One episode · Oasis by the Sea (no arms)

Gemini 4 Argon

Benchmark 1.7.3No arms: weapons and armour count nothingGoogleReasoning mediumPlayed by the maintainersFull-budget score
Model
google/gemini-4-argon
Served via
OpenRouter · google-ai-studio
Max output
32,768 tokens
Played
18 October 2026
Score
86.2
Crusader Bench score on Oasis by the Sea (no arms): 0 is doing nothing, 100 the person’s game
Net worth
17,390
+16,170 over doing nothing, 88% of the person’s gain of 18,293
Population
191
94% of the person’s gain of 198 · popularity 60
Cost
$2.16
4.2M tokens
Time
33 game min
1 h 3 min of wall-clock time, 80 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

17,390net worth
Gold
6,554
Stored goods, at sell price
10,836
Over the baseline (do nothing)
+16,170
Population / housing
191 / 242
Popularity
60
Food
495
Structures (map-wide)
202
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 stock10,836 gold in goods

GoodUnitsPriceValue
Gold6,55416,554
Iron265236,095
Stone38572,695
Bread49541,980
Wood46146
Flour21020
Bows200
Net worth17,390

No arms: weapons and armour count 0 here, so the table adds up to the net worth.

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

This episodeThe personLeft alone
Net worth17,39019,5131,220
Gold6,55418,304
Stored goods, at the sell price10,8361,209
Population191202
Housing242202
Popularity60100

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
22
Popularity next month
±0
Food
+8
Taxes
−8
Taxes
Mean taxes, 229 gold a month
Rations
double; 1 of 1 foods eaten
Worker efficiency
100%
Storage
20 stockpile piles, 3 empty; 3 granaries holding 495 food

Buildings174

  • Ox Tether39
  • Bakery38
  • Hovel29
  • Woodcutter15
  • Iron Mine10
  • Mill7
  • Poleturner's Workshop7
  • Quarry6
  • Stockpile5
  • Wheat Farm5
  • Apple Orchard3
  • Granary3
  • Gallows2
  • Armory1
  • Dairy Farm1
  • Fletchers' Workshop1
  • Keep1
  • Marketplace1

Tool calls321

  • find_sites205
  • build_structure31
  • building_info23
  • observe20
  • market_trade16
  • wait_and_observe7
  • set_tax4
  • update_plan4
  • expand_storage3
  • set_rations3
  • map_overview2
  • status2
  • demolish_building1

Play

Turns
80
Buildings placed / attempted
165 / 180
Anchor-tool placements
6
Tool errors
1
Raw inputs sent to the game
881
Context compactions
4
Game time
33 min

Compute

Tokens
4.2M
Served from cache
91%
Output tokens
107K
Cost, as billed
$2.16
Wall-clock time
1 h 3 min
of which inference
30 min
Peak game memory
3,590 MiB

The plan, before play

Understanding of the Task

We are playing the Oasis by the Sea-1 Free Build economy scenario in Stronghold Crusader: Definitive Edition within a budget of 33.33 minutes of game time (2,000 game seconds).

  • Primary Goal: Maximize net worth (gold + stored goods valued at marketplace sell price; weapons/armor in the armory count as 0 until sold at the marketplace), followed by population and popularity.
  • Restrictions: No military units, walls, towers, gates, or defenses allowed.
  • Game Mechanics & Timing: Reading tools (status, get_inventory, find_sites, map_overview, update_plan, notebook_write, etc.) called at the start of a turn before any action/wait/observe run while the game is paused and cost 0 game time. Once an action or observation tool runs, the turn takes at least 8 game seconds.

Opening Plan

  1. Survey & Site Granary: Use map_overview and find_sites while paused to locate trees, iron ore, stone deposits, and oasis farmland. Place the initial Granary close to the keep/oasis area, plus a Marketplace and initial Woodcutters and Hovels.
  2. Kickstart Resource & Population Growth: Buy extra wood at the Marketplace early to rapidly establish Woodcutters, Iron Mines on the north iron strip, Quarries + Ox Tethers on the west stone deposit, and Hovels so peasants arrive continuously without idling.
  3. Establish Food & Bread/Ale Chains: Build Apple Orchards / Wheat Farms on the oasis grass, transitioning into a high-output Bread chain (Wheat Farms -> Mills -> Bakeries) and Ale chain (Hops Farms -> Breweries -> Inns) near the Granary and Stockpile.
  4. Scale High-Value Production & Taxes: Expand Stockpiles and Granaries as needed, scale Iron Mines, Quarries, Bakeries, and weapon workshops (selling crafted weapons at the Marketplace), and use surplus food rations, ale, and religion to run high tax rates at high population.

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 (drafted by Sonnet 5.5, checked by 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 (no arms), version 1.7.3 (commit e0e0eb4), 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. Weapons and armour in store count nothing; sold at the marketplace they bring their gold.
  • Run 1003de73, series 20261018T093657-80aeaf5f, 2026-10-18: Gemini's no-arms game of the 1.7.3 batch, a fresh series with no memory of any other game, played again after the first attempt (2026-10-17) failed on an OpenRouter key limit. The series records e0e0eb4, not b967c65 (the commit of its weapons-counted game, run ffe69c40): 1.7.3 relocked with a fix to the compaction retry, play and scoring unchanged.

Result

This game (no arms) Its 1.7.3 weapons game Its 1.6.3 game Its 1.5.1 game The person Left alone
Net worth 17,390 13,174 13,603 9,231 19,513 1,220
Gold 6,554 2,554 4,430 2,867 18,304
Stored goods, at the sell price 10,836 10,620 9,173 6,364 1,209
Population / housing 191 / 242 167 / 186 171 / 194 154 / 242 202 / 202
Popularity 60 (no change) 69 (−2) 54 (+9) 84 (+28) 100
Idle peasants 22 23 9 24
Score 86.2 67.4 68.0 51.0 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 16,170 over leaving the game alone, 88% of the person's 18,293. With 191 people and popularity 60 the score is 86.2 by the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2); this game counts on the website's leaderboard. It is 18.8 above its weapons-counted game of the same version, 18.2 above its 1.6.3 game (no weapon buildings) and 35.2 above its 1.5.1 game, and the highest of the batch's 16 finished games (next: GPT-6.1 Sol's weapons-counted 82.3).

The stored goods are 265 iron (6,095), 385 stone (2,695), 495 bread (1,980), 46 wood (46), 2 flour (20) and 2 bows, which count nothing. Gold is 38% of net worth, iron 35%, stone 15%, bread 11%. The town ended with 22 idle peasants, 51 empty places in its hovels and 495 food, all bread.

How the game went

Times are the game clock when a call began (the recording's clock; the run clock in the observations reads a few seconds later). The game is paused while the model replies; a build call keeps it running for 12 to 79 seconds (median 40).

0 to 6 minutes. At 0:00 the marketplace, two hovels, a woodcutter and an iron mine; 100 planks at 0:28; iron mines in twos from 1:02, ten by 5:03 (first iron at 2:26); 250 planks by 4:43. At 5:46 no iron site was left within 25 tiles of (419, 341) and the granary held 6 food for 52 people. Gold was 0 at 5:47 and stayed under 560 from 3:00 to 16:00.

6 to 16 minutes. Half rations at 6:10; 35 iron sold for planks in four lots (6:13 to 11:55); at 6:56 a wheat farm, a mill and three bakeries; six quarries and five ox tethers from 7:51 to 9:04; full rations at 10:57, low taxes at 11:01. At 11:55 its reasoning took 8 bread to a flour (corrected to 4 at 22:08), priced a bakery at about twice an iron mine and planned 20 bakeries; 15 stood after the 14:32 call. Double rations at 15:20 and mean taxes at 15:26: the +8 and −8 kept popularity at 62 to 69.

16 to 22 minutes. The 16:52 call placed three hovels, two gallows and the armory; workshops came from 18:00 (see Weapons) beside bakeries (23 after the 18:00 call, 35 after 21:27) and a fifth wheat farm at 20:29.

22 to 33 minutes. At 22:08 it dropped the workshops for wood-only jobs: 30 more ox tethers (39 in all), hovels, three mills, three woodcutters. Taxes went to extortionate at 22:46 and back to mean at 24:10 as popularity fell from 69 to 57 (its lowest). From 24:10 it placed a batch, waited 45 to 60 game seconds and read the result; the last build was at 31:30. Compactions came at 9:55, 16:49, 20:08 and 23:31. It sold 24 spears at 32:07 and 3 at 33:09.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,375 923 524 621 1,592 2,775 4,658 6,095 8,075 10,977 13,842 17,390
Net worth, weapons game 1,290 397 681 1,412 1,775 3,079 3,992 5,032 6,793 7,897 9,660 13,174
Gold 955 560 0 30 104 328 950 1,348 2,047 3,170 4,555 6,554
Gold, weapons game 934 0 68 74 159 384 313 127 881 883 1,500 2,554
Iron 0 1 14 13 44 67 101 134 165 198 231 265
Stone 25 25 25 25 25 57 105 137 177 225 329 385
Food 50 34 5 10 70 120 144 167 248 416 413 495
Population 3 28 54 68 82 93 111 129 147 159 174 191
Popularity 95 100 100 78 69 63 67 69 60 58 59 60

Each column is the last reading at or before that minute. Before the End column the net worth rows count gold, wood, stone, iron and food (at 4) as the recording logs them; flour and wheat are left out, and neither game's rows count weapons (the weapons game's 1,272 is in its End value only).

Weapons

It did not leave weapons alone: one armory, seven poleturner's workshops and one fletcher's workshop, 27 spears sold, and weapons in its reasoning from the opening plan ("weapon workshops (selling crafted weapons at the Marketplace)").

When and why. In the second handoff (16:49) and the reply after it (16:52) it priced them: weapons count nothing in the armory, but a spear sells for 10 from 1 wood (+9), a pike for 18 from 2 (+16), a crossbow is "a 10x value multiplier"; it estimated 1.5 to 2 pikes a workshop a minute and a payback in about 4 minutes. (The no-arms rules leave prices out; these are the sell prices in the market_trade description.) The armory went up in the 16:52 call (its poleturner was rejected as too close to a signpost, its fletcher found no room); one poleturner followed at 18:00, a fletcher and two poleturners at 19:20, two at 20:29, two at 21:27. At 19:20 it also gave them as jobs: 20 idle peasants, and new ones stop at 24. At 22:08 it had one spear and wrote "building more 100-gold weapon workshops with 11 minutes left would LOSE net worth"; the fourth handoff (23:31) says to build no more (distant ones deliver about 0.1 to 0.3 weapons a minute) and to sell all weapons at the end. It never called set_workshop: the poleturners made spears (10 gold, 1 wood), the fletcher bows.

What they made. The armory held 1 weapon at 21:13, 2 at 22:52, 5 at 25:03, 13 at 27:57 and 23 at 31:32; the best readout was 0.4 spears a workshop a minute, against the 1.5 to 2 assumed. Six poleturners and the fletcher stood 55 to 67 tiles (straight line) from the armory at (443, 354); only the first poleturner, at (457, 364), was 17 away. It sold 24 spears for 240 at 32:07 and 3 for 30 at 33:09; the sale of 2 bows (30 gold) was refused at the session deadline.

Cost against return. The eight workshops cost 800 gold and 90 wood, the armory 5 wood, the spears and bows 31 wood: 800 gold and 126 wood for 270 gold, 656 of net worth behind (2.9 points of the 86.2). The two gallows cost 100 more and showed no fear factor or change in worker efficiency (100%). Held, the 800 gold would have counted 1:1 (3.5 points), and gold limited the town only until about 18 minutes (1,258 at 19:22, 6,554 unspent at the end). It priced a church (500, +1) and cathedral (1,000, +2) at 16:52 and judged them at 20:08 to "barely break even", and chose a fifth wheat farm over a hops farm, two breweries and four inns; ox tethers (5 wood) and woodcutters (3) gave jobs for wood alone, and became its main jobs from 22:08.

Beside its other games and the other models

No arms 1.7.3 weapons 1.6.3 1.5.1
Iron mines / quarries / ox tethers 10 / 6 / 39 12 / 5 / 13 13 / 5 / 12 13 / 4 / 18
Woodcutters / hovels 15 / 29 30 / 22 28 / 23 10 / 29
Bakeries / mills / wheat farms 38 / 7 / 5 14 / 4 / 3 27 / 16 / 5 17 / 3 / 2
Weapon buildings 1 armory, 1 fletcher, 7 poleturners 2 armories, 15 fletchers, 7 poleturners none none
Gold into workshops 800 2,200 0 0
Bread in store 495 20 495 52
Taxes, rations at the end mean, double high, full none, double bribe, double
Planks bought 550 460 515 555
Turns / cost 80 / $2.16 37 / $1.70 33 / $1.58 71 / $1.25

Against its weapons game this one ended 4,216 higher: gold +4,000, bread +1,900, stone +189, against iron −483, wood −56, flour and wheat −62 and the weapons game's 1,272 in weapons. The gold: about 2,790 more income apart from sales (taxes, about 7,580 against 4,790, reckoned as final gold less the 1,000 start, plus purchases and gold-cost buildings, less sales), 1,600 less spent on buildings (900 against 2,500: 8 workshops and 2 gallows against 22 workshops and 3 inns), 210 less on purchases and 600 less from sales (1,075 against 1,675). The tax gap is the settings: mean taxes with double rations from 15:26 against low or average taxes (level 4 or 5, apart from mean at 3:07 to 4:35, none at 11:35 to 12:43 and high from 32:35) with full rations. The bread gap is food: the weapons game fell from 170 food at 23:49 to 20 with 14 bakeries; this one rose from 253 (23:32) to 495 on 38. With its weapons counted at nothing the weapons game would stand at 11,902 (61.8), still 24.4 points below this game. Against its 1.6.3 game (68.0) the gain is 3,787: stone +1,638, gold +2,124, iron +115, wood −80, flour −10.

Beside the other models. In the eight finished pairs of the batch the no-arms game scored higher in six (by 3.0 to 18.8) and lower in two (Sonnet −5.1, Sol −19.9); the weapons held in the weapons-counted games were worth 45 to 1,272 (0.2 to 5.6 points), the largest being this model's. For this model weapons do not explain the move: 68.0 (1.6.3, none built), 67.4 (1.7.3, 22 workshops, 1,272 held), 86.2 (1.7.3, 8 workshops, 270 sold). Each is one game, and the towns differ in taxes, food and housing as well.

What held it back

  • Popularity 60. Mean taxes against double rations held it at 57 to 69 from 15:26, 40 under the person (up to 4.0 points). No church, ale or working fear building.
  • Ten iron mines. The strip was full at 5:46; its weapons game fitted 12 on it and its 1.6.3 game 13.
  • Ox tethers late. Six quarries stood by 9:04 with 5 tethers, and its own reading at 14:32 was that tethers limited them. It had 9 at 16:51 (13 stone a minute) and 16 at 23:32 (13); delivery rose to 21 at 27:55 and 37 at 29:44 with 30.
  • Wood for placements. Eight placements failed for want of 1 to 20 wood (47 in all), seven of them with 1,463 to 3,748 gold in hand; it had stopped buying planks after 21:12 (the failure text names the fix).
  • Five wheat farms. At 22:08 it counted the open oasis grass as full (5 wheat farms, 3 orchards, a dairy farm) and wrote that the chain was at its limit; the person had 10 wheat farms.

What worked

  • Bread. 38 bakeries and 7 mills on 5 farms made 495 bread (1,980) while double rations ran for 18 minutes; food rose from 131 at 15:27.
  • Taxes against rations. Mean taxes with double rations kept popularity above 50 and brought 229 gold a month at the end; population reached 191 of 242 places.
  • Ten iron mines by 5:03, 300 iron dug (265 stored, 35 sold).
  • Placements. 165 of 180 requested went through and every one reported placed is in the final count; the 15 that did not were 8 for wood, 4 for no room and 3 rejected as too close to a signpost.

Market

550 planks (4 each, worth 1) were bought for 2,200 gold, all by 21:12: 1,650 of net worth lost against the sell price, 7.2 points. 35 iron sold for 805 and 27 spears for 270. Nothing else was bought: the 22:08 reading of 1 wheat (23) to 1 flour to 4 bread (16) made buying wheat or flour a loss. The 16 market calls took 252 game seconds.

Cost and speed

80 turns, 321 tool calls (205 find_sites, 31 build_structure, 16 market_trade, 7 waits), 4.19 million tokens and $2.159 billed by OpenRouter, all to Google AI Studio (preparation $0.044, play $1.963, compaction $0.152). The run took 62.9 real minutes: 29.9 waiting for the model (80 replies, 22 s on average, longest 67 s) and 2.1 on four compactions; fast-forwarding six waits saved 98 s.

All four compactions succeeded on the first request: each sent the whole conversation with the handoff instruction (92 to 95% of its input read from the cache), stopped normally and wrote 4.3 to 6.7 KB; none used the text-only retry. All 80 gameplay requests read the prompt cache (91.5% of input tokens); the first after each compaction re-read a 15,895-token prefix.

Tool calls took 1,963 of the 2,000 game seconds: build_structure 1,253 (31 calls, 165 buildings placed, 7.6 s a building), market_trade 252, waits 333, the rest 125; the reading tools took none. The 15 build calls that moved the camera (24 moves) took 49 s against 32 s for the other 16 (9.7 against 5.8 s a building). Its weapons game came to 6.9 s a building, its 1.6.3 game 8.7 and its 1.5.1 game 6.5; the last two were hosted on the Mac, this game and its weapons game on the game machine. It placed 5.3 buildings a call.

The interview

It ran 90 s after the last reply: 4 answers, $0.029, 62,554 of 67,905 tokens read from the cache. Gemini put its result at about 89% of the person's and named three differences: fear buildings and religion (worker efficiency 140% against its 100%), buying wheat to keep the bakeries running, and selling stored goods to fund a church, a cathedral and about 50 fear buildings. Playing again it would do those, and fit 10 wheat farms, 10 quarries and 13 iron mines. It praised the paused reply, tile targets and the production readout, and asked for build calls to be ordered by camera position or the camera cost stated. It did not mention weapons.

Against the game these match: the 89%, 191 against 202, the 2,100 gap, popularity 60 against 100; 5 wheat farms, 6 quarries, 10 iron mines, 3 orchards, 38 bakeries; the 10 × 10 orchard footprint; stone rising from 13 to 37 a minute; the wheat arithmetic (23 gold in, 16 out), reached at 22:08 and never traded on; the camera cost. Its 264 iron and 499 bread are the 33:11 reading (265 and 495 at the end). Three statements do not match: "33 ox tethers" is the person's count, it has 39; the gallows were not "early" (placed in the 16:52 call, half way) and nothing in the logs shows it seeing that "more than 2" were needed, since no reading showed a fear factor; and selling stored goods to fund investments fits the first half, when gold was under 560 until 16 minutes, not the second, when gold sat idle from about 19 (it sold 35 iron in all). Two cannot be checked: that fear raises the yield per bought wheat (efficiency stayed 100%) and that its own buildings blocked iron-strip footprints (consistent with 10 mines against 12 and 13 elsewhere).

For the harness

  • The granary line. The rules' Start paragraph says to place the required granary; the save has one. No granary call was made (the first reasoning saw granaries: 1); two more went up by expand_storage at 15:04.
  • Compaction. All four took the single-request path, so the e0e0eb4 fix to the text-only retry was not exercised. An empty reply after the fourth (0 output tokens, 23:34) made the host let 8 game seconds pass.
  • The deadline refused the last sale (2 bows) with "Session deadline". The build_structure text says the host moves the camera but not what that costs.
  • The save needed two attempts (game_save.attempts in episode.json); the second succeeded.
  • The reader's watchdog forced one collection after a 20 s stall of the game's garbage collector at about 31:30; every build_structure result reported feedbackCoverage: reader_active.

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 17,390 19,513
Gold 6,554 18,304
Stored goods, at the sell price (weapons and armour not counted) 10,836 1,209
Population 191 202
Housing 242 202
Popularity 60 100

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 a net worth of 17,390 (about 89% of the human player's 19,513) and a population of 191 vs. 202 is a strong competitive result, especially considering how complex real-time spatial layout and multi-stage production chains are in Stronghold Crusader. Looking closely at the comparison, three key strategic differences explain the ~2,100 net-worth gap and the popularity difference (60 vs. 100):

  1. Fear Factor (worker_efficiency_percent: 140% vs. 100%): I built 2 Gallows early on, saw that it took more than 2 to move the fear needle at higher population, and stopped instead of committing to a full -5 fear factor (54 bad things) paired with a Church and Cathedral (+3 religion) to offset the -4 popularity penalty. In Stronghold Crusader, -5 fear factor boosts worker efficiency to 140% (meaning every iron miner, quarryman, miller, and baker delivers extra goods per trip). Over 33 minutes across 100+ workers, a 40% efficiency boost compounds massively.
  2. Buying Wheat to Keep 50+ Bakeries Running at Full Capacity (With 140% Worker Efficiency): When I tested buying wheat at 100% worker efficiency, I calculated that 1 wheat (cost 23 gold) -> 1 flour -> 4 bread (worth 16 gold) lost net worth, and therefore concluded I should only bake farm-grown wheat. What I missed is the interaction between fear factor and multi-stage processing: at 140% worker efficiency (or higher bakery-to-mill ratios where each trip produces extra units), 1 bought wheat yields significantly more than 1 flour and 4 bread, turning imported wheat into a net-worth printing press when scaled to 57 bakeries and 7 mills.
  3. Selling Stored Goods into Liquid Gold vs. Hoarding in Stockpiles/Granaries: Because stored goods count at their marketplace sell price toward net worth, I left 10,836 gold worth of stone, iron, and bread in storage rather than converting them into gold to fund a Church/Cathedral, 54 fear buildings, and more Bakeries/Wheat Farms/Quarries. Selling iron, stone, and bread earlier would have provided the liquid gold needed to finance the fear-factor + religion + 57-bakery engine.

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 make four concrete changes:

  1. Liquidate Iron, Stone, and Bread Continuously for Early Reinvestment: Instead of letting 385 stone, 264 iron, and 499 bread sit in storage (where they contribute to net worth statically but do not compound), I would sell surplus iron, stone, and bread regularly during the first 25 minutes to fund faster expansion.
  2. Rush -5 Fear Factor (140% Worker Efficiency) + Religion: Once the basic wood, stone, iron, and bakery economy is up, I would build a Church and Cathedral (+3 popularity) and spam ~50 cheap punishment buildings (gibbets, gallows, cesspits) out of the way to reach -5 fear factor (140% worker efficiency). Instead of burning popularity on double rations and heavy taxes (which ate double food and capped popularity around 60), I would run normal rations (+0), no taxes (+1), religion (+3), and fear (-4) so popularity locks at 100 while every worker produces at 140% efficiency.
  3. Fit All 10 Wheat Farms, 10 Quarries, and 13 Iron Mines: The human player fitted 10 Wheat Farms on the oasis, 10 Quarries on the stone deposit, and 13 Iron Mines on the iron strip (compared to my 5 Wheat Farms, 6 Quarries, and 10 Iron Mines). I relied too early on Apple Orchards (3 orchards taking 10x10 footprints on prime oasis grass) and placed a few buildings near the edges of deposits where they blocked additional Quarry/Mine footprints. Next time I would reserve 100% of oasis grass exclusively for Wheat Farms (9x9 footprints) and pack Quarries and Iron Mines systematically from one edge of the deposit to the other before placing Ox Tethers further out.
  4. Scale to 55–60 Bakeries and 7 Mills Fed by Imported Wheat (at 140% Efficiency): With 140% worker efficiency active, I would buy wheat at the Marketplace whenever farm wheat dipped so that 7 Mills and ~57 Bakeries never went idle.

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 most:
    • Pause-while-thinking and free read tools before acting: Making status, get_inventory, find_sites, and map_overview cost zero game time when called at the start of a reply removes artificial UI-hunting penalties and turns the benchmark into a genuine test of economic planning, spatial reasoning, and adaptation.
    • find_sites and tile-based build_structure: Isometric pixel projection in Stronghold Crusader is notoriously tricky because elevation and tall sprites shift click targets. Having find_sites expose the game's true tile validity (including worker open-side access and oasis/stone/iron ground types) and allowing build_structure to target tile_x, tile_y directly let me focus on high-level city layout and production math rather than fighting misclicks.
    • The rolling 3-minute production telemetry in stats: Seeing exact deliveries per minute and per building over the last 3 minutes made it possible to spot bottlenecks (such as when adding Ox Tethers jumped Quarry stone deliveries from 13/min to 37/min).
  • What got in my way / what I would change:
    • Camera jumps on off-screen tile placements: When build_structure includes a mix of in-view and off-screen tile targets, each off-screen tile triggers minimap navigation that costs game seconds while the clock is running. A helpful enhancement would be either sorting placements automatically by camera proximity or noting in the tool description how many game seconds off-screen camera panning typically costs so agents learn to batch placements by neighborhood.

4Anything else

Interviewer

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

Gemini 4 Argon

Playing Stronghold Crusader through this harness was genuinely fun. Watching the southwest district grow from an empty desert beside an oasis into a bustling industrial town of 38 bakeries, 7 spinning windmills, 33 ox tethers hauling stone from 6 quarries, and 191 peasants—and seeing how a human expert squeezed even more out of the same map using the fear-factor + religion + wheat-import synergy—highlights why classic RTS economy games make such great AI benchmarks.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score17,390Counted

What ran

Benchmark
Oasis by the Sea construction (no arms)
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
Prompt / tools SHA-256
b740d60 / f75ebb8
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 20261018T093657-80aeaf5f