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 on OpenRouter, providers openai then azure, 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 f2a35309, 2026-10-12
Result
| GPT-6 Luna | The person | Left alone | |
|---|---|---|---|
| Net worth | 7,354 | 9,984 | 5,192 |
| Gold | 1,246 | 8,574 | |
| Stored goods, at the sell price | 6,108 | 1,410 | |
| Population / housing | 106 / 130 | 250 / 250 | |
| Popularity | 57 (−11 next month) | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 2,162 over leaving the game alone. Nearly all the stored value is what its twelve quarries and four iron mines dug: 530 stone (3,710) and 100 iron (2,300). It spent 6,780 gold at the market, 5,040 of it on 630 units of cheese and meat, and ended on half rations and extortionate taxes.
How the game went
The opening, 0 to 5 minutes. Six hovels against the keep and three more stockpile piles in the first minute, four iron mines on the eastern ore at 41 seconds, a chapel and an inn by the keep at 1:24, then eight quarries on the western stone, about 100 tiles from the stockpile, with an ox tether beside each by 4:18. A marketplace went up at 3:36, beside the quarries, after a wood purchase found none.
Growing, 5 to 15 minutes. Six more hovels, three more stockpile piles and a granary by 8:31, two more quarries at 8:31 and two at 11:50, a church at 13:21 and three more hovels at 14:48. Food came from the market, in lots of 100 units of cheese or meat at first and 20 to 25 later. Population reached 92 at 15 minutes with popularity at 90, but gold fell from 4,340 to 1,557 and net worth to 4,340, below leaving the game alone.
Tethers, 7 to 22 minutes. Luna kept adding ox tethers: 19 by 12:35 and 39 by 21:44, more than three for each quarry. Its reasoning gave two reasons: stone not yet arriving from quarries about 100 tiles from storage, and jobs, since each 5-wood tether employs a peasant and new peasants stop arriving while 24 stand idle ("Building more tethers will create additional jobs ... and help increase the population"). Later it saw "diminishing returns" at "about 2.58" tethers a quarry and built more anyway.
Short of gold, 17 to 33 minutes. Rations went to half at 17:43; at 19:27 it sold 20 pitch, dropped taxes to none and bought 200 more units of cheese and meat, which left 407 gold at 21 minutes. From then on it bought little, and the stone paid the bill: net worth climbed from 4,839 at 24 minutes to 7,354. In the last minute taxes went to extortionate (148 gold a month); popularity, which the score also counts, ended at 57 and falling.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,561 | 5,951 | 5,363 | 5,207 | 4,521 | 4,340 | 4,953 | 4,685 | 4,839 | 5,238 | 6,493 | 7,354 |
| Gold | 4,340 | 4,667 | 3,735 | 3,562 | 1,988 | 1,557 | 1,711 | 407 | 381 | 402 | 935 | 1,246 |
| Stone | 0 | 50 | 50 | 58 | 82 | 130 | 202 | 250 | 282 | 346 | 442 | 530 |
| Iron | 0 | 15 | 23 | 31 | 40 | 48 | 56 | 66 | 70 | 78 | 90 | 100 |
| Population | 2 | 27 | 53 | 70 | 77 | 92 | 96 | 99 | 102 | 106 | 106 | 106 |
| Popularity | 100 | 100 | 94 | 100 | 95 | 90 | 77 | 68 | 68 | 74 | 60 | 57 |
What held it back
- Food for 106 people, all bought. 630 units of cheese and meat cost 5,040 gold and 2,520 net worth against the sell price, and the run still ended on half rations. With wood, its purchases cost 3,675 net worth.
- Twenty more tethers than the stone needed. After 15 minutes its stone came in at about 22 a minute, the same as Claude Opus 5.5's with 16 tethers for 10 quarries. The extra tethers added jobs and people rather than stone.
- Spending ran ahead of income. Rations were halved at 17:43 and gold was down to about 400 from 21 to 27 minutes; popularity fell from 90 to 68 before the stone arrived.
- Population stopped at 106 of 130 places from 27 minutes, with 24 idle at the end.
What worked
- Twelve quarries and four iron mines by 12 minutes, with every tether beside the quarries: the most stone of the 1.5.6 runs (530).
- The most people of the round. A chapel and an inn from 1:24, and a church from 13:21, kept popularity at 90 or more for the first 15 minutes.
- Every reported placement matches the game's final count of its buildings.
Cost and speed
143 turns, 172 tool calls (7 waits), 6.60 million tokens and $0.125 (preparation $0.002, play $0.117, compaction $0.006), worked out from the list prices on the model profile. The interview cost $0.002 more, with 51,830 of its 54,942 tokens read from the cache. The agent run took 57.7 real minutes, 28.7 of them waiting for the model; the context was compacted three times (73 seconds).
Beside its run on 1.5.4 and the others on 1.5.6
| Luna, 1.5.6 | Luna, 1.5.4 | Claude Opus 5.5, 1.5.6 | GLM 5.3 Flash, 1.5.6 | |
|---|---|---|---|---|
| Net worth | 7,354 | 6,626 | 8,757 | 6,655 |
| Gold / goods | 1,246 / 6,108 | 3,437 / 3,189 | 2,513 / 6,244 | 4,560 / 2,095 |
| Population / housing | 106 / 130 | 78 / 162 | 58 / 58 | 70 / 98 |
| Popularity | 57 | 97 | 59 | 66 |
| Quarries / ox tethers / iron mines | 12 / 39 / 4 | 11 / 11 / 4 | 10 / 16 / 4 | 7 / 17 / 4 |
| Stone / iron at the end | 530 / 100 | 116 / 49 | 506 / 99 | 148 / 17 |
| Net worth lost to purchases | 3,675 | 4,500 | 2,640 | 2,890 |
| Cost | $0.125 | $2.012 | $0.107 |
Luna and Opus built the same economy, quarries on the western stone and mines on the eastern ore, and dug the same stone and iron. Opus held its town at 58 people and kept twice the gold; Luna grew to 106 and paid for their food. Against its 1.5.4 run, the stone is the difference: 530 against 116 from about the same quarries. Luna put its tethers beside the quarries both times, as 1.5.6 now says to, but this time built 19 of them by 12 minutes, against 11 in all on 1.5.4.
The interview
Luna said it "concentrated on stone and iron production and treated the lack of farmland as a reason not to build a food-production economy", missing that bought wheat could feed a mill-and-bakery chain, and that it "spent too much attention on adding ox tethers instead of testing those higher-impact strategies". Playing again, it would test the wheat-to-bread chain early, build housing toward 250 with more inns, religion and fear-factor buildings, and "add mines and quarries only after checking that they are productive". It called the tools and readings useful and its strategy, not the tools, the problem.
For the harness
- No placement failed for a harness reason. Four
place_nearcalls found no room left against the keep (no_free_spot_in_view), and each time Luna placed the building by tile instead. - The game saved correctly at the end.
