One episode · Large Barren Desert (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
42.5
Crusader Bench score on Large Barren Desert (no arms): 0 is doing nothing, 100 the person’s game
Net worth
6,998
+1,806 over doing nothing, 38% of the person’s gain of 4,792
Population
100
39% of the person’s gain of 246 · popularity 84
Cost
~$0.82
1.6M tokens; ~ at list prices, the API reports no bill
Time
33 game min
40 min of wall-clock time, 32 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

6,998net worth
Gold
1,900
Stored goods, at sell price
5,098
Over the baseline (do nothing)
+1,806
Population / housing
100 / 114
Popularity
84
Food
25
Structures (map-wide)
103
Attempt
1

The settlement at the endcentred on the keep, zoomed out

No final overview was published for this episode.

Final stock5,098 gold in goods

GoodUnitsPriceValue
Gold1,90011,900
Stone33472,338
Iron99232,277
Pitch2010200
Ale1810180
Meat8432
Bread7428
Apples5420
Cheese5420
Wood313
Net worth6,998

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 worth6,9989,9845,192
Gold1,9008,574
Stored goods, at the sell price5,0981,410
Population100250
Housing114250
Popularity84100

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
+4
Food
+3
Taxes
−8
Religion
+3
Ale from the inn
+6
Taxes
Mean taxes, 120 gold a month
Rations
full; 4 of 4 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 1 empty; 2 granaries holding 25 food

Buildings74

  • Ox Tether28
  • Hovel13
  • Quarry10
  • Fletchers' Workshop5
  • Iron Mine4
  • Stockpile4
  • Inn3
  • Granary2
  • Armory1
  • Chapel1
  • Church1
  • Keep1
  • Marketplace1

Tool calls159

  • market_trade48
  • find_sites40
  • build_structure18
  • observe18
  • building_info16
  • set_workshop5
  • set_tax4
  • expand_storage3
  • get_inventory2
  • inspect_building2
  • update_plan2
  • map_overview1

Play

Turns
32
Buildings placed / attempted
67 / 72
Anchor-tool placements
4
Tool errors
1
Raw inputs sent to the game
833
Context compactions
1
Game time
33 min

Compute

Tokens
1.6M
Served from cache
93%
Output tokens
32K
Cost, at list prices
~$0.82
Wall-clock time
40 min
of which inference
12 min
Peak game memory
3,585 MiB

The plan, before play

I’ll maximise final net worth first, then population and popularity, within the 33-minute game-time budget. I will not recruit soldiers or build walls, towers, gates, or other defences. Since the map has no oasis grass, farms are impossible; food must come from the starting stock and marketplace purchases, supported by production and taxes.

Opening plan:

  1. Quickly locate nearby trees and the stone/iron deposits, then build woodcutters, initial hovels, and a marketplace.
  2. Establish quarries with sufficient ox tethers and iron mines, expanding housing as workers become available.
  3. Buy food as needed, keep popularity above 50, and introduce sustainable taxation once housing and food support growth.
  4. Expand storage before it fills, monitor staffing and production, and scale the most profitable industries. Where worthwhile, convert wood and iron into weapons for market sale rather than storing valueless armory stock.
  5. Keep building and adjusting the economy through the final minutes, preserving valuable stock and avoiding unproductive purchases.

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 answered all 34 recorded requests (1 preparation, 32 gameplay, 1 compaction); none failed.
  • Benchmark: Large Barren Desert construction (no arms), version 1.7.3 (commit 55bcc41, 1.7.3 relocked: it adds a retry for a reply cut off by the provider closing the connection, with the game paused; what a run 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 store count nothing toward net worth; sold at a marketplace, they bring their gold. The host ran on the game machine.
  • Run 207a50bd, series 20261023T180432-ebde4d9f, 2026-10-23: game 4 of Kimi K3.1 Pro's six ranked games, a fresh series with no memory of any other. Its weapons-counted game on this map is run a8a7d9e0 (series 20261023T172420-c995d1c5, −6.8), played 40 minutes earlier.

Result

This game (1.7.3, no arms) Weapons game, same map The person Left alone
Net worth 6,998 4,220 9,984 5,192
Gold 1,900 2,178 8,574
Stored goods, at the sell price 5,098 2,042 1,410
of which weapons 0 (armory empty) 855 (24 crossbows, 9 bows)
Population / housing 100 / 114 80 / 82 250 / 250 4
Popularity 84 (+4 next month) 63 (−12) 100 0
Idle peasants 24 24
Score 42.5 −6.8 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 1,806 over leaving the game alone, 37.7% of the person's 4,792, against −972 in the weapons game. By the website's formula (80% net worth, 10% each population and popularity, shares from doing nothing to the person, the net-worth share clipped to −1..2) the score is 42.5: 30.2 points from net worth, 3.9 from 100 people, 8.4 from popularity 84. This game counts on the website's leaderboard. It is fifth of the eleven no-arms desert games by net worth and score, third in population (Gemini 4 Argon 136, GPT-6.1 Sol 105) and second in popularity (Sol 85). The gap to Sol, 98.5, is 56.1 points, 55.7 of them net worth.

The stored goods are 334 stone (2,338), 99 iron (2,277), 20 pitch (200), 18 ale (180), 25 food (100) and 3 wood: gold is 27% of net worth, stone 33%, iron 33%. The town ended with 100 people in 114 places, 24 idle and no open jobs, 25 food in the granaries (four kinds eaten) and 16 stockpile piles, 1 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, 0:01 to 4:04. After map_overview (no trees, farmland or oil; stone 83 to 106 tiles from the keep, iron 57 to 69) its first reply noted "Interesting no trees!" and planned to spend the starting wood and buy the rest. One build_structure at 0:01 (90 s, 8 placements) put up the marketplace, three hovels and four iron mines. At 1:36 wood filled all four stockpile piles, so it added two stockpiles (1:37), then bought 50 meat (2:10) and 50 cheese (2:40) and placed three quarries and a tether (3:09, 51 s).

Taxes, services and jobs, 4:04 to 13:00. Taxes went from none to level 6 (4:04), with four hovels, an inn and two tethers (4:13, 96 s); popularity fell from 100 to 78 by 6:00. A chapel, two tethers and an armory (5:53), planks and food (7:13 to 8:24) and a granary followed. At 9:04 the town was 48 of 66 with 24 idle and no open job: "Pop48, idle24 cap -> growth stopped. I'll build jobs now." Three fletchers' workshops came at 9:05; the first quarry stone above the package's 50 arrived at 9:24 and the readout at 10:40 was 5.3 a minute.

A church and the dip, 13:08 to 20:41. Level 7 (13:08), two quarries and two tethers (13:34), the first crossbow sale (14:14). A refused wood purchase at 14:26 (see Market) left the next call (14:50) without wood for the inn. Popularity read 98 at 14:25, 89 at 16:00 and 71 at 19:07. The church, the inn and a sixth quarry came at 17:47 (66 s), five tethers at 19:31. Counting ale and pitch, net worth was lowest at about 3,890 at 18:32. The one compaction ran at 20:42 (39.8 s).

Quarries and tethers, 20:46 to 28:00. Level 8 (21:10), a quarry (21:19), five tethers (22:26), quarries at 24:32, 25:23 and 26:10 (the tenth). Popularity fell to 60 at 26:06 and it went back to level 7 ("Must set tax7 now -> upcoming0 (3+1+4-8=0), stable61"); a third inn and three tethers came at 27:55.

The last five minutes, 28:00 to 33:20. Crossbow sales, food and planks in small lots, two hovels (30:28; a tether was refused for wood, housing 114 from 30:57) and three tethers (32:31). At 32:59 it sold its last seven crossbows; a stone sale after them came back "Session deadline" (see Market). Population reached 100 at 33:10.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,970 5,674 5,533 4,877 4,390 4,618 3,886 4,040 4,361 5,013 5,651 6,998
Gold 4,650 4,360 4,226 3,101 2,548 2,244 1,086 1,010 801 912 1,130 1,900
Iron 0 15 23 31 39 48 56 64 72 81 89 99
Stone 0 50 50 50 66 98 106 146 178 242 314 334
Food 55 118 100 150 96 137 170 119 157 135 65 25
Population 3 29 43 48 53 61 62 72 80 87 97 100
Popularity 100 100 78 75 87 96 76 82 72 60 65 84

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 (10 each) and the 20 pitch (200) are left out, so it reads low by 400 to 540; the last column is the true net worth. With them added the town was under the 5,192 of leaving the game alone from about 9:20 to about 25:55 (an estimate; ale and pitch from the nearest observation).

Without weapons

It made weapons anyway, and sold them. Its preparation reply says it would "convert wood and iron into weapons for market sale rather than storing valueless armory stock", and its handoff says "armory weapons have no final value". At 0:01 it guessed "crossbow 1 wood ->30 good"; building_info at 4:04 gave 3 wood a crossbow and 2 a bow. It built five Fletchers' Workshops (100 gold and 20 wood each; 9:05, 11:21) and an armory (5 wood), set them to crossbows (two bows came out first, from the two placed at 11:21 before they were set at 13:08) and sold 35 crossbows and 2 bows in eight sales (14:14 to 32:59) for 1,080 gold, 1.0 to 2.0 weapons a minute in the readouts. The last 7 crossbows went at 32:59, so the armory was empty at the end.

The wing used 500 gold and 105 wood in buildings and about 109 wood of inputs (3 per crossbow, 2 per bow): 214 wood, which is 214 gold at net worth's 1 a plank or 856 at the 4 it paid. It ended between +366 and −276 gold (+6.1 and −4.6 points) ahead of not building it, and supplied five of the jobs the idle cap needed. At 14:26 it worked out that more workshops would take about 25 minutes to repay and built none; at 23:22 it dropped a late blacksmith ("value gain7 each only, ... cost200+wood, no."). Its weapons-counted game built 8 fletchers and 3 armories and kept 24 crossbows and 9 bows, 855 gold or 20% of its 4,220; counted at zero that town would score −21.1.

Beside its other games and the other models

Game Version Net worth Score Population / popularity Main buildings Turns Cost
Oasis (0a155c24) 1.7.3 7,435 37.3 106 / 50 37 woodcutters, 9 iron mines, 4 chapels 69 $1.27
Oasis, no arms (2eaf2041) 1.7.3 8,947 44.5 118 / 50 39 woodcutters, 5 dairies, 2 mills, 2 bakeries 73 $1.40
Desert (a8a7d9e0) 1.7.3 4,220 −6.8 80 / 63 8 quarries, 14 tethers, 8 fletchers 26 $0.71
Desert, no arms (this game) 1.7.3 6,998 42.5 100 / 84 10 quarries, 28 tethers, 5 fletchers 32 $0.82
Sinkhole (3d6c968e) 1.7.1 13,873 31.8 134 / 55 25 orchards, 21 iron mines, 14 dairies, 12 poleturners 70 $1.29
Sinkhole, no arms (524d9a23) 1.7.3 18,293 43.3 169 / 74 29 iron mines, 23 woodcutters, 10 bakeries 66 $1.31

Its three no-arms games scored 44.5, 43.3 and 42.5; the weapons games 37.3, −6.8 and 31.8. Per map: Oasis 40.9, desert 17.8, Sinkhole 37.6. Against its weapons game on this map (40 minutes earlier, same save and tools): 334 stone and 99 iron in store against 62 and 11 (that game sold 164 stone, 81 iron and the pitch for 3,211), 10 quarries and 28 tethers against 8 and 14, 13 hovels against 9, a chapel, a church and 3 inns against a chapel and 1 inn, and no wait_and_observe against 16. That game ended with taxes at level 10 (−20 popularity a month) and popularity 63 (−12); its lowest popularity was 39 (8:27), here 60 (26:06).

Eleven no-arms desert games Score Net worth Population / popularity Quarries / tethers Stone / iron in store Weapon workshops Cost
GPT-6.1 Sol 98.5 10,337 105 / 85 7 / 39 570 / 104 none $0.69
DeepSeek V4.1 Flash 1017 78.5 9,384 90 / 50 10 / 41 294 / 72 1 $0.14
Gemini 4 Argon 77.0 9,071 136 / 69 11 / 18 148 / 41 5 $1.17
Claude Opus 5.5 67.1 8,808 99 / 29 11 / 35 760 / 94 5 $1.75
Kimi K3.1 Pro 42.5 6,998 100 / 84 10 / 28 334 / 99 5 $0.82
Claude Sonnet 5.5 28.7 6,407 75 / 55 11 / 12 466 / 88 none $0.50
GPT-6 Luna 20.2 5,855 79 / 61 11 / 11 140 / 77 1 $0.08
Claude Haiku 5.5 15.6 5,617 46 / 68 4 / 2 138 / 91 none $0.04
Claude Fable 5.1 11.6 5,337 58 / 70 3 / 8 194 / 71 14 $2.62
Muse Wonder 10.3 5,357 66 / 50 5 / 7 10 / 2 12 $1.31
GLM 5.3 Flash −48.7 1,577 65 / 92 3 / 4 35 / 13 20 $0.07

Quarries, tethers, stores and workshops are those standing or stored at the end, from each run's results.md; costs are as listed on the benchmark's table (this model's at Kimi K3.1 Pro's list prices). The four above it: Sol had 8 bakeries and a mill, Gemini 29 bakeries and 6 inns, DeepSeek 41 tethers and a blacksmith, Opus 35 tethers and 4 poleturners. This game had no processing chain and 28 tethers.

On the map score, the mean of a model's two desert games (from unrounded scores, here −6.84 and 42.45), it is seventh of eleven with 17.8: Sol 87.0, Gemini 70.3, Opus 43.1, DeepSeek 39.6, Sonnet 28.1, Muse Wonder 23.9, Kimi 17.8, Haiku 17.2, Luna 13.0, Fable 6.4, GLM −29.3. Over the three maps its mean is 32.1, level with Sonnet 5.5 and fourth of eleven.

What held it back

  • Stone came late. The first quarries stood at 3:09 and the first stone above the package's 50 at 9:24; the readout was 5.3 a minute at 10:40 and at 14:25, 10.7 at 16:00, 13.3 at 20:41 and 21 to 27 from 24:48. Seven of the ten quarries and 23 of the 28 tethers were placed from 13:34 on. At the last readout's 2.3 stone a minute per quarry, ten more minutes of one quarry is 23 stone, 160 gold, 2.7 points. The stockpile had no room for stone from 32:47 (about 13 stone lost).
  • Jobs. Idle peasants stood at 24 at 9:04 and were never below 18 afterwards, with no open job at any reading from 9:04 on except one at 16:00; at the end 24 of 100 people had no work. It saw the cap at 9:05 and each batch of jobs brought arrivals, but never enough open jobs to empty it.
  • Food bought at a loss. 710 units for 5,680 gold, 2,840 of net worth lost against the sell price; about 740 left the granaries, 22 a minute. At 14:26 it worked out that "population at mean taxes may reduce net worth, but population score secondary". Rations stayed full all game (set_rations was never called) and it never called building_info on a mill, bakery or wheat farm.
  • Services. The chapel, church and three inns cost 1,050 gold and 60 wood (17.5 points of net worth for the gold). They carried taxes at levels 6 to 8 (−6 to −12 popularity a month against +5 to +12 from food, religion and inns) and popularity ended at 84, worth 8.4 points.
  • The refused wood purchases (Market) cost the inn three minutes (14:50 to 17:47) and a tether at 30:28.
  • Cash. Gold stayed between 461 (22:17) and 1,170 from 18:00 to 29:30, so food went in small lots.

What worked

  • Raw materials. 334 stone and 99 iron, 4,615 at store prices, 66% of the final net worth, from four iron mines in the first call and every quarry site find_sites offered (none more at 29:08). Nothing raw was sold before the last click.
  • Taxes with popularity held. About 5,200 gold (5,160 by the recording's payday steps, 5,300 by difference), three-quarters of final net worth, at levels 6 to 8 over four changes; popularity never below 60, and back from 60 (26:06) to 84 with level 7, a third inn and religion +3.
  • Jobs. Workshops, quarries and tethers were built to make jobs (9:05, 10:41, 13:08), and the population went 48 (9:04), 61 (15:00), 80 (24:00), 100.
  • Compaction and placement. The one compaction (20:42) wrote a handoff that matches the 20:41 readout (gold 1,084, 72 of 98, 24 idle, popularity 80). 67 of 72 build_structure placements were placed (and 4 of 4 from expand_storage); the 5 refusals were two fletchers (touches_storage), an inn and a tether (wood) and a quarry (nothing fit).

Market

Purchases by the replies (units; gold): meat 170 (1,360), cheese 200 (1,600), apples 170 (1,360), bread 170 (1,360), ale 20 (400), planks 540 (2,160): 8,240 gold, 4,660 of net worth lost against the sell price. Sales: 35 crossbows (1,050) and 2 bows (30), then 50 stone in the refused last call (350). Gold reconciles: 5,000 start + taxes about 5,300 (by difference) + 1,430 sales − 8,280 purchases (the replies' 8,240 plus the two clicks below) − 1,550 for the workshops, chapel, church and inns = 1,900.

I checked all 48 market_trade calls against the recording (recording/inputs.jsonl clicks, frames.jsonl gold and stock). Each reply's clicks is the buy or sell clicks in the input log plus three more, and the stock and gold steps agree, with three exceptions. The wood purchases at 14:26 (asked 50) and 29:08 (asked 40) came back "not_traded", 0 units and 0 clicks, but one buy click landed in each: wood 34 to 39 at 14:34 and 18 to 23 at 29:16, gold −20, about a second after the click. And the last call (33:10) returned "Session deadline" with no figures, yet its click landed after the last frame: the final reading has 50 stone fewer (384 to 334) and 350 more gold (1,550 to 1,900). The model had asked for 20 (4 lots); the game sold 50 on the click. No other sale started above 9 in stock. The 48 calls and 409 clicks took about 890 game seconds, 45% of the budget.

Cost and speed

32 turns, 159 tool calls (48 market_trade, 40 find_sites, 18 build_structure, 18 observe, 16 building_info, 5 set_workshop, 4 set_tax, 3 expand_storage, 7 others), 1.61 million tokens and about $0.822 at Kimi K3.1 Pro's list prices (preparation $0.034, play $0.749, compaction $0.039); Moonshot reports no cost. The interview cost about $0.029 more (62,243 tokens, 59,483 cached). The agent run took 40.3 real minutes, 12.3 of them waiting for the model (23.0 s a gameplay reply, the longest 42.4 s). The 32 replies spent 18,865 reasoning tokens. All 32 gameplay requests read the prompt cache, 93.9% of input. No wait_and_observe ran.

Of the 2,000 game seconds, market_trade took about 890, build_structure about 851, expand_storage 67, set_workshop 52, inspect_building and observe 34 each. build_structure placed 67 buildings in 851 s: 12.7 game seconds a building (12.9 with the 4 from expand_storage). Its other games, build_structure alone: 13.6 on Oasis by the Sea (80 in 1,084 s), 12.9 on Oasis (no arms, 93 in 1,204), 12.0 on the desert with weapons (48 in 577), 15.7 on The Sinkhole (106 in 1,660), 14.9 on The Sinkhole (no arms, 129 in 1,920); all on the game machine.

The interview

It put 6,998 against 9,984 and 100 people against 250 down to direction: a quarry-and-iron economy with bought food as a running cost, against the person's bread from bought wheat, church, cathedral, inns and fear buildings, low taxes and no rations. Playing again it would make the wheat, flour and bread chain the main engine at once, build housing and jobs continuously, try zero rations and keep quarries as a side industry. It praised the read-only statistics, find_sites and the access checks; its obstacles were the game time that market and construction batches take and a purchase that "reported no reader change"; it asked for a net-worth and cash-flow reading and a production rate per building. Its biggest mistake, it said, was assuming bought food was necessary, and it had overvalued visible stockpiles.

  • Match: 6,998 against 9,984; 100 and 250; goods 5,098 against 1,410; taxes at levels 6 to 8, full rations and a lack of jobs as the limits (idle 24 and no open job from 9:04; housing was the limit only around 29:08, 97 of 98); market and build batches taking 45% and 43% of the budget; stone and iron counting toward net worth (66% of it).
  • "A purchase that reported no reader change and traded nothing": two replies said so; the recording shows one buy click landing in each (5 planks).
  • Untested in the game: the wheat, flour and bread chain (no mill, bakery or wheat farm was ever priced; the plan follows the person's description) and zero rations (never set).
  • "Rather than expanding tethers after their marginal returns had become uncertain": the readouts did not say that; stone went from 5.3 a minute (14:25, 8 tethers) to 21 to 27 (24:48 on, 20 to 28 tethers). Its own worry at 23:22, "Production quarry dropping despite tethers?", was a 3-minute window: 8.0, then 21.3.
  • "My popularity was reasonable at the end": 84, from 60 at 26:06.

For the harness

  • A refused purchase can have bought something. Both "not_traded" wood replies hid a landed click, and the same reply had already queued builds, so the inn (14:50) and a tether (30:28) were refused for wood. The model's remark at 16:01: "Uh market buy failed cost me time and resources missing".
  • The last call. The stone sale returned "Session deadline" with no figures but its click landed (50 stone, 350 gold); the set_tax 8 and the 20 s wait_and_observe after it in the same reply never ran. The final reading is from the paused game, so the score is right.
  • The full-pile warning came late. At 31:23 the status showed 1 empty pile and 94 stone room with 27 stone a minute arriving; "No empty pile" appeared at 32:58, after stone had no room from 32:47.
  • Save. The end-of-run save needed a second attempt (attempts: 2) and was written ("kimi k3-1 preview 1-7-3 207a50", 3,548,063 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 6,998 9,984
Gold 1,900 8,574
Stored goods, at the sell price (weapons and armour not counted) 5,098 1,410
Population 100 250
Housing 114 250
Popularity 84 100

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

I finished well ahead of leaving the map untouched, but clearly behind the person: 6,998 versus 9,984 net worth, and only 100 people versus 250. My settlement also held too much of its value in raw stock—5,098 in goods compared with their 1,410—rather than generating the large gold reserve they achieved.

The biggest difference was economic direction. I treated the map primarily as a quarry-and-iron economy and treated purchased food as a recurring cost of population growth. The person instead used purchased wheat as an industrial input, running mills and 95 bakeries to produce bread for sale. That gave them a scalable way to turn population and buildings into income without farms.

I also constrained population with high taxes, full rations, limited housing, and too few jobs. Their church, cathedral, 11 inns, and fear-factor buildings supported 100 popularity, 110% worker efficiency, and continuous expansion. My popularity was reasonable at the end, but I reached it with a much more expensive and less productive arrangement.

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 test the purchased-wheat → flour → bread chain immediately and make it the main economic engine. I would verify the live conversion rates and margins, then add mills and bakeries aggressively, keeping wheat supplied through the marketplace and selling the bread rather than storing it. This uses the map’s lack of farms as a trade problem rather than a reason to avoid food processing.

I would also copy the broader population strategy:

  • Build hovels and useful jobs continuously instead of waiting until housing was nearly full.
  • Use a church, cathedral, and enough inns for complete coverage.
  • Add productive fear-factor buildings where the efficiency gain outweighs their popularity penalty.
  • Test zero rations once religion and ale coverage could offset the penalty, eliminating the need to buy four food types merely to feed peasants.
  • Keep taxes low enough to sustain rapid immigration, then benefit from the much larger workforce.
  • Retain quarries, iron mines, and sufficient ox transport as a secondary industry, rather than expanding tethers after their marginal returns had become uncertain.
  • Track actual production and inventory changes after each expansion, so I could stop adding buildings with weak marginal output.

In short, I would prioritise scalable processing and population growth instead of raw-material accumulation and expensive food-supported taxation.

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 is challenging and generally well instrumented. The read-only statistics were especially valuable: storage capacity, popularity factors, housing, idle peasants, and production history exposed problems that screenshots alone would not reveal. Tile-based placement, find_sites, and the automatic access checks made construction far more reliable than manual screen clicking. The map-specific briefing was also useful and correctly warned me about the missing oasis and distant deposits.

The main obstacle was translating the relatively short game-time budget into an effective build order. Tool actions sometimes consumed substantial game time, especially batches involving market trades and distant construction. I also experienced an intermittent purchase that reported no reader change and traded nothing. More generally, inventory snapshots did not always explain whether new buildings were productively staffed or whether additional transport would help.

I would like a clearer net-worth and cash-flow reading, including construction spending, food consumption, taxes, and the realised margin of production chains. A compact historical production rate per building would also make marginal expansion decisions easier. The screenshots and interface were adequate, but the strong result depended more on discovering the right economic model than on mechanical control.

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 biggest conceptual mistake was assuming that feeding the population with purchased food was necessary. The person’s zero-ration arrangement showed that food consumption could be eliminated while religion, inns, taxes, and fear factor maintained popularity. That freed wheat and bread to serve as trade goods rather than household supplies.

I also overvalued visible stockpiles as progress. Stone and iron do count toward net worth, but accumulating them is not enough if the settlement lacks the population and processing capacity to generate substantial new income. Next time I would experiment earlier with the complete bread economy, measure its return, and commit to the winning chain much sooner.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score6,998Counted

What ran

Benchmark
Large Barren Desert construction (no arms)
Benchmark version
1.7.3
Fingerprint
65c524ff3653
Harness commit
55bcc41
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 20261023T180432-ebde4d9f