One episode · Oasis by the Sea

Kimi K3.1 Pro

Benchmark 1.7.3Moonshot AIReasoning highPlayed by the maintainersFull-budget score
Model
kimi-1021-preview
Served via
Moonshot API
Max output
32,768 tokens
Played
23 October 2026
Score
37.3
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
7,435
+6,215 over doing nothing, 34% of the person’s gain of 18,293
Population
106
52% of the person’s gain of 198 · popularity 50
Cost
~$1.27
3.5M tokens; ~ at list prices, the API reports no bill
Time
33 game min
44 min of wall-clock time, 69 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

  • Kimi K3.1 Pro
  • 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

7,435net worth
Gold
1,980
Stored goods, at sell price
5,455
Over the baseline (do nothing)
+6,215
Population / housing
106 / 106
Popularity
50
Food
37
Structures (map-wide)
113
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 stock5,455 gold in goods

GoodUnitsPriceValue
Gold1,98011,980
Iron143233,289
Stone15271,064
Wood5751575
Crossbows730210
Pikes818144
Bread314124
Apples4416
Bows11515
Spears11010
Cheese248
Net worth7,435

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

This episodeThe personLeft alone
Net worth7,43519,5131,220
Gold1,98018,304
Stored goods, at the sell price5,4551,209
Population106202
Housing106202
Popularity50100

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
23
Popularity next month
+2
Food
+2
Taxes
−4
Religion
+4
Taxes
Average taxes, 84 gold a month
Rations
full; 3 of 3 foods eaten
Worker efficiency
100%
Storage
20 stockpile piles, 1 empty; 1 granary holding 37 food

Buildings87

  • Woodcutter37
  • Hovel12
  • Iron Mine9
  • Ox Tether5
  • Stockpile5
  • Apple Orchard4
  • Chapel4
  • Quarry4
  • Armory1
  • Dairy Farm1
  • Fletchers' Workshop1
  • Granary1
  • Keep1
  • Marketplace1
  • Poleturner's Workshop1

Tool calls125

  • find_sites59
  • build_structure17
  • market_trade17
  • building_info13
  • set_tax7
  • wait_and_observe4
  • expand_storage2
  • map_overview2
  • set_workshop2
  • update_plan2

Play

Turns
69
Buildings placed / attempted
80 / 87
Anchor-tool placements
4
Tool errors
1
Raw inputs sent to the game
644
Context compactions
1
Game time
33 min

Compute

Tokens
3.5M
Served from cache
97%
Output tokens
38K
Cost, at list prices
~$1.27
Wall-clock time
44 min
of which inference
16 min
Peak game memory
3,569 MiB

The plan, before play

I’ll maximize final net worth, with population and popularity as secondary goals, while avoiding soldiers and defensive structures.

Opening plan:

  1. Place the granary immediately, then build woodcutters near trees and add housing.
  2. Establish food production on oasis grass, keeping enough workers and full rations to support growth.
  3. Expand into stone and iron production, with ox tethers for quarries and adequate storage.
  4. Add profitable processing and workshops as resources and workers allow.
  5. Use popularity bonuses and sustainable taxation to generate gold; trade only when it supports faster productive growth.
  6. Monitor staffing, access, food, storage, and inventory throughout, expanding continuously until time expires.

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: Kimi K3.1 Pro, through Moonshot's pre-release endpoint for it, kimi-1021-preview (released as kimi-k3.1-pro), reasoning effort high, output limit 32,768 tokens; costs at Kimi K3.1 Pro's list prices ($2 per million input tokens, $10 output, $0.20 cached, $2 cache write), as Moonshot reports no cost per request. All 71 recorded requests (1 preparation, 69 gameplay, 1 compaction) succeeded.
  • Benchmark: Oasis by the Sea construction, version 1.7.3 (commit 55bcc41, 1.7.3 relocked: it adds a retry for a model reply cut off by the provider closing the connection; what the model plays is unchanged, and no inference_retry event fired in this game), from the save the human reference game started from; 33 min 20 s of game time (60,000 ticks) at speed 40; no playbook. Weapons and armour in the armory count toward net worth at the rules' prices. The host ran on the game machine.
  • Run 0a155c24, series 20261023T154701-a8c5da72, 2026-10-23: game 1 of Kimi K3.1 Pro's six ranked games, a fresh series with no memory of any other. It is the third start of this benchmark: two earlier attempts in series 20261023T145826-2c77215a (runs e97c00a2 and 5da919d8, on commit 0a58665 without the retry) were cut off when Moonshot's server closed the connection mid-reply, at about 18 and 11 game minutes, which the runner counts as an infrastructure failure and does not score. This game counts on the website's leaderboard.

Result

This game The person Left alone
Net worth 7,435 19,513 1,220
Gold 1,980 18,304
Stored goods, at the sell price 5,455 1,209
Population / housing 106 / 106 202 / 202
Popularity 50 (+2 next month) 100
Idle peasants 23
Score 37.3 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 6,215 over leaving the game alone, 34.0% of the person's 18,293. By the website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2) the score is 37.3: 27.2 points from net worth, 5.2 from population (102 of the person's 198 above the 4 who live there) and 5.0 from popularity.

The stored goods are 143 iron (3,289), 152 stone (1,064), 575 wood (575), 7 crossbows (210), 8 pikes (144), 31 bread (124) and small amounts of apples, bows, spears and cheese. Iron is 44% of net worth, iron and stone 59%. The town ended with no free housing, 23 idle peasants, no open jobs, 1 of 20 stockpile piles empty and 37 food.

How the game went

Times are the game clock when a call began (the recording's clock; the run clock in the observations, which supplies the idle, popularity and production readings quoted here, 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 118 s here).

The opening, 0:00 to 3:11. After the map overview, eight building entries and five site searches (all free), one call of 108 s placed two woodcutters, the marketplace, an iron mine, two hovels and an orchard. Its reasoning afterwards: "Oops build consumed 1m51 game!" At 1:56 it bought 100 planks (400 gold; wood 2 to 102) and at 2:41 added two stockpile piles. Population reached 26 of 26 housing, with 21 idle, by 3:25.

Taxes and housing, 3:11 to 9:25. High taxes at 3:11 (26 gold a month) took popularity from 100 to 56 by 7:01; taxes went to none at 6:44. The 3:24 call (two mines, a quarry, a tether) lost a hovel ("Too close to signpost to build") and the second quarry; the 4:40 call (118 s) placed the armory, a fletcher, a poleturner, a dairy farm, a woodcutter and an orchard, but not the chapel or the hovel. Population sat at its housing from 3:11 to 7:56. Food fell to 7 by 9:26; it sold 33 stone (231 gold) at 8:59 and bought 40 bread at 9:25.

Mines and quarries, 9:53 to 17:21. Low taxes at 9:53, 50 planks at 10:06, then three mines, a quarry, an orchard and two hovels (10:38), two mines (12:51) and the ninth mine (14:18); average taxes from 12:40. Gold hit 72 at 14:30.

Woodcutters, food and the idle cap, 17:50 to 30:04. The wood readout fell to 8 a minute at 17:51 (16 at 17:22); it put four woodcutters at the big grove at 17:50 and five at 19:00. The one compaction came at 19:56; four hovels at 20:27 raised housing from 74 to 106. Orchard searches found nothing at 21:31, 21:56 or 22:19 ("No farms anywhere, must clear or buy"). A food warning (21 food for 81 people) came at 22:19; it sold 40 iron (+920) and bought 100 bread (−800) at 22:42. It then had 24 idle and 82 people in 106 housing, and reasoned that peasants stop arriving while 24 are idle. Eight woodcutters at each of 23:36, 24:46 and 28:18 gave jobs; a fourth chapel came at 26:09, high taxes at 26:36.

The last three minutes. It sold wood at 30:11, bought 20 cheese at 30:37, waited 60 s at 31:01, set mean taxes at 32:06 and average at 32:54 as food variety lapsed. Popularity went from 55 to 50.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,380 1,057 894 937 835 1,124 1,806 2,675 3,297 4,231 5,350 7,435
Gold 960 600 543 358 159 111 139 203 518 1,150 1,027 1,980
Iron 0 0 3 11 20 34 62 89 76 83 109 143
Stone 25 25 25 33 0 8 0 32 64 96 128 152
Food 50 39 17 12 40 32 48 43 102 45 87 37
Population 3 25 26 32 34 52 66 76 83 96 101 106
Popularity 95 100 66 65 77 77 69 67 61 59 57 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; weapons are left out, so it reads low. On that count it was under the do-nothing 1,220 from 2:16 to 15:07 (low 722 at 10:32) and under its own start of 1,380 until 16:00.

Weapons

It built an armory, one fletcher's workshop and one poleturner's workshop in the 4:40 call and set them to crossbows and pikes at 7:00 and 7:21 (its reasoning put crossbows at 10 gold per wood, pikes at 9). The readouts gave 0.3 to 0.7 a minute whenever a workshop delivered. At 9:53 it wrote "Production workshops very slow 0.3/min each", at 13:33 "Prioritize mines", at 19:00 "Workshops not worth late." In 28 minutes the fletcher made 8 (1 bow, 7 crossbows) and the poleturner 9 (1 spear, 8 pikes).

At the end the armory held 379: 1 bow (15), 7 crossbows (210), 1 spear (10), 8 pikes (144). That is 5.1% of net worth and 1.7 of the 37.3 points (35.7 with weapons worth nothing). Nothing was sold. From the rules' table the two workshops cost 200 gold and 30 wood, the armory 5 wood, and the weapons used 40 wood (2 + 21 + 1

  • 16): 275 at store value, so the weapons ended about 104 ahead (0.45 of a point). Per building a fletcher made about 8 gold of weapons a minute and a poleturner 5, against about 27 for an iron mine (1.2 iron a minute at 23).

Beside its other games and the other models

Kimi K3.1 Pro, 2026-10-23 Net worth Score Population / popularity Key buildings Turns Cost
Oasis, weapons counted (this) 7,435 37.3 106 / 50 37 woodcutters, 9 iron mines, 4 quarries, 1 fletcher, 1 poleturner 69 $1.27
Oasis, no arms 8,947 44.5 118 / 50 39 woodcutters, 8 mines, 5 quarries, 1 wheat farm, 2 mills, 2 bakeries 73 $1.40
Desert, weapons counted 4,220 −6.8 80 / 63 8 fletchers, 3 armories, 8 quarries, 14 tethers, 4 mines 26 $0.71
Desert, no arms 6,998 42.5 100 / 84 10 quarries, 28 tethers, 4 mines, 3 inns 32 $0.82
Sinkhole, weapons counted (1.7.1) 13,873 31.8 134 / 55 21 mines, 25 orchards, 14 dairies, 12 poleturners 70 $1.29
Sinkhole, no arms 18,293 43.3 169 / 74 29 mines, 10 wheat farms, 10 bakeries, 23 woodcutters 66 $1.31
Weapons-counted games, 1.7.3 Net worth Score Mines / iron in store Woodcutters Population Popularity Weapons Cost
GPT-6.1 Sol 16,661 82.3 13 / 276 22 150 74 195 $0.97
Gemini 4 Argon 13,174 67.4 12 / 286 30 167 69 1,272 $1.70
Claude Fable 5.1 7,559 37.5 11 / 246 30 84 57 45 $2.16
Kimi K3.1 Pro 7,435 37.3 9 / 143 37 106 50 379 $1.27
Claude Sonnet 5.5 7,832 36.5 10 / 224 10 55 50 240 $0.41
Muse Wonder 7,006 34.7 9 / 148 12 91 50 180 $1.45
Claude Opus 5.5 7,290 32.9 10 / 223 6 62 34 450 $1.14
DeepSeek V4.1 Flash 1017 5,598 26.5 11 / 125 14 74 38 420 $0.13
GPT-6 Luna 4,998 25.7 3 / 62 6 70 58 330 $0.12
Claude Haiku 5.5 4,163 23.0 5 / 76 5 57 75 810 $0.04
GLM 5.3 Flash 4,075 18.9 2 / 36 3 50 41 548 $0.05

Ordered by score; Kimi's cost is at its list prices. This game is fourth of eleven by score (Fable is 0.2 above), fifth by net worth, third by population, level with Sonnet and Muse on popularity, and sixth by weapons. Its 143 iron compares with 223 to 246 at Sonnet, Opus and Fable; the 80 to 103 it lacks is worth 1,840 to 2,370. It has the most woodcutters in this table.

Its Oasis map score, the mean of this game and the no-arms game, is 40.9 (37.3 and 44.5), third of eleven: Gemini 76.8, Sol 72.3, Kimi 40.9, Fable 39.0, Muse 38.0, Opus 35.3, Sonnet 33.9, Luna 33.8, DeepSeek 27.2, Haiku 25.0, GLM 21.1 (each from its two games' unrounded scores). Its desert mean is 17.8 (seventh) and its Sinkhole mean 37.6 (third).

What held it back

  • Little wood, then too much. Four woodcutters delivered 3.3 to 6 wood a minute each until 17:22 (wood 2 at 1:57, 3 at 15:58); it bought 195 planks for 780 gold. It then added 33 woodcutters in 12 minutes, 37 in all, 46% of the 80 buildings it placed. At 33:11 they delivered 72 wood a minute (about 1.9 each) against 10.7 iron from nine mines (about 27 each). 575 wood stood unspent, 7.7% of net worth.
  • Nine mines, four quarries. Three mines stood by 4:33, six by 12:10, nine by 15:14; searches then found one site (13:33) and none (21:31). Sol, Gemini, Fable and DeepSeek fit 11 to 13 on the same ore. The person had 13 mines, 10 quarries and 33 tethers (here 9, 4 and 5).
  • Housing. Population was at its housing for about 12 of the 33 minutes (mostly 3:11 to 7:56, 9:15 to 12:02 and from 30:45), with 8 to 23 idle and no open jobs. Three hovels stood by 8:52; the person had 24 (12 here).
  • Food without a chain. Four orchards and one dairy farm, no wheat farm, mill or bakery, and it never read those entries. Orchard searches gave one site each at 6:44, 9:53 and 20:27 and none at 12:16, 13:33, 21:31, 21:56 or 22:19. It bought food seven times (below).
  • Popularity. From 12:40 average taxes (−4) against food +1 and religion +2 let it drift from 80 to 55 by 31:00. The last two minutes cost 5 more points (0.5 of score) through mean taxes at 32:06 and a lapse in food variety; the model put the gain from mean taxes at about 40 gold.

What worked

  • Iron and stone. The 143 iron and 152 stone in store are 4,353 of the 7,435; 60 more iron and 65 stone were sold.
  • Jobs against the idle cap. Idle was 24 at 22:43 and again at 28:18, each time followed by woodcutters; population rose from 82 to 106 by 31:02.
  • Selling to pay. 2,085 gold from stone, iron and wood left net worth unchanged and gave the cash for food at 22:42 and 27:30. The four chapels cost 1,000 gold; religion read +2 from 9:54 and +4 from 26:10, after the third (placed 21:31), and the fourth (26:09) changed nothing visible. High taxes at about 95 people paid 94 gold a month.
  • Placement. All 80 reported placed stand in the final count; seven attempts were not placed, each with a status and remedy.
  • Compaction and cache. One compaction at 19:56 (estimate 77,111 to 43,733 tokens, 22.9 s); the next call followed its handoff. All 69 gameplay requests read the cache, 97.0% of input tokens.

Market

195 planks (4 each, worth 1), 300 bread and 40 cheese (8 each, worth 4) were bought for 3,500 gold; 65 stone (455), 60 iron (1,380) and 250 wood (250) sold for 2,085. The purchases lost 1,945 of net worth against the sell price (planks 585, bread 1,200, cheese 160), 26% of the final value or 8.5 points of score; sales leave it unchanged. The 340 food units were bought at 9:25, 17:21, 20:00, 22:42, 27:07, 27:30 and 30:37.

Against the recording's gold and stock before and after each call, 16 of 17 replies agree (purchases within a unit, gold within what the town earned meanwhile). The exception is the 30:11 sale: the reply says 100 wood for 100 gold, but the recording shows 250 gone (576 to 334) and gold up 250, the known 1.7.3 undercount at 200 or more in stock; its stock and gold fields were right. The model saw it ("Wood dropped extra ~133") and let it go. The 17 calls took 387 game seconds; the 100 bread took 49.

Cost and speed

69 turns, 125 tool calls (59 find_sites, 17 build_structure, 17 market_trade, 13 building_info, 7 set_tax, 4 waits, 8 others), 3.54 million tokens and $1.271 at Kimi K3.1 Pro's list prices (preparation $0.007, play $0.821, compaction $0.034); the interview added $0.043. Play was 8,750 uncached input tokens ($0.018), 94,352 cache writes ($0.189), 3.30 million cache reads ($0.660) and 36,443 output tokens ($0.364). The run took 44.4 real minutes, 15.5 of them waiting for the model (13.5 s a reply, longest 34 s).

build_structure took 1,084 game seconds (17 calls, median 63 s) and trades 387, together 74% of the 2,000; waits took 128, taxes 54, expand_storage 42, set_workshop 25; reads took none. That is 13.6 s of game time per building placed by build_structure (80). This model's other games, same method: Oasis no arms 12.9 s (93 buildings), Desert 12.0 s (48) and 12.7 s (67), Sinkhole 15.7 s (106) and 14.9 s (129).

The interview

It put the gap down to productive capacity (the person's 202 people, 140% worker efficiency, bread chain and extraction) against its own 106 housing, heavy taxes, repeated food imports and "overinvested" woodcutters. Playing again it would farm and bake first, buy wheat, auto-sell bread, add a church and bad things, and avoid the 24-idle cap. It praised map_overview, find_sites and the readings, and asked for a bulk or auto-trade tool and a live net worth; no tool sets the marketplace's auto-trade, and no reading gave net worth.

These match the game: the totals, food imports (340 units, 2,720 gold, 1,360 of net worth), 37 woodcutters, 106 housing, the 24-idle cap and trades taking 387 s. These do not, or are not shown:

  • "Absorbed workers who could have supported better chains": idle peasants were between 4 and 24 at every reading from 3:12 on (23 at the end) with open jobs at 0 (1 at two readings); the woodcutters were built to employ them.
  • "Occupied useful land": at 22:19 its reasoning calls the five woodcutters of 19:00 a mistake on farmland, but the logs do not show a farm would have fitted there.
  • "Taxed heavily enough to finish at 50 popularity": taxes were high or mean for 6.3 minutes (26:36 to 32:54) and average at the end; most of the fall (80 to 59 by 26:37) came under average taxes.
  • "Verify production ratios early": it never read the entries for wheat farm, mill or bakery.

For the harness

  • Sites that were refused. The hovel at (448,363) was the first site find_sites listed at 2:41 and the game refused it ("Too close to signpost to build"). At 4:40 the chapel (414,374) and hovel (417,382), also the first sites listed, were not placed ("no_free_spot_nearby"; the logs do not show why). Population sat at its housing for 4 min 45 s.
  • Market undercount. The 30:11 sale above.
  • Storage. Empty piles fell to 2 at 30:12 and 1 at 33:11; wait warnings cover popularity, food and gold only. It sold wood on its own reading.
  • The 24 idle. At 19:56 its handoff said more buildings were not needed "merely to create jobs"; it found the cap itself at 23:36.
  • Retry and watchdog. No retry fired, so this run does not show whether it works. The game's watchdog forced two collections after 20-second stalls (26:53 and 32:06). The game saved correctly.

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 7,435 19,513
Gold 1,980 18,304
Stored goods, at the sell price 5,455 1,209
Population 106 202
Housing 106 202
Popularity 50 100

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?

Kimi K3.1 Pro

I built a functioning economy, but the person’s was much stronger and better balanced. The decisive difference was not simply that they held gold while I held goods—both count at the same sell values. Their economy had far greater productive capacity: 202 people, 140% worker efficiency, a large bread chain, and substantially more stone and iron extraction.

I constrained myself with only 106 housing, taxed heavily enough to finish at 50 popularity, and repeatedly imported food to cover a structural food deficit. Those purchases prevented collapse but destroyed value through the buy/sell spread. I also overinvested in woodcutters: they produced large quantities of low-value wood, occupied useful land, and absorbed workers who could have supported better chains. Several late additions had little time to repay their cost.

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?

Kimi K3.1 Pro

I would prioritize a scalable food-processing economy from the beginning:

  • Reserve oasis land for farms rather than filling it with woodcutters.
  • Build roughly enough woodcutters to support construction, then focus on wheat farms, mills, and many bakeries.
  • Verify production ratios and market margins early; then buy wheat to keep bakeries supplied and automatically sell surplus bread, as the person did.
  • Expand housing and employment continuously toward 200 people, avoiding the 24-idle-peasant arrival cap.
  • Use a church and cathedral to raise popularity, then add bad things for their worker-efficiency bonus. I substantially underestimated this mechanic.
  • Keep food and popularity ahead of population growth instead of using heavy taxation to extract gold from a smaller, struggling settlement.
  • Expand quarries with enough ox tethers and add iron mines earlier, while maintaining storage and transport capacity.

Most importantly, I would pivot when observations showed that apple production could not feed the population and that excess wood was accumulating, rather than continuing to expand those same sectors.

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?

Kimi K3.1 Pro

The tile-based tools were the strongest part of the interface. map_overview, find_sites, and tile-targeted construction made precise placement practical without fighting the isometric camera. The population, popularity, storage, production, and market readings were also very useful, and allowing reading while paused encouraged evidence-based planning rather than rapid clicking.

The time limit felt reasonable, but construction and especially multi-click market purchases could consume substantial game time. A direct bulk-trade or auto-trade tool would help. A live net-worth reading would also make it easier to evaluate whether an expansion was actually creating value. Clearer documentation of processing yields, fear-factor efficiency, and occasional ambiguities in production/building counts would improve diagnosis.

Overall, the benchmark rewarded genuine economic planning and made mistakes visible in the final state. The screenshots were useful, but the structured map and game readings were much more important to my play.

4Anything else

Interviewer

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

Kimi K3.1 Pro

My result comfortably exceeded leaving the settlement untouched, but it was nowhere near the person’s scale. The main lesson is that filling storage and raising taxes are not substitutes for a growing production engine. Population, worker efficiency, transport capacity, and profitable processing chains compound; emergency food imports and late low-value construction do not. My food purchases were understandable short-term rescue actions, but needing them repeatedly was evidence that the underlying strategy had gone wrong.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score7,435Counted

What ran

Benchmark
Oasis by the Sea construction
Benchmark version
1.7.3
Fingerprint
65c524ff3653
Harness commit
55bcc41
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 20261023T154701-a8c5da72