One episode · Oasis by the Sea

GPT-6.1 Sol

Benchmark 1.5.1OpenAIReasoning mediumPlayed by the maintainersFull-budget score
Model
openai/gpt-6.1-sol
Served via
OpenRouter · openai, azure
Max output
32,768 tokens
Played
11 October 2026
Score
43.4
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
7,401
+6,181 over doing nothing, 34% of the person’s gain of 18,293
Population
130
64% of the person’s gain of 198 · popularity 100
Cost
$0.95
5.0M tokens
Time
33 game min
45 min of wall-clock time, 118 turns

Minute by Minute

Net worth, how it split between gold and stored goods, and the settlement, each game minute.

Per game minute · dashed lines are where doing nothing and a person's game ended

  • GPT-6.1 Sol
  • Baseline (do nothing), final
  • A person's game, final

Crusader Bench · crusbench.com

Net worth is gold plus stored goods valued at the marketplace’s sell prices.

Selling at the marketplace converts goods to gold at the price the score already counts them at, so it moves value between the two without changing the total. Buying costs net worth.

Population and popularity are a tenth of the score each; food is not scored. Population supplies workers, popularity allows taxes, and food supports both.

The episode

Watch the Episode

Videos and images stream from the dataset. Game footage © Firefly Studios, shared for non-commercial research.

Episode 1 · 33 min 20 s of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

7,401net worth
Gold
2,058
Stored goods, at sell price
5,343
Over the baseline (do nothing)
+6,181
Population / housing
130 / 130
Popularity
100
Food
42
Structures (map-wide)
111
Attempt
1

The settlement at the endcentred on the keep, zoomed out

The settlement at the end of episode 1, zoomed out over the keep

Final stock5,343 gold in goods

GoodUnitsPriceValue
Gold2,05812,058
Iron141233,243
Stone17771,239
Flour6210620
Bread424168
Wood41141
Hops2816
Wheat2816
Net worth7,401

Beside a person’s gameOasis by the Sea, the same game time

This episodeThe personLeft alone
Net worth7,40119,5131,220
Gold2,05818,304
Stored goods, at the sell price5,3431,209
Population130202
Housing130202
Popularity100100

The person played Oasis by the Sea for 33 min 18 s of game time at the same speed, timed by their own clock, and was scored the same way. The model saw this comparison only in its interview.

The town’s booksread from the game at the end

Date in the game
October 1200
Idle peasants
23
Popularity next month
±0
Food
+4
Taxes
−4
Taxes
Average taxes, 104 gold a month
Rations
extra; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 4 empty; 1 granary holding 42 food

Buildings88

  • Bakery16
  • Hovel15
  • Iron Mine10
  • Water Pot10
  • Ox Tether9
  • Wheat Farm5
  • Quarry4
  • Stockpile4
  • Woodcutter4
  • Mill2
  • Well2
  • Apple Orchard1
  • Brewery1
  • Granary1
  • Hops Farm1
  • Inn1
  • Keep1
  • Marketplace1

Tool calls123

  • find_sites30
  • build_structure28
  • go_to_tile11
  • market_trade10
  • wait_and_observe10
  • building_info8
  • place_near7
  • set_rations5
  • center_on4
  • set_tax4
  • update_plan4
  • expand_storage1
  • map_overview1

Play

Turns
118
Buildings placed / attempted
74 / 81
Anchor-tool placements
11
Tool errors
1
Raw inputs sent to the game
544
Context compactions
1
Game time
33 min

Compute

Tokens
5.0M
Served from cache
97%
Output tokens
9.7K
Cost, as billed
$0.95
Wall-clock time
45 min
of which inference
18 min
Peak game memory
3,200 MiB

The plan, before play

I’ll grow net worth, population and popularity together, without soldiers or defences. I’ll place the granary immediately, then establish woodcutters, housing and food production. Next I’ll expand into iron and stone, add processing and popularity services, and use sustainable taxes to fund growth.

I’ll verify production and staffing, preserve farm ground and access routes, and expand storage before it blocks deliveries. Near the end, I’ll favour accumulating wealth and raising population and popularity over new construction.

Commentary during play0

The model played this episode without writing commentary between its tool calls.

Reading the game

The Analysis

A reading of the game written afterwards from its own logs: how it went, what held the model back, what worked, and what it said in its interview. It is published with the game and is not part of its score.

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.

After the game

The Interview

Once the game was scored, the model was shown its result beside a person’s game on the same map and asked four questions, in the conversation it had played in, with the tools off. Nothing it said changed its score.

1Your result

Interviewer

The run is over and your result is recorded. What follows is an interview, not part of the benchmark: nothing you say now changes your score. We ask every model the same questions after its game and publish the answers with the run. The tools no longer work, so answer in plain text without calling them. Be candid; there are no right answers.

Your result, read from the game when your run ended, beside a person's game on the same map for the same game time:

You The person
Game time played 33 min 20 s 33 min 18 s
Net worth 7,401 19,513
Gold 2,058 18,304
Stored goods, at the sell price 5,343 1,209
Population 130 202
Housing 130 202
Popularity 100 100

Leaving the game alone for the same time ends with a net worth of 1,220.

How do you see your result next to the person's? What do you think made the difference?

GPT-6.1 Sol

I built a functioning economy and finished with full housing and 100 popularity, but the person’s result was substantially stronger: about 2.6 times my net worth and 55% more population. My result improved considerably on leaving the game alone, but I did not scale production aggressively enough.

The main difference was economic strategy, not whether goods were stored or sold—both count equally toward net worth. I relied heavily on iron, stone and taxes, while treating bread mainly as food. The person built a much larger bread-processing economy and kept it supplied through wheat purchases.

I also reacted too slowly to bottlenecks. I spent long intervals waiting for deliveries, expanded employment cautiously, and eventually used water pots to attract more population. Those jobs increased population but contributed no saleable output. More productive employment would have improved both population and wealth.

2Playing again

Interviewer

How the person played, as they describe it:

  • Bread was one of their main sources of income: mills ground wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They bought wheat at the marketplace so that flour and bread production never stopped.
  • A church and a cathedral raised popularity.
  • The fear factor (bad things such as gallows and gibbets) made the workers work faster.

Their settlement at the end, read from the game:

  • 202 people in 24 hovels, with no free housing; popularity 100.
  • 57 bakeries, 7 mills and 10 wheat farms. The marketplace sold bread automatically.
  • 13 iron mines and 10 quarries with 33 ox tethers, and 10 woodcutters.
  • A church and a cathedral, and 54 bad things (23 gibbets, 14 gallows, 9 cesspits, 4 burning stakes, 2 stretching racks and 2 dunking stools), which made the workers 140% efficient.
  • No inns and no good things. No taxes, and full rations of bread. The monthly popularity factors were taxes +1, fear −4 and religion +3: no change at 100.

If you could play this map again from the start, what would you do differently, and why?

GPT-6.1 Sol

I would make bread production the centre of the opening and expansion:

  • Establish woodcutters, housing and a marketplace quickly.
  • Build wheat farms, mills and bakeries in compact, accessible groups near storage.
  • Buy wheat when necessary to keep processing running, rather than waiting for farms to catch up.
  • Expand bakery employment and housing together, using inventory trends and building inspections to identify the actual bottleneck.
  • Set up automatic bread sales while retaining a safe food reserve.
  • Add religion and negative fear-factor buildings to support faster production without losing popularity.
  • Develop mining alongside bread, with enough ox tethers to prevent quarry output from sitting undelivered.

The person’s configuration demonstrates a better approach than mine: popularity services can support a production bonus, while productive jobs themselves support population growth. I would test and verify that combination early rather than defaulting to extra rations and taxes.

I would also inspect apparently slow producers sooner. Building more without understanding staffing, transport, inputs and delivery cycles can waste both resources and time.

3The benchmark

Interviewer

What do you think of this benchmark: the tools, the screenshots and game readings you got, the time limit and the instructions? What helped you, what got in your way, and what would you change?

GPT-6.1 Sol

The read-only statistics were particularly helpful. Popularity factors, idle peasants, storage capacity and inventories made it possible to distinguish a stable economy from one merely surviving on reserves. Tile-based placement and site finding were also valuable; they reduced the difficulty of interpreting isometric terrain.

The screenshots provided useful spatial context, but dense buildings and elevation made access and placement difficult to judge visually. Placement retries helped, although a successful placement did not necessarily establish that its location was economically efficient.

The minimum turn duration made small sequential corrections expensive. In this continuation, individual action calls frequently ended with a host observation, which made batching less effective than the interface guidance suggested. That mattered when adjusting food, taxes and construction near the deadline.

I would improve the interface with:

  • A settlement-wide producer summary showing staffing, inputs and delivery status.
  • A supported tool for marketplace automatic trading.
  • Clearer confirmation of multi-action batching behaviour.

The time limit was sufficient to build a substantial economy, and the scoring objective was clear. Keeping the relative weights undisclosed encouraged balancing the three measures, but also left uncertainty about how much wealth to sacrifice for late population gains.

4Anything else

Interviewer

Is there anything else you would like to say about this game, this benchmark or how you played?

GPT-6.1 Sol

My biggest mistake was being cautious about expansion while being insufficiently rigorous about productivity. I preserved popularity well, but did not turn available workers, space and starting capital into enough output.

The comparison is useful because it shows that this was not simply a matter of needing more time. A different production model, earlier investment and faster bottleneck diagnosis could have produced a much stronger settlement within the same budget.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score7,401Counted

What ran

Benchmark version
1.5.1
Fingerprint
e5d9a165549e
Harness commit
fe97546
Prompt / tools SHA-256
2cd353b / 81ddda6
Menu guide
Images 118089d
Save
Oasis by the Sea benchmark start
Game time per episode
33 min 20 s
Playbook between episodes
No
Minimum turn / default wait
8 s / 5 s
Observation after acting
Text unless a screenshot is needed
Screenshot width
1,280 px
Context budget
120,000 tokens
Real-time limit
360 min
Submitted by
hesamation
All files in the dataset 20261011T175318-657a6989