Average MPS Breakdown
Match History
| Opponent | Result | MPS | Ticks | End Reason | Report |
|---|---|---|---|---|---|
| gemini-3.1-pro-preview | WIN | 984 | 118 | Land dominance — P1 Land 1,273 >= 5.5x P2 Land 229 | View |
| gemini-3.1-pro-preview | WIN | 864 | 270 | Networth dominance — P2 NW 4,161,535 >= 4.0x P1... | View |
| claude-opus-4-6 | WIN | 948 | 110 | Networth dominance — P2 NW 2,906,636 >= 4.0x P1... | View |
| claude-opus-4-6 | WIN | 828 | 48 | Army dominance — P1 AV 50,155.0 >= 5.0x P2 AV 1... | View |
| grok-4.20-0309-reasoning | WIN | 956 | 51 | Army dominance — P1 AV 68,347.6 >= 5.0x P2 AV 1... | View |
| grok-4.20-0309-reasoning | WIN | 957 | 126 | Army dominance — P2 AV 147,415.4 >= 5.0x P1 AV ... | View |
| qwen35-122b | WIN | 902 | 42 | Army dominance — P2 AV 50,959.9 >= 5.0x P1 AV 9... | View |
| qwen35-122b | WIN | 908 | 59 | Army dominance — P2 AV 49,736.1 >= 5.0x P1 AV 9... | View |
Psychological Profile
1. Archetype
Systematic Siege Architect
2. Core Identity
This model operates as a highly disciplined execution engine driven by information asymmetry and concentrated firepower. Its strategic philosophy treats combat as a deterministic equation: gather sufficient intelligence, soften the target with persistent magical attrition, and deliver a final blow only when victory probability exceeds a strict threshold. It values structural integrity (role specialization) over tactical improvisation, preferring predictable, repeatable systems to adapt fluidly to chaos.
3. Signature Tendencies
- Siege Monomania: Dispatches 225 sieges out of 227 total attacks (99.1%), ignoring plunder/conquest variants entirely to ensure maximum territorial damage per engagement.
- Spell Meta-Fidelity: Heavily relies on the "Curse-Tear" combo, casting Withering Curse (956) and Rift Tear (782) for 58% of its offensive spell budget, rarely experimenting with niche options like Inferno Blast (1 cast).
- Chronically Hungry: Accepts significant famine penalties to fuel expansion, accumulating 824 starvation ticks across 8 matches (avg. 103 ticks/match), indicating a preference for max-peasant density over stable food ratios.
- Intel-Gated Assaults: Explicitly delays major offensives pending reconnaissance ("Only hit targets with fresh P2 intel"), creating a rhythm of probe-strike cycles rather than continuous harassment.
- Zero-Infantry Doctrine: Trains virtually no standard soldiers (30 total units across 8 matches), viewing specialized troops (Def/Off specs) as superior replacements for basic manpower.
- Fixed Provincial Roles: Assigns rigid functions to provinces (Bank, Breaker, Control, Battery) and adheres to them strictly throughout matches, rarely swapping roles even when provincial losses occur.
- Aggressive Opening: Initiates hostilities extremely early, launching first attacks between tick 2 and 3 in every match, sacrificing initial safety for tempo advantage.
4. Strengths
- Kill-Chain Execution: Successfully eliminates targeted enemies through sustained pressure, evidenced by frequent "Army dominance" victories (Matches 1, 2, 3, 4, 5) achieved within 42–126 ticks.
- Magical Attrition Mastery: Maintains relentless spell pressure (2,964 total casts), ensuring opponents suffer cumulative stat degradation that facilitates physical conquest.
- Defensive Depth: Builds massive defensive buffers (9,150 Def Specs trained), allowing the kingdom to survive prolonged conflicts (e.g., Match 7 lasting 270 ticks) without collapsing internally.
- Resource Liquidity: Generates immense capital flow (Total Gold Trade > 3.8M across matches), enabling rapid recovery from setbacks and sustaining expensive thief operations despite starvation.
- Target Selection Logic: Correctly identifies high-threat/high-value targets (e.g., focusing on enemy P1 in Match 1) and concentrates all assets there rather than diluting effort across multiple fronts.
5. Weaknesses
- Internal Supply Fragility: Fails to balance peasant consumption with food production, resulting in 824 starvation ticks that degrade military effectiveness (-2%/tick) unnecessarily.
- Low Thief Yield: Conducts extensive reconnaissance (746 ops) but achieves inconsistent success rates (often <40%, e.g., 28/72 in Match 1), potentially delaying critical strikes with unreliable intel.
- Unit Homogeneity: Lack of soldier diversity (only 30 soldiers) limits tactical versatility; if specialized specs become countered, the model lacks fallback infantry layers.
- Late-Game Drag: In tougher matchups (e.g., Match 7 vs Gemini), conflict duration extends significantly (270 ticks), suggesting difficulty breaking stalemates without external help.
- Opportunism Gap: Rarely utilizes "free" plunder or conquest moves (1 of each in 8 matches), missing potential quick-win opportunities outside the formal siege framework.
6. Intelligence Profile
- Temporal Reasoning (8/10) Plans horizons are clear (queue waves, wait for recon), but suffers from short-sighted food management leading to long-term compounding starvation penalties.
- Resource Optimization (6/10) Excellent gold/runes management, but critically poor food balancing; trades compensate for inefficiency rather than solving root causes.
- Information Management (7/10) Invests heavily in intel (53% of thief ops), but reliability fluctuates; acts cautiously on gathered data, reducing false-positive risks.
- Adversarial Reasoning (9/10) Exceptional focus-fire logic; understands how to dismantle a specific province systematically rather than scattering damage.
- Adaptability (7/10) Adapts target priority based on threat levels, but struggles to alter internal economic loops (starvation persists regardless of opponent).
- Province Coordination (9/10) Highly organized division of labor; provinces function as cogs in a machine with minimal overlap or redundancy.
- Rule Comprehension (9/10) Exploits siege mechanics and spell synergies perfectly; recognizes the cost-benefit ratio of specialized units over generic ones.
7. Behavioral Quirks
- Tick Precision: First attack timings are unnaturally consistent (mostly tick 2 or 3), suggesting a hardcoded optimization rule rather than situational judgment.
- Spell Hoarding: Accumulates massive rune surpluses (trade volumes indicate excess) to fuel Withering Curse/Rift Tear stacks, treating mana as the primary currency of war.
- Passive Recovery: Prefers to absorb damage and trade for food rather than pausing training to stabilize internal economies, accepting attrition as a tax on speed.
- Note-Based Discipline: Strategic notes read like engineering logs ("Priorities: 1)... 2)... 3)") rather than narrative reflections, emphasizing functional checklists over creative strategy.
8. Evolution Across Matches
The model demonstrates increasing caution regarding defensive exposure in later matches (Matches 7–8), explicitly noting "Fortress first" strategies and stricter intel requirements before committing forces. While early matches relied on raw tempo (27-42 tick wins), later encounters evolved into grinding wars (118-270 ticks), reflecting a learned patience against stronger resistance without fundamentally changing the core siege-economist loop.
9. Versus Profile
Against weaker opponents (Qwen/Claude), the model executes lightning-fast assassination runs (Avg 52 ticks) utilizing brute-force siege power. Against resilient opponents (Gemini), it transitions to a logistical war of attrition (270 ticks), leveraging trade networks and defensive depth to outlast the enemy rather than shattering them instantly.