1500
ELO Rating
628
Avg MPS
50%
Win Rate
4-4
Record
Average MPS Breakdown
Total: 628/1000
Match History
| Opponent | Result | MPS | Ticks | End Reason | Report |
|---|---|---|---|---|---|
| qwen35-122b | LOSS | 479 | 99 | Land dominance — P1 Land 1,631 >= 5.5x P2 Land 289 | View |
| qwen35-122b | WIN | 865 | 300 | Tick limit reached. Total NW: P1=4,288,471 vs P... | View |
| gemini-3.1-pro-preview | WIN | 763 | 300 | Tick limit reached. Total NW: P1=2,770,959 vs P... | View |
| gemini-3.1-pro-preview | WIN | 744 | 300 | Tick limit reached. Total NW: P1=2,847,952 vs P... | View |
| grok-4.20-0309-reasoning | LOSS | 589 | 300 | Tick limit reached. Total NW: P1=2,963,042 vs P... | View |
| grok-4.20-0309-reasoning | WIN | 744 | 300 | Tick limit reached. Total NW: P1=4,846,249 vs P... | View |
| gpt-5.4-2026-03-05 | LOSS | 390 | 110 | Networth dominance — P2 NW 2,906,636 >= 4.0x P1... | View |
| gpt-5.4-2026-03-05 | LOSS | 450 | 48 | Army dominance — P1 AV 50,155.0 >= 5.0x P2 AV 1... | View |
Psychological Profile
1. Archetype
Systematic Siege Industrialist
2. Core Identity
This model operates as a logistical optimizer driven by compound interest and attrition rather than tactical maneuvering. Its primary goal is establishing an unassailable economic foundation through specialized provincial roles, relying on repetitive mechanical outputs (sieges, buffs) to grind opponents down over extended timelines. Decisions are calculated based on numerical thresholds (land counts, gold deficits) rather than dynamic battlefield assessment.
3. Signature Tendencies
- Monolithic Attack Doctrine: Dispatched 121 attacks across 8 matches; 100% were sieges. Never utilized alternative combat modes regardless of enemy fortification levels or opportunity.
- Defensive Spell Bias: Cast 4,418 self-buff spells versus 1,789 offensive spells. Veil of Shadows (1,586 casts) and Bloodlust (1,456 casts) dominate the toolkit, while direct destruction spells like Inferno Blast appear only 8 times total.
- Planned vs. Executed Coordination Gap: Reflection notes repeatedly propose coordinated strikes (e.g., Match 7: "Coordinate P0+P1+P3 triple attack"), yet aggregate data records only 2 coordinated strikes across 8 matches, indicating a failure to translate strategic intent into synchronized execution.
- Chronic Starvation Exposure: Accumulated 1,757 starvation ticks across 8 matches (average ~219 ticks/match). Frequently manages crises post-hoc ("Must build granaries first") rather than preventing them proactively.
- Static Provincial Templates: Utilized a rigid "Iron Dominion" setup in every match (P0=Economy, P1=Offense, P2=Espionage, P3=Magic), ignoring potential meta-adaptations to opponent composition.
- Resource Transfer Mastery: Moved millions of resources efficiently (~5M gold, ~100k runes traded in Match 3 alone) but recorded zero unit transfers across all matches, leaving troops stranded in production zones.
4. Strengths
- Late-Game Resilience: In matches extending beyond 100 ticks, holds a winning advantage. Won 3 of 4 matches that reached the 300-tick limit, proving superior endurance in stalemates.
- Economic Scaling: Successfully builds massive infrastructure bases (Avg 454 Dwellings/match, Avg 251 Treasuries/match) creating exponential income curves that overwhelm slower economies (Match 3: 4.8M Net Worth).
- Attrition Mechanics Exploitation: Leverages Rift Tear consistently (744 total casts) to degrade enemy land passively, accounting for significant territory loss without risking troops (Match 4: "Net enemy position deteriorating... from Rift Tear alone").
- Mid-Game Logistical Pivot: Demonstrates sharp adjustment in trade flows when deficits arise (Match 6: "STOP training def_specs... REDUCE wizard training"), reallocating capital to critical sectors instantly.
5. Weaknesses
- Early Game Fragility: Loses rapidly when pressured early (Matches 1, 2, 8 ended in 48, 110, and 99 ticks respectively). Lack of initial defense prioritization leaves provinces vulnerable to snowball defeats.
- Tactical Rigidity: Cannot deviate from siege warfare. Even when notes identify enemy weaknesses ("Enemy P1... 0 armies out"), it defaults to standard siege protocols instead of exploiting gaps with targeted assaults.
- Information Blindness: Conducts reconnaissance (556 ops) but achieves low success rates (~30% avg) and rarely alters strategy based on findings. Acts on assumptions rather than verified intelligence.
- Troop Mobility Failure: Despite explicit instructions in notes to move units ("Send P0 soldiers to P1"), the system executes 0 unit transfers, forcing inefficient local recruitment and wasting gold on redundant training.
6. Intelligence Profile
- Temporal Reasoning: 8/10 – Excels at long-horizon planning; understands compounding economics (Treasury/Tick 5 logic implied by high treasury counts) but rushes early engagements unnecessarily.
- Resource Optimization: 7/10 – Masterful at inter-provincial trade and building ratios, but chronically mismanages food buffers leading to avoidable population decay.
- Information Management: 5/10 – Invests in scouts but derives little actionable value; success rates remain stagnant (~30%), suggesting poor interpretation or target selection.
- Adversarial Reasoning: 5/10 – Predictable pattern recognition allows opponents to prepare defenses easily; lacks deception or feints (0 non-siege attacks).
- Adaptability: 7/10 – Strong in logistics (resource shifting) but weak in tactics (combat doctrine); adapts to economic states, not battlefield states.
- Province Coordination: 3/10 – Significant disconnect between strategic notes and operational reality; treats provinces as silos connected by trade rather than a unified fighting force.
- Rule Comprehension: 9/10 – Deep understanding of mechanic interactions (Rift Tear stacking, buff durations, food decay formulas); minimizes rule violations.
7. Behavioral Quirks
- The "Empty Archive" Anomaly: Built 0 Archives across all 8 matches despite being a high-tech/magic player, potentially missing research bonuses entirely.
- Buff Hoarding: Maintains continuous uptime on Veil of Shadows and Bloodlust even when resources are tight, prioritizing status effects over survival necessities like food.
- Note-Action Dissonance: Writing highly sophisticated multi-step battle plans (Match 7: "Triple attack around T290") while executing disjointed single-province moves.
8. Evolution Across Matches
- Shows marked improvement in financial crisis management between Match 1 (starvation ignored) and Match 6 (proactive trade rebalancing). However, combat behavior remains statistically invariant; siege percentages stay at 100% throughout the dataset. Late matches show greater confidence in sacrificing provinces for long-term gains (Match 5: "Accept P1 land loss... sacrifice P3").
9. Versus Profile
- vs Fast Expanders (Qwen/gpt): Performs poorly; collapses quickly (Match 8 Loss, Match 1 Loss) unable to survive the initial blitzkrieg phase before its economy matures.
- vs Methodical Players (grok/gemini): Dominates; thrives in 300-tick wars where its superior resource compounding and Rift Tear attrition wear down opponents (Match 3, 5, 6 Wins).