One episode · The Sinkhole (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
19 October 2026
Score
47.1
Crusader Bench score on The Sinkhole (no arms): 0 is doing nothing, 100 the person’s game
Net worth
20,104
+17,909 over doing nothing, 45% of the person’s gain of 39,436
Population
181
35% of the person’s gain of 502 · popularity 72
Cost
$0.62
1.6M tokens
Time
45 game min
52 min of wall-clock time, 31 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 · 45 min of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

20,104net worth
Gold
16,308
Stored goods, at sell price
3,796
Over the baseline (do nothing)
+17,909
Population / housing
181 / 210
Popularity
72
Food
63
Structures (map-wide)
190
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 stock3,796 gold in goods

GoodUnitsPriceValue
Gold16,308116,308
Iron93232,139
Stone1227854
Flour4110410
Bread634252
Wood97197
Wheat3824
Ale21020
Net worth20,104

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

Beside a person’s gameThe Sinkhole, the same game time

This episodeThe personLeft alone
Net worth20,10441,6312,195
Gold16,30839,977
Stored goods, at the sell price3,7961,654
Population181506
Housing210506
Popularity7299

The person played The Sinkhole for 44 min 58 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
July 1189
Idle peasants
23
Popularity next month
−11
Taxes
−16
Religion
+3
Ale from the inn
+2
Taxes
Downright cruel taxes, 289 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 3 empty; 3 granaries holding 63 food

Buildings151

  • Bakery31
  • Hovel25
  • Iron Mine24
  • Woodcutter16
  • Wheat Farm11
  • Ox Tether8
  • Brewery6
  • Mill5
  • Hops Farm4
  • Stockpile4
  • Granary3
  • Inn3
  • Quarry3
  • Apple Orchard2
  • Chapel2
  • Cathedral1
  • Church1
  • Keep1
  • Marketplace1

Tool calls220

  • find_sites97
  • build_structure28
  • observe26
  • market_trade14
  • building_info13
  • set_tax12
  • demolish_building9
  • expand_storage9
  • set_rations8
  • update_plan2
  • map_overview1
  • wait_and_observe1

Play

Turns
31
Buildings placed / attempted
149 / 162
Anchor-tool placements
2
Tool errors
2
Raw inputs sent to the game
1,071
Context compactions
2
Game time
45 min

Compute

Tokens
1.6M
Served from cache
89%
Output tokens
15K
Cost, as billed
$0.62
Wall-clock time
52 min
of which inference
10 min
Peak game memory
3,570 MiB

The plan, before play

Task Understanding

We are playing The Sinkhole Free Build scenario in Stronghold Crusader: Definitive Edition with a 45-minute game-time budget (2700 game seconds).

  • Primary Goal: Maximize net worth (gold + sell value of all stored goods in stockpiles and granaries; weapons/armour in armories count as 0 until sold for gold), followed by population and popularity.
  • Restrictions: No recruiting soldiers and no building walls, towers, gates, or other defenses.
  • Starting State: 2,000 gold, 55 wood, 20 stone, 55 meat, a granary, and 4 stockpiles already built. Keep is on the inner edge of an oasis ring around a sunken basin containing iron ore (east) and stone (up-right).

Opening Plan

  1. Survey & Site Finding (Paused): Use map_overview and find_sites first while the game is paused to locate optimal positions for Woodcutters (near tree groves), Marketplace, Hovels, Farms (Wheat, Hops, Apples/Dairy on oasis grass), Iron Mines (on east iron ore), and Quarries + Ox Tethers (on north-east stone).
  2. Rapid Bootstrap:
    • Build a Marketplace immediately so we can buy extra wood if needed to accelerate early expansion (since iron mines, quarries, farms, and bakeries pay back the 3 gold/wood spread many times over) and sell weapons/surplus goods later.
    • Place Woodcutters near the closest tree groves, Hovels to expand housing capacity, and early Apple Orchards / Wheat Farms on the oasis ring.
  3. High-Value Raw Materials (Iron & Stone):
    • Establish Iron Mines on the eastern ore patches (each iron is worth 23 gold) and Quarries + Ox Tethers on the stone deposit (each stone is worth 7 gold).
    • Expand Stockpiles promptly so resource deliveries never stall.
  4. Bread, Ale & High Taxes:
    • Scale up Wheat Farms → Mills → Bakeries (massive food production worth 4 gold per bread, plus rations boost) and Hops Farms → Breweries → Inns (for +ale popularity bonus).
    • Use extra rations, food variety, ale, and religion (Chapels/Churches/Cathedral) to push popularity boost high and collect heavy monthly taxes from a large population.

Commentary during play1

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, provider Google AI Studio only, reasoning medium, output limit 32,768 tokens
  • Benchmark: The Sinkhole construction (no arms), version 1.7.3 (commit e0e0eb4, the relock after a compaction-retry fix that left play and scoring unchanged), from the save the human reference game on this map started from; 45 min of game time at speed 40, the length of the person's game (44 min 58 s); no playbook; waits played fast. Weapons and armour in store count nothing; sold at a marketplace, they bring their gold.
  • Run a96fdff0, series 20261019T125812-d8d72e82, 2026-10-19, host on the game machine: Gemini's no-arms game on this map, a fresh series with no memory of its others. Its weapons-counted pair is its 1.7.1 game (run 7a88d5fe, series 20261015T204651-fca746fe, commit 674e7ba, host on a Mac), so the pair differs in version (1.7.2 limited where a blocked placement is retried and kept room beside stockpiles; 1.7.3 fixed a compaction retry) and host as well as in the rule. Its Sinkhole game from an earlier round is run 8a8a6161 (1.6.2). This game counts on the website's leaderboard.

Result

This game (1.7.3, no arms) 1.7.1 game (weapons counted; its pair) 1.6.2 game The person Left alone
Net worth 20,104 23,189 30,996 41,631 2,195
Gold 16,308 15,929 25,454 39,977
Stored goods, at the sell price 3,796 7,260 5,542 1,654
of which weapons and armour 0 786 180
Population / housing 181 / 210 215 / 250 246 / 274 506 / 506 4
Popularity 72 (−11 next month) 56 (no change) 62 (+2) 99 0
Score 47.1 52.4 69.4 100 0

A full-budget score: the run used all 2,700 game seconds. Net worth grew by 17,909 over leaving the game alone, 45.4% of the person's 39,436, against 53.2% in the 1.7.1 game. By the website's formula (80% net worth, 10% each population and popularity; shares from leaving the game alone, 2,195 and 4 people, to the person, 41,631 and 506, the net-worth share clipped to −1..2) the score is 47.1: 36.33 points from net worth, 3.53 from 181 people and 7.20 from popularity 72 (the 1.7.1 game's 52.4 was 42.59, 4.20 and 5.60). Gold is 81.1% of the net worth. The town ended with 23 idle peasants, 29 empty places in its hovels, "downright cruel" taxes (289 gold a month) and full rations.

How the game went

Times are the game clock when a call began, read from the recording (the run clock quoted in observations reads a few seconds later). The game is paused while the model thinks, so game time passed only inside its tool calls.

Mines, quarries and a food gap, 0 to 11 minutes. Two replies of reading tools (map_overview, 15 find_sites) came first. The first build call (0:00, 72 s) placed a marketplace, two hovels and five woodcutters; planks were bought at 1:15 and 3:19. At 1:58 it placed the three quarry sites find_sites offered, with four ox tethers; by 5:36 it had orchards, wheat farms, hovels and five iron mines. It bought no food: the 55 meat was down to 2 by 7:14, rations went to none at 7:16 and popularity fell from 89 to 59 by 8:45. Half rations and two bribes followed; the granary was empty at 10:12 and held 28 bread at 11:18.

Bread, inns and a stockpile hunt, 11 to 28 minutes. Bakeries, hovels, a hops farm, breweries and an inn followed on five woodcutters. From 15:01 eight expand_storage tries for a stockpile each returned "no free ground touches it on any side"; between them it demolished seven buildings: five hovels (18:00 to 26:54), the marketplace (19:24) and a bakery (24:07). The marketplace found no room at its first target when rebuilt (20:01) and went up at the spot the reply named, 9 tiles away, at 20:53. At 27:20 two granaries went down by expand_storage and it dropped the stockpile. The first compaction came at 20:51.

Sales, taxes and religion, 28 to 40 minutes. Extra rations and mean taxes (28:16, 28:22); popularity went from 85 to 55 by 35:09. With the stockpile full at 33:13 it sold iron, stone, flour and iron (31:44 to 34:02): gold went from 3,779 to 10,997. At 35:16 it placed a church, two chapels, two wheat farms, a mill and a brewery (123 s, its longest call), at 38:09 a cathedral (13 tiles from its target) and three wheat farms.

The last five minutes. Double rations (40:52) and extortionate taxes (40:58): popularity, 71 at 41:00, read 86 at 42:39. It sold stone and iron (41:06, 41:25), set "downright cruel" taxes at 42:31, placed five bakeries and, on the far south ore, two mines (42:37) and waited 35 s at 43:50. Food fell from 106 at 42:28 to 28 at 44:26. At 44:27, 33 s from the end, it set rations back to full and ordered four breweries; the deadline stopped that call at 44:58 after one (by the final count of six). Popularity went from 84 at 44:20 to 72.

Game minute 0 5 10 15 20 25 30 35 40 End
Net worth 2,415 1,590 1,715 2,285 3,841 5,926 8,503 13,346 15,214 20,104
Gold 2,000 1,200 1,217 702 1,013 2,328 3,171 11,168 10,701 16,308
Iron 0 0 6 28 67 111 172 43 116 93
Stone 20 20 44 108 156 74 122 102 166 122
Food 55 16 3 22 41 100 97 93 137 63
Population 6 32 58 77 98 115 134 145 161 181
Popularity 100 100 57 56 63 78 79 55 58 72
Iron mines placed 0 0 5 9 11 16 22 22 22 24
Bakeries placed 0 0 4 8 11 15 17 22 27 32

Each column is the last reading at or before that minute; mines and bakeries count when the placing call returned (one bakery was later demolished). The net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; flour, wheat, ale and hops are left out (flour alone was worth 1,050 at 33:13), so it reads low, and the last column is the final reading.

Weapons

It left them alone: no armory, no weapon workshop, no weapon made or sold, no set_workshop call. Its preparation reply stated the rule correctly (weapons and armour in an armory count as 0 until sold for gold). The only weapon-related calls are two read-only find_sites at 28:16, for an Armory and a Blacksmith's Workshop; it built neither. Its reasoning is not readable (29 of its 31 reasoning blocks are empty; the two readable ones, both at 44:27, are about food), and its handoffs, plan and interview answers never mention weapons or armour.

In the 1.7.1 game it built an armory, two fletcher's, three armourer's and two poleturner's workshops (24:07 and 25:37; 700 gold and 125 wood by the placement costs), sold 20 suits of metal armour for 600 gold (41:13) and held 44 pieces at the end (8 crossbows, 21 spears, 7 pikes, 2 bows, 6 suits), worth 786, 3.4% of that game's 23,189; with them at nothing it would be 22,403 (50.8). At sell values the wing returned about 1,390 for about 1,490 put in. This game put 2,300 gold into inns and religion, its iron into selling and holding (24 mines against 19; 393 iron mined against 365, 26 of which that game made into armour) and its 1,573 wood into 150 buildings, none of them a wing.

Beside its other games and the other models

Its three Sinkhole games score 69.4 (1.6.2, 56 bakeries), 52.4 (1.7.1, 57) and 47.1 (31).

This game 1.7.1 game Difference
Gold 16,308 15,929 +379
Iron 2,139 (93) 3,197 (139) −1,058
Stone 854 (122) 1,456 (208) −602
Bread and flour 662 (63 and 41) 1,676 (419) −1,014
Weapons and armour 0 786 −786
Wood, wheat and ale 141 145 −4
Net worth 20,104 23,189 −3,085
Gold, from 2,000 This game 1.7.1 game
Taxes (the balancing figure) 8,814 11,649
Goods sold 10,210 5,900
Market purchases −2,120 −2,920
Buildings paid in gold −2,300 −700
Bribes −296 0
Gold at the end 16,308 15,929

Level at 35 minutes, apart after. The full net worth was about 13,400 here at 35:00 and about 13,100 in the 1.7.1 game (600 of it weapons). From there this game added about 6,700, that game about 10,100. Both made about 4,500 in goods in the ten minutes (the change in stock plus what each sold), so the gap of about 3,400 is gold: 2,000 on the church, chapels and cathedral (nothing built for gold there), 1,145 less in taxes (4,440 against 5,585; 145 to 181 people against about 173 to 215, and average taxes for 3.7 of the minutes where that game stayed at mean) and 300 for planks.

What else differs. Both placed 30 hovels; this game demolished five, the whole 40-place gap in housing (210 against 250). Both made 28 build calls, but this one placed 150 buildings (149 reported, one inferred) against 188: its eight-action replies also held 52 non-build actions against 30, most of the 33 fewer placements requested (162 against 195). It had 5 woodcutters until 16:49 (that game 6, then 11 at 20 minutes) and 27 bakeries placed by 40 minutes to that game's 54. Blocked placements were few in both: 7 of 149 went 4 to 13 tiles from their target (a cathedral 13) and 9 were not made (five for no room, four for missing wood), against 11 of 188 moved 1 to 11 tiles and 7 not made. The files do not separate the rule from the version, the host and chance: the weapons are 786 of the 3,085, 1.6 of the 5.3 points.

No-arms games on The Sinkhole in this batch so far:

Model Net worth Score Run
GPT-6.1 Sol 20,113 49.2 ed793e76
Gemini 4 Argon (this game) 20,104 47.1 a96fdff0
Claude Fable 5.1 18,294 41.8 31bbbb10
Claude Opus 5.5 16,889 39.3 fc3d2140
Claude Sonnet 5.5 15,246 35.3 41f80e01
GPT-6 Luna 13,769 31.5 c551e04a
Claude Haiku 5.5 8,243 23.8 70f31043
GLM 5.3 Flash 8,272 23.6 d50859a4

It is second of eight, 9 net worth behind Sol; the 2.1 points are Sol's popularity of 100 against 72 (2.8) less its smaller population (0.7). The batch differs from the 1.7.1 round in version, rule and host, so the lists do not rank together; there Gemini's 52.4 was first. On the batch's other maps its no-arms games scored 86.2 (Oasis by the Sea; 67.4 weapons counted) and 77.0 (Large Barren Desert; 63.5), so this is its lowest and the only one under its weapons-counted game.

What held it back

  • 2,000 gold on religion at 35 to 38 minutes. Church (500, paid 35:34), two chapels (250 each) and cathedral (1,000, paid 38:29) are 4.1 points of the formula's net-worth share; the religion factor read +3 from 39:28, worth 0.3 points of popularity. Its 42:28 handoff said not to build gold-cost buildings with 2.5 minutes left; the cathedral call began at 38:09.
  • The stockpile hunt: 189 game seconds (84 in eight failed expand_storage calls, 105 in nine demolish_building calls), 7% of the game and 17 action slots, with five hovels and the marketplace (none from 19:24 to 20:53). The stockpile still read no empty pile at 23:49 and 33:13; the next reply sold goods each time.
  • Idle peasants. From 20:51 every reading had 18 to 24 idle and at most 3 open jobs; arrivals stop at 24, reached at 20:51, 23:49, 33:13, 42:28 and 44:26. Population gave 3.53 of 10 points; a filled hovel is worth 0.16.
  • Wood. Four placements failed for missing wood (10:20, 18:21 twice, 20:53); the 530 planks bought lost 1,590 of net worth.
  • Food and rations at both ends. Food was 8 or less in the readings from 5:34 to 10:12 with none bought. At the end double rations ate faster than 26 to 31 bakeries delivered (granary 148 at 40:51, 28 at 44:26), and popularity fell from 84 at 44:20 to 72, 1.2 points of score, as the double-ration bonus (+8) gave way to full rations with taxes at −16; the files do not show where the granary would have stopped.
  • Swings. 12 set_tax and 8 set_rations calls; popularity between 52 and 86 from 20 minutes.

What worked

  • Raw goods. 24 mines, 3 quarries and 8 tethers: 393 iron and 432 stone mined (9,039 and 3,024 at sell value, against 365 and 288 in the 1.7.1 game), about 12 iron and 13 stone a minute at the end.
  • Selling surplus as the stockpile filled: 10,210 gold from sales, 6,300 of it in the 2:44 from 31:44.
  • Reading before acting. 97 find_sites and 13 building_info calls cost no game time, and 149 of the 158 placements answered were placed; all are in the final count of buildings, less the seven demolished.
  • Compaction. Both handoffs carried gold, goods, coordinates and open problems, and the next replies acted on them.

Market

Purchases: 530 planks in seven lots (1:15, 3:19, 11:35, 13:19, 22:20, 29:28, 37:34) for 2,120 gold, 1,590 of net worth lost against the sell price; the 11:35 and 29:28 lots stopped at 45 and 60 of 100 ("a purchase did not show in the reader within 5 seconds"). Sales, by the recording: 330 stone (24:28, 33:15, 41:06) for 2,310, 300 iron (31:44, 34:02, 41:25) for 6,900 and 100 flour (33:33) for 1,000: 10,210 gold, against 10,000 by the replies. Selling leaves net worth unchanged; no weapon was sold. The 14 calls took 432 game seconds, 291 of them on planks.

The known 1.7.3 fault (market_trade undercounts sales made with 200 or more in stock) showed once. At 24:28 stone stood at 204; the first click sold 50 (350 gold), and 130 left for 910 gold where the reply said 100 and 700, though its stock (74) and gold (2,260) were right. The other six sales were made from under 200 and match their replies. Net worth is not affected.

It made no game_action call. All 1,147 logged inputs fall inside harness tool calls except seven pause keys the host pressed, and every fall of gold in the recording is a plank purchase, an inn, a religious building or a bribe month, so it set no automatic trade.

Cost and speed

31 turns (30 replies, about 90 game seconds each; the 30th request failed with an Internal Server Error at 44:27 and was retried two seconds later, with the game paused) and 220 tool calls (97 find_sites, 28 build_structure, 26 observe, 14 market_trade, 13 building_info, 12 set_tax, 18 expand_storage and demolitions, 8 set_rations, 4 others): 7.3 calls a reply, against 3.7 in the 1.7.1 game's 59 replies (85 turns, 26 refused). It used 1.55 million tokens and $0.619 billed by OpenRouter (preparation $0.044, play $0.514, compaction $0.060), with 89.9% of input read from the cache; all 34 billed requests went to Google AI Studio. The interview cost $0.024 more. The 1.7.1 game cost $1.447. This run took 51.7 real minutes, 10.3 of them waiting for the model (mean 20.7 s a reply, longest 67.5 s), against 61.2 and 18.8.

Its waits were 35 game seconds in one call at 43:50, fast-forwarded (1,050 ticks in 17.8 real seconds); the wait ordered in the last reply never ran, the build call before it having been stopped by the deadline. Everything else was action: of the 2,700 game seconds the 28 build calls took 1,821, the 14 market calls 432, demolitions 106, expand_storage 103, set_tax 80, set_rations 48, the 26 observations 42 and the wait 35 (34 fell between calls). The build calls placed 150 buildings: 12.1 game seconds each, 5.4 a call. The 1.7.1 game's 28 calls placed 188 in 1,934 s: 10.3 s each, 6.7 a call. That game ran with the host on a Mac and this one on the game machine, and 1.7.2 changed blocked placements, so the step from 10.3 to 12.1 mixes version, host and what each call carried.

The context was compacted twice (20:51 and 42:28, 57 and 55 s), each time on its first request: one billed request returned a text handoff (1,683 and 1,408 tokens) and wrote its checkpoint, so e0e0eb4's text-only retry did not run. The handoffs' figures matched the game (1,072 gold and 24 idle at 20:51; 14,650 gold and 171 of 210 people at 42:28).

The interview

Gemini put its gap to the person down to double and extra rations eating bread it could have sold (the person bought ale for inns and cut rations), a far smaller bread and mining engine (31 bakeries against 161, 24 mines against 38), no fear-factor buildings and hops farms where bought ale would do. Playing again it would put inns and bought ale before rations at none, fill every wheat, mill, bakery, quarry and mine site early, use fear buildings and never let idle peasants reach 24. It called the benchmark one of the best-designed it had met and asked for batches of 12 to 16 placements or a block-building tool. It never mentions weapons.

These match the game: the totals (20,104, 181 people, popularity 72), 31 bakeries, 5 mills, 11 wheat farms, 24 mines and 3 quarries at the end, extra and double rations at +4 and +8 against taxes at −12 and −16, worker efficiency 100%, idle peasants at 24, the 8-action cap. These do not. "~65–75 bread a minute eaten": 64 to 74 is the bakeries' delivery rate (73.7 at 42:28, 63.7 at 44:26); the granary fell 78 in the last 118 s with about 134 delivered, so over 100 a minute was eaten. "31 bakeries": 26 stood from 35:09 to 42:37. "3 quarries on a deposit that could hold 10": find_sites offered three sites at 0:00 and none at 3:19 or 25:35; the person's 10 show more fit than it listed. "24 mines where 38 fit": searches at 29:28 and 31:44 found none and one, and the far ore, listed with 2 sites at 19:24 and 4 at 35:09, got two mines at 42:37. Its ale chain, called functioning, delivered 0.3 to 2 ale a minute with 1 or 2 in store.

For the harness

  • Storage boxed in. The remedy for expand_storage sends the model to demolish buildings beside the stockpile; seven demolitions (105 s) did not open a spot, and the files do not show what held it (the keep, the granary, terrain or its own buildings). The 1.7.2 guard for room beside the stockpile never moved a placement here (only one reply carries an access reason, no_open_side), and no stockpile expand_storage succeeded. The 1.7.1 game never tried one.
  • market_trade undercounts sales from 200 in stock (the 24:28 stone sale above).
  • Two demolish_building calls failed: at 22:09 pixels (580, 760) lay over the bottom panel, and at 27:11 the reply asked it to observe first.
  • One provider error, no stalled replies, no forced garbage-collection watchdog collections. The game saved at the end ("gemini 4 argon 1-7-3 a96fdf").

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 45 min 44 min 58 s
Net worth 20,104 41,631
Gold 16,308 39,977
Stored goods, at the sell price (weapons and armour not counted) 3,796 1,654
Population 181 506
Housing 210 506
Popularity 72 99

Leaving the game alone for the same time ends with a net worth of 2,195.

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 20,104 (with 181 population and 72 popularity) is a solid step up from the 2,195 baseline, showing that the core production chains—iron mines, quarries, wheat-to-bread, ale, and religion—were all functioning and compounding. However, compared to the human player's 41,631 net worth and 506 population, my economy operated at roughly half the net worth and a third of the population scale.

Looking at the two settlements side by side, four major differences explain the gap:

  1. Rations vs. Inn-Backed Zero/Half Rations (The Bread Trap): I used extra and double rations to generate +4 to +8 popularity so that I could levy high taxes. However, feeding 170+ peasants on double rations consumed almost all the bread my 31 bakeries produced (~65–75 bread/minute eaten). Because each loaf of bread is worth 4 gold, having peasants eat double rations destroys enormous value every minute compared to running none or half rations and keeping/selling the bread. The human player used inns (+8 popularity from cheap bought ale) to offset the -8 penalty of none rations, allowing nearly 100% of produced bread to go straight into net worth.
  2. Scale of the Bread & Mining Engine: The human built 161 bakeries, 19 mills, 31 wheat farms, 38 iron mines, and 10 quarries (with 29 ox tethers), whereas I stopped at 31 bakeries, 5 mills, 11 wheat farms, 24 iron mines, and 3 quarries. Because bread is by far the highest-throughput value generator per worker and per wood invested, scaling bakeries into the hundreds (and keeping the campfires under 24 idle peasants at all times) allowed their economy to grow exponentially rather than plateauing.
  3. Fear Factor (+30% Worker Efficiency): I kept worker efficiency at 100% and spent my surplus popularity on taxes (-12 to -16). The human spent their popularity surplus (from inns and religion) on 105 "bad things" to reach -3 fear factor (+130% worker efficiency), boosting output across all 161 bakeries and 38 iron mines by 30%.
  4. Buying Ale Instead of Farming Hops: Hops farms and breweries take valuable oasis farmland, wood, and workers for relatively slow output. Buying ale directly at the market for inns is much faster and frees all oasis grass for wheat farms.

2Playing again

Interviewer

How the person played, as they describe it:

  • Early on they built a few inns and kept buying ale for them, which raised popularity by about 8 points. They spent those points on cutting the food rations to none, so the food could be sold instead of eaten.
  • They planted wheat farms and apple orchards and built a bread chain: mills ground the wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They built iron mines and quarries, and by the end a large number of iron mines. A few blacksmiths turned iron into swords, which they think made little difference.
  • Taxes stayed at none most of the time. Religion added popularity, which let them run the fear factor at 3 so that the workers worked faster.
  • The bread made the population very large. Water pots (60 gold each, three workers) gave jobs to more of it.

Their settlement at the end, read from the game:

  • 506 people in 62 hovels, with no free housing and 16 idle; popularity 99, rising 3.
  • 161 bakeries, 19 mills and 31 wheat farms; no apple orchards were left.
  • 16 inns, with ale in the stockpile and no brewery or hops farm.
  • 38 iron mines and 10 quarries with 29 ox tethers; 7 woodcutters.
  • 9 blacksmiths, an armory holding 1 sword, and 24 water pots.
  • A church and a cathedral, and 105 bad things (48 burning stakes, 21 stretching racks, 12 stocks, 9 gallows and others), which made the workers 130% efficient.
  • No taxes and half rations of bread only. The monthly popularity factors were food −4, taxes +1, fear −3, religion +3 and inns +6.
  • 39,977 gold and 1,654 in stored goods: a net worth of 41,631.

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 my strategy in five specific ways:

  1. Cut Rations to None Immediately Using Inns + Bought Ale: Instead of building hops farms and breweries or feeding the population double rations, I would build Inns early, buy a few lots of ale at the Marketplace, and drop rations to none. That preserves every single loaf of bread (worth 4 gold each) for net worth or reinvestment.
  2. Go All-In on Wheat Farms, Mills, and Bakeries: I would dedicate 100% of the oasis grass to Wheat Farms (aiming for 30+ farms), supported by ~20 Mills near the stockpile and 120–160 Bakeries clustered tightly around the granaries and stockpiles.
  3. Saturate All Stone and Iron Deposits Early: I only built 3 quarries on a deposit that could hold 10, and 24 iron mines where 38 fit. I would buy wood aggressively in the first 15 minutes to fill all 10 quarry spots (with 25–30 ox tethers) and all 38 iron mine spots so they produce for the entire 45-minute run.
  4. Use Negative Fear Factor for 130% Worker Efficiency: Once Inns and Religion (Church + Cathedral) provide +9 to +11 popularity, I would place punishment structures (burning stakes/gibbets/stretching racks) to get the -3 fear popularity penalty in exchange for 130% worker efficiency, rather than draining popularity with high taxes and double rations.
  5. Never Let Idle Peasants Hit 24: Whenever peasant arrival outpaces wood supply for bakeries or mines, I would build high-worker buildings (or Water Pots late in the game) and continuously add Hovels (up to 60+ hovels / 500+ population) so the peasant spawning rate is never capped by the 24-idle-peasant limit.

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:
    • The combination of map_overview, find_sites, and tile-targeted build_structure is outstanding. In isometric 2.5D games like Stronghold Crusader, raw pixel clicking alone often struggles with perspective offsets, elevation changes, and hidden footprint collisions. Having find_sites query the game's actual tile grid and enforce open-side worker access rules prevented soft-locks where buildings get walled in.
    • Making read-only tools (status, find_sites, map_overview, get_inventory) pause-free before the first action in a turn is a great design choice—it rewards thoughtful planning without penalizing the agent's game clock for inspecting state.
    • The production breakdown in the observation stats (showing delivered goods over the last 3 minutes per building) made it much easier to diagnose bottlenecks between wheat, flour, and bread.
  • What got in the way / what I would change:
    • Every action reply has an 8-action cap and a minimum turn length, and placing 160 bakeries + 60 hovels + 100 fear buildings + 40 mines + 30 farms requires well over 400 individual placements. Even at 8 placements per turn, that requires 50+ full turns just of build_structure. Allowing build_structure to take up to 12–16 placements in a single batch (or having a build_block tool for repeating a building across a list of tiles) would make large-scale city-building less bottlenecked by per-turn action limits.
    • It would also be helpful if status or find_sites exposed fear-factor coverage or how many more bad/good things are needed to shift the fear factor by 1 point.

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 player's post-game breakdown alongside my own stats is genuinely illuminating. In Stronghold Crusader, there is a fascinating tension between intuitive city-builder play (feeding people generous rations, brewing your own ale, collecting high taxes) and optimal economic math (starving the peasants on zero rations while keeping them happy at the tavern with imported ale so you can sell all the bread and run a 130%-efficiency police state). It is a great test of whether an agent can move past surface heuristics and optimize the true underlying resource equations of the game.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score20,104Counted

What ran

Benchmark
The Sinkhole construction (no arms)
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
Prompt / tools SHA-256
7ed945e / f75ebb8
Menu guide
Images 118089d
Save
The Sinkhole start
Game time per episode
45 min
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 20261019T125812-d8d72e82