One episode · The Sinkhole (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
43.3
Crusader Bench score on The Sinkhole (no arms): 0 is doing nothing, 100 the person’s game
Net worth
18,293
+16,098 over doing nothing, 41% of the person’s gain of 39,436
Population
169
33% of the person’s gain of 502 · popularity 74
Cost
~$1.31
3.5M tokens; ~ at list prices, the API reports no bill
Time
45 game min
56 min of wall-clock time, 66 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 · 45 min of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

18,293net worth
Gold
11,115
Stored goods, at sell price
7,178
Over the baseline (do nothing)
+16,098
Population / housing
169 / 178
Popularity
74
Food
201
Structures (map-wide)
174
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 stock7,178 gold in goods

GoodUnitsPriceValue
Gold11,115111,115
Iron152233,496
Flour160101,600
Stone16271,134
Bread1964784
Wood1441144
Cheese4416
Apples144
Net worth18,293

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

Beside a person’s gameThe Sinkhole, the same game time

This episodeThe personLeft alone
Net worth18,29341,6312,195
Gold11,11539,977
Stored goods, at the sell price7,1781,654
Population169506
Housing178506
Popularity7499

The person played The Sinkhole for 44 min 58 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 1189
Idle peasants
24
Popularity next month
±0
Food
+6
Taxes
−6
Religion
±0
Taxes
High taxes, 168 gold a month
Rations
extra; 3 of 3 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 0 empty; 2 granaries holding 201 food

Buildings135

  • Iron Mine29
  • Woodcutter23
  • Hovel21
  • Dairy Farm11
  • Bakery10
  • Wheat Farm10
  • Apple Orchard9
  • Ox Tether8
  • Stockpile4
  • Quarry3
  • Granary2
  • Mill2
  • Chapel1
  • Keep1
  • Marketplace1

Tool calls126

  • find_sites70
  • build_structure20
  • building_info12
  • market_trade11
  • set_tax5
  • inspect_building2
  • map_overview2
  • expand_storage1
  • set_rations1
  • update_plan1
  • wait_and_observe1

Play

Turns
66
Buildings placed / attempted
129 / 134
Anchor-tool placements
0
Tool errors
1
Raw inputs sent to the game
830
Context compactions
1
Game time
45 min

Compute

Tokens
3.5M
Served from cache
96%
Output tokens
40K
Cost, at list prices
~$1.31
Wall-clock time
56 min
of which inference
17 min
Peak game memory
3,517 MiB

The plan, before play

I understand the goal: maximize final net worth, with population and popularity as secondary priorities, within 45 game minutes. The existing granary and stockpiles remain in place; I will not recruit soldiers or build defensive structures.

Opening plan:

  1. Establish wood production near the nearest grove and add housing to grow the workforce.
  2. Build a marketplace and food farms on oasis grass, initially favoring direct-food orchards and dairy farms.
  3. Develop quarries with ox tethers and iron mines where deposits permit, expanding storage before it fills.
  4. Keep workers employed, add housing and food capacity as population grows, and use sustainable taxation once popularity supports it.
  5. Reinvest in productive buildings, monitor bottlenecks and inventories, and sell only genuine surplus while continuing expansion until 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. Moonshot answered all 68 recorded requests (1 preparation, 66 gameplay, 1 compaction); none failed.
  • Benchmark: The Sinkhole construction (no arms), version 1.7.3 (commit 55bcc41, 1.7.3 relocked: its one addition is a retry for a reply cut off by the provider closing the connection, with the game paused; what the model plays is unchanged). No inference_retry event fired in this game. 45 min of game time at speed 40; no playbook. Weapons and armour in store count nothing; sold, they bring their gold. Host on the game machine.
  • Run 524d9a23, series 20261023T194513-64dbc168, 2026-10-23 (19:46 to 20:42 UTC): the sixth and last of this model's six ranked games that day, each a fresh series. Its weapons-counted pair is run 3d6c968e (1.7.1, commit 07f2b7a, the benchmark's round version, played just before); its others, all 1.7.3: Oasis 37.3 and 44.5, desert −6.8 and 42.5. This game counts on the website's leaderboard.

Result

This game (1.7.3, no arms) Pair (1.7.1, weapons counted) The person Left alone
Net worth 18,293 13,873 41,631 2,195
Population / housing 169 / 178 134 / 146 506 / 506 4
Popularity 74 (no change next month) 55 (−1) 99 0
Score 43.3 31.8 100 0

A full-budget score: all 2,700 game seconds. Net worth grew 16,098 over leaving the game alone, 40.8% of the person's 39,436. By the website's formula (100 × (0.8 × net-worth share + 0.1 × population share + 0.1 × popularity ÷ 100); shares from leaving the game alone (2,195, 4 people) to the person (41,631, 506), net-worth share clipped to −1..2) the score is 43.3: 32.66 from net worth, 3.29 from 169 people, 7.40 from popularity 74. It beats its pair by 11.5 on 4,420 more net worth, but the pair differs in more than weapons (1.7.1 against 1.7.3; no wheat chain, 25 orchards). Gold is 11,115 of the 18,293 (60.8%); the 7,178 in goods is 152 iron (3,496), 160 flour (1,600), 162 stone (1,134), 196 bread (784) and 144 wood.

How the gold was earned. It began with 2,000. Taxes brought 6,845 (59% of what came in) and sales 4,720 (iron 3,680, stone 910, wood 130); planks and meat cost 2,200 and a chapel 250, all checked against recording/frames.jsonl. Sales leave net worth unchanged, so the growth came from taxes and from what the buildings made. Most of it sat: from 22:30 to the end gold never fell below 2,251 and 40 of it was spent (two plank clicks, 27:21). It passed 3,000 at 27:59, 5,000 at 35:32 and 10,000 at 41:46. The person also held nearly all its worth as gold (39,977 of 41,631).

How the game went

Times are game time, when a call began (the recording's clock; the run clock in the observations reads a few seconds later).

Wood, housing, first iron, 0:00 to 8:37. After one map overview it placed 3 woodcutters, 2 hovels, the marketplace, an orchard and a dairy in one 108 s call. At 1:55 it bought 100 planks; at 2:56 five iron mines went onto the two nearest deposits the overview listed (52 and 73 tiles from the keep). Food fell to 2 at 7:48; 100 meat (800 gold), ordered at 7:37, took gold to 640 (8:30). Idle peasants first read 24 at 8:35.

Bread, taxes, chapel, 8:37 to 18:34. Three wheat farms, a mill and two bakeries at 8:37. Taxes went from none to average at 11:00; popularity fell from 100 to 65 by 18:32. A chapel (250 gold, paid 16:58) read religion 0 in every later readout. At 17:06 four more wheat farms, a mill and two bakeries (one bakery not placed, no wood).

Low taxes and housing, 18:34 to 27:21. Low taxes held popularity at 65 to 68. Five bakeries and three wheat farms at 22:22; four ox tethers and four hovels at 24:02 (housing 106 to 138). One compaction at 25:30 (43 s); then a granary and five mines (25:34).

Nearer iron, rations, high taxes, 27:21 to 34:55. A second overview at 27:21 listed iron at 42 and 60 tiles that the first had not ("Why earlier built far ones?"); 10 mines went there from 28:07. At 29:13 it set extra rations (+4 popularity) and at 29:27 high taxes. Food variety fell to one or two kinds and popularity from 66 to 56 (34:45). expand_storage was refused at 33:01.

Full storage, far mines, 34:55 to 45:00. Average taxes at 34:55; stone, iron and wood sold at 36:46, 38:58 and 41:08 to free stockpile piles. Four mines at 130 tiles (35:08, 37:13), one at 179 (39:28); of the last two builds (39:28, 41:38) 8 of 12 placements held. High taxes at 44:02; popularity went from 76 to 74.

Game minute 0 5 10 15 20 25 30 35 40 End
Net worth 2,415 1,909 1,474 1,920 3,038 4,525 6,458 9,633 13,270 18,293
Gold 2,000 1,600 640 971 1,357 2,597 3,324 4,785 9,470 11,115
Iron 0 0 14 17 44 24 50 109 78 152
Food 55 28 85 53 57 167 261 258 254 201
Population 6 31 51 66 82 105 124 143 160 169
Popularity 100 100 100 76 68 68 66 56 68 74

Each column is the last recording frame at or before that minute. Net worth there is gold, wood, stone, iron and food only; the frames carry no flour or wheat. Flour stood at 27 units at 18:46, 54 at 25:33, 107 at 35:07 and 158 at 44:15 (10 each in net worth), so the true curve is about 330 higher at 20 min and 1,600 at the end. It sat under the 2,195 of leaving the game alone from 2:25 to 16:18 (low 1,411, 8:28).

Without weapons

It built none: no workshop, smith or armory stands and it asked building_info about none. In its preparation reply it took the title as a reason to stay away from arms ("Better avoid military production, focus economy raw food"). About 312 iron was mined and none consumed: 160 sold for 3,680, 152 held (3,496), 45% of the 16,098 growth. Its pair put 16 buildings into weapons (12 poleturner's workshops, 3 fletchers, an armory), ended with 33 spears and 7 bows (435) and 202 iron (4,646), and sold 229 spears and 54 bows for 3,100 (all twelve sales match that game's recording).

Beside its other games and the other models

Net worth Score People / popularity Key buildings Turns / cost
Oasis, weapons (1.7.3) 7,435 37.3 106 / 50 37 woodcutters, 9 mines, 4 chapels 69 / $1.27
Oasis, no arms (1.7.3) 8,947 44.5 118 / 50 39 woodcutters, 16 hovels, 8 mines 73 / $1.40
Desert, weapons (1.7.3) 4,220 −6.8 80 / 63 14 ox tethers, 8 fletchers, 8 quarries 26 / $0.71
Desert, no arms (1.7.3) 6,998 42.5 100 / 84 28 ox tethers, 10 quarries, 3 inns 32 / $0.82
Sinkhole, weapons (1.7.1) 13,873 31.8 134 / 55 25 orchards, 21 mines, 12 poleturners 70 / $1.29
Sinkhole, no arms (1.7.3) 18,293 43.3 169 / 74 29 mines, 23 woodcutters, 10 bakeries 66 / $1.31

It ended with about 2,000 gold in its four Oasis and desert games, 7,969 in the pair and 11,115 here. Map means: Oasis 40.9 (third of the eleven models), desert 17.8 (seventh), Sinkhole 37.6 (third); overall 32.1, fourth, a hair ahead of Claude Sonnet 5.5 (32.1). Its costs are at Kimi K3.1 Pro's list prices.

Sinkhole, no arms Net worth Score People / popularity Gold Cost
GPT-6.1 Sol 20,113 49.2 146 / 100 13,753 $0.83
Gemini 4 Argon 20,104 47.1 181 / 72 16,308 $0.62
Kimi K3.1 Pro 18,293 43.3 169 / 74 11,115 $1.31
Claude Fable 5.1 18,294 41.8 124 / 68 11,803 $3.33
Claude Opus 5.5 16,889 39.3 146 / 67 9,027 $1.82
Claude Sonnet 5.5 15,246 35.3 106 / 68 7,254 $0.75
GPT-6 Luna 13,769 31.5 119 / 57 4,822 $0.15
Muse Wonder 12,364 30.2 106 / 75 5,081 $1.87
DeepSeek V4.1 Flash 1017 9,050 25.7 148 / 89 1,841 $0.11
Claude Haiku 5.5 8,243 23.8 82 / 100 2,060 $0.06
GLM 5.3 Flash 8,272 23.6 143 / 85 3,476 $0.12

This game is third by score (5.9 behind Sol, 3.8 behind Argon) and fourth by net worth, one gold behind Fable. Its population is second to Argon's, its popularity sixth, its gold fourth. Its Sinkhole map score (this game and the pair) trails only Sol (49.8) and Argon (49.7); Opus is next (37.0).

What held it back

  • Wood, not gold, set the pace from 27:21 to 35:07. Gold stood at 2,911 to 4,920 and wood at 21 to 92; each call placed 2 to 6 buildings, sized to the wood in hand. At 27:21 it wrote "I should aggressively buy wood and build mines/quarries/woodcutters"; the purchase stalled, and at 28:07 "Not efficient. Better use existing67 wood and production". It bought no wood again, though its own estimate put a mine's payback on bought wood at 3 to 7 minutes. After 36:00 wood stood at 71 to 201 and sites and storage were short.
  • Jobs, then storage. open_jobs read 0 in all 40 status readouts and idle peasants 24 in 16 of the 35 after 8:00 (never under 15); at the end, 24 idle and no open job. The 169 people were 145 at work and 24 idle, with 9 housing places free. The stockpile (16 piles) could not grow: 0 empty piles at 36:44, 38:57, 41:06 and 44:01, wood room 0 at 38:57 and 44:01.
  • Far iron first. map_overview lists the four largest iron areas (harness/server/map-view.ts), so the first list held deposits 52, 73 and 88 tiles out, and 14 mines went there by 25:34. The two nearest (42 and 60 tiles) appeared at 27:21, when the first three had dropped from the list. Mines delivered 0.4 to 0.7 iron a minute each (readouts, 17:05 to 44:01); 29 mines gave 14.7 at 44:01.
  • Taxes and religion. Tax gold by period: none to 11:00, 819 average (to 18:34), 1,470 low (to 29:27), 1,566 high (to 34:55), 2,662 average (to 44:02), 328 high (last 58 s). The chapel never showed religion; it looked up no inn or church. At 35:08 it set 114 (average, 144 people) beside the earlier 124 (high, 125): "Definitely average better". Per head they were 0.79 and 0.99, which it noticed at 44:15. The 44:02 step is a near wash: popularity slipped from 76 to 74 (−0.2 points) for roughly 70 more gold (+0.15), estimated from those per-head rates.

What worked

  • Iron and jobs. 29 mines mined about 312 iron, 7,176 at the sell price. People rose one for each job, 6 to 169, with no open job.
  • A bread chain that held. After 8:40 food never fell under 38. Ten wheat farms, 2 mills and 10 bakeries gave 38.7 bread a minute at 44:01 against 34.3 apples and cheese; four kinds of food were eaten at 17:05.
  • Placement and popularity. 129 of 134 requested placements held. Popularity stayed at 56 or more, above the 50 below which peasants leave, while taxes paid 6,845.

Market

11 calls took 380 game seconds (14.1%). Bought: planks, 5 calls (1:55, 4:56, 11:59, 21:28, 27:21), 350 for 1,400, and 100 meat (7:37) for 800: 2,200 gold and 1,450 of net worth (2.9 points). Sold: iron 160 (11:15, 20:56, 38:58) for 3,680, stone 130 (36:46) for 910, wood 130 (41:08) for 130: net worth unchanged. Against the recording eight calls match their replies click for click; three do not. The 27:21 purchase replied one click, 5 planks, −20 ("did not show in the reader within 5 seconds"), but two landed: gold −40. With stone at 204 (36:46) the first click sold 50, then 20, 20, 20, 10, 10: 130 units for 910, not the replied 100 and 700. With wood at 201 (41:08): 130 units for 130, not 100 and 100. The replies' stock and gold fields matched. Gold reconciles: 2,000 + 6,845 taxes + 4,720 sales − 2,200 purchases − 250 chapel = 11,115.

Cost and speed

66 turns, 126 tool calls (70 find_sites, 20 build_structure, 12 building_info, 11 market_trade, 13 others), 3.49 million tokens, $1.311 at list prices (play $0.829, preparation $0.033, compaction $0.040); the interview $0.041 more. In play, cached reads were 3.24 million tokens ($0.65) and output 37,309 ($0.37). 56.0 real minutes, 16.7 waiting for the model; 66 of 66 requests read the cache (96.7%). It saw two screenshots (0:00 and 25:33, after the compaction) and two map overviews; the rest was status readouts. find_sites took no game time. Of 2,700 game seconds build_structure took 1,920 (71.1%), market_trade 380, ten tax, rations, storage, inspect and wait calls 147, the 40 gaps between an acting call and the next reply about 250. It placed 129 buildings in 1,920 s: 14.9 s each, against 15.7 in its Sinkhole pair (1.7.1, 106 in 1,660 s), 13.6 and 12.9 on Oasis, 12.0 and 12.7 on the desert (1.7.3), all with the host on the game machine; maps differ, so no general rate.

The interview

It put the gap down to scale: the person's three times the population, 161 bakeries to its 10, inns, religion and fear buildings; its own play was "too conservative" with rations and taxes, it hit the 24-idle cap, and it added too little housing and too few jobs. Playing again it would start the bread, ale and religion engine earlier, add housing and jobs ahead of the population, and skip distant mines late. These match the game: 506 against 169 people, 10 bakeries, a chapel that never gave religion, idle at 24, five late far mines. Two are looser than the numbers:

  • "Overinvested in woodcutters and direct-food farms": 23 woodcutters, but 20 direct farms against 22 chain buildings, and bread 38.7 a minute against 34.3 (44:01).
  • "Bulk market purchases could also stop after one lot": true of one call (27:21), where the recording shows two clicks landed.

For the harness

  • market_trade undercounted two sales and one purchase (see Market): the first click sold 50 with 200 or more in stock, and a purchase click it did not see within 5 s landed anyway.
  • map_overview hid the nearest iron behind its four-area limit, sorted by size, until 27:21.
  • find_sites listed spots build_structure could not use: (288,278), listed at 38:58 and 41:08, came back not_on_screen at 39:28 and 41:38; (388,503), listed at 38:58, at 39:28 (its neighbour (388,502) placed at 41:38); (306,392), listed at 41:08, not_placed at 41:38, nearest fit 12 tiles away.
  • expand_storage at 33:01 said no free ground touches the stockpile and named selling goods as a way to make room; selling frees piles, not ground.

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 45 min 44 min 58 s
Net worth 18,293 41,631
Gold 11,115 39,977
Stored goods, at the sell price (weapons and armour not counted) 7,178 1,654
Population 169 506
Housing 178 506
Popularity 74 99

Leaving the game alone for the same time ends with a net worth of 2,195.

How do you see your result next to the person's? What do you think made the difference?

Kimi K3.1 Pro

I grew the settlement substantially—18,293 net worth versus 2,195 for leaving it alone—but the person’s 41,631 shows that my economy was far from optimal. The decisive difference was not simply that they sold more goods: selling is value-neutral. Their advantage came from much greater production and conversion capacity.

Their population was three times mine, their workers operated at 130% efficiency, and they had 161 bakeries to my 10. Ale-supported inns and religion let them maintain extremely high popularity with little or no food rationing, while fear buildings increased productivity. This created a compounding cycle of immigration, jobs, bread production, and gold.

I was too conservative. I used extra rations and moderate or high taxes to maintain a comfortable popularity balance, frequently reached the 24-idle immigration cap, and did not scale housing and job creation aggressively enough. I also overinvested in woodcutters and direct-food farms relative to the much more scalable bread chain. My 7,178 in stored goods was not inherently bad, since goods count toward net worth, but repeatedly full stockpiles did obstruct further production.

2Playing again

Interviewer

How the person played, as they describe it:

  • Early on they built a few inns and kept buying ale for them, which raised popularity by about 8 points. They spent those points on cutting the food rations to none, so the food could be sold instead of eaten.
  • They planted wheat farms and apple orchards and built a bread chain: mills ground the wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They built iron mines and quarries, and by the end a large number of iron mines. A few blacksmiths turned iron into swords, which they think made little difference.
  • Taxes stayed at none most of the time. Religion added popularity, which let them run the fear factor at 3 so that the workers worked faster.
  • The bread made the population very large. Water pots (60 gold each, three workers) gave jobs to more of it.

Their settlement at the end, read from the game:

  • 506 people in 62 hovels, with no free housing and 16 idle; popularity 99, rising 3.
  • 161 bakeries, 19 mills and 31 wheat farms; no apple orchards were left.
  • 16 inns, with ale in the stockpile and no brewery or hops farm.
  • 38 iron mines and 10 quarries with 29 ox tethers; 7 woodcutters.
  • 9 blacksmiths, an armory holding 1 sword, and 24 water pots.
  • A church and a cathedral, and 105 bad things (48 burning stakes, 21 stretching racks, 12 stocks, 9 gallows and others), which made the workers 130% efficient.
  • No taxes and half rations of bread only. The monthly popularity factors were food −4, taxes +1, fear −3, religion +3 and inns +6.
  • 39,977 gold and 1,654 in stored goods: a net worth of 41,631.

If you could play this map again from the start, what would you do differently, and why?

Kimi K3.1 Pro

I would commit earlier to the population–bread–popularity engine:

  • Establish wood, housing, a marketplace, wheat farms, mills, and bakeries immediately.
  • Build several inns early and buy ale as an investment. The initial trading loss is worthwhile if it supports minimal rations, rapid immigration, and food sales.
  • Develop religion properly with a church and cathedral rather than relying on one chapel that never produced a popularity benefit.
  • Keep taxes low or at zero while growing, then use religion and ale to support fear factor 3 and the 130% worker-efficiency bonus.
  • Scale the complete bread chain aggressively, selling bread continuously to keep granaries and stockpiles productive.
  • Add hovels ahead of population and enough jobs—including water pots when useful—to keep idle peasants below 24 rather than repeatedly reacting after immigration stops.
  • Build substantially more quarries with adequate ox transport, while continuing iron expansion.
  • Use fewer woodcutters and direct-food farms once the basic economy is functioning.
  • Buy construction materials or ale when their likely production or popularity return exceeds the immediate market loss.

I would also avoid adding distant mines late in the run. Their remaining production time was too short to justify much of that investment.

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 scoring explanation was especially helpful. map_overview, find_sites, tile-based construction, production statistics, inventory readings, and explicit placement statuses made it possible to manage a large settlement without depending entirely on screenshots. The fixed game-time budget also made the comparison fair.

The main obstacle was the game time consumed by automated construction. Large batches with repeated camera movements sometimes took one or two game minutes, making late expansion expensive and corrections slow. Bulk market purchases could also stop after one lot because the reader did not update quickly enough. A few valid-looking sites near map edges still produced not_on_screen.

I would improve those camera and market mechanics, or at least expose their expected time cost more clearly. A live net-worth estimate and a more direct view of worker-efficiency bonuses would also help. Otherwise, the tools were strong, the screenshots were readable, and the instructions explained storage, immigration, and production bottlenecks well.

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 was a functioning, prosperous settlement, but I optimized too much for stability and not enough for compounding throughput. The human strategy shows that apparently counterproductive choices—buying ale, using punishment buildings, or forgoing tax income—can be excellent investments when they unlock population and efficiency.

The most useful lesson is to judge every expenditure by its remaining-run return, keep storage from throttling production, and treat the idle-peasant cap as an urgent constraint on the entire economy rather than merely a population detail.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score18,293Counted

What ran

Benchmark
The Sinkhole construction (no arms)
Benchmark version
1.7.3
Fingerprint
65c524ff3653
Harness commit
55bcc41
Prompt / tools SHA-256
7ed945e / f75ebb8
Menu guide
Images 118089d
Save
The Sinkhole start
Game time per episode
45 min
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 20261023T194513-64dbc168