt / tools SHA-256
3737ac8 / e41a140
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 20261014T052609-5e4af526