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: 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: Large Barren Desert construction, version 1.5.4, from the save the human reference game on this map 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 97b99ccf, 2026-10-11
Result
| GLM 5.3 Flash | The person | Left alone | |
|---|---|---|---|
| Net worth | 8,232 | 9,984 | 5,192 |
| Gold | 7,496 | 8,574 | |
| Stored goods, at the sell price | 736 | 1,410 | |
| Population / housing | 47 / 90 | 250 / 250 | |
| Popularity | 49 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 3,040 over leaving the game alone, about two thirds of the person's growth (4,792). About 1,150 of that is the part of the starting package that waits for storage room (stone, iron, pitch, ale and more wood), which the game left alone never receives and GLM had by 3 minutes; its own play added about 1,900. Its gold came close to the person's.
How the game went
Opening, 0 to 7 minutes. Three iron mines, hovels and more stockpile at the start, a marketplace at 1 minute, two quarries with ox tethers at 4, and an inn and a chapel at 6 minutes. Meat ran low by 6 minutes: it bought 100 meat, halved the rations and took the tax off, and popularity fell to 40 at 8 minutes.
Mines and markets, 7 to 25 minutes. A fourth iron mine at 9 minutes and a third quarry at 18, with more ox tethers, and housing to 90. It sold iron and stone as they came in and bought meat twice more, and moved taxes between low and high. Net worth rose from about 5,900 at 9 minutes to 7,161 at 24.
The end. Full rations from 21 minutes and popularity 91 at 27, then half rations and high taxes again from 26 to 29 minutes for the last gold: popularity fell to 49 at the end. Its stores were mostly sold by then; gold reached 7,496.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,501 | 6,436 | 6,523 | 5,924 | 6,103 | 6,577 | 6,829 | 6,909 | 7,161 | 7,455 | 7,378 | 8,232 |
| Population | 2 | 22 | 38 | 33 | 37 | 43 | 42 | 39 | 47 | 47 | 47 | 47 |
| Popularity | 100 | 98 | 70 | 46 | 63 | 48 | 53 | 46 | 67 | 91 | 91 | 49 |
What held it back
- 24 idle peasants from 23 minutes on. The population stopped at 47 with 43 empty places: on every map played the same day, new peasants came only when idle ones got work. GLM said in its interview that it "discovered mid-run that idle peasants with no jobs are dead weight", but by then it did not add jobs.
- Food bought, not made. No farm can be built here; three purchases of 100 meat lost 1,147 net worth. The person bought wheat and ran mills and bakeries, which GLM named as "the two big ideas I missed" with fear buildings.
- Popularity spent for gold at the end. High taxes and half rations in the last minutes took popularity from 91 to 49.
What worked
- Iron, stone and pitch sold for gold: seven sales brought 3,310 gold. Selling at the sell price leaves net worth unchanged, and it kept the stockpile from filling up.
- An inn and a chapel at 6 minutes: at the end the inn added +4 and religion +2 to popularity.
- It acted steadily: the waiting reminder (3 game minutes without an economy action) never appeared.
Cost and speed
38 turns, 72 tool calls, 1.48 million tokens and $0.062 (billed by OpenRouter). The agent run took 32.9 real minutes, 6.9 of them waiting for the model; one compaction took 24 s. Thirteen placements failed, eight of them because the tile was off screen.
Beside the other desert run on 1.5.4
| GLM 5.3 Flash | Claude Haiku 5.5 | |
|---|---|---|
| Net worth | 8,232 | 5,313 |
| Gold / goods | 7,496 / 736 | 2,711 / 2,602 |
| Population / housing | 47 / 90 | 32 / 50 |
| Popularity | 49 | 93 |
| Iron mines / quarries / inns / chapels | 4 / 3 / 1 / 1 | 2 / 1 / 0 / 0 |
| Net worth lost to purchases | 1,147 | 1,176 |
| Cost | $0.062 | $0.044 |
| Real time | 32.9 min | 29.4 min |
GLM kept building to 18 minutes and sold what it mined; Haiku stopped at 3 minutes and waited.
The interview
GLM said it "ran a small mining-and-taxes economy instead of a settlement" and "treated the market as a place to dump surplus rather than an engine". Playing again, it would buy wheat for mills and bakeries, build a church, inns and fear buildings, add more ox tethers and stop "fussing over small tax adjustments". It asked why its population stopped at 47 with free housing, which no tool explained.
For the harness
- The game saved correctly at the end ("glm 5-3 flash 1-5-4 97b99c").
- Placing on tiles off screen still fails (
not_on_screeneight times), as in every run.