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-6.1 Sol (
openai/gpt-6.1-sol) on OpenRouter, providers openai then azure (every request was served by OpenAI), reasoning medium, output limit 32,768 tokens - Benchmark: Oasis by the Sea construction, version 1.5.1, 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 76609164, 2026-10-11
Result
| GPT-6.1 Sol | The person | Left alone | |
|---|---|---|---|
| Net worth | 7,401 | 19,513 | 1,220 |
| Gold | 2,058 | 18,304 | |
| Stored goods, at the sell price | 5,343 | 1,209 | |
| Population / housing | 130 / 130 | 202 / 202 | |
| Popularity | 100 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 6,181 over leaving the game alone, about a third of the person's growth (18,293). It ended with the most people of any model by far, 130 in full housing, and popularity 100, the person's level. Most of its net worth is iron (141, worth 3,243) and stone (177, worth 1,239).
How the game went
Bread and iron first, 0 to 10 minutes. Woodcutters, hovels and a marketplace at the start, three wheat farms at 1 minute, a mill and two bakeries by 2 minutes, four iron mines at 2 minutes and three more bakeries at 3. Five more iron mines at 9 minutes, then two quarries with ox tethers at 10. It bought 250 wood for 1,000 gold in this stretch to pay for it, and net worth fell to 754 at 3 minutes.
Growing the economy, 10 to 25 minutes. Three more bakeries at 13 minutes, two more wheat farms, a hops farm, a brewery and an inn at 14, hovels at 15 and 18 minutes, a tenth iron mine, two more quarries and seven more ox tethers. From 8 minutes it gave extra rations for most of the game, which added up to +4 to popularity and let it keep average taxes. The population rose from 46 to 88.
Jobs for the idle, 25 minutes to the end. Another mill, an orchard and six more bakeries (16 in all), and the moves below: ten water pots and two wells. The population rose from 88 to 130 in the last eight minutes, filling every house, with popularity at 100.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,280 | 754 | 901 | 1,359 | 1,130 | 1,846 | 2,746 | 2,852 | 4,833 | 5,530 | 6,722 | 7,401 |
| Population | 3 | 26 | 37 | 46 | 48 | 71 | 76 | 75 | 85 | 90 | 113 | 130 |
| Housing | 10 | 34 | 74 | 74 | 74 | 74 | 82 | 114 | 114 | 114 | 114 | 130 |
Water pots: buying jobs to beat the idle-peasant stall
All six models on this save the same day had their population stop whenever 24 peasants stood idle, with free housing and good popularity: the game seems to send no more peasants while 24 wait at the campfire, so more people need more jobs. Sol is the only one that found a cheap way through it.
From 21 to 26 minutes it hit 24 idle peasants five times, with population around 79 to 93 and 114 houses, and it was short of wood (its reasoning: "running low on resources"). At 26 minutes it placed five water pots, the game's firefighting posts: each costs 60 gold and no wood and takes three workers. The idle count fell from 24 to 19, then 11, and the population grew again. When it reached 24 idle once more at 29 minutes, it built four more water pots at 30, two wells (30 gold, one worker each) at 31 and a tenth pot at 32. In all, 32 jobs for 660 gold. There was no fire at any point.
Its reasoning at those turns is not in the logs, but its interview says it plainly: it "eventually used water pots to attract more population. Those jobs increased population but contributed no saleable output." The population went from 93 to 130 in the seven minutes after the first pots. For net worth the trade was poor, since the pots produce nothing and the 660 gold came straight off it, but the prompt judges the settlement on population and popularity too, and on those two it beat every other model.
What held it back
- Buying. 400 wood, 100 bread and 20 cheese lost 1,641 net worth, the most of any model; a sale of 40 iron won back 27.
- The bread fed people instead of earning gold. Sixteen bakeries, the most of any model, but the bread went into extra rations for popularity, with 62 flour waiting at the end. The person sold bread, bought wheat and ran 57 bakeries.
- The jobs it bought produce nothing. Water pots and wells added 660 gold of cost and no goods.
What worked
- The population and popularity of the six runs: 130 people and popularity 100, against at most 86 people elsewhere.
- Extra rations as a popularity lever: food +4 at the end, which carried average taxes (104 gold a month at the end) without losing popularity.
- Iron and stone: ten iron mines and four quarries with nine ox tethers.
- No tool call failed apart from the session's end.
Cost and speed
118 turns, 123 tool calls, 4.97 million tokens and $0.952 (billed by OpenRouter). The agent run took 45.1 real minutes, 18.1 of them waiting for the model; one compaction took 37 s.
At 25 game minutes, the length of the earlier benchmark versions, it stood at 5,016 net worth for $0.654 after 32.1 real minutes. No earlier version has a Sol run to compare with.
Beside the other runs on the same save
| Claude Sonnet 5.5 | GPT-6.1 Sol | GPT-6 Luna | GLM 5.3 Flash | Kimi K3 | Claude Haiku 5.5 | |
|---|---|---|---|---|---|---|
| Net worth | 8,633 | 7,401 | 7,348 | 6,200 | 5,918 | 5,113 |
| Ending | Full budget | Full budget | Full budget | Ended itself 5 s early | Full budget | Full budget |
| Reasoning | medium | medium | medium | medium | high | medium |
| Population / housing | 60 / 74 | 130 / 130 | 86 / 154 | 64 / 210 | 76 / 98 | 61 / 82 |
| Popularity | 84 | 100 | 81 | 90 | 69 | 67 |
| Gold / goods | 1,147 / 7,486 | 2,058 / 5,343 | 2,583 / 4,765 | 4,755 / 1,445 | 1,505 / 4,413 | 1,482 / 3,631 |
| Iron mines / quarries / bakeries | 10 / 0 / 2 | 10 / 4 / 16 | 12 / 6 / 0 | 7 / 2 / 0 | 4 / 3 / 4 | 2 / 5 / 0 |
| Net worth lost to purchases | 930 | 1,614 | 656 | 1,201 | 679 | 150 |
| Cost | $0.724 | $0.952 | $0.114 | $0.145 | $3.55 | $0.080 |
| Real time | 30.5 min | 45.1 min | 52.8 min | 43.8 min | 63.4 min | 33.3 min |
The interview
Sol said the difference from the person was "economic strategy, not whether goods were stored or sold": it relied on iron, stone and taxes and treated bread as food, while the person ran a bread economy supplied with bought wheat. It named its water pots as jobs that "increased population but contributed no saleable output". Playing again, it would put bread production at the centre, buy wheat, sell bread automatically and use religion and fear buildings for faster workers. It asked for a settlement-wide summary of producers' staffing and inputs, and a tool for the marketplace's automatic trading.
For the harness
- It found that "individual action calls frequently ended with a host observation", which made batching actions less useful than the guidance suggests; not checked here.
- Its reasoning is not in the logs for most turns: the endpoint returns little or none of it.
