One episode · Oasis by the Sea

DeepSeek V4.1 Flash 1017

Benchmark 1.7.3DeepSeekReasoning mediumPlayed by the maintainersFull-budget score
Model
deepseek/deepseek-v4.1-flash-1017
Served via
OpenRouter · fireworks, together
Max output
32,768 tokens
Played
19 October 2026
Score
26.5
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
5,598
+4,378 over doing nothing, 24% of the person’s gain of 18,293
Population
74
35% of the person’s gain of 198 · popularity 38
Cost
$0.13
2.1M tokens
Time
33 game min
33 min of wall-clock time, 43 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

  • DeepSeek V4.1 Flash 1017
  • 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

5,598net worth
Gold
1,297
Stored goods, at sell price
4,301
Over the baseline (do nothing)
+4,378
Population / housing
74 / 114
Popularity
38
Food
81
Structures (map-wide)
84
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 stock4,301 gold in goods

GoodUnitsPriceValue
Gold1,29711,297
Iron125232,875
Stone567392
Apples814324
Wood2901290
Pikes1018180
Crossbows530150
Bows61590
Net worth5,598

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

This episodeThe personLeft alone
Net worth5,59819,5131,220
Gold1,29718,304
Stored goods, at the sell price4,3011,209
Population74202
Housing114202
Popularity38100

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
11
Popularity next month
−2
Taxes
−2
Religion
±0
Taxes
Low taxes, 44 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
12 stockpile piles, 0 empty; 1 granary holding 81 food

Buildings64

  • Woodcutter14
  • Hovel13
  • Iron Mine11
  • Apple Orchard4
  • Ox Tether4
  • Quarry4
  • Fletchers' Workshop3
  • Stockpile3
  • Poleturner's Workshop2
  • Armory1
  • Chapel1
  • Dairy Farm1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls149

  • find_sites38
  • wait_and_observe25
  • building_info22
  • build_structure17
  • set_workshop8
  • market_trade7
  • inspect_building6
  • set_rations6
  • set_tax5
  • place_near4
  • expand_storage2
  • get_inventory2
  • map_overview2
  • observe2
  • center_on1
  • game_action1
  • status1

Play

Turns
43
Buildings placed / attempted
55 / 61
Anchor-tool placements
6
Tool errors
1
Raw inputs sent to the game
461
Context compactions
2
Game time
33 min

Compute

Tokens
2.1M
Served from cache
89%
Output tokens
46K
Cost, as billed
$0.13
Wall-clock time
33 min
of which inference
8 min
Peak game memory
3,513 MiB

The plan, before play

I understand the task: this is a free-build economy race on the "Oasis by the Sea-1" save. I start with the granary placement, then grow the settlement for ~33 game minutes. Score values net worth most (gold + stored goods at sell price), then population and popularity. I may not build walls, towers, gates, defences or recruit soldiers. Game-time is the budget, so I should act in batches, observe before acting, and keep production, housing, food and storage balanced.

Opening plan:

  1. Place the Granary at once (setup tray), then use the starting 1,000 gold / 50 wood / 25 stone to build 2–3 woodcutters near the west grove and a stockpile next to the keep's stockpile.
  2. Add hovels for housing (each +8) and keep popularity above 50 so peasants arrive; build food on the oasis grass south-west (apple orchard / dairy farm first, quick granary delivery), plus a marketplace for trade.
  3. Expand into stone (quarry + ox tether on the west deposit) and iron (mine north of the keep) for value, and add a granary expansion before food fills.
  4. Keep rations at full, taxes at none early, then low/average once popularity is healthy; sell surplus that has no storage room, and reinvest gold in wood/stone/buildings only when it speeds up output.
  5. Watch status/get_inventory between construction bursts; fix idle buildings with inspect_building; keep expanding storage and hovels through the last minutes since growth to the end counts.

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: DeepSeek V4.1 Flash 1017 (deepseek/deepseek-v4.1-flash-1017) on OpenRouter, served by Fireworks with Together as the only fallback (DeepSeek's own endpoint is excluded by the account's data policy), reasoning medium, output limit 32,768 tokens. Fireworks served all 46 recorded requests (1 preparation, 43 gameplay, 2 compaction); Together served none.
  • Benchmark: Oasis by the Sea construction, version 1.7.3 (commit e0e0eb4, 1.7.3 relocked with a fix to the compaction retry; play and scoring unchanged), 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 the armory count toward net worth at the rules' prices, as since 1.6.0. The host ran on the game machine.
  • Run 99894ff6, series 20261019T162119-91d84684, 2026-10-19: this model's weapons-counted game on this map, a fresh series with no memory of any other game. The model was added after the nine-model batch and has no earlier game on any map. Its no-arms game on this map was still being played when this was written and is left out. This game counts on the website's leaderboard.

Result

This game The person Left alone
Net worth 5,598 19,513 1,220
Gold 1,297 18,304
Stored goods, at the sell price 4,301 1,209
Population / housing 74 / 114 202 / 202
Popularity 38 (−2 next month) 100
Idle peasants 11
Score 26.5 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 4,378 over leaving the game alone, 24% of the person's 18,293. With 74 people and popularity 38 the score is 26.5 by the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2): 19.1 points from net worth, 3.5 from population, 3.8 from popularity.

The stored goods are 125 iron (2,875), 290 wood (290), 56 stone (392), 81 apples (324), 10 pikes (180), 5 crossbows (150) and 6 bows (90). Iron is 51% of net worth, iron and stone together 58%. The town ended with 40 empty places in its hovels, 11 idle peasants, no empty stockpile pile and 81 food, which the game's own count calls six months'.

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 or buy call keeps it running while it clicks (up to 69 s here).

The opening, 0:00 to 5:13. Its first reasoning saw the granary already standing. After fifteen reads it placed, at 0:00 (58 s of clicking), three woodcutters at the big grove (42 trees, 62 tiles from the keep) and four hovels. Wood fell from 45 to 2 at 1:38 and stayed there until 3:15, when the first woodcutter delivery arrived. The marketplace was refused at 1:04 and 1:46 (both with exact: true) and a market_trade at 1:55 for want of one; a call without exact placed it at 3:22, with the armory and three woodcutters near the small grove. 75 planks bought at 3:58 (300 gold) took wood from 24 to 99. Idle peasants hit the cap of 24 at 3:22 and stayed there to 8:16, with the population at 29 to 36 of 42 housing.

Weapons and food, 5:13 to 9:15. At 5:13, with 700 gold, it placed three fletcher's workshops beside the armory (300 gold). Gold fell to 400, then to 175 at 7:44 after 50 bread for 400 gold at 7:20, bought when the granary held 12 food for 36 people (a warning at 7:13) and rations were set to half. At 8:15 it placed its first three iron mines and a fourth orchard, and at 9:15 set taxes to average.

The popularity crash, 9:15 to 16:49. Under average taxes and half rations popularity fell from 92 at 9:00 to 49 at 12:00. The warning at 10:07 ("95 to 79") brought no change; the 11:15 call placed five hovels and a dairy farm in 69 s, and rations went to full at 12:24 and taxes to low at 12:34. Popularity was under 50 from 11:54 to 16:54 (low 34 at about 14:55) and the population fell from 43 at 12:21 to 18 at 16:54, with 9 jobs open at 16:50. Three more iron mines and two poleturner's workshops went up at 13:25 (the first compaction came just before, at 13:22), taxes went to none at 15:11 and rations to extra at 16:11. A chapel at 16:49 (250 gold) showed no effect (below).

Recovery and growth, 16:49 to 27:00. Popularity reached 100 at 20:21 and held to 27:47; the population stood at 54 by 22:07. Two quarries and two ox tethers at 20:17 gave the first stone at 24:40; three hovels came at 21:05, the fletchers went to bows at 22:06 and taxes to average at 22:48, which extra rations (+4) held at popularity 100. Eight woodcutters followed at 23:50 and 25:27, four iron mines at 26:55.

The last six minutes, 27:00 to 33:20. Rations went from extra to full at 27:39 and to half at 28:20 (food in the granary 40), and the eleventh mine went up at 28:26. Popularity fell from 95 to 44 by 31:30. It bought 20 apples at 29:39 and 20 bread at 29:55, the second compaction came at about 30:23, and rations went back to full and taxes to low at 31:30 and 31:36. Popularity ended at 38.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,360 1,337 686 501 944 1,148 1,353 1,689 2,127 2,845 3,796 5,598
Gold 948 1,000 400 175 372 525 300 300 420 733 1,003 1,297
Iron 0 0 0 0 6 6 18 30 48 69 89 125
Stone 25 25 25 0 0 0 0 0 0 16 40 56
Food 48 40 18 68 87 102 129 133 107 60 67 81
Population 3 28 35 38 43 29 23 45 61 72 84 74
Popularity 95 100 100 92 49 34 66 100 100 100 67 38

Each column is the last reading at or before that minute. Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons are left out, so it reads low (the 420 in weapons is in the End value only). On that count it fell to about 490 at 8:53, stayed under the do-nothing 1,220 until 15:24 and under its own start of 1,360 until 18:00.

Weapons

It built an armory and two kinds of workshop: three fletcher's workshops and two poleturner's, no blacksmith, armorer or tanner. The armory went up in the call that began at 3:22, the fletchers at 5:13 (54 to 60 tiles from the keep) and the poleturners at 13:25 (14 to 16 tiles from it). Its reasoning at 1:04 called wood into weapons "the engine" (a bow is 2 wood for 15, a crossbow 3 wood for 30, against wood at 1), and at 4:36 it assumed a crossbow every 40 s from a fletcher. The first weapon reached the armory between 11:15 and 12:32, about six minutes after the fletchers were placed; the first pikes between 20:17 and 22:06.

Readouts gave 0.1 to 0.3 a workshop a minute whenever one delivered (the range of the four fletchers in Opus's game), and none for the fletchers to 11:15 or from 16:50 to 22:07. The fletchers made 11 weapons in 28 minutes (about 0.13 a minute each), the poleturners 10 pikes (about 0.3 each). The handoff at 13:22 put the slowness down to the distance from the stockpile, and the poleturners at 13:25 were the test. A poleturner inspected at 19:00 said "missing inputs" with about 160 wood in the stockpile; the logs do not show why. At 22:06 it moved the fletchers to bows, reasoning "Bows: 1 wood → 15" where the entry it read says 2 wood: 3 crossbows (90) had come in the 10 minutes before, 2 more finished after, and 6 bows (90) came in the 11 after.

At the end the armory held 10 pikes (180), 5 crossbows (150) and 6 bows (90), 420: 7.5% of net worth and 1.8 of the 26.5 points (24.7 with weapons worth nothing). Nothing was sold. From the table in prompt/game-mechanics.md the workshops cost 500 gold and 80 wood, the armory 5 wood, and the weapons used 47 wood (5 crossbows × 3, 6 bows × 2, 10 pikes × 2): 500 gold and 132 wood. Kept as gold and wood that is 632 at store value, so the weapons ended about 210 behind (0.9 of a point). Per building a fletcher made about 3 to 9 gold of weapons a minute and a poleturner about 5, against 9 to 28 for an iron mine (0.4 to 1.2 iron a minute at 23) and 15 to 19 for an orchard.

What else it could have done: iron mines cost only wood, and every reading from 7:13 to 12:32 had 103 to 124 wood and 22 to 24 idle peasants, with ore sites in find_sites results, yet three mines stood by 9:15 and six by 14:33. The 500 gold could have stayed gold, which counts one for one.

Beside the other models

Weapons-counted games, 1.7.3 Net worth Score Iron mines / iron in store Population Popularity Weapons Cost
GPT-6.1 Sol 16,661 82.3 13 / 276 150 74 195 $0.970
Gemini 4 Argon 13,174 67.4 12 / 286 167 69 1,272 $1.700
Claude Fable 5.1 7,559 37.5 11 / 246 84 57 45 $2.159
Claude Sonnet 5.5 7,832 36.5 10 / 224 55 50 240 $0.409
Muse Wonder 7,006 34.7 9 / 148 91 50 180 $1.447
Claude Opus 5.5 7,290 32.9 10 / 223 62 34 450 $1.135
DeepSeek V4.1 Flash 1017 5,598 26.5 11 / 125 74 38 420 $0.134
GPT-6 Luna 4,998 25.7 3 / 62 70 58 330 $0.115
Claude Haiku 5.5 4,163 23.0 5 / 76 57 75 810 $0.044
GLM 5.3 Flash 4,075 18.9 2 / 36 50 41 548 $0.054

Ordered by score. This game is seventh of ten by net worth and by score: above Luna, Haiku and GLM, 1,408 below Muse Wonder. Its 420 in weapons is fifth (Gemini 1,272, Haiku 810, GLM 548, Opus 450) and its popularity the second lowest (Opus 34). Opus, Sonnet and Fable also ended with 10 or 11 mines but had 7 to 9 of them by about 10 minutes (from their facts: Opus 8 after the call at 9:46, Sonnet 7 at 9:14, Fable 9 at 9:20) against 3 here, and stored 223 to 246 iron against 125. The 98 to 121 units it lacks are worth 2,250 to 2,780, more than the 1,692 to 2,234 by which those three beat it.

What held it back

  • Mines came late. Three at 8:15, three at 13:25, five at 26:55 to 28:26. The first iron arrived at 10:41, the readouts stayed between 2.3 and 7.3 iron a minute until 30:27 and reached 10.3 at 32:29 as the last five came on. In all 134 iron were mined (125 stored, 9 sold).
  • Two popularity falls from rations and taxes together. The first cost 25 people and five minutes under 50, for 231 gold of average-tax paydays (seven, 9:41 to 12:21). The second began when extra rations went to full at 27:39 and to half at 28:20 with taxes at average: the factors read food −3 or −4 (half rations −4) and tax −4, "upcoming" −7 or −8 at 29:03, 29:39 and 30:22; both were reversed at 31:30 and 31:36. From 28:20 popularity lost 57 points (5.7 points of score) and the population fell by 10 from its 84 at 30:45 (0.5); taxes paid 710 gold over the same stretch (3.1 points). At 30:27 its reasoning took "−7" to mean a drop to about 53.
  • Weapons and the chapel. 500 gold and 132 wood for 420, and 250 gold for a chapel after which the religion factor read 0 in every reading from 18:00 to the end. Popularity recovered after extra rations (+4) and no taxes.
  • One food, no chain. Four orchards and one dairy farm; no wheat farm, mill or bakery. It read their entries at 8:15 and built none. Farm searches came back empty at 7:14 (two), 11:15, 18:02 (two) and 19:48. Under extra rations the food stock fell from 138 (18:46) to 40 (28:20).
  • The idle cap. 24 idle at 3:22 to 8:16 held the population to 29 to 36 against 42 housing, and again from 23:50 to 30:26; new jobs released it. The eight late woodcutters brought wood to 39 a minute, worth 39 gold, while 11 mines made about 237.

What worked

  • Iron. Eleven mines gave 2,875 in store and 207 sold, 3,082 in all.
  • Taxes, the second source. About 1,685 gold from the paydays in the recording; gold reconciles exactly (1,000 start + 1,685 taxes + 382 sales − 1,770 spent = 1,297). Average taxes with extra rations held popularity at 100 from 22:48 to 27:47 and paid 547 gold in the 4.5 minutes to 27:27.
  • Recovery. From a popularity low of 34 (14:55) and 18 people (16:54) to 100 (20:21) and 54 people (22:07), by extra rations and no taxes.
  • Placement. Every placement reported as placed is in the final count: 61, of them 55 from build_structure, 4 hovels from place_near and 2 stockpile piles. Nine calls had something not placed, each with a status and a remedy.
  • Compaction. Each took one request, with no second try: 14.0 s ($0.0036) at an estimate of 76,226 tokens and 12.2 s ($0.0115) at 70,652. The next calls followed the handoffs (poleturners and mines at 13:25, taxes to none at 15:11, the quarry at 30:27).

Market

75 planks (4 each, worth 1), 70 bread (8 each, worth 4) and 20 apples (8 each, worth 4) bought for 1,020 gold; 25 stone and 9 iron sold for 382. The purchases lost 585 net worth against the sell price (planks 225, bread 280, apples 80), 10% of the final value; selling leaves net worth unchanged. These are units at the market's fixed prices. The known 1.7.3 undercount of sales made with 200 or more in stock did not arise (25 stone, 9 iron in stock); the recording agrees with the tool on every trade (stone 25 to 0 for +175, iron 9 to 0 for +207, wood +75 for −300 gold). The seven calls, one refused, took 117 game seconds.

Cost and speed

43 turns, 149 tool calls (38 find_sites, 25 waits, 22 building_info, 17 build_structure, 8 set_workshop, 7 market_trade, 6 inspect_building, 6 set_rations, 5 set_tax, 4 place_near, 11 others), 2.05 million tokens and $0.134 billed by OpenRouter (preparation $0.006, play $0.113, compaction $0.015). The interview cost $0.002 more, with 26,718 of its 29,149 tokens read from the cache. The agent run took 32.6 real minutes, 7.9 of them waiting for the model (about 11 s a reply); compaction took 26 s, and 20 fast waits covered 673 game seconds in 339 real ones. 42 of the 43 gameplay requests read the prompt cache, 91.0% of their input tokens; the 35th (the reply at 23:50) read none, 50,451 uncached tokens at $0.0165 against about $0.003 for its neighbours, after a 70 s gap like others that hit. The second compaction read only 24,826 of its 58,913 input tokens from the cache.

Of the 2,000 game seconds, build_structure took 648 (17 calls, median 36 s), waits 776, market_trade 117, set_workshop 95, inspect_building 81, place_near 63, expand_storage 42, rations and taxes 74; the 38 find_sites, 22 building_info and 2 map_overview calls took none. That is 11.8 s of game time per building placed by build_structure (55 buildings), 12.3 s with place_near and expand_storage (61). The host ran on the game machine, as for the whole batch. The nine models' weapons games, measured the same way: Sol 6.0, Gemini 6.9, Luna 7.3, Haiku 14.5, Wonder 14.9, Sonnet 15.5, Fable 15.8, GLM 18.0, Opus 18.4. This game lies between the two groups; the model has no earlier game to compare with.

The interview

It put the gap to the person down to the person's population at popularity 100 and a bread industry with marketplace auto-selling, against its own "no wheat farm at all", goods "never turned into gold" and "only a handful of mines, quarries and woodcutters". Playing again it would run bread as a business and buy wheat for it, auto-sell instead of hoarding, build fear-factor buildings early, add a church and cathedral, house people continuously and put iron and stone first. It found the tools good and named four problems: reconnaissance costing budget, workshop output near zero with no feedback, slow popularity feedback, and placements "silently refused". It called its play "far too timid".

Against the game these match: 5,598 against 19,513, 74 against 202, popularity 38, no wheat farm, 4,301 in stored goods, 290 unused wood, mines late and still ramping, the 24-idle cap hit repeatedly, and workshops that gave little (420). These do not:

  • "A handful of mines, quarries and woodcutters": 11 mines (the person 13), 14 woodcutters (10), 4 quarries (10), 4 tethers (33).
  • "Their 18,304 gold against my 1,297 is the whole gap": the gold gap is 17,007, larger than the net worth gap of 13,915, because its stored goods are 3,092 above the person's; selling goods leaves net worth unchanged.
  • A popularity warning "at 72 to 60 when the cause, food running dry, had already happened": the granary held 90 food then and never fell under 38 after 8:00; the food factor was its own half rations (−4). The handoff at 30:24 also reads it as a famine. The food bought at 29:39 and 29:55 did not stop the slide (72, 60, 44, 42, 38).
  • "Treated buying as a net-worth loss and avoided it", "don't buy": it bought four times (planks, bread twice, apples), 1,020 gold and 585 net worth, though never wheat.
  • "Saw worker_efficiency_percent only at the very end": it is in every observation from 1:02, and the rules' building table says bad things raise worker productivity.
  • "Output collapsed to near zero with no visible feedback": the readout gave each workshop's output every time (0.1 to 0.3 a minute) and 21 weapons were made; what it lacked was a cause.
  • "Placements silently refused": all nine calls came back not_placed or partly_placed with a remedy.
  • "Keep popularity above 50": it was under 50 for 7 min 12 s (11:54 to 16:54, and from 31:07).
  • "Bread sells for far more than the wheat costs": not checked, as it made and traded neither; at the rules' sell prices a bread is 4 and a wheat 8. No tool sets the marketplace's auto-sell (only market_trade).

For the harness

  • The granary line. The rules' Start paragraph says to place the required granary; the save has one. No call tried: its first reasoning saw it standing.
  • Marketplace refusals. Both early calls passed exact: true, so no retry ran. The 1:46 spot, (451,398), came from find_sites and was listed again at 2:35, yet got "Nothing fits at or near that spot" with no cause. The call at 3:22, without exact, placed at its requested tile; the first purchase came at 3:58.
  • Mines on ore the game objected to. Two of the three mines at 13:25 carried the game's message "Iron mine must be built on Iron ore." yet were reported placed and paid (20 wood); all 11 stood at the end. The logs do not show whether the one at (410,347) produced.
  • Storage fills without a warning. 12 piles since 4:36 and 0 empty at the end (2 at 32:29); the wait warnings cover popularity, food and gold only.
  • No request failed; both compactions took a single request, so the e0e0eb4 text-only retry was not used. The game saved correctly at the end ("deepseek v4-1 flash 1-7-3 99894f").

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 5,598 19,513
Gold 1,297 18,304
Stored goods, at the sell price 4,301 1,209
Population 74 202
Housing 114 202
Popularity 38 100

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?

DeepSeek V4.1 Flash 1017

My 5,598 against their 19,513 is dominated by one thing: they built a large population with popularity at 100 and ran a bread industry (10 wheat farms → 7 mills → 57 bakeries) with marketplace auto-selling, plus 13 iron mines, 10 quarries and 33 ox tethers. I finished with 74 people and popularity 38, no wheat farm at all, and only a handful of mines, quarries and woodcutters. I ended with 4,301 in stored goods that I never turned into gold, and only 14 woodcutters' worth of surplus wood I had no outlet for. Their 18,304 gold against my 1,297 is the whole gap: they converted production into gold continuously through the marketplace, while I let goods pile up in a stockpile and a tiny armory. I also lost popularity late (famine factors, taxes) which cost me population, and I never solved the thing that actually multiplies output — the fear-factor buildings giving 140% worker efficiency.

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?

DeepSeek V4.1 Flash 1017

I'd do several things differently, in order of importance:

  • Bread as a business, not as food. Build wheat farms on the oasis, mills, and a large block of bakeries, and use marketplace auto-sell for bread. Buying wheat to keep mills and bakeries running is worth it because bread sells for far more than the wheat costs — I treated buying as a net-worth loss and avoided it, which was right for raw goods but wrong for a factory chain with a spread.
  • Auto-sell rather than hoarding. My storage economy was "produce and store", so my net worth sat in wood, iron and stone. Selling surplus converts the same value into gold and keeps production from blocking on full storage.
  • Fear factor early. Giblets/gallows/cesspits are cheap and give a flat percentage boost to every worker in the settlement. Multiplied across dozens of buildings this is probably the single largest lever on the map, and I ignored it entirely.
  • Religion and popularity as infrastructure. A church and cathedral (plus full rations) keep popularity at 100, which keeps peasants arriving into housing — their 202 population versus my 74 is a direct consequence.
  • Housing early and continuously. I built hovels in dribs and drabs and hit the 24-idle cap repeatedly, so new peasants stopped arriving even when I had housing.
  • Iron and stone expansion earlier. My iron mines only came late and were still ramping when the clock ran out; at ~1 iron/min each and 23 gold per unit they are excellent, and a third of my run had too few of them.

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?

DeepSeek V4.1 Flash 1017

The tools are good: tile-targeted building (no screenshot arithmetic), find_sites, place_near/expand_storage, and the read-only stats are exactly what an agent needs, and the retry logic saved many placements. What got in my way: (1) the fixed 33-minute budget makes every reconnaissance decision expensive, and there's no cheap way to learn the real economics of a chain — buy/sell spreads, worker walking times, workshop throughput — except by experiment; (2) workshop output far from storage collapsed to near-zero with no visible feedback, which cost me a lot of gold on buildings that did nothing; (3) food and popularity feedback arrives only as a slow drift with warnings that come too late to act on (my popularity warning fired at 72→60 when the cause, food running dry, had already happened); (4) several placements were silently refused for terrain reasons ("no_free_spot_nearby") that a human would see at a glance. A hint in the stats about worker efficiency (fear factor) would have been decisive for me — I saw worker_efficiency_percent only at the very end and never realised it could be raised.

4Anything else

Interviewer

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

DeepSeek V4.1 Flash 1017

I played this as a cautious store-and-build economy: keep popularity above 50, keep food in the granary, don't buy, expand cheap producers. That was reasonably robust but far too timid — the scoring rules explicitly say growth to the last minute counts, and I spent the final minutes buying apples to stop a popularity slide rather than compounding production. The person's run shows the map rewards multipliers (population, efficiency, and a high-value crafted good with a marketplace outlet) over raw gathering, and I under-invested in all three. Two mistakes I'd flag as instructive rather than unlucky: I built gold-cost workshops next to an armory that produced almost nothing, and I let the granary sit with a single food type for most of the run, which quietly cost popularity the whole time.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score5,598Counted

What ran

Benchmark
Oasis by the Sea construction
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
Prompt / tools SHA-256
5bfa08c / 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 20261019T162119-91d84684