One episode · Oasis by the Sea (no arms)

Kimi K3.1 Pro

Benchmark 1.7.3No arms: weapons and armour count nothingMoonshot 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
44.5
Crusader Bench score on Oasis by the Sea (no arms): 0 is doing nothing, 100 the person’s game
Net worth
8,947
+7,727 over doing nothing, 42% of the person’s gain of 18,293
Population
118
58% of the person’s gain of 198 · popularity 50
Cost
~$1.40
3.8M tokens; ~ at list prices, the API reports no bill
Time
33 game min
48 min of wall-clock time, 73 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

8,947net worth
Gold
2,153
Stored goods, at sell price
6,794
Over the baseline (do nothing)
+7,727
Population / housing
118 / 138
Popularity
50
Food
12
Structures (map-wide)
131
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 stock6,794 gold in goods

GoodUnitsPriceValue
Gold2,15312,153
Iron169233,887
Stone28972,023
Wood5761576
Flour2610260
Apples10440
Bread248
Net worth8,947

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

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

This episodeThe personLeft alone
Net worth8,94719,5131,220
Gold2,15318,304
Stored goods, at the sell price6,7941,209
Population118202
Housing138202
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
19
Popularity next month
−3
Food
+1
Taxes
−6
Religion
+2
Taxes
High taxes, 118 gold a month
Rations
full; 2 of 2 foods eaten
Worker efficiency
100%
Storage
24 stockpile piles, 0 empty; 1 granary holding 12 food

Buildings101

  • Woodcutter39
  • Hovel16
  • Ox Tether9
  • Iron Mine8
  • Stockpile6
  • Dairy Farm5
  • Quarry5
  • Chapel4
  • Bakery2
  • Mill2
  • Apple Orchard1
  • Granary1
  • Keep1
  • Marketplace1
  • Wheat Farm1

Tool calls154

  • find_sites89
  • building_info17
  • build_structure16
  • market_trade12
  • set_tax7
  • expand_storage3
  • inspect_building3
  • map_overview2
  • set_rations2
  • status1
  • update_plan1
  • wait_and_observe1

Play

Turns
73
Buildings placed / attempted
93 / 97
Anchor-tool placements
5
Tool errors
1
Raw inputs sent to the game
617
Context compactions
1
Game time
33 min

Compute

Tokens
3.8M
Served from cache
97%
Output tokens
43K
Cost, at list prices
~$1.40
Wall-clock time
48 min
of which inference
17 min
Peak game memory
3,555 MiB

The plan, before play

I understand the task: maximize the settlement’s final net worth, with population and popularity as secondary priorities, within roughly 33⅓ game minutes. I will build no soldiers, walls, towers, gates, or other defenses.

Opening plan:

  1. Place the required granary immediately near the keep and existing stockpile.
  2. Start wood production with nearby woodcutters, then add hovels to attract workers.
  3. Establish food on the scarce oasis grass, initially favoring direct-food farms while preserving space for further farms.
  4. Build a marketplace, expand storage before it fills, and develop profitable iron and quarry production as workers and materials allow.
  5. Keep expanding housing and production, monitor idle workers and bottlenecks, and use food variety, religion, and sustainable taxation to support population growth and gold income.
  6. Continue productive expansion until the end, using live inventory and production evidence rather than assumptions.

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. Moonshot served all 75 recorded requests (1 preparation, 73 gameplay, 1 compaction); none failed.
  • Benchmark: Oasis by the Sea construction (no arms), 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 ("terminated"), with the game paused; what the model plays is unchanged). No inference_retry event appears in this run's events.jsonl or logs.jsonl, so the retry did not fire. From the save the human reference game started from; 2,000 game seconds (33 min 20 s) at speed 40; 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 2eaf2041, series 20261023T163352-a03aae08, 2026-10-23: the second of this model's six games that day, a fresh series with no memory of any other game. Its weapons-counted game on this map is run 0a155c24 (series 20261023T154701-a8c5da72), played earlier.

Result

This game (1.7.3, no arms) The person Left alone
Net worth 8,947 19,513 1,220
Gold 2,153 18,304
Stored goods, at the sell price 6,794 1,209
Population / housing 118 / 138 202 / 202 4
Popularity 50 (−3 next month) 100
Idle peasants 19
Score 44.5 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 7,727 over leaving the game alone, 42.2% of the person's 18,293. By the project website's formula (80% net worth, 10% each population and popularity, shares measured from doing nothing to the person, the net-worth share clipped to −1..2) the score is 44.5: 33.8 points from net worth, 5.8 from 118 people and 5.0 from popularity 50. This game counts on the website's leaderboard. It is third of eleven no-arms games on this map by net worth and score, behind Gemini 4 Argon (17,390; 86.2) and GPT-6.1 Sol (12,591; 62.4), and 7.2 points above its own weapons-counted game (37.3).

The stored goods are 169 iron (3,887), 289 stone (2,023), 576 wood (576), 26 flour (260), 10 apples (40) and 2 bread (8): iron is 43% of net worth, gold 24%, stone 23%, wood 6%. The game ended on high taxes (118 gold a month; factors food +1, tax −6, religion +2) with 20 housing places free, 19 idle peasants and 24 stockpile piles, none empty. Open jobs read 0 in 43 of 45 observations; idle peasants read 20 or more in 29 and stood at the 24-idle cap, where new peasants stop arriving, in 15.

How the game went

Times are the game clock when a call began (the recording's clock; the run clock in the observations reads a few seconds later). The game is paused while the model replies and runs while a build or buy call clicks.

Opening, 0:01 to 4:52. The preparation reply planned to place the granary; at 0:01 the stats showed one standing and it went on. Its first build call (7 placements, 101 s) put up the marketplace, 3 woodcutters, 2 hovels and a dairy farm. It bought 100 planks (1:49), added a stockpile (2:48) and at 3:22 placed 4 iron mines, 2 hovels and a dairy farm (82 s). Population hit the 26 housing limit at 2:56. At 4:52 it placed two dairy farms, an orchard and the first chapel; a second orchard spot was refused.

Food scare and stone, 6:05 to 15:36. At 6:05 the granary held 5 food for 41 people. It bought 20 bread and 10 apples, halved rations (6:52 to 8:56) and set low taxes (7:05; first tax gold at 7:26); popularity fell from 98 to 86 inside the 87 s call at 7:21. The first quarry and 3 ox tethers went up at 9:20, a second chapel at 10:05 (gold fell to 51), and after selling 19 iron (10:28) and buying 100 planks (10:50) the 11:40 call placed 2 iron mines, a second quarry, a wheat farm, a mill and a bakery. Its first three woodcutters read 0 from 11:39. High taxes came at 14:43, the first stone at 15:09, and at 15:36 the third chapel, the eighth and last iron mine, a third quarry and a hovel.

Food and storage, 16:50 to 22:18. Food was 11 for 70 people at 16:50; it bought 10 bread, then 40 (18:00). At 18:30 (90 s) it placed 4 woodcutters, a quarry, 2 tethers and a second bakery. The compaction came at 20:06, when no stockpile pile was empty; 2 stockpiles went in at 20:10, and the fifth quarry at 20:56.

Mean taxes, 22:18 to 28:10. It raised taxes to mean at 22:18, bought 60 apples at 23:53 (27 food for 90 people), placed a fourth chapel and 4 hovels at 24:28 and 8 woodcutters at 25:38 (103 s), inside which popularity fell from 59 to 43. It set no taxes at 27:26 (low 42 at 27:27; under 50 from 26:40 to 28:13), added 2 stockpiles and set low taxes at 28:10.

The last five minutes, 28:22 to 33:20. A mill and 6 woodcutters (28:22, 87 s), high taxes at 29:56 (popularity 64), then 5 woodcutters and a tether (30:11, 98 s), during which food fell from 28 to 3. The granary read 0 from 31:56 until 30 apples landed at 32:04. Population rose from 93 (28:20) to 118; popularity fell from 65 (30:10) to 50.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,376 1,033 600 830 825 1,239 1,995 2,926 4,318 5,531 6,813 8,947
Gold 956 600 350 202 247 356 447 494 1,146 1,110 1,556 2,153
Iron 0 0 0 12 7 24 45 69 92 116 141 169
Stone 25 25 25 25 25 25 57 81 121 185 225 289
Food 50 36 7 34 25 26 9 51 26 59 31 12
Population 3 26 40 44 51 63 72 82 90 100 100 118
Popularity 95 100 100 86 87 90 83 78 70 47 64 50

Each column is the last reading at or before that minute. Before the end the net worth row counts gold, wood, stone, iron and food (at 4); flour is left out, so it reads a little low, and the last column is the true net worth. On that count it was under the do-nothing 1,220 from 2:15 to 14:54 (low 493 at 6:53) and under its own start of 1,376 until 15:53.

Tax level, from Gold a month when set Popularity over the period Gold collected
none (3) to 7:05 0 95 to 100 0
low (4), 7:05 24 99 to 86 92
average (5), 9:09 35 86 to 90 527
high (6), 14:43 60 90 to 78 1,234
mean (7), 22:18 102 78 to 43 1,338
none (3), 27:26 0 43 to 48 24
low (4), 28:10 55 51 to 64 184
high (6), 29:56 100 65 to 50 837

Gold collected is the paydays in the recording, about 27 game seconds apart (the mean row includes one at 27:27, during the call that set no taxes). Taxes brought 4,236 gold, and gold reconciles exactly: 956 at the first frame, +44 still arriving, +4,236 taxes, +437 from iron, −2,520 on purchases, −1,000 on four chapels = 2,153.

Without weapons

It built no armory and no weapon workshop and never searched for one. Its reasoning at 0:01 asked whether "no arms" barred weapon workshops (the rules bar only soldiers and defences) and settled on "Focus stone/iron, food, wood and taxes." Its weapons-counted game built an armory and two workshops at 4:40 and ended holding 379 of weapons, 7% of its stored goods.

Beside its other games and the other models

# Game Net worth Score (rank of 11) Pop / popularity Key buildings Turns Cost
1 Oasis, 1.7.3 7,435 37.3 (4th) 106 / 50 37 woodcutters, 9 iron mines, 4 quarries, armory, 2 workshops 69 $1.27
2 Oasis, no arms (this) 8,947 44.5 (3rd) 118 / 50 39 woodcutters, 8 iron mines, 5 quarries, 2 bakeries 73 $1.40
3 Desert, 1.7.3 4,220 −6.8 (10th) 80 / 63 8 quarries, 14 tethers, 4 iron mines, 8 fletchers 26 $0.71
4 Desert, no arms 6,998 42.5 (5th) 100 / 84 10 quarries, 28 tethers, 4 iron mines, 5 fletchers 32 $0.82
5 Sinkhole, 1.7.1 13,873 31.8 (6th) 134 / 55 21 iron mines, 25 orchards, 14 dairy farms, 15 workshops 70 $1.29
6 Sinkhole, no arms 18,293 43.3 (3rd) 169 / 74 29 iron mines, 10 wheat farms, 10 bakeries 66 $1.31

Against game 1, the same map with weapons counted, this game has 1,512 more net worth: stone +959 (289 against 152), iron +598 (169 against 143), gold +173, food goods +160, wood +1 and weapons −379 (none made). At 80 points over 18,293 that is 6.6 points, plus 0.6 from 12 more people. Game 1 had a quarry at 3:24 (stone from 8:17) and this game at 9:20 (stone from 15:09), yet this game ended with more stone and iron. Game 1 had no wheat chain and bought for 3,500 gold (net worth lost 1,945) against 2,520 (1,460) here; game 1's purchases were checked against its recording in that game's analysis.

Eleven no-arms games on this map Net worth Score Pop Popularity Iron (mines) Stone (quarries) Woodcutters Cost Map mean (weapons / no arms)
Gemini 4 Argon 17,390 86.2 191 60 265 (10) 385 (6) 15 $2.16 76.8 (67.4 / 86.2)
GPT-6.1 Sol 12,591 62.4 136 60 201 (10) 249 (4) 12 $0.72 72.3 (82.3 / 62.4)
Kimi K3.1 Pro 8,947 44.5 118 50 169 (8) 289 (5) 39 $1.40 40.9 (37.3 / 44.5)
GPT-6 Luna 8,634 41.9 85 54 222 (10) 145 (3) 8 $0.13 33.8 (25.7 / 41.9)
Muse Wonder 8,097 41.2 98 64 161 (8) 89 (4) 17 $2.07 38.0 (34.7 / 41.2)
Claude Fable 5.1 7,664 40.5 86 82 204 (8) 273 (5) 18 $2.15 39.0 (37.5 / 40.5)
Claude Opus 5.5 7,540 37.7 79 63 184 (8) 217 (6) 8 $1.49 35.3 (32.9 / 37.7)
Claude Sonnet 5.5 6,567 31.4 43 60 208 (10) 25 (0) 2 $0.32 33.9 (36.5 / 31.4)
DeepSeek V4.1 Flash 1017 6,327 28.0 98 9 96 (5) 240 (4) 34 $0.14 27.2 (26.5 / 28.0)
Claude Haiku 5.5 5,160 26.9 64 66 86 (5) 209 (5) 6 $0.04 25.0 (23.0 / 26.9)
GLM 5.3 Flash 4,389 23.3 64 64 10 (3) 33 (2) 7 $0.07 21.1 (18.9 / 23.3)

This game is third by population, second by stone, seventh by iron, second-lowest by popularity and has the most woodcutters. By map mean (the two games on this map, from unrounded game scores) it is third, 1.9 above Fable; its means on the other maps are 17.8 (desert) and 37.6 (Sinkhole). Its cost is worked out at Kimi K3.1 Pro's list prices; the others are as billed.

What held it back

  • Food ran short five times. The warnings read 5 food for 41 people (6:05), 16 for 58 (13:10), 11 for 70 (16:50), 27 for 90 (23:52) and 33 for 99 (29:55). It had seven farms (5 dairy, an orchard, a wheat farm): 28 of its 37 farm-site searches found nothing, all 27 after 11:40, although map_overview at 20:33 still listed 1,617 farmland tiles; the logs give no reason. It bought 70 bread and 145 apples (1,720 gold, 860 of net worth).
  • Mean taxes on a miscounted plan. Its reasoning at 22:18 had popularity falling 2 a month to about 56 "if 11 months"; 10 min 53 s remained, about 24 months, and religion was +4. Religion fell to +2 by 24:28 and the monthly change to −4. The 2.5 minutes after the drop, on no and low taxes, brought 208 gold in 5 paydays against about 600 at the mean level (about 390 gold, 1.7 points; an estimate).
  • The last call with food at 33. At 29:56 it called food "balanced" by setting production per minute (25.4) against consumption per month (24.75) for a "3 months" buffer with 3 min 24 s left, about 7.6 months, and wrote "no buy needed, saves net worth". The 98 s call that followed ended with food at 3.
  • Late stone, few mines. Iron came first and the quarry, 50 tiles from the keep, at 9:20. Stone readings rose from 8 a minute (5 quarries, 5 tethers, 22:17) to 21 (8 tethers, 27:44); the logs do not isolate the cause. Eight iron mines, none after 15:36: searches at 22:18 around three ore patches found no site, though map_overview at 20:33 listed four patches of 101 ore tiles.
  • Housing and the idle cap took turns. Population was at or within one of housing at 2:56, 6:05 to 7:19, 13:33 and 20:54. Its answer to idle peasants was woodcutters, 29 after 18:30; the last 19 went up in calls of 103, 87 and 98 s (14% of the budget), and population rose from 93 to 118 while idle stood at 7 to 15.

What worked

  • Iron and stone. Four mines at 3:22, eight by 15:36, about 1.0 iron a minute each: 169 iron, 43% of net worth. Five quarries and 9 tethers gave 289 stone, second of eleven, 23%.
  • Taxes and religion. 4,236 gold in all; high taxes from 14:43 brought 1,234 gold in 7.6 minutes with popularity 90 to 78 and religion +4 (two chapels from 11:39, a third from 15:36).
  • Placement and compaction. 93 of 97 build_structure placements went through, plus 5 stockpiles, and the final count equals the placed count for every building type. The one compaction (20:06, above 65% of the 120,000-token budget) took 34.9 s and $0.041 on a 77,967-token request; the next calls followed the handoff.

Market

Twelve market_trade calls took 289 game seconds, 14% of the budget. It bought 200 planks (4 each, worth 1: 1:49 and 10:50, each funding the next build call), 70 bread (8 each, worth 4) and 145 apples (8, worth 4) for 2,520 gold (800, 560, 1,160), losing 1,460 of net worth (16% of the final value, 6.4 points), and sold 19 iron (437 gold, net worth unchanged).

Checked against the recording (gold and food before and after each call, paydays inside a call set aside), 11 of the 12 replies agree with the game. The exception is the apple purchase at 17:11: the reply was not_traded with 0 clicks and no gold change, but one click landed at 17:19 (gold 415 to 375, food 16 to 20): 5 apples for 40 gold. Its handoff recorded the purchase as not made, and its reasoning took the later apples for orchard output. The known undercount for sales from 200 or more in stock did not arise (the largest sale was 19 iron), and no purchase click was lost to a payday.

Cost and speed

73 turns, 154 tool calls (89 find_sites, 17 building_info, 16 build_structure, 12 market_trade, 7 set_tax, 3 expand_storage, 3 inspect_building, 7 others), 3.77 million tokens and $1.395 at list prices (preparation $0.032, play $1.322, compaction $0.041); the interview cost about $0.045 more. All 73 gameplay requests read the prompt cache, 97.0% of their input tokens; cache reads were $0.703 of the $1.322, output $0.402 (550 tokens a reply, 69% reasoning). The run took 48.0 real minutes, 17.2 of them waiting for the model (14.1 s a reply, the longest 60.6 s). No reply held two acting calls (44 held one, 29 only reads, which cost $0.58); its reasoning at 6:32 doubted that several tools in one reply are possible, and the controls say they run in order.

Of the 2,000 game seconds, build_structure took 1,204 (16 calls, median 80 s, 14 over 60 s), market_trade 289, expand_storage 64, set_tax 57, the final wait 57, inspect_building 38, set_rations 14 and the host's 43 five-second top-ups 215. That is 12.9 s of game time per building placed by build_structure (93 buildings). This model's other games: Oasis with weapons 13.6 (80 in 1,084 s), Desert 12.0 (48 in 577 s) and with no arms 12.7 (67 in 851 s), Sinkhole on 1.7.1 15.7 (106 in 1,660 s) and with no arms 14.9 (129 in 1,920 s).

The interview

It put the gap down to a compounding production-and-trade economy against its accumulation of raw goods: bread exports (57 bakeries against its 2), 202 people at 140% efficiency against 118 at 100%, a church and cathedral with no taxes against its tax-led popularity, and its 39 woodcutters against 10. Playing again it would lead with bread, add a church, cathedral and fear-factor buildings, tax nothing and expand housing continuously. It named five obstacles: farmland with no sites and no reasons, not_on_screen near the edge, a batch it doubted, calls over a game minute, and no auto-trade tool.

Against the game these match: the net worth and population figures, 2 bakeries, 39 woodcutters, high and mean taxes with popularity down to 42, apples bought several times, farmland with no sites, two not_on_screen placements, and calls over a game minute (14 of 16). These do not:

  • "One early construction batch appeared to report placements that were not reflected": the batch it doubted was at 18:30. The status at 20:10 listed 10 woodcutters, 4 quarries, 5 tethers and 2 bakeries, the new ones included, and the final counts equal every placement reported. Its doubt rested on open jobs (1, not the 9 or so it expected) and wood (62, which is 78 less the batch's 52 plus about 36 delivered).
  • "Place the granary": the save already had one, as its 0:01 reasoning and handoff say.
  • "Repeatedly damaged popularity": it fell below 50 once (26:40 to 28:13) and ended at 50.
  • "Expanding to substantial quarry, ox-tether and iron-mining districts": find_sites offered no more iron or quarry sites after 22:18 (earlier for farms); whether any existed is not shown.

For the harness

  • Warnings arrive after a call, not inside it. Popularity fell 98 to 86 in the 87 s call at 7:21 and 59 to 43 in the 103 s call at 25:38; food fell from 28 to 3 in the 98 s call at 30:11, after a food warning (29:55) just before it.
  • market_trade reported nothing for a click that landed (17:11; see Market).
  • Sites listed and then refused. (439,379) and (439,378) were listed as fitting and refused with no_free_spot_nearby; a wheat farm at (439,380) was placed at 11:40.
  • Searches without reasons. The 28 empty farm searches and the 22:18 iron and quarry searches gave no cause, while map_overview still showed farmland and ore.
  • Edge placements. Woodcutters at (474,421) and (470,425) returned not_on_screen ("map edge?").
  • The granary line. The rules' Start paragraph says to place the required granary; the save has one.
  • No request failed and no retry fired. The reader's memory watchdog forced one collection (a 20.0 s stall, logged at 30:11); the game saved at the end ("kimi k3-1 preview 1-7-3 2eaf20").

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 8,947 19,513
Gold 2,153 18,304
Stored goods, at the sell price (weapons and armour not counted) 6,794 1,209
Population 118 202
Housing 138 202
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

The person ran a compounding production-and-trade economy, while I ran a much smaller resource-accumulation economy. My 8,947 net worth was less than half theirs, despite having 6,794 in stored goods. The decisive difference was not simply that they sold more: their economy produced and reinvested far more overall.

Their advantages compounded:

  • Bread exports: 57 bakeries, 7 mills and 10 wheat farms created substantial recurring income. I had only two bakeries and never developed bread into an export industry.
  • Population and efficiency: They had 202 workers at 140% efficiency; I had 118 at 100%.
  • Popularity management: Their church and cathedral supported no taxes and popularity 100. I used high and mean taxes, repeatedly damaged popularity, and then had to reverse course.
  • Balanced industry: They developed more mines, quarries and especially ox transport. I overinvested in woodcutters—39 versus their 10—while leaving more valuable expansion underdeveloped.
  • Liquidity and reinvestment: I treated stored goods and gold as roughly equivalent because both scored. That was true statically, but it undervalued what liquid income could fund during the run.

My food policy was also reactive. I bought apples several times to preserve variety and tax income, while their religion/fear-factor approach supported high popularity using a bread-only diet.

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 follow a bread-led growth strategy from the opening:

  1. Place the granary, establish only enough woodcutters for construction, and build the marketplace early.
  2. Develop wheat farms, mills and a large bakery district, buying wheat when necessary to prevent input shortages. Configure marketplace bread auto-sales rather than allowing the chain to remain a minor food supplement.
  3. Reinvest the proceeds aggressively into more processing capacity, housing and raw-material production, expanding to substantial quarry, ox-tether and iron-mining districts.
  4. Build a church and cathedral, then add fear-factor buildings to raise worker efficiency toward 140%, balancing their popularity penalty with religion.
  5. Avoid taxation and keep full rations once the export economy can fund growth. This should produce more population, better worker availability and much higher final popularity than my tax-heavy approach.
  6. Expand housing continuously and avoid excessive woodcutters, food-variety purchases and repeated searches of ground that had already proven unbuildable.

The central change would be to use trade and production to compound early, rather than accumulating raw materials and relying on taxes.

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 benchmark was clear and the structured tools were generally very useful. In particular:

  • find_sites and tile-based construction made precise expansion possible without constantly hunting for pixels.
  • status, inventory, storage and production readings exposed real bottlenecks.
  • market_trade, expand_storage and the tax/ration tools made economic control practical.
  • The run clock and post-action observations made the cost of long construction batches visible.

The main frustrations were:

  • Large green areas shown as farmland repeatedly produced no farm sites, without explaining which tiles or conditions were blocking placement.
  • Some near-edge tile placements returned not_on_screen, even though they appeared to be valid sites.
  • One early construction batch appeared to report placements that were not reflected in subsequent building counts and resources, which weakened confidence in the confirmations.
  • Multi-building calls could consume well over a game minute, substantially limiting iteration within the 33-minute budget.
  • There was no dedicated marketplace auto-buy/auto-sell tool, despite automated trading being strategically important.

I would add explicit placement-failure reasons, more reliable placement/readback behaviour, direct auto-trade controls, and a readily visible worker-efficiency/fear-factor summary. The time limit itself was understandable and consistently presented, though faster execution of large action batches would make experimentation less costly.

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

I substantially improved on the idle result, but I did not come close to exploiting the map’s economic potential. My biggest mistakes were overbuilding low-value wood production, neglecting scalable bread exports, and sacrificing popularity for taxes.

The most useful lesson is that maximizing final net worth does not mean avoiding spending or hoarding everything. Immediate purchases and sales may look neutral or negative in isolation, yet still be correct when they fund a larger, faster economy. I was too conservative about building that compounding loop and too aggressive about extracting short-term tax income.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score8,947Counted

What ran

Benchmark
Oasis by the Sea construction (no arms)
Benchmark version
1.7.3
Fingerprint
65c524ff3653
Harness commit
55bcc41
Prompt / tools SHA-256
b740d60 / 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 20261023T163352-a03aae08