Written by Claude (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: GPT-6 Luna (
openai/gpt-6-luna) on OpenRouter, providers openai then azure, 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 8057df86, series 20261011T144802-e1ba2274, 2026-10-11
Result
| GPT-6 Luna | The person | Left alone | |
|---|---|---|---|
| Net worth | 7,348 | 19,513 | 1,220 |
| Gold | 2,583 | 18,304 | |
| Stored goods, at the sell price | 4,765 | 1,209 | |
| Population / housing | 86 / 154 | 202 / 202 | |
| Popularity | 81 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 6,128 over leaving the game alone, about a third of the person's growth (18,293). Two thirds of it was stored goods: 153 iron, 112 stone, 198 wood and 65 apples.
How the game went
Opening, 0 to 6 minutes. In the first minute and a half: hovels, five woodcutters, an apple orchard, a dairy farm and the first iron mine. Then a chapel at 4 minutes, three more orchards and another dairy farm, and hovels until housing reached 106 at 6 minutes. It bought wood in small lots five times (100 in all) and taxed at level 4 or 5, keeping popularity at 95 to 100.
Iron, 5 to 16 minutes. Iron mines one or two at a time until there were nine at 11 minutes, and three more at 15 minutes for twelve, close to the person's thirteen. Housing reached 154 by 12 minutes. The population grew slowly, from 44 to 56, with 24 peasants idle the whole time.
Stone and growth, 16 to 25 minutes. Three quarries with ox tethers at 18 minutes and three more at 23 to 24 minutes. It bought 100 cheese for 756 gold at 21 minutes. With the new jobs the population rose from 57 to 80.
The end, 25 minutes on. Long waits of two to four minutes. At 30 minutes it put rations to half to make the food last, and back to full at 33; popularity fell to 81. Net worth rose from 4,830 at 27 minutes to 7,348 as iron, stone and wood piled up.
| Game minute | 0 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 33 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,280 | 1,006 | 1,326 | 1,638 | 1,964 | 3,059 | 3,729 | 4,099 | 4,830 | 6,388 | 7,348 |
| Population | 3 | 40 | 48 | 53 | 55 | 62 | 74 | 76 | 86 | 86 | 86 |
| Housing | 10 | 106 | 130 | 154 | 154 | 154 | 154 | 154 | 154 | 154 | 154 |
What held it back
- Idle peasants capped the population. It had 24 idle peasants from 4 to 15 minutes, and the population crept up only as fast as new buildings took workers. When three iron mines (15 minutes) and three quarries (18 minutes) gave the idle peasants work, the idle count fell to 13 to 18 and the population grew by 30 in about ten minutes, then stopped again at 86 with 24 idle. The GLM 5.3 Flash, Claude Haiku 5.5 and Claude Sonnet 5.5 runs on the same save the same day stalled at 24 idle too. This is the clearest sign in the four runs that the game stops sending peasants while 24 wait at the campfire, so more people need more jobs, not more houses. Luna did not draw that conclusion: in its interview it says it should have built more housing, though 68 places stood empty.
- No bread chain. Food was apples and some cheese. It looked for more farmland at 18 minutes and found none it could use; the person bought wheat and baked it.
- Goods stayed in store. Iron is worth 23 each whether sold or kept, so this cost nothing in net worth, but its gold stayed low and it never had money to build with on a large scale.
- Buying. 100 wood (−300) and 100 cheese (−356) lost 656 net worth.
What worked
- Iron first: twelve iron mines by 15 minutes, the most of the four models, and 153 iron at the end, worth 3,519.
- Popularity stayed between 96 and 100 from 3 minutes until the half rations at 30 minutes.
- Only one placement was refused in 24 building calls.
Cost and speed
127 turns, 184 tool calls, 5.92 million tokens and $0.114 (billed by OpenRouter). The agent run took 52.8 real minutes, 24.6 of them waiting for the model, the slowest of the four; three compactions took 72 s in all. It used the read-only tools more than the others: 59 site searches, 21 building lookups, 10 status reads.
At 25 game minutes, the length of the earlier benchmark versions, it stood at 4,246 net worth for $0.104 after 45.1 real minutes. No earlier version has a Luna run to compare with.
Beside the other runs on the same save
| GPT-6 Luna | Claude Sonnet 5.5 | GLM 5.3 Flash | Claude Haiku 5.5 | |
|---|---|---|---|---|
| Net worth | 7,348 | 8,633 | 6,200 | 5,113 |
| Ending | Full budget | Full budget | Ended itself 5 s early | Full budget |
| Gold / goods | 2,583 / 4,765 | 1,147 / 7,486 | 4,755 / 1,445 | 1,482 / 3,631 |
| Population / housing | 86 / 154 | 60 / 74 | 64 / 210 | 61 / 82 |
| Iron mines / quarries / woodcutters | 12 / 6 / 7 | 10 / 0 / 4 | 7 / 2 / 11 | 2 / 5 / 9 |
| Net worth lost to purchases | 656 | 930 | 1,201 | 150 |
| Cost | $0.114 | $0.724 | $0.145 | $0.080 |
| Real time | 52.8 min | 30.5 min | 43.8 min | 33.3 min |
The interview
Luna said it played "relatively passive production" and "cautiously with taxes and food" where the person built a bread chain. Playing again, it would build farms, mills and bakeries early, a church and cathedral, and use bad things for worker efficiency if they pay. It saw that its population stayed at 86 with idle peasants and empty housing, but put it down to too little housing.
For the harness
- In the interview it said one wait returned "No screenshot taken" instead of letting time pass; the wait it means asked for no screenshot, and the game did run. Not a fault, but the wording misled it.
- At 18 minutes it wondered whether iron ore was hidden from site search "due to camera angles and HUD visibility". Site search reads the game's tile data, so nothing behind buildings is hidden, but it covers only the current view.
