One episode · Large Barren Desert

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
-6.8
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
4,220
−972 over doing nothing, -20% of the person’s gain of 4,792
Population
80
31% of the person’s gain of 246 · popularity 63
Cost
~$0.71
1.3M tokens; ~ at list prices, the API reports no bill
Time
33 game min
38 min of wall-clock time, 26 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

4,220net worth
Gold
2,178
Stored goods, at sell price
2,042
Over the baseline (do nothing)
−972
Population / housing
80 / 82
Popularity
63
Food
21
Structures (map-wide)
111
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 stock2,042 gold in goods

GoodUnitsPriceValue
Gold2,17812,178
Crossbows2430720
Stone627434
Ale4110410
Iron1123253
Bows915135
Meat13452
Apples8432
Wood616
Net worth4,220

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

This episodeThe personLeft alone
Net worth4,2209,9845,192
Gold2,1788,574
Stored goods, at the sell price2,0421,410
Population80250
Housing82250
Popularity63100

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
24
Popularity next month
−12
Food
+6
Taxes
−20
Religion
±0
Ale from the inn
+2
Taxes
Even crueler taxes, 144 gold a month
Rations
extra; 3 foods eaten
Worker efficiency
100%
Storage
44 stockpile piles, 37 empty; 2 granaries holding 21 food

Buildings63

  • Ox Tether14
  • Stockpile11
  • Hovel9
  • Fletchers' Workshop8
  • Quarry8
  • Iron Mine4
  • Armory3
  • Granary2
  • Chapel1
  • Inn1
  • Keep1
  • Marketplace1

Tool calls120

  • market_trade29
  • find_sites26
  • wait_and_observe16
  • building_info11
  • build_structure10
  • set_workshop8
  • expand_storage6
  • set_tax5
  • get_inventory2
  • inspect_building2
  • update_plan2
  • map_overview1
  • set_rations1
  • status1

Play

Turns
26
Buildings placed / attempted
48 / 49
Anchor-tool placements
12
Tool errors
1
Raw inputs sent to the game
732
Context compactions
1
Game time
33 min

Compute

Tokens
1.3M
Served from cache
93%
Output tokens
30K
Cost, at list prices
~$0.71
Wall-clock time
38 min
of which inference
10 min
Peak game memory
3,505 MiB

The plan, before play

I understand the objective: maximize final net worth first, then population and popularity, within 33⅓ game minutes. I will not recruit soldiers or build defenses. Since the desert has no oasis farmland, food must come from the starting meat and marketplace purchases.

Opening plan:

  1. Identify the nearby trees and the western stone and eastern iron deposits, then immediately establish woodcutters, quarries with ox tethers, and iron mines.
  2. Build a marketplace, initial hovels, and storage capacity while production starts; use gold selectively for early materials and food.
  3. Grow population only as jobs and food allow. Add religion and an inn to support popularity, then raise taxes without driving popularity below 50.
  4. Expand high-value iron and stone production, add an armory and profitable weapon/armor workshops, and keep storage from blocking output.
  5. Continuously reinvest in productive capacity, monitor staffing and inventory, and preserve valuable stockpiles through the end.

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.
  • Benchmark: Large Barren Desert construction, version 1.7.3 (commit 55bcc41, 1.7.3 relocked with a retry for a model reply cut off by the provider closing the connection; play is unchanged; no inference_retry event is in events.jsonl and no request failed), 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 a8a7d9e0, series 20261023T172420-c995d1c5, 2026-10-23: game 3 of this model's six that day (three maps, each with and without arms), each a fresh series with no memory of any other. This game counts on the website's leaderboard.

Result

This game The person Left alone
Net worth 4,220 9,984 5,192
Gold 2,178 8,574
Stored goods, at the sell price 2,042 1,410
of which crossbows and bows in the armories 855
Population / housing 80 / 82 250 / 250 4
Popularity 63 (−12 next month) 100 0
Score −6.8 100 0

A full-budget score (2,000 game seconds). Net worth ended 972 below leaving the game alone, −20.3% of the person's growth of 4,792. By the website's formula (80% net worth, 10% each population and popularity, net-worth share clipped to −1..2) the score is −6.8: −16.2 from net worth, +3.1 from population (76 of 246 over the start) and +6.3 from popularity. The 5,192 leaves out the part of the starting package that waits for storage room (1,148 at the sell price); this game took it in after its first stockpile (wood to 245 at 1:01, stone 50 at 1:09, iron 15 at 1:22), so against the whole package, 6,560 by the rules, the town ended 2,340 lower.

It held gold 2,178 (52% of net worth), 24 crossbows and 9 bows 855 (20%), stone 434, ale 410, iron 253, 13 meat and 8 apples 84, wood 6, with 24 idle peasants, no open job and extra rations.

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).

Opening, 0:01 to 4:58. map_overview showed no trees, stone 83 to 106 tiles west of the keep and iron 57 to 69 tiles east. One build_structure at 0:01 (7 placements, 130 s of game time) put up the marketplace, a stockpile, three iron mines and two hovels; a fourth mine, three quarries and two ox tethers followed at 3:10 (88 s). Its preparation reply had said food must be bought. At 4:38 it set taxes to level 6 (−6 a month) with 26 people in housing for 26.

The food crash, 4:58 to 14:20. The observation at 4:58 read food 27 for 26 people on full rations and popularity 97. Its reasoning expected the chapel and inn to offset the tax and ended "Should have food buy next", but the reply ran a wood purchase, three expand_storage calls (seven stockpiles of nine asked, meant as a chain toward the mines) and a chapel, inn and two hovels: 3 min 20 s without an observation. Popularity fell about a point every 4 to 5 s under the tax (97 at 4:53, 82 at 6:00), 58 at 7:47 when the granary emptied; it stayed below 50 from 8:07 to 11:26. The 8:20 observation read 44, food 0, food factor −8 ("Should immediately buy food and lower taxes"). Population went from 26 to 12 (11:26). It bought 100 meat, 50 cheese, 50 apples and 30 ale (8:21 to 10:28, 2,200 gold, 127 s), set taxes to none (10:28; gold stood at 2,301 from 10:40 to 12:13) and extra rations (10:52). Popularity was 100 at 14:20, population 26 again at 13:52.

Fletchers and quarries, 11:44 to 23:22. Armory, four fletchers and three tethers (11:44, 76 s), taxes back to level 6 (14:45), two hovels, four more fletchers (15:37), two armories (16:05). It sold 74 stone and 20 pitch (16:24) and 51 iron (17:50), and bought food and wood. At 17:48 population was 56 with 24 idle peasants and no open job; then three hovels (20:34) and three quarries with four tethers (21:24). Compaction at 23:22.

The last ten minutes, 23:22 to 33:20. It sold stone and iron twice more, bought food in eight more calls (325 units), set the second four fletchers to crossbows (24:58 to 25:52) and added a granary, tethers and two quarries (one tether "unverified", not built). Taxes went to level 8 at 30:40 and 10 at 32:28; popularity went from 100 to 63.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,904 5,999 5,672 5,290 4,401 3,650 3,616 2,937 2,854 2,676 2,432 4,220
Gold 4,590 4,940 4,596 3,866 2,301 1,501 2,442 1,662 2,046 1,999 1,738 2,178
Iron 0 15 20 28 36 40 36 8 16 9 3 11
Stone 0 50 50 50 58 74 8 40 6 22 22 62
Food 55 44 17 66 175 138 61 171 70 60 114 21
Population 2 19 26 24 14 35 56 56 69 73 80 80
Popularity 100 100 84 41 58 100 100 100 100 100 100 63

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) only; weapons, ale and pitch are left out, so it reads low. With them, the observations read 6,315 at 4:58, 5,080 at 10:50, 3,499 at 25:59, 3,349 at 28:22 (the low) and 3,526 at 30:40. Net worth was under the 5,192 of doing nothing from the 10:50 reading to the end.

Weapons

Three armories (11:44, two more at 16:05) and eight fletcher's workshops, no other weapon workshop: four at 11:44 (set to crossbows 13:53 to 14:45) and four at 15:37, with 17:43 left. The second four ran on the bows default for about nine minutes, until 24:58 to 25:52. They held 33 pieces at the end, 24 crossbows and 9 bows (855 at 30 and 15), none sold. At 17:50 its own sum put a workshop's payback at 30 minutes and it built no more. Readouts gave 3 to 6 crossbows per 3 minutes, at best 0.25 a fletcher a minute. The weapons held are 14.3 of the −6.8 points; with them worth nothing the same town scores −21.1.

At store prices the wing cost 800 gold and 160 wood (fletchers), 15 wood (armories) and 90 wood of inputs (3 a crossbow, 2 a bow), 1,065 against 855 made: about 210 behind (3.5 points).

Beside its other games and the other models

Oasis Oasis, no arms Desert (this) Desert, no arms Sinkhole (1.7.1) Sinkhole, no arms
Net worth 7,435 8,947 4,220 6,998 13,873 18,293
Score 37.3 44.5 −6.8 42.5 31.8 43.3
Population / popularity 106 / 50 118 / 50 80 / 63 100 / 84 134 / 55 169 / 74
Key buildings 37 woodcutters, 9 iron mines, 12 hovels 39 woodcutters, 8 iron mines, 2 bakeries 4 iron mines, 8 quarries, 8 fletchers 4 iron mines, 10 quarries, 5 fletchers 21 iron mines, 25 orchards, 12 poleturners 29 iron mines, 10 bakeries, 21 hovels
Turns / cost 69 / $1.27 73 / $1.40 26 / $0.71 32 / $0.82 70 / $1.29 66 / $1.31

This is the only one of the six below the do-nothing net worth (growth −972; the others +1,806 to +16,098) and its cheapest, with the fewest turns. The other desert game, with weapons not counted, held 334 stone and 99 iron at the end and reached population 53 by 12:00 (this game 14).

1.7.3 desert, weapons counted Net worth Score Pop / popularity Weapons held Weapon workshops Quarries Bought, gold
GPT-6.1 Sol 9,169 75.6 104 / 51 510 5 8 6,110
Gemini 4 Argon 8,369 63.5 134 / 52 1,230 4 11 7,235
Muse Wonder 6,907 37.5 87 / 55 600 3 11 8,200
Claude Sonnet 5.5 6,448 27.6 32 / 55 0 0 0 2,160
Claude Opus 5.5 5,865 19.1 66 / 53 1,095 16 7 7,120
Claude Haiku 5.5 5,669 18.9 26 / 100 1,055 5 0 2,200
GPT-6 Luna 4,792 5.7 80 / 93 525 14 8 7,120
Claude Fable 5.1 4,689 1.3 50 / 78 1,540 17 0 6,640
DeepSeek V4.1 Flash 1017 4,874 0.7 58 / 38 1,080 11 3 6,280
Kimi K3.1 Pro 4,220 −6.8 80 / 63 855 8 8 8,060
GLM 5.3 Flash 4,116 −9.8 56 / 60 1,185 18 1 5,900

Ordered by score; "Bought" is the sum of each run's market_trade replies. This game is tenth of eleven by score and by net worth (above GLM 5.3 Flash), tied fourth by population and fourth by popularity. Its map score, the mean of its two desert games, is 17.8, seventh of eleven: Sol 87.0, Argon 70.3, Opus 43.1, DeepSeek 39.6, Sonnet 28.1, Muse 23.9, Kimi 17.8, Haiku 17.2, Luna 13.0, Fable 6.4, GLM −29.3. Spending does not separate it from the top: Sol, Argon and Muse bought for 6,110 to 8,200. Iron does not either (four mines each; 77 mined here, 84 Sol, 87 Muse, 43 Argon). Stone does: held plus sold, less the 50 at the start, 176 here against 424 (Sol, 8 quarries), 595 (Argon) and 410 (Muse). Sol and Argon also built 12 and 22 bakeries (with 2 and 4 mills); this game had none.

What held it back

Where the 2,340 went, in net worth at the rules' prices, from the whole starting package:

Net worth
Start: 5,000 gold, wood 245, stone 50, iron 15, pitch 20, ale 20, meat 55 6,560
Taxes collected (the gold balance's remainder) +3,237
Iron (77) and stone (176) mined +3,003
Crossbows and bows made +855
Food: 725 units bought for 5,800 gold, 55 at the start, 759 eaten, 21 left −5,936
Wood: 430 bought for 1,720, 245 at the start, 6 left −1,959
Ale: 30 bought for 600, 20 at the start, 41 left −390
Gold for buildings: eight fletchers, chapel, inn −1,150
End 4,220
  • Food bought at twice its value. Food costs 8 and counts 4, then is eaten; the food line, 5,936, is 1.8 times all the taxes. Extra rations ran from 10:52, and popularity stood at 100 with a positive upcoming change in every reading from 15:36 to 30:40.
  • The 4:38 tax and the empty granary. A level-6 tax with nothing offsetting it, then no food: population 26 to 12, no taxes from 10:28 to 14:45, population back at 26 only at 13:52. The inn built at 7:22 to offset the tax read +0 until 15:36; inspect_building found it with no worker at 11:09.
  • Slow mining. Stone 176 (arriving in loads of 8; 2.7 to 13.3 a minute in the readouts), iron 1.3 to 3.3 a minute from 8:21 on, the same before and after the stockpiles.
  • Nothing for the idle. Idle peasants were 24 at seven of the eight observations from 17:48 (22 at 23:22) and no job was open at seven (one at 28:22); seven of the other ten models' desert games also ended on 24. Housing, 82, was nearly full.
  • Low-yield spending. 250 gold for a chapel that read religion 0 in 12 of 13 readings (+2 once); nine stockpiles (no wood or gold, 126 game seconds) left 37 of 44 piles empty.
  • The last taxes. Against level 6, which held popularity at 100, levels 8 and 10 brought about 240 gold more in six paydays (4.0 points) and took 37 popularity points (3.7): about even. The model put net worth first.

What worked

  • Iron. Four mines (80 wood) made 77 iron, 1,771 at store prices, which it sold in part to fund food (reasoning at 23:25).
  • Recovery. From popularity 39 and 12 people to 100 and 29 by 14:20, and 80 people by 30:40.
  • Sales. Seven sales, 3,211 gold, net worth unchanged.
  • Placement. 48 of 49 build_structure placements and 12 of 14 expand_storage ones were built; the tether reported "unverified" is not in the final count.
  • Compaction. One, at 23:22 (72,349 estimated tokens to 47,528, 45 s, $0.044); the handoff matched the observation (gold 1,560, 68 of 82 people, 22 idle).

Market

29 calls (22 buys, 7 sells), 284 clicks by the replies and 799 game seconds, 40% of the budget. Purchases: wood 430 (1,720), meat 275 (2,200), cheese 225 (1,800), apples 225 (1,800), ale 30 (600); 8,120 gold, which lowered net worth by 4,490 at the sell prices. Sales: stone 164, iron 81, pitch 20 for 3,211. Gold reconciles: 5,000 + taxes 3,237 + sales 3,211 − purchases 8,120 − buildings 1,150 = 2,178 (the recording's rises beyond sales and the opening 410 add to 3,173).

All seven sales match the recording's gold steps (stone 74 for 518, pitch 20 for 200, iron 51 for 1,173, stone 50 for 350, iron 15 for 345, stone 40 for 280, iron 15 for 345); none was from 200 in stock (the largest was 74), so the known 1.7.3 undercount did not arise. Two replies were a click short. Wood at 17:09: reply not_traded, 0 units; the recording shows −20 gold and +5 wood at 17:16, after a payday frame. Cheese at 29:30: reply 4 clicks, 20 units, −160; the recording shows a fifth click (−40) at 29:42. Purchases are 8,120, not the replies' 8,060, and cheese 225, not 220.

Cost and speed

26 turns, 120 tool calls (29 market_trade, 26 find_sites, 16 waits, 11 building_info, 10 build_structure, 8 set_workshop, 6 expand_storage, 5 set_tax, 9 others), 1.26 million tokens, $0.712 at list prices (preparation $0.036, play $0.632, compaction $0.044); the interview $0.040 more. The run took 37.6 real minutes, 10.2 waiting for 26 replies (23.6 s each, longest 48.4 s) and 45 s for compaction. All 26 requests read the cache (93.4% of input). Four fast waits covered 132 game seconds in 65 real seconds.

Of the 2,000 game seconds, market_trade took 799, build_structure 577, waits 257, expand_storage 162, set_workshop 105 and set_tax 42. build_structure placed 48 buildings in 577 s: 12.0 s a building (12.3 with the 12 from expand_storage). The other games, by the same count from their own events and recordings: Oasis 13.6 and 12.9 (with arms, no arms), desert no arms 12.7, Sinkhole 15.7 and 14.9.

The interview

It called its result poor: below doing nothing, an economy too slow to repay its costs, food bought under extra rations that "continuously destroyed potential net worth", too much storage, against the person's bread chain at scale. Playing again it would buy wheat for mills and bakeries, use no rations, add housing and jobs together and build gallows. It asked for batched marketplace trades.

  • Match: 4,220 against 5,192; 80 people, 82 housing, 24 idle; 11 stockpiles and three armories (44 piles, 37 empty); stored goods 2,042 against 1,410; popularity 63; unverified and partial results; several quick turns spanning months (23:25 to 26:02 in one reply, which it noticed).
  • Not mentioned: the 7:47 stock-out, the fall to 12 people, and the 4:38 tax.
  • Not testable: the person's 110% efficiency and bread chain (from the prompt).
  • Mismatch: it would expand quarries and iron mines "with substantially more ox transport"; the tool text says an iron mine carries its own iron and only quarries use oxen. Its 14 tethers served 8 quarries (the person's 37, 13).

For the harness

  • Acting tools carry no clock or warnings. The food warning ends a wait_and_observe, but the stock-out fell inside five acting calls. None of the 58 replies from build_structure, market_trade, expand_storage, set_workshop and set_tax has a "Game time left" line; the model asked for the game-time cost of long calls to be easier to anticipate (130 s for the first seven placements).
  • market_trade clicks missed by the reply twice (17:16, 29:42). "Call again" would buy twice.
  • expand_storage remedy. At 6:38 partly_placed (attempt_limit) offered selling goods as a way to make room, which frees no ground; the nine stockpiles formed a block at the keep, not a chain to the mines.
  • An unverified placement (Ox Tether, 28:23) left the model not knowing whether it stood; the final count shows it did not.
  • The game saved correctly at the end (kimi k3-1 preview 1-7-3 a8a7d9.sav, 3,539,386 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 4,220 9,984
Gold 2,178 8,574
Stored goods, at the sell price 2,042 1,410
Population 80 250
Housing 82 250
Popularity 63 100

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?

Kimi K3.1 Pro

My result was poor: I actively reduced net worth below the 5,192 achieved by leaving the game alone, while the person reached 9,984. The largest difference was not effort but economic direction.

I built a modest raw-material and crossbow economy, but it scaled too slowly to repay its construction and input costs. I also bought substantial food for consumption under extra rations. Those purchases supported population and popularity temporarily, but continuously destroyed potential net worth.

The person created a much larger production system: 250 workers, high popularity, 110% worker efficiency, and a large wheat-to-bread operation. My 80 population, 82 housing, and 24 idle peasants show that I never established the same growth cycle. I also overbuilt storage relative to output—11 stockpiles and three armories were far more than my final inventories required.

My higher stored-goods value, 2,042 versus 1,410, does not indicate a better economy. The person generated far more gold through ongoing production and sales. My late tax increases raised some gold but could not compensate for the missing production base, and left popularity at only 63.

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?

Kimi K3.1 Pro

I would treat imported materials as the foundation of the economy rather than merely emergency supplies.

  • Build the marketplace immediately and establish the purchased-wheat → mill → bakery → bread-sale chain early. Verify the mill-to-bakery ratio, then replicate the profitable chain aggressively instead of investing in slow fletcher production.
  • Use no rations rather than repeatedly buying food for consumption. Support popularity with low taxes, a church, cathedral, and enough inns to cover the settlement, purchasing ale as necessary.
  • Add hovels and productive jobs together so population can grow continuously toward 250 without hitting the idle-peasant or housing limits.
  • Build gallows, stocks, and burning stakes early enough to obtain the worker-efficiency bonus. At 110%, that bonus benefits the entire production economy.
  • Expand quarries and iron mines with substantially more ox transport. The person’s 37 tethers for 13 quarries show how important transport capacity was; my quarry output was constrained by comparison.
  • Buy wood and other inputs when they feed profitable production, but avoid excess stockpiles, granaries, armories, and workshops with long payback periods.
  • Sell bread and surplus raw output regularly to finance further expansion. I would judge every major purchase by whether it could repay itself before the deadline, rather than by whether it merely increased building count or popularity.

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 challenging, and the comparison with an idle settlement was especially useful: it exposed that building and trading activity is not necessarily economic progress.

The best tools were status, the inventory and production readings, find_sites, and tile-based build_structure. They made a dense isometric map manageable and provided concrete evidence about housing, jobs, storage, and output. The marketplace, tax, ration, and workshop tools were also much more reliable than trying to operate those panels manually.

The main obstacle was how much game time batches of camera movements, building actions, and trades could consume. Several apparently quick turns advanced multiple game months, leaving less time to observe and correct a weak strategy. The three-minute production window was useful but slow to reveal whether newly constructed buildings had genuinely ramped up. Occasional unverified or partial results also required caution.

I would improve batching for marketplace transactions, reduce unnecessary camera movement between actions, and make the game-time cost of long tool sequences easier to anticipate. More accessible per-building input/output and efficiency information would also help diagnose bottlenecks. The time limit itself was reasonable; my strategy, not the limit, was the primary problem.

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

The biggest lesson is that imports can power a productive economy even on a map with no farms or trees. I treated purchased food and materials mostly as necessities to sustain my chosen settlement, while the person used purchased inputs to feed a much larger value-producing system.

I also optimized too much for visible stability—full popularity, extra rations, and high taxes—without sufficiently accounting for their cost. High popularity and a large number of buildings are not achievements by themselves under this scoring system. The person’s approach was better because population, services, efficiency, housing, and production all reinforced one another.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score4,220Counted

What ran

Benchmark
Large Barren Desert construction
Benchmark version
1.7.3
Fingerprint
65c524ff3653
Harness commit
55bcc41
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 20261023T172420-c995d1c5