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 1.5.6, 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 fafe0ff5, 2026-10-12
Result
| GLM 5.3 Flash | The person | Left alone | |
|---|---|---|---|
| Net worth | 6,655 | 9,984 | 5,192 |
| Gold | 4,560 | 8,574 | |
| Stored goods, at the sell price | 2,095 | 1,410 | |
| Population / housing | 70 / 98 | 250 / 250 | |
| Popularity | 66 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 1,463 over leaving the game alone, about 30% of the person's growth (4,792). About 1,150 of that is the part of the starting package that waits for storage room, which GLM made room for at 67 seconds. Its quarries and mines produced about 290 stone and 80 iron (some 3,900 at the sell price), and buying food and wood took 2,890 of it back.
How the game went
Mines first, 0 to 2 minutes. Two iron mines at 16 seconds, a marketplace at 30, three hovels, two more stockpile piles at 67 seconds, two more iron mines at 97 and two quarries with ox tethers beside them by about 2 minutes.
Quarries and food, 2 to 18 minutes. Three more quarries at about 7 minutes and two at 15, each with tethers beside them, eleven hovels in all, and from about 4 minutes three foods bought every few minutes (meat, cheese and apples) with iron and stone sold as they came in. The population rose to 62 by 18 minutes with popularity held at 52.
Holding on, 18 to 33 minutes. Taxes moved between none and low; popularity dipped to 38 at 24 minutes and recovered to 66. The population stopped at 70 with 24 idle. Its last buildings were three hovels at 18 minutes and three more ox tethers at 29.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,546 | 6,405 | 6,299 | 6,041 | 6,011 | 6,287 | 5,909 | 5,915 | 6,028 | 6,028 | 6,352 | 6,655 |
| Population | 2 | 21 | 35 | 44 | 53 | 55 | 62 | 66 | 60 | 60 | 67 | 70 |
| Popularity | 100 | 91 | 72 | 52 | 52 | 52 | 52 | 52 | 38 | 38 | 66 | 66 |
During long waits the table repeats the last reading.
What held it back
- Food bought for variety, at a loss. No farm can be built here. Twenty-one purchases of meat, cheese and apples lost 2,440 net worth against the sell price, and wood 450 more: 2,890 in all, against 1,200 in its 1.5.4 run, which bought only meat. Three foods kept the food factor at +2.
- 24 idle peasants at the end. The population stopped at 70 with 28 places free.
- Stone was slow to come. Seven quarries and seventeen tethers, but the stone lies about 100 tiles from the stockpile; they brought about 290 stone in 30 minutes.
- Nothing for popularity but food and taxes: no inn, chapel or church this time.
- Eight placements failed because their tiles were off screen.
What worked
- Four iron mines and seven quarries, all seventeen tethers 4 to 9 tiles from a quarry, as the 1.5.6 prompt says.
- Fourteen sales of iron, stone and pitch brought 2,990 gold; selling leaves net worth unchanged and kept the stockpile from filling.
- It kept notes (
notebook_write) on the map, costs and prices, and read them back.
Cost and speed
62 turns, 103 tool calls (37 trades, 9 waits), 2.56 million tokens and $0.107 (billed by OpenRouter); the interview cost $0.002 more. The agent run took 39.5 real minutes, 12.6 of them waiting for the model; compaction took 28 s. The waiting reminder appeared twice.
Beside its run on 1.5.4 and Haiku's on 1.5.6
| GLM, 1.5.6 | GLM, 1.5.4 | Claude Haiku 5.5, 1.5.6 | |
|---|---|---|---|
| Net worth | 6,655 | 8,232 | 6,412 |
| Gold / goods | 4,560 / 2,095 | 7,496 / 736 | 3,428 / 2,984 |
| Population / housing | 70 / 98 | 47 / 90 | 32 / 42 |
| Popularity | 66 | 49 | 51 |
| Iron mines / quarries / ox tethers | 4 / 7 / 17 | 4 / 3 / 4 | 4 / 0 / 0 |
| Inn / chapel | 0 / 0 | 1 / 1 | 0 / 0 |
| Net worth lost to purchases | 2,890 | 1,200 | 1,000 |
| Cost / real time | $0.107 / 39.5 min | $0.062 / 32.9 min | $0.034 / 29.4 min |
On 1.5.4 GLM bought only meat, sold everything it mined and ended with high taxes and half rations, which took popularity to 49. On 1.5.6 it built more and grew a larger town, but kept three foods bought for popularity and taxes low, and its net worth ended 1,577 lower; population was 23 higher and popularity 17 higher.
The interview
GLM called its run "essentially a mine-and-sell economy" with "a hard ceiling", and said "I optimized a small, safe machine when the scoring rewarded a large one". Playing again, it would buy wheat for mills and bakeries, ale for inns, build a church and fear buildings, and "stop selling raw stone/iron except as overflow". It said the rules' framing around raw materials and "farms need oasis grass" anchored it, and that it never checked whether wheat could simply be bought.
For the harness
- The game saved correctly at the end ("glm 5-3 flash 1-5-6 fafe0f").
- Placing on tiles off screen still fails (
not_on_screeneight times).
