Written by Claude (Opus 5.5) from the run's own logs (events.jsonl, episode.json, interview.md);
it is a reading of the run, not part of its score.
- Model: GLM 5.3 Flash (
z-ai/glm-5.3-flash) on OpenRouter, providers z-ai/fp8 then siliconflow/fp8, reasoning medium, output limit 32,768 tokens - Benchmark: Oasis by the Sea construction, version 1.5.0, from the save the human reference game started from; 33 min 20 s of game time (60,000 ticks) at speed 40, the length of the person's game; no playbook
- Run 8f5c6169, series 20261011T132054-9bb4d8ae, 2026-10-11
Result
| GLM 5.3 Flash | The person | Left alone | |
|---|---|---|---|
| Net worth | 6,200 | 19,513 | 1,220 |
| Gold | 4,755 | 18,304 | |
| Stored goods, at the sell price | 1,445 | 1,209 | |
| Population / housing | 64 / 210 | 202 / 202 | |
| Popularity | 90 | 100 |
Net worth grew by 4,980 over leaving the game alone, about a third of the person's growth (18,293).
The run is a model failure, not a full-budget score: with 32 game seconds left GLM decided there was nothing more to do and answered four times in a row without calling a tool. The host warned it each time that four such replies end the run, and the fourth ended it at 1,994.7 of 2,000 game seconds. The net worth was read from the game afterwards, so it is the settlement's real value.
How the game went
Opening, 0 to 3 minutes. A marketplace, one apple orchard, four hovels and woodcutters, and 150 wood bought at the marketplace. One granary placement was refused.
Building out, 3 to 16 minutes. Seven iron mines on the ore strip near the keep, five dairy farms, two quarries with two ox tethers, a chapel at 8 minutes, and hovels until housing reached 210 at 14 minutes (25 hovels in all). Spending took net worth down from 1,265 to 723 at 9 minutes, with 117 gold. The last building went up at 16 minutes.
Trading, 16 minutes to the end. No more buildings. Every couple of minutes it sold iron, stone and surplus wood and bought bread, and it moved the tax between levels 3 and 5 five times to keep popularity between 67 and 90. Net worth rose steadily, about 240 a minute from 12 minutes on, almost all of it as gold.
| Game minute | 0 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,265 | 951 | 723 | 1,141 | 1,606 | 2,283 | 3,071 | 3,677 | 4,192 | 5,136 | 6,200 |
| Population | 3 | 45 | 53 | 54 | 58 | 64 | 64 | 64 | 64 | 64 | 64 |
| Housing | 10 | 90 | 138 | 170 | 210 | 210 | 210 | 210 | 210 | 210 | 210 |
What held it back
- The population stopped at 64 from 17 minutes, with 146 empty places. It stopped growing when 24 peasants stood idle, and stayed there; Claude Haiku 5.5's run on the same save the same day stalled at 24 idle too. That fits a limit on how many peasants wait at the campfire: more people seem to come only when the idle ones get work. GLM saw the 24 idle peasants at 8 minutes ("More peasants won't produce more without jobs") but went on building hovels and put the slow growth down to immigration. The person ended with 202 people, working in 57 bakeries, 13 iron mines, 10 quarries and more.
- It stopped building at 16 minutes with 24 idle workers and 90 to 250 wood in store, for the last 17 minutes of the game.
- Farmland ran out. It found room for one orchard and five dairy farms and decided bread was out of reach without wheat land. The person bought wheat at the marketplace and milled and baked it.
- Food was bought, not grown. It bought 290 bread for 2,269 gold, which lost 1,109 net worth (bread costs about twice its sell price), and 150 wood for 600 gold (−450). All its trades together lost 1,201 net worth; selling iron, stone and wood is roughly neutral, since goods already count at their sell price.
What worked
- No tool call returned an error, though 11 placements were not placed. It used the marketplace's selling steps correctly in its own planning ("sells 5 below 50 stock, 10 from 50, 20 from 100").
- Iron was its main product: 146 iron sold for 3,498 gold, with 29 more in store at the end.
- Popularity never fell below 67 and ended at 90.
Cost and speed
89 turns, 117 tool calls, 4.12 million tokens and $0.145 (billed by OpenRouter). The agent run took 43.8 real minutes, 16.9 of them waiting for the model; one compaction took 34 s.
At 25 game minutes, the length of the earlier benchmark versions, it stood at 4,201 net worth for $0.125 and 35.3 real minutes. The six published GLM episodes of versions 1.0 and 1.1 ended between 2,249 and 5,495 (4,167 on average); the published 1.1 episode 1 cost $0.205 and took 41.1 minutes.
The interview
GLM called its passive ending "self-inflicted" and the gap to the person "stark". Playing again, it would put population first (religion, no taxes), run a wheat to flour to bread chain from bought wheat, and use bad things for worker efficiency; it said it had wrongly avoided buying because purchases lower net worth.
For the harness
- The rule that ends a run after four replies without tools turned a nearly complete game into a model failure 5 seconds before the end.
- Site search covers only the current view, and placing on a tile off screen fails: two placements
failed with
not_on_screen.
