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 the Moonshot API, reasoning high (Moonshot offers no medium; the same setting as in its other games), output limit 32,768 tokens - Benchmark: Large Barren Desert 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 b646f6ec, series 20261014T101557-05d142d3, 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 20261012T134119-f09e54cb, played 1.5.6). The map's score for Kimi is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 5,050 | 5,741 | 9,984 | 5,192 |
| Gold | 2,088 | 589 | 8,574 | |
| Stored goods, at the sell price | 2,962 | 5,152 | 1,410 | |
| Population / housing | 63 / 98 | 94 / 114 | 250 / 250 | |
| Popularity | 27 (−3 next month) | 66 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth ended 142 below leaving the game alone, against 549 above it in the first game. The stored goods are 154 stone (1,078), 30 iron (690), 9 crossbows (270), 8 swords (240), 7 metal armour (210), 19 ale (190), 5 spears (50), 47 wood (47), 1 bow (15) and 43 food (172).
How the game went
A weapons town, 0 to 18 minutes. A marketplace, hovels and two stockpile piles in the first 37 seconds, two iron mines and two woodcutters at 0:55, an armory at 1:27 and two blacksmith's workshops at 1:39. Then a poleturner's workshop with two quarries and a tether at 3:39, an armorer's workshop at 4:09, the first fletcher's workshop at 5:27, an inn and a chapel by 6:06, and more workshops every few minutes to 17:32: eleven fletcher's (set to crossbows), three blacksmith's, two armorer's and two poleturner's workshops, eighteen in all. Only three quarries, with nine tethers, and four iron mines. Planks were bought in lots of 50 to 100 to feed the fletchers.
Buying and selling, 6 to 33 minutes. Kimi kept full rations of four foods, bought in small lots every two or three minutes, and sold weapons, stone and pitch as they came in: 63 market trades in all. Gold fell to 367 at 19 minutes and recovered to about 2,000 by the end on the sales. Taxes moved seven times; at 22:00 it set downright cruel taxes, popularity fell from 96 to 52, and at 24:33 it took them off; at 27:50 it set mean taxes, and the game ended at popularity 27 with the population down from 72 to 63.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,741 | 5,047 | 4,206 | 2,999 | 2,404 | 2,124 | 1,629 | 2,226 | 2,505 | 3,150 | 3,045 | 5,050 |
| Gold | 4,460 | 3,600 | 2,969 | 1,518 | 987 | 677 | 533 | 1,152 | 1,107 | 1,763 | 1,357 | 2,088 |
| Iron | 0 | 13 | 14 | 15 | 15 | 17 | 20 | 22 | 25 | 26 | 27 | 30 |
| Stone | 0 | 50 | 50 | 50 | 66 | 82 | 42 | 58 | 82 | 82 | 122 | 154 |
| Food | 50 | 164 | 125 | 172 | 131 | 105 | 69 | 26 | 44 | 41 | 34 | 43 |
| Population | 2 | 26 | 45 | 52 | 60 | 62 | 71 | 72 | 72 | 70 | 72 | 63 |
| Popularity | 100 | 100 | 93 | 96 | 96 | 82 | 89 | 96 | 52 | 65 | 64 | 27 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons and ale are left out, so it reads low.
Beside its first game
| This game (1.6.3) | First game (1.5.6) | |
|---|---|---|
| Net worth | 5,050 | 5,741 |
| Buildings | 18 weapon workshops and an armory, 3 quarries, 9 tethers, 4 iron mines, 11 hovels, inn, chapel | 12 quarries, 17 tethers, 4 iron mines, 13 hovels, 3 inns, 2 chapels, church |
| Population / popularity | 63 / 27 | 94 / 66 |
| Net worth lost buying | 4,580 | 5,790 |
| Cost | $1.99 | $2.10 |
Both games bought food all game (the first lost even more on it, 5,790 with wood) and taxed hard. The first put its gold into twelve quarries and ended with 5,152 in goods; this one put it into weapon workshops and planks, and sold most of what they made.
What held it back
- Weapon workshops fed with bought planks. The workshops made about 3,300 in weapons at the sell price (2,500 sold, 785 kept). The 600 planks cost 2,400 gold (worth 600), and the fletcher's and blacksmith's workshops alone 1,700 gold to build, so the chain ended behind.
- Food bought at a loss: 670 food of four kinds for 5,360 gold, worth 2,680, to keep full rations.
- Three quarries. The first game's twelve quarries were its main product.
- Taxes at the extremes. Downright cruel taxes at 22:00 and mean taxes at 27:50 took popularity to 27 and nine people away at the end.
Market
670 food (180 cheese, 180 apples, 175 bread, 135 meat), 600 planks and 10 ale bought for 7,960 gold; 30 crossbows, 30 swords, 25 spears, 15 metal armour, 120 stone and 20 pitch sold for 3,540. The purchases lost 4,580 net worth against the sell price (food 8 for 4, planks 4 for 1, ale 20 for 10); selling leaves net worth unchanged. These are units at the market's fixed prices. One plank purchase at 10:01 bought nothing.
Cost and speed
51 turns, 191 tool calls (5 waits), 2.46 million tokens and $1.986 at Moonshot's list prices (preparation $0.086, play $1.737, compaction $0.163). The interview cost about $0.047 more, with 60,928 of its 63,871 tokens read from the cache. The agent run took 60.0 real minutes, 31.4 of them waiting for the model; the context was compacted twice (101 seconds). Two requests failed with Moonshot's "engine overloaded" (429) and were retried; all 49 that answered read the prompt cache, 93.9% of the input tokens.
The interview
Kimi called it a poor result, below leaving the game alone despite constant activity. It named three causes: feeding the population at a loss where the person set no rations and covered the food penalty with religion and inns; a crossbow chain that was profitable per unit but made only a handful of weapons a month with the population stuck at about 72; and never using the fear factor or religion (its chapel never counted). It also said it taxed hard at the wrong times. Playing again it would stop buying food for rations, run a bought-wheat bread chain, use the fear factor and keep taxes low and steady. It found the tools good, and said the readings never told it that the fear factor raises worker efficiency or why immigration stopped.
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_probebuilt 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, somap_overviewcounted cacti as tree groves.find_sitescounts 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. Kimi searched for woodcutter sites at the listed 13-tree cactus grove, gottrees: 0, and built two woodcutters there at 0:55 anyway. - The chapel built at 6:06 does not appear among the popularity factors at the end (food +3, tax −8, inn +2); Kimi noticed it never counted.
- Five placements by
place_nearorexpand_storagefound no free spot in view (a fletcher's workshop, hovels, the chapel and a second armory); the remedies named the fix. - The game saved correctly at the end ("kimi k3 1-6-3 b646f6").
