One episode · Large Barren Desert

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
0.7
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
4,874
−318 over doing nothing, -7% of the person’s gain of 4,792
Population
58
22% of the person’s gain of 246 · popularity 38
Cost
$0.10
1.5M tokens
Time
33 game min
33 min of wall-clock time, 29 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

4,874net worth
Gold
2,548
Stored goods, at sell price
2,326
Over the baseline (do nothing)
−318
Population / housing
58 / 90
Popularity
38
Food
26
Structures (map-wide)
62
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 stock2,326 gold in goods

GoodUnitsPriceValue
Gold2,54812,548
Crossbows36301,080
Iron2923667
Stone407280
Ale1410140
Meat18472
Wood55155
Apples5420
Cheese3412
Net worth4,874

Beside a person’s gameLarge Barren Desert, the same game time

This episodeThe personLeft alone
Net worth4,8749,9845,192
Gold2,5488,574
Stored goods, at the sell price2,3261,410
Population58250
Housing90250
Popularity38100

The person played Large Barren Desert for 33 min 33 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 1178
Idle peasants
27
Popularity next month
−6
Food
+2
Taxes
−8
Taxes
Mean taxes, 69 gold a month
Rations
full; 3 of 3 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 10 empty; 2 granaries holding 26 food

Buildings40

  • Fletchers' Workshop11
  • Hovel10
  • Iron Mine4
  • Stockpile4
  • Ox Tether3
  • Quarry3
  • Armory2
  • Granary2
  • Keep1

Tool calls128

  • find_sites35
  • market_trade27
  • building_info15
  • set_workshop14
  • demolish_building10
  • build_structure6
  • set_tax6
  • wait_and_observe6
  • expand_storage3
  • inspect_building2
  • get_inventory1
  • map_overview1
  • observe1
  • status1

Play

Turns
29
Buildings placed / attempted
39 / 41
Anchor-tool placements
5
Tool errors
4
Raw inputs sent to the game
698
Context compactions
1
Game time
33 min

Compute

Tokens
1.5M
Served from cache
93%
Output tokens
49K
Cost, as billed
$0.10
Wall-clock time
33 min
of which inference
7 min
Peak game memory
3,502 MiB

The plan, before play

Understanding

The goal is to maximize the settlement’s net worth by the end of the 33⅓ game-minute run. Net worth is gold plus stored goods at marketplace sell prices; population and popularity are secondary. Since this is a barren-desert map with no oasis grass, farms are impossible, so food must be bought. The main growth engines should therefore be:

  • Wood-to-bows production: buy wood, convert it in fletcher workshops, store bows in an armory, and sell surplus bows. This should give a large value gain per wood compared with selling raw wood.
  • Stone and iron production: quarries with ox tethers at the western stone deposits and iron mines at the eastern ore strips, for construction materials and additional stored or saleable value.
  • Housing and taxes: hovels create the population needed to staff workshops and resource buildings; taxes can later turn a stable population into steady gold income.
  • Food imports: buy food from the marketplace and keep rations/popularity high enough that peasants continue arriving.

Opening plan

  1. On the first timed screenshot, read status, map_overview, and relevant find_sites results to confirm the keep area, stockpile, trees, marketplace sites, and exact resource-building spots.
  2. Build a marketplace close to the stockpile/keep but outside the signpost exclusion zone.
  3. Start housing immediately with several hovels, then begin the bow economy: build an armory and multiple fletcher workshops, set them to bows, and use purchased wood as feedstock.
  4. Keep popularity above 50 with adequate food and low or no taxes initially. As peasants arrive, staff the workshops and expand housing.
  5. Once the bow chain is running, add quarries plus ox tethers near the stone deposits and iron mines near the ore. Use stone for construction and sell or store surplus; use iron for blacksmith production if it proves profitable after the bow economy is established.
  6. Reinvest gold continuously into more fletchers, armories, hovels, and production capacity. Before the run ends, convert low-value surplus goods into gold where useful while leaving valuable weapons stored if storage permits.

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 31 recorded requests (1 preparation, 29 gameplay, 1 compaction); Together served none.
  • Benchmark: Large Barren Desert 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 e154bf2b, series 20261019T174523-fbe5f9df, 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; its earlier games are two on Oasis by the Sea, played that day: run 99894ff6 (weapons counted, 26.5) and run 828620a7 (no arms, 28.0). Its no-arms desert game is still playing and is left out. This game counts on the website's leaderboard.

Result

This game The person Left alone
Net worth 4,874 9,984 5,192
Gold 2,548 8,574
Stored goods, at the sell price 2,326 1,410
of which crossbows in the armory 1,080
Population / housing 58 / 90 250 / 250 4
Popularity 38 (−6 next month) 100 0
Score 0.7 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth ended 318 below leaving the game alone, −6.6% of the person's growth of 4,792. By the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2) the score is 0.7: −5.3 from net worth, +2.2 from population and +3.8 from popularity; this game counts on the website's leaderboard. The 5,192 of leaving the game alone leaves out the part of the starting package that waits for storage room (about 1,150 at the sell price, per docs/benchmark.md), which this game took in from 2:24 (stone) and 2:31 (iron), after its three new stockpiles; against the whole package, about 6,500 by the rules, the town ended about 1,630 lower.

The stored goods are 36 crossbows (1,080), 29 iron (667), 40 stone (280), 14 ale (140), 55 wood (55) and 26 food (104): gold is 52% of net worth, crossbows 22%, iron 14%. The town ended with 27 idle peasants, 32 free places in its hovels and three foods eaten at full rations. Of the 4,874, 325 gold and about 42 wood (6 points) came from demolishing buildings in the last 2½ minutes (below).

How the game went

Times are game time; for a call, when it began (the recording's clock; the run clock in the observations reads a few seconds later).

The opening, 0:01 to 5:16. After map_overview (no trees, no farmland, stone 83 to 106 tiles west, iron 57 to 69 tiles east) one build_structure call at 0:01 (86 s of clicking) put up the marketplace at (474,396), four hovels, two fletcher's workshops and an armory. Its reasoning there named the plan: buy wood at 4 gold, turn three of it into a crossbow worth 30. It set both fletchers to crossbows (1:33), added three stockpiles (2:00) and a granary (2:33), and bought 75 meat, 50 cheese, 50 apples and 100 planks (2:49 to 5:16, 1,800 gold).

Mines, quarries and fletchers, 5:32 to 11:26. At 5:32 it placed the four iron mines find_sites offered, three quarries and a hovel (101 s). Its own sum there put a fletcher's payback at 35 minutes at 0.2 pieces a minute; at 7:19, reading 0.5, it placed three ox tethers and four more fletchers. It set those four to crossbows (8:48 to 9:39), bought 200 planks, added a second armory (11:12) and set taxes to level 9, "downright cruel" (−16 popularity a month, 80 gold a month). The first iron arrived at 8:46; the quarries, with no tether until 8:41, gave stone from 12:29.

The tax crash, 11:26 to 20:04. Popularity read 100 at 11:00, 89 at 12:00, 57 at 13:00, 25 at 14:00 and 16 at 14:14 (under 50 from 13:14 to 16:08); the population fell from 50 to 33 (15:57). Its earlier reasoning had treated a level's factor as a one-off step from 100 ("100-12=88, safe"); at 12:39 it read the fall as about −9 a month, and still placed eight more fletchers first (78 s, 800 gold). At 14:03 it set the bribe (level 0, −44 a month; 378 gold in all by the recording's payday steps) and bought 165 food for 1,320 gold, which took gold to 0 (16:21); the chapel and inn it asked for next were refused for gold (16:42). At 17:18 it sold 15 crossbows, 7 bows, 40 iron and 60 stone (1,895 gold) and bought 200 planks; at 19:40 it ended the bribe. Popularity was back to 100 at 19:00 and the population to 50 at 19:07.

Rebuilding, 20:10 to 26:00. One call (91 s) placed six hovels, a chapel and an inn; taxes went to level 7 at 21:46 and the other seven fletchers were set to crossbows (21:57 to 23:25). The population reached 60 at 21:45 and stayed there. At 23:29 it sold 9 crossbows, 10 bows, 24 iron, 38 stone and 20 pitch (1,438 gold) and bought 150 food (1,200). It placed nothing after 21:41.

The last seven minutes, 26:01 to 33:20. Compaction at 26:01; 50 planks (26:04), extortionate taxes at 26:28 and mean again at 27:28 (popularity 70, falling), 25 bread (27:34), then a 181 s wait. At 30:51, with 2:29 left, it demolished the chapel, which read religion 0, to see whether it paid something back; gold rose 125 beyond a tax payday, and it went on: the inn (31:24), the marketplace (31:45), a hovel (32:00) and three fletchers by pixel (32:40, 32:46, 32:52). Three pixel demolitions at 32:00 were refused until it took a screenshot.

Demolished Refund in the recording
Chapel (505,359), 30:51 +125 gold at 30:59.9 (cost 250)
Inn (495,388), 31:24 +50 gold and +10 wood at 31:43.1 (cost 100 gold, 20 wood)
Marketplace (474,396), 31:45 nothing visible in gold or wood
Hovel (514,362), 32:00 +3 wood at 32:20 (cost 6 wood); housing 98 to 90
Three fletchers, 32:40 to 32:52 +50 gold and +9 to 10 wood each

The refunds, half the cost, total 325 gold and about 42 wood: 7.5% of the final net worth and 6.1 points (without them net worth would be about 4,510, about 680 below doing nothing). The marketplace stood from 0:01 to 31:45; the last trade was the bread purchase at 27:34, and it traded no more, so losing it changed nothing it did (its reasoning at 31:24 was "no more trading?"). The inn took its +4 popularity a month with it: the factors went from food +3, tax −8, inn +4 (−1 a month) to food +2, tax −8 (−6), and popularity fell from 59 at 31:23 to 38, up to 2.1 points of score.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,882 5,818 4,665 3,935 3,398 2,719 2,777 1,911 2,366 2,274 2,648 4,874
Gold 4,570 4,800 3,000 2,600 1,870 1,204 1,447 862 1,383 1,321 1,649 2,548
Iron 0 15 15 17 27 36 4 13 19 9 17 29
Stone 0 50 50 50 50 58 82 22 38 16 24 40
Food 55 39 187 145 91 70 166 114 51 136 97 26
Population 2 26 27 50 50 39 41 55 60 60 60 58
Popularity 100 100 100 100 89 26 75 100 92 76 62 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, ale and pitch are left out, so it reads low. At 30:49 the armory held 28 crossbows (840) and the stockpile 14 ale (140), which with the readings then (gold 1,793, goods 1,991) puts the net worth at 3,784.

Weapons

It built two armories (the first in the 0:01 call, the second by expand_storage at 11:12; 36 of their 100 places were used) and 14 fletcher's workshops, no other weapon workshop: 2 at 0:01, 4 at 7:19 and 8 at 12:39 (finished 1:27, 8:41 and 13:57). Each starts on bows; set_workshop (14 calls) moved them to crossbows in four batches (1:33, 8:48, 19:47, 21:57 to 23:25), so the eight placed at 12:39 made bows for 6 to 9½ minutes.

They made 77 pieces, 60 crossbows and 17 bows, worth 2,055 at the rules' prices (30 and 15): 975 sold (15 crossbows and 7 bows at 17:18; 9 crossbows and 10 bows at 23:29) and 1,080 held. Readouts gave 0.3 a fletcher a minute at best (4.3 to 4.7 a minute from 14); over the game it was 77 in about 315 fletcher-minutes, 0.24, with no wood from 15:00 to 18:26. The weapons held are 18.0 of the 0.7 points; with weapons worth nothing the same town scores −17.3.

By the table in prompt/game-mechanics.md the fletchers cost 1,400 gold and 280 wood, the armories 10 wood, and the pieces took 214 wood (3 a crossbow, 2 a bow): 1,904 at store prices, about 1,725 after the three demolished fletchers' refund (150 gold, about 29 wood). Against the 2,055 made, the wing ended about 330 ahead at store prices (5.5 points). If its wood is priced at 4 gold a unit, as for the 550 units it bought (the other 245 of its 795 came with the start), it was about 1,100 behind.

What else it could have done shows in what each cost. The four iron mines (80 wood) made 78 iron, 1,794 at store prices, and the three quarries with their tethers (75 wood) 88 stone, 616: 22 and 8 gold for each wood of cost, against 1.1 for the wing. The map offered four iron sites, but find_sites still listed five quarry spots at 21:46; it weighed two more quarries at 21:46, 23:29 and 26:04 and built none. At 12:39, with 20.7 minutes left, it placed eight fletchers (960 at store prices); at 0.3 pieces a minute and 18 gold of margin over bought wood, a fletcher repays its 120 in about 22 minutes. At 21:46 it judged that new fletchers would not repay in the 11 minutes left.

Beside its other games and the other models

Oasis, weapons counted Oasis, no arms Desert, weapons counted
Net worth 5,598 6,327 4,874
Score 26.5 28.0 0.7
Population / popularity 74 / 38 98 / 9 58 / 38
Iron mines / quarries 11 / 4 5 / 4 4 / 3
Fletcher's workshops 3 7 14
Turns / cost 43 / $0.134 54 / $0.145 29 / $0.099

The desert has no trees, so wood is bought at 4; it put 14 fletchers here where the Oasis games had 3 and 7. Popularity ended under 40 in all three games.

1.7.3 desert, weapons counted Net worth Score Weapons held Weapon workshops Quarries Population / popularity
GPT-6.1 Sol 9,169 75.6 510 5 8 104 / 51
Gemini 4 Argon 8,369 63.5 1,230 4 11 134 / 52
Muse Wonder 6,907 37.5 600 3 11 87 / 55
Claude Sonnet 5.5 6,448 27.6 0 0 0 32 / 55
Claude Opus 5.5 5,865 19.1 1,095 16 7 66 / 53
Claude Haiku 5.5 5,669 18.9 1,055 5 0 26 / 100
GPT-6 Luna 4,792 5.7 525 14 8 80 / 93
Claude Fable 5.1 4,689 1.3 1,540 17 0 50 / 78
DeepSeek V4.1 Flash 1017 4,874 0.7 1,080 14 3 58 / 38
GLM 5.3 Flash 4,116 −9.8 1,185 18 1 56 / 60

Ordered by score; workshops are those standing at the end (this game placed 14, 11 stood). It is seventh of ten by net worth and ninth by score. Luna's net worth is 82 lower and its score 5.0 higher, since popularity 93 against 38 is worth 5.5 points. Fable and GLM held more weapons (1,540, 1,185) and ended lower in net worth. The three above 35 points (Sol, Gemini, Muse) built 8 to 11 quarries and held 180 to 474 stone; Sol and Gemini also ran 12 and 22 bakeries on bought wheat. Weapons held do not follow the scores (510 for Sol's 75.6, 1,540 for Fable's 1.3).

What held it back

  • The level-9 tax. 465 gold of taxes against popularity 16, 17 people lost (50 to 33) and 2 min 54 s under 50. The recovery took all its gold (food 1,320, bribe 378), no planks could be bought from 14:22 to 19:00, and the fletchers had no wood for 3.4 minutes.
  • Wood and food bought at a loss. 6,320 gold: 4,120 for 515 food and 2,200 for 550 planks. The purchases lost 3,710 of net worth, 76% of the final figure and almost twice the taxes (1,960 net of the bribe). About 540 food units were eaten, 55 of them from the start.
  • No jobs for the idle. Idle peasants stood at the cap of 24, with no open job, at 5:19, 11:45 and from 23:28 on. The population stood at 60 from 21:45 to 32:55, with 38 free places and popularity above 50 from 16:08. It built nothing after 21:41.
  • Little raw material. 78 iron and 88 stone mined, no more iron sites, five quarry spots unused.
  • A chapel and late fletchers. 250 gold for a chapel that read religion 0 in every reading from 21:44 to 30:49, and eight fletchers at 12:39 that could not repay in the time left.

What worked

  • Iron and stone (above): 2,410 at store prices for 155 wood. The town sold 64 iron and 98 stone (2,158 gold) at 17:18 and 23:29 to pay for wood and food.
  • Recovery. From popularity 16 and 33 people to 100 and 50 by 19:07, with four foods and the bribe.
  • Mean taxes with the inn. 1,873 gold from 26 paydays after 21:57; popularity stayed at 52 or more until 32:18.
  • Placement. All 44 buildings placed (39 by build_structure, 5 by expand_storage) are in the final count after the 7 demolitions; two were refused for gold (16:42).
  • Compaction. One request at 26:01 (the estimate passed 65% of 120,000; 79,006 input tokens, 75,280 read from the cache), 21 s, $0.0045. It returned its handoff on that first request, with no text-only retry. The next calls kept its wood and fletcher advice and set aside its quarry advice.

Market

27 calls, about 255 clicks and 707 game seconds (35% of the budget). Purchases (units; gold): meat 150 (1,200), cheese 150 (1,200), apples 150 (1,200), bread 65 (520), planks 550 (2,200); 6,320 gold in all, 3,710 of net worth lost against the sell price. Sales: 24 crossbows, 17 bows, 64 iron, 98 stone and 20 pitch for 3,333, which leave net worth unchanged. Gold reconciles: 5,000 start + 465 level-9 taxes + 1,873 later taxes − 378 bribe + 3,333 sales + 325 refunds − 6,320 purchases − 1,750 buildings = 2,548.

All nine sales match the recording's gold steps (crossbows 3 × 150 and 150 + 120; bows 75 + 30 and 75 + 75; iron 8 × 115 and 4 × 115 + 92; stone 4 × 70 + 4 × 35 and 7 × 35 + 21; pitch 4 × 50); none was made from 200 in stock (largest 82), so the known 1.7.3 undercount did not arise. One purchase was a click short: the market_trade reply for meat at 14:22 says 4 clicks, 20 units and −160 gold, but the recording shows a fifth click at 14:36 (−40 gold, +5 food), after a 21-gold bribe payment at 14:34. The meat total is 150, not 145, and purchases are 6,320, not 6,280 (the sum of the tool's replies).

Cost and speed

29 turns, 128 tool calls (35 find_sites, 27 market_trade, 15 building_info, 14 set_workshop, 10 demolish_building, 6 build_structure, 6 set_tax, 6 waits, 9 others), 1.51 million tokens and $0.099 billed by OpenRouter (preparation $0.009, play $0.086, compaction $0.0045). The interview cost $0.003 more, with 43,792 of its 47,489 tokens read from the cache. The agent run took 33.1 real minutes, 6.9 of them waiting for the model (about 14 s a reply); compaction took 21 s. All 29 gameplay requests read the prompt cache, 93.6% of their input. Four fast waits covered 268 game seconds in 111 real seconds.

Of the 2,000 game seconds, market_trade took 707, build_structure 466, waits 291 and set_workshop 183; no other tool took 100. build_structure placed 39 buildings in 466 s: 11.9 game seconds a building (12.1 with the 5 from expand_storage), against 11.8 and 10.2 s in its two Oasis games; it has no earlier desert game. The host ran on the game machine for all three.

The interview

It called its result poor: below doing nothing, with 58 people and popularity 38 against 250 and 100. It put the gap down to the person's bread chain at scale (95 bakeries, 12 mills, bought wheat), 30 hovels, inns, church and cathedral and low taxes, against its own "narrow production chain" of 14 fletchers and high taxes. Playing again it would start with housing, a marketplace, mills and bakeries on bought wheat, low taxes and popularity above 50, and add quarries and mines after that. It asked for a building registry with tiles, a batch demolish and chain profit summaries. It did not mention the popularity crash, the demolitions or their refunds.

Claims checked against the game:

  • Match: 4,874 against 5,192; 14 fletchers and two armories (11 and 2 at the end); 4 to 4.7 pieces a minute (readouts 3.7 to 4.7); 58 people at popularity 38; the three refused pixel demolitions at 32:00; the starting package arriving late (stone 2:24, iron 2:31).
  • "A high-tax economy": taxes were none to 11:26 (level 3), level 9 for 2½ minutes, a bribe for 5½, none for 2 and mean (7) from 21:46 apart from one minute at 8. "Taxes drove popularity down" holds for the crash; the last fall (59 to 38) followed the inn's removal.
  • Taxes "limited population growth": the population stood at 60 for 11 minutes with popularity above 50 and 24 idle; the cause was jobs.
  • "Expensive housing/storage investments": hovels cost 6 wood, stockpiles nothing, a granary or armory 5 wood. The costly items were the 14 fletchers (1,400 gold), the chapel (250) and the inn (100 + 20 wood).
  • "Kept taxes high while popularity was fragile": the level-9 tax was set at popularity 100; mean taxes ran from 21:46 with popularity 93 falling to 60 by 30:49.
  • Not testable: the yield of wheat into bread; it never called building_info for a mill or bakery.

For the harness

  • Demolition refunds half the cost, and the rules do not say so. They say buildings count only through what they bring and that construction costs lower net worth; demolish_building's description names no refund. Here it was worth 6 points of 0.7, and a model that knew could take half of every cost back at the end. None of the nine models' weapons-counted desert games and neither of this model's Oasis games called it. The rules or the tool text could say what is intended.
  • market_trade short by a click at 14:22. Its note "a purchase did not show in the reader within 5 seconds" was wrong for that click; a bribe payment of 21 gold fell between the fourth and fifth. The remedy "call again if the stock did not rise" would have bought a sixth.
  • Pixel demolitions name nothing. The three at 32:40 to 32:52 return only x, y; the model learned they were fletchers from the next reading (14 to 11). The refusal at 32:00 named the fix.
  • Smaller points. inspect_building at the tether (405,369) at 12:00 returned the quarry's panel with a warning that no click reached the tether; set_workshop took 13 s a call, 183 s in all, to move 14 fletchers off the bows default.
  • The game saved correctly at the end ("deepseek v4-1 flash 1-7-3 e154bf", 3,530,139 bytes in episode.json).

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 33 s
Net worth 4,874 9,984
Gold 2,548 8,574
Stored goods, at the sell price 2,326 1,410
Population 58 250
Housing 90 250
Popularity 38 100

Leaving the game alone for the same time ends with a net worth of 5,192.

How do you see your result next to the person's? What do you think made the difference?

DeepSeek V4.1 Flash 1017

My result was poor. Net worth was 4,874, below the 5,192 a completely passive game would have reached, so my play actually destroyed value relative to doing nothing. The comparison player reached 9,984 with 250 people and popularity 100, while I ended with only 58 people, popularity 38, and a small weapons-and-tax economy.

The main difference was scale and conversion strategy. I built 14 fletcher workshops, two armories, and a high-tax economy. The fletchers produced only about 4–4.7 weapons per minute, and expensive housing/storage investments were not repaid within the run. My taxes also drove popularity down, and my population stalled around 58–60 while the comparison player expanded to 250.

The person instead used the bread chain at massive scale: buy wheat, mill it into flour, bake bread, and sell bread through the marketplace. With 95 bakeries and 12 mills, the volume was far beyond what my 14 workshops could produce. Their 30 hovels supplied the labor, 11 inns plus a church and cathedral kept popularity at 100, and fear buildings raised worker efficiency to 110%. Low taxes and no rations then kept the population stable while bread sales generated most of the gold. I optimized a narrow production chain and tax level instead of building a large, self-reinforcing labor-and-food-processing economy.

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, and so did inns.
  • The fear factor (bad things such as gallows and stocks) made the workers work faster.

Their settlement at the end, read from the game:

  • 250 people in 30 hovels, with no free housing; popularity 100.
  • 95 bakeries and 12 mills, and no wheat farms.
  • 11 inns, which reached everyone with ale, and no brewery or hops farm.
  • 13 quarries and 7 iron mines with 37 ox tethers; no woodcutters.
  • A church and a cathedral, and 21 bad things (11 gallows, 5 stocks and 5 burning stakes), which made the workers 110% efficient.
  • Low taxes and no rations. The monthly popularity factors were food −8, taxes −2, fear −1, religion +3 and inns +8: 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 would restart with a completely different priority:

  1. Build the marketplace and enough housing immediately.
  2. Buy wheat continuously and build mills and bakeries in large numbers, selling bread as the main income source.
  3. Expand hovels and jobs together so idle peasants stay below the 24-person cap and population keeps arriving.
  4. Use inns, a church, a cathedral, and fear-factor buildings to keep popularity high and worker efficiency up.
  5. Keep taxes low or modest and avoid letting popularity approach 50. A large population paying low taxes is much better than a small population paying high taxes.
  6. Add quarries, ox tethers, and iron mines as supplemental production, but only after the bread economy and population engine are running.
  7. Continuously reinvest in more bakeries/mills and housing rather than stopping after a small production chain.
  8. Avoid spending heavily on low-throughput workshops and storage when the same gold could expand a high-volume bread operation.

The comparison player showed that the winning pattern on this map is not “find one profitable good” but “build a large conversion industry, staff it with a large population, and keep that population happy.” I would focus on throughput and labor supply from the beginning.

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 were generally useful. status, get_inventory, find_sites, tile-based building, and market trading made it possible to manage the economy without manual menu hunting. Read-only statistics were especially valuable for tracking popularity, food, storage, jobs, and production.

Several things got in the way:

  • I had no convenient list of my existing buildings with tile coordinates. Demolishing by pixel required a fresh screenshot, and several actions failed because a previous demolition returned no new screenshot.
  • The age limit on screenshots and the rule that camera movement invalidates pixel targets made late-run bulk demolition awkward.
  • It was easy to lose track of what each workshop was producing and how much profit each chain actually generated.
  • Exact market conversion ratios are critical, but the UI does not make it obvious how many units of bread one unit of wheat ultimately produces. That matters enormously for choosing a strategy.
  • The starting package arriving over time made early resource figures slightly misleading.

I would improve the benchmark with a building registry showing type, tile, workers, and product; a batch-demolish tool by type or tile; clearer per-chain profit summaries; and perhaps a short current-map tooltip snapshot for key production buildings.

The time limit itself seems reasonable. The comparison player reached a much larger economy in essentially the same time, so the difference was strategy, not lack of time.

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 underestimated how much the map rewards a large-scale bread economy. I treated the lack of farms as a reason to avoid food production and focus on weapons, but the comparison strategy showed that importing wheat and processing it at very large scale was far more effective. I also kept taxes high while popularity was fragile, which limited population growth and hurt the very labor force needed for production.

The most important lesson is that net worth growth here comes from throughput and compounding population, not from squeezing a small number of workshops or raising taxes aggressively. A full replay would devote the opening entirely to housing, mills, bakeries, and popularity infrastructure, then expand from that base.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score4,874Counted

What ran

Benchmark
Large Barren Desert construction
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
Prompt / tools SHA-256
5476515 / f75ebb8
Menu guide
Images 118089d
Save
Large Barren Desert 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 20261019T174523-fbe5f9df