One episode · Large Barren Desert (no arms)

DeepSeek V4.1 Flash 1017

Benchmark 1.7.3No arms: weapons and armour count nothingDeepSeekReasoning 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
78.5
Crusader Bench score on Large Barren Desert (no arms): 0 is doing nothing, 100 the person’s game
Net worth
9,384
+4,192 over doing nothing, 87% of the person’s gain of 4,792
Population
90
35% of the person’s gain of 246 · popularity 50
Cost
$0.14
1.9M tokens
Time
33 game min
38 min of wall-clock time, 36 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

9,384net worth
Gold
5,522
Stored goods, at sell price
3,862
Over the baseline (do nothing)
+4,192
Population / housing
90 / 90
Popularity
50
Food
12
Structures (map-wide)
102
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 stock3,862 gold in goods

GoodUnitsPriceValue
Gold5,52215,522
Stone29472,058
Iron72231,656
Ale1010100
Bread12448
Swords100
Net worth9,384

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

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

This episodeThe personLeft alone
Net worth9,3849,9845,192
Gold5,5228,574
Stored goods, at the sell price3,8621,410
Population90250
Housing90250
Popularity50100

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
8
Popularity next month
−3
Taxes
−6
Religion
+1
Ale from the inn
+2
Taxes
High taxes, 90 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
12 stockpile piles, 2 empty; 2 granaries holding 12 food

Buildings76

  • Ox Tether41
  • Hovel10
  • Quarry10
  • Iron Mine4
  • Stockpile3
  • Granary2
  • Armory1
  • Blacksmith's Workshop1
  • Church1
  • Inn1
  • Keep1
  • Marketplace1

Tool calls118

  • find_sites41
  • market_trade33
  • building_info14
  • build_structure13
  • set_tax5
  • set_rations4
  • map_overview2
  • wait_and_observe2
  • expand_storage1
  • get_inventory1
  • inspect_building1
  • status1

Play

Turns
36
Buildings placed / attempted
71 / 80
Anchor-tool placements
2
Tool errors
2
Raw inputs sent to the game
741
Context compactions
2
Game time
33 min

Compute

Tokens
1.9M
Served from cache
92%
Output tokens
75K
Cost, as billed
$0.14
Wall-clock time
38 min
of which inference
11 min
Peak game memory
3,507 MiB

The plan, before play

My understanding

I am growing the settlement in the Large Barren Desert Free Build save for 33:20 of game time. The final score is mainly net worth: gold plus stored goods at marketplace sell values, with weapons/armour in an armory counting as zero until sold. Population and popularity are secondary. Construction must stay purely economic: no soldiers, walls, towers, gates, or defensive structures.

The map has no oasis grass, so conventional farms are impossible. Food must mainly be bought or supplied through starting stock, while growth must come from wood, stone, iron/pitch extraction, processing into saleable goods, housing, taxes, and trading. The starting granary, stockpile, and package are already in place.

Opening plan

  1. First use free reading tools to confirm the settlement state and locate trees, stone, iron, and any pitch deposits relative to the keep.
  2. Build a marketplace early for food purchases and selling surplus, plus 2–3 woodcutters near the closest trees.
  3. Add several hovels so population and jobs can grow, then staff production.
  4. Develop the high-value raw economy: iron mines on the nearby ore and quarries with ox tethers on the stone deposit. Keep walking routes open.
  5. Use the marketplace to cover food shortages and only buy materials when doing so clearly accelerates production. Sell surplus stone/iron; later consider blacksmith/armory production if iron flow is strong.
  6. Maintain popularity above 50 with adequate rations, food variety, ale/inn, and religion if practical; then introduce taxes for steady gold.
  7. Reinvest continuously in more producers, housing, storage, and workers. Monitor idle peasants, open jobs, production, and storage limits every few actions. Expand storage before it fills.

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 39 recorded requests (1 preparation, 36 gameplay, 2 compaction); Together served none.
  • Benchmark: Large Barren Desert construction (no arms), 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 store count nothing toward net worth; sold at a marketplace, they bring their gold. The host ran on the game machine.
  • Run 75702005, series 20261019T182110-47864b14, 2026-10-19: this model's no-arms game on this map, a fresh series with no memory of any other game. Its weapons-counted game on this version is run e154bf2b (series 20261019T174523-fbe5f9df), played 36 minutes earlier; its Oasis games are run 99894ff6 (weapons counted, 26.5) and run 828620a7 (no arms, 28.0). The model was added after the nine-model batch, and this game counts on the website's leaderboard.

Result

This game (1.7.3, no arms) 1.7.3, weapons counted The person Left alone
Net worth 9,384 4,874 9,984 5,192
Gold 5,522 2,548 8,574
Stored goods, at the sell price 3,862 2,326 1,410
of which weapons and armour 0 (one sword) 1,080 (36 crossbows)
Population / housing 90 / 90 58 / 90 250 / 250 4
Popularity 50 (−3 next month) 38 (−6) 100 0
Idle peasants 8 27
Score 78.5 0.7 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 4,192 over leaving the game alone, 87.5% of the person's 4,792, against −318 in the weapons game. By the website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2) the score is 78.5: 70.0 points from net worth, 3.5 from 90 people and 5.0 from popularity 50. It is second of the ten no-arms desert games by net worth and score, behind GPT-6.1 Sol (10,337; 98.5) and 1.5 points ahead of Gemini 4 Argon (9,071; 77.0), which held 46 more people and 19 more points of popularity on 313 less net worth. Under the weapons-counted rule the one sword would add 30 (79.0).

The stored goods are 294 stone (2,058), 72 iron (1,656), 10 ale (100), 12 bread (48) and the sword (nothing): gold is 59% of net worth, stone 22%, iron 18%. The town ended with 90 people in 90 places, 8 idle, 12 food in the granaries (one kind eaten) and 12 stockpile piles, 2 of them empty.

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 game runs while a call clicks and is paused while the model replies.

The opening, 0:02 to 4:33. After map_overview (no trees, farmland or oil; stone 83 to 106 tiles west, iron 57 to 69 east) and free reads, one build_structure at 0:02 (115 s for 8 placements) put up the marketplace, three iron mines and four hovels. At 2:04 (17 people) wood filled all four stockpile piles and the stats said the rest of the start package could not arrive; it added two stockpiles (27 s) and the stone, iron and pitch came at 2:34. The call at 2:39 (108 s) placed four hovels, a blacksmith's workshop, an armory, a fourth iron mine and the first quarry; the first iron it mined arrived at 3:42. At 4:33 it placed a second quarry and three ox tethers.

Food, popularity and the first stone, 5:07 to 12:30. With food down to 18 for about 38 people it bought 50 apples (5:07) and 50 cheese (5:33), set taxes from none to level 6 (5:59), sold the package's 20 pitch and 50 stone (6:16, 6:30: 550 gold) and bought 100 planks. The meat ran out, variety fell to two kinds and popularity went from 98 (6:14) to 78 (8:26). It set extra rations (+4 a month) and at 8:33 placed a Church (500 gold), an Inn (100 gold, 20 wood), a fifth quarry and a tether; popularity read 83 at 10:08 with food +6, tax −6, religion +1, inn +4. Then full rations (10:10) and level 7 (10:14). The first stone reached the stockpile at 10:14, 5½ minutes after the first tethers; the 12:29 readout was 5.3 a minute from five quarries and seven tethers. Idle peasants read 24, the cap on new arrivals, at 6:14 and 12:29.

Quarries and tethers, 12:30 to 28:00. Four quarries at 12:30 (a fifth was not placed) made nine; the first compaction came at 13:45, then six tethers and a granary (13:47). Half rations (15:08 to 16:33) read −4 a month and took popularity from 66 to 56. The tenth quarry, the last site find_sites offered, came with seven tethers at 16:49; then 3 tethers (20:24), 8 (22:07, after a nine-action reply was refused at 22:02), 7 and a hovel (25:05, 94 s) and 3 and a hovel (26:56, 58 s). The stone readout went 5.3 (12:29), 18.7 (15:06), 24 to 27 (19:38 to 22:06), 34.7 (23:20), 48 (28:00). Popularity sat at 53 to 60 from 16:32, the religion factor read +3 or +1 from reading to reading, and taxes moved between level 6 and 7 (18:55, 20:58). Between builds it bought food in 50-unit lots (18:21 to 24:28) and 100 planks (21:19).

The last five minutes, 28:00 to 33:20. It sold stone and a sword (28:01 to 28:27), waited three game minutes (fast, 66 real seconds), compacted again at 31:30, sold two swords (31:33) and waited again; the wait ended at 33:14 on "Food is low: 16" with 5 s left, and the last sale, at 33:15, was refused at the deadline. Housing stood at 74 from 3:24 to 25:26 and the population at 74 from 15:26; it reached 90 of 90 at 29:00.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,882 6,014 5,263 4,710 4,298 4,588 4,595 5,180 5,946 6,499 7,843 9,384
Gold 4,570 5,000 4,000 3,811 3,115 3,115 2,478 3,015 3,510 3,208 4,742 5,522
Iron 0 15 20 27 15 24 31 37 46 54 61 72
Stone 0 50 50 0 8 56 80 60 80 168 174 294
Food 55 41 104 54 180 113 203 223 189 213 120 12
Population 2 26 42 46 57 71 74 74 74 81 90 90
Popularity 100 100 100 76 79 67 58 53 53 54 54 50

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; ale (100 to 200) and, to 6:16, the 20 pitch are left out, so it reads low; the last column is the true net worth. With the ale added the town was under the 5,192 of leaving the game alone from about 8:50 (the church) to about 20:00, lowest about 4,300 at 13:09 (an estimate).

Weapons

It did not leave weapons alone. The rules say a weapon in the armory counts nothing and, sold at a marketplace, brings its gold. Its pre-play reply read this ("weapons/armour in an armory counting as zero until sold"), and its reasoning at 0:02 priced a sword against the iron ("swords worth 30, +7 per iron"); it asked itself whether "(no arms)" meant no weapons and judged that only soldiers and defences were banned. The call at 2:39 placed a Blacksmith's Workshop (200 gold, 20 wood) and an Armory (5 wood) before any iron had arrived. The workshop made swords (its default; set_workshop was never called) at 0.3 to 0.7 a minute in the readouts, about 16 in 29 minutes. It sold 15 in nine one-click sales (3 at 9:54, then 2, 1, 2, 1, 2, 1, 1 and 2 at 31:33) for 450 gold; the 16th sat in the armory at the end. The armory held at most 3 at any sale or reading, of its 50 places.

The wing used about 16 iron (368 at the store price) and, with the workshop and armory, 225 gold and wood: 593 against the 450 it brought, so 143 behind (2.4 points), or 218 behind (3.6 points) with its 25 wood priced at the 4 it paid for planks. At 12:30 it worked out that a second smith would need about 29 swords at 7 each to repay 200, 96 minutes at 0.3 a minute, and built none; it did not apply the sum to the one it had. It weighed demolishing the smith and armory ("Demolition may refund half? uncertain") and kept them. It mentions no fletcher or poleturner and priced an armorer once, at 4:33, as worse than the smith. Its weapons-counted game opened differently: its reasoning at 0:01 priced a crossbow at 30 for 3 wood bought at 4 ("Excellent") and ended with 14 fletchers (1,400 gold). Seven of the ten no-arms desert games built weapon workshops; this wing and Luna's (one blacksmith) are the smallest.

Beside its other games and the other models

The same model, save and tools, 36 minutes apart, scored 78.5 and 0.7, and the weapons rule explains none of it: the 36 crossbows were 22% of the weapons game's net worth, and counted at zero that town would score −17.3, so the rule lifted that game by 18.0 points and this one by 0.5. From the two games' own files:

Net worth, weapons game to this game Weapons game This game Change
Gold 2,548 5,522 +2,974
Stone (value) 40 (280) 294 (2,058) +1,778
Iron (value) 29 (667) 72 (1,656) +989
Crossbows / swords in the armory 36 (1,080) 1 (0) −1,080
Ale, food, wood 299 148 −151
Net worth 4,874 9,384 +4,510
Weapons game This game
Stone / iron mined (value) 88 / 78 (2,410) 624 / 92 (6,484)
Quarries / ox tethers / iron mines 3 / 3 / 4 10 / 41 / 4
Taxes, net of a bribe (gold) 1,960 about 4,512
Lowest popularity 16 (14:14) 50 (33:14)
Bought: gold (net worth lost) 6,320 (3,710) 6,960 (3,830)
Spent on buildings, gold 1,750 800
Weapons made / gold from sales 77 / 975 16 / 450
Demolition refunds 325 gold, about 42 wood none
Turns / cost 29 / $0.099 36 / $0.142

The weapons game's opening reasoning went to fletchers, this one's to iron and stone: 88 stone from three quarries and three tethers against 624 from ten quarries and 41 tethers. The weapons game set taxes to level 9 at 11:26, fell to popularity 16 and 33 people, and recovered on a bribe (14:03 to 19:40) and 1,320 gold of food; this one ran levels 6 and 7 with a church and an inn from 8:33. Its Oasis games (5,598 and 6,327; 26.5 and 28.0) differ by 1.5 points.

Ten no-arms desert games, by score Net worth Score Population / popularity Quarries / tethers Stone / iron in store Weapon workshops Cost
GPT-6.1 Sol 10,337 98.5 105 / 85 7 / 39 570 / 104 none $0.687
DeepSeek V4.1 Flash 1017 9,384 78.5 90 / 50 10 / 41 294 / 72 1 blacksmith $0.142
Gemini 4 Argon 9,071 77.0 136 / 69 11 / 18 148 / 41 5 $1.170
Claude Opus 5.5 8,808 67.1 99 / 29 11 / 35 760 / 94 5 $1.747
Claude Sonnet 5.5 6,407 28.7 75 / 55 11 / 12 466 / 88 none $0.500
GPT-6 Luna 5,855 20.2 79 / 61 11 / 11 140 / 77 1 blacksmith $0.082
Claude Haiku 5.5 5,617 15.6 46 / 68 4 / 2 138 / 91 none $0.042
Claude Fable 5.1 5,337 11.6 58 / 70 3 / 8 194 / 71 14 $2.624
Muse Wonder 5,357 10.3 66 / 50 5 / 7 10 / 2 12 $1.311
GLM 5.3 Flash 1,577 −48.7 65 / 92 3 / 4 35 / 13 20 $0.073

Workshops are those standing at the end; the Claude models' costs are at profile prices, the others as billed. Three of the four games above 8,000 ran 35 to 41 tethers (Gemini's 18 went with 29 bakeries on bought wheat). The gap to Sol is 20.0 points: 15.9 from net worth (953), 3.5 from popularity, 0.6 from population. This game cost about a fifth of Sol's.

What held it back

  • Stone came late and in steps. The first stone arrived at 10:14, and the readout was 5.3 a minute with seven tethers (12:29), 18.7 with 13 (15:06), 24 to 27 with 20 to 23 and 34.7 with 31 (23:20). The tool text says distance needs more tethers; the 12:30 call added quarries before tethers. A stone a minute held for 20 minutes is 140 gold, 2.3 points.
  • Food bought at a loss. 695 units for 5,560 gold, nearly all eaten (12 bread left), 2,780 of net worth lost against the sell price; the taxes were 4,512. At 90 people on full rations the town ate about 32 food a minute.
  • Church and inn. 620 gold and 20 wood (about 11 points). The religion factor read +1 in all but six readings (+3 from 13:46 to 19:38) and the inn's fell from +4 (to 12:29) to +2 (from 13:43); an inspect_building of the church at 19:06 noted keep access false once, later cleared. At 28:00 the factors were food +3, tax −6, religion +1, inn +2: church and inn gave half of what offset the tax.
  • People. Housing was full (74 of 74) from 15:26 to 25:26 and 90 of 90 from 29:00, against the person's
    1. At 12:30 it priced a marginal peasant's food at about 2.9 gold a minute against 1.7 of stone and 2.4 of tax and built no hovel between 2:39 and 25:05.
  • No second chain. At 10:10 it priced a brewery, mill and bakery against sell values (bread 4 against flour 10, "terrible") and dismissed them; it did not set bread against the 8 gold it paid for it (195 bought for 1,560). There is no building_info call for a mill or bakery. Iron stayed at four mines (no more sites at 16:49) and quarries at ten.
  • The last minutes. Food ran down (62 at 31:49, 16 at 33:14); variety fell from four kinds to one and popularity from 54 to 50, 0.4 points.

What worked

  • Raw materials sized to the map. Four iron mines in the first call and every quarry site find_sites offered: 624 stone and about 92 iron mined, 6,484 at store prices, 69% of the final net worth, for about 485 wood.
  • Tethers from the readout. It added them in batches whenever the readout lagged, 7 at 8:33 to 41 at 27:54, and the stone readout rose about seven times (5.3 to 35 to 48).
  • Taxes with popularity held. About 4,512 gold (48% of net worth) at levels 6 and 7 over five changes, and popularity never under 50.
  • Stockpile. It read the "no empty pile" warning at 2:04 and added two stockpiles.
  • Compaction. Both worked on the first request, with no text-only retry: 17.9 s, $0.0043, 77,803 tokens of which 71,392 cached (13:45), and 17.1 s, $0.0033, 74,000 of which 69,454 cached (31:30). The second handoff's advice (sell the swords, then wait) was followed.
  • Placement. All 71 build_structure placements are in the final count; one quarry was not placed (12:30) and three tethers were placed with access: no_open_side (7:39, 25:05, 26:56).
  • No demolitions. It weighed demolishing five times (10:10, 12:30, 18:21, 26:44, 31:49) and each time kept the building.

Market

Purchases (units; gold): apples 200 (1,600), cheese 200 (1,600), bread 195 (1,560), meat 100 (800), planks 350 (1,400); 6,960 gold in all, 3,830 of net worth lost against the sell price (food 2,780, planks 1,050). Sales: 20 pitch (200), 20 iron (460), 380 stone (2,660) and 15 swords (450), 3,770 gold; selling leaves net worth unchanged except the swords, which add their gold. Gold reconciles: 5,000 start + taxes about 4,512 (by difference; the recording's payday steps come to within about 150 of it) + 3,770 sales − 6,960 purchases − 800 for the smith, church and inn = 5,522.

I checked all 32 executed calls against the recording (recording/inputs.jsonl clicks on the buy and sell button, frames.jsonl gold and stock steps). Two replies are wrong. The stone sale at 28:01 started at 240 in stock: the game sold 50 on the first click and 20 on each of four more, 130 units and 910 gold, where the reply says 100 and 700 (its gold 4,361 and stock 118 agree with the recording). The bread purchase at 9:25 made 7 clicks, not 6: the reply stopped on "a purchase did not show in the reader within 5 seconds", but the seventh click landed at 9:42 (food +5, −40 gold), so it bought 35, not 30. The tool's totals (350 stone, 190 bread, 6,920 gold, sales 3,560) are therefore short by 30 stone (210 gold) and 5 bread (40 gold). The other 30 calls agree, including all nine sword sales (30 gold each). The 33 calls and 253 clicks took 679 game seconds, 34% of the budget.

Cost and speed

36 turns, 118 tool calls (41 find_sites, 33 market_trade, 14 building_info, 13 build_structure, 5 set_tax, 4 set_rations, 2 map_overview, 2 waits, 4 others), 1.86 million tokens and $0.142 billed by OpenRouter (preparation $0.008, play $0.127, compaction $0.008). The interview cost $0.003 more, with 28,788 of its 32,355 tokens read from the cache. The agent run took 37.6 real minutes, 10.8 of them waiting for the model (about 16 s a gameplay reply); compaction took 35 s. All 36 gameplay requests read the prompt cache, 92.8% of their input. Two fast waits covered 180 game seconds in 66 real seconds and 82 in 34.

Of the 2,000 game seconds, build_structure took 797, market_trade 679, waits 267, the host's 22 five-second top-ups 110, and no other tool more than 30. build_structure placed 71 buildings in 797 s: 11.2 game seconds a building (11.3 with the 2 stockpiles from expand_storage), against 11.9 for its weapons game on this map (39 in 466 s) and 11.8 and 10.2 on Oasis; the first call took 14 s a building. The host ran on the game machine for all four.

The interview

It called its result close on net worth (9,384 against 9,984) and far behind on people (90 against 250) and popularity (50 against 100), with more in goods and less in gold. It put the gap down to the person's processing economy and workforce against its own raw-material economy (10 quarries, 4 iron mines, many tethers, a blacksmith, 10 hovels), and to missing the bread chain. Playing again it would build housing and processing sooner, buy wheat for mills and bakeries, use inns, a church, a cathedral and fear buildings, go to no or low rations and keep taxes low while the population grows. It praised the read-only stats, find_sites, build_structure and the production history; its obstacles were the fixed budget, checking that actions took effect, judging distant chains from screenshots and the marketplace, and it asked for clearer inventory confirmation and a bottleneck report. It added that it should have sold the last sword before the deadline.

Claims checked against the game:

  • Match: 9,384 against 9,984; 90 and 50 against 250 and 100; gold and goods; 10 quarries, 4 iron mines, 10 hovels and a blacksmith; the last sword unsold, its sale refused at the deadline; the final state recorded (read from the paused game).
  • "My 35 ox tethers": 41 stood at the end (the second handoff also said about 35).
  • "Only 10 hovels" capped people: housing was full 15:26 to 25:26 and from 29:00; before that the arrival cap of 24 idle and jobs limited it (idle 24 at 12:29, 2 at 23:20).
  • "Missed the bread chain entirely": it priced a mill and bakery once (10:10) and dismissed them on net worth, as above; fear buildings it never priced.
  • "Trades queue goods ... the observation initially showed the old inventory": no. The trades at 28:01 to 28:27 ran before the wait began, and the observation after it (31:29) showed gold 5,102 against 3,451 before and swords 2 against 1; stone read 238 against 240 only because three minutes of mining (about 37 a minute) had refilled it. At 31:33 it read these against the compaction's handoff, written from that same observation, and suspected parallel tool runs; it sold two swords (+60) and lost nothing.
  • "No or low rations": its own half rations (15:08 to 16:33) read −4 a month and cost 10 popularity.
  • "A larger tax base is worth more than squeezing a small population": its taxes (about 4,512) matched its stone (4,368 at 7); not testable beyond that.

For the harness

  • market_trade undercounts a sale from 200 in stock (1.7.3). The 28:01 stone sale replied 100 units and 700 gold for the 130 and 910 in the recording; its gold and stock fields were right. The bread purchase at 9:25 stopped one click short, as the meat purchase did in the weapons game (14:22).
  • A refused last sale. The market_trade at 33:15 came back "Session deadline" with 5 s left; the sword stayed in the armory (30 gold, 0.5 points).
  • A reply after a wait does not show what moved. It carries the new readings but not the trades that preceded them, which fed the 31:33 confusion above.
  • Smaller points. A reply with a trade and eight placements was refused (22:02) as nine actions; three tethers were placed with no open side; the reader's watchdog forced one collection after a 20 s stall (4:34); the end-of-run save needed a second attempt (attempts: 2) and was written ("deepseek v4-1 flash 1-7-3 757020", 3,545,398 bytes).

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 9,384 9,984
Gold 5,522 8,574
Stored goods, at the sell price (weapons and armour not counted) 3,862 1,410
Population 90 250
Housing 90 250
Popularity 50 100

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 close on net worth — 9,384 vs. 9,984 — but much weaker on the secondary measures: 90 vs. 250 population, 90 vs. 250 housing, and 50 vs. 100 popularity. The composition was also very different: I held far more wealth in stored goods (3,862 vs. 1,410) and much less gold (5,522 vs. 8,574).

The main difference was that the person built a large, high-value processing economy and a huge workforce. I built a strong raw-material economy — 10 quarries, 4 iron mines, many ox tethers, and a blacksmith — but I kept only 10 hovels and 90 people. That capped population, jobs, tax income, and the number of producers I could support. I also missed the bread chain entirely. Buying wheat and converting it through mills and bakeries apparently added substantial value and sustained a much larger population. Finally, my popularity was only just above 50, while theirs was 100, allowing them to keep low taxes without losing people.

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 prioritize population and processing capacity much earlier, not just raw extraction.

  • Build many more hovels early and keep adding them as jobs open, aiming for a workforce several times larger than mine.
  • Establish the wheat → flour → bread chain, buying wheat at the marketplace so the mills and bakeries never idle, then selling surplus bread and using it to feed the population.
  • Use inns, a church, and a cathedral to raise popularity substantially, and use the permitted fear-factor buildings for worker efficiency. The person’s 110% efficiency and popularity of 100 were clearly valuable.
  • Use no or low rations once food variety and popularity from other sources are sufficient, rather than paying for full rations with a large population.
  • Keep taxes low while population and popularity grow; the much larger tax base is worth more than squeezing a small population at high tax.
  • Continue the quarry/iron economy, but balance it against bakeries, housing, and services. My 35 ox tethers produced useful stone, but that labor was not paired with enough population or high-value processing.

In short: I optimized one good raw-material loop reasonably well, but I failed to scale the settlement’s population and to build the high-value bread economy that made the person’s result much broader.

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 benchmark is interesting because it rewards real economic compounding rather than combat. The tools were generally good: the read-only statistics were especially useful, and find_sites, build_structure, and the production history made it possible to manage a fairly large economy without excessive clicking.

The biggest challenges were the fixed time budget, the need to verify that actions had actually changed the game state, and the difficulty of judging distant production chains from screenshots. I also found the marketplace interaction awkward: trades queue goods, and when I combined a trade and a long wait in one reply, the observation initially showed the old inventory, which made it unclear whether the sale had registered. I would appreciate clearer immediate confirmation of inventory changes, and perhaps a compact production-chain bottleneck report.

The 33-minute limit felt sufficient for a meaningful economy but short enough that early housing and processing decisions mattered enormously. The instruction to read before acting was helpful.

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 think my run was a reasonable raw-material build but a strategically incomplete one. I ended with respectable net worth and large stores of stone and iron, but I underused the most important multiplier: people. The person’s strategy showed that population, popularity, bread processing, and worker efficiency can outperform a narrower extraction economy even when the final net-worth totals are close.

I also should have sold the final sword just before the deadline rather than relying on a last-second action; the result suggests the final state was still recorded, but that was unnecessarily risky. Overall, the run taught me that on a barren map with no farms, the winning approach is not merely “mine and quarry” — it is to buy the missing agricultural input and turn it into a large, thriving processing town.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score9,384Counted

What ran

Benchmark
Large Barren Desert construction (no arms)
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
Prompt / tools SHA-256
e61f644 / 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 20261019T182110-47864b14