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 on OpenRouter, providers z-ai/fp8 then siliconflow/fp8, reasoning medium, output limit 32,768 tokens
- Benchmark: The Sinkhole construction, version 1.6.2, from the save the human reference game on this map started from; 45 min of game time at speed 40, the length of the person's game; no playbook
- Run 2452ade8, series 20261012T233119-e8fb78d0, 2026-10-12. The first valid run on this map, so it set the map's round to 1.6.2
Result
| GLM 5.3 Flash | The person | Left alone | |
|---|---|---|---|
| Net worth | 5,084 | 41,631 | 2,195 |
| Gold | 1,992 | 39,977 | |
| Stored goods, at the sell price | 3,092 | 1,654 | |
| Population / housing | 78 / 114 | 506 / 506 | 4 |
| Popularity | 79 | 99 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 2,889 over leaving the game alone, about 7% of the person's growth. Of the stored value, 1,104 is 48 iron from four mines, 855 is 49 weapons and armour in the armory, 644 is 92 stone from two quarries, 220 is flour and 153 is wood. The town ended with 24 idle peasants and 36 empty places in its hovels.
How the game went
The opening, 0 to 8 minutes. Two woodcutters and two hovels in the first turn, then a marketplace, apple orchards and dairy farms, two iron mines at 2:38 and two quarries with an ox tether at 4:42, with 100 wood bought. At 3:19 taxes went to high, and popularity fell from 100 to 50 by 10 minutes. Taxes came down a step at a time and were at none by 10:33, but the town had shrunk from 46 to 33 by 12 minutes.
Weapons, 8 to 22 minutes. An armory and a fletcher's workshop at 7:59, then at 11:53 another
fletcher, a poleturner and a blacksmith, at 15:36 an armourer and a tanner, and at 18:27 two more iron
mines, a fletcher and a poleturner. It set its fletchers to crossbows and a poleturner to pikes with
set_workshop. Gold fell to 529 by 20 minutes, and net worth to 1,755.
Rations and recovery, 22 to 32 minutes. At 22:23 it bought 40 apples, put rations on half and raised taxes to low, and began selling weapons to stay in gold. Popularity fell from 80 to 43 by 27 minutes and the town lost ten people; at 26:39 rations went back to full and taxes to none. A wheat farm and a mill came at 19:44 (the bakery placed with them was not built), a bakery at 27:13, and a hops farm, a brewery and an inn at 27:37.
Selling weapons, 32 to 45 minutes. Four more fletchers and poleturners at 35:26 and two blacksmiths at 38:43, low taxes from 34:32, and a sale of weapons every few minutes to keep room in the armory, which reached 48 of its 50 places. Net worth rose from 2,680 at 30 minutes to 5,084, the last 1,350 of it in the final five minutes as gold, wood and weapons came in.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 1,969 | 2,043 | 1,858 | 1,755 | 2,016 | 2,680 | 3,540 | 3,729 | 5,084 |
| Gold | 2,000 | 1,664 | 1,680 | 929 | 529 | 395 | 888 | 888 | 1,190 | 1,992 |
| Iron | 0 | 0 | 5 | 14 | 16 | 19 | 28 | 37 | 46 | 48 |
| Weapons and armour | 0 | 0 | 0 | 4 | 17 | 25 | 20 | 45 | 27 | 49 |
| Population | 5 | 34 | 46 | 42 | 59 | 65 | 55 | 73 | 78 | 78 |
| Popularity | 100 | 87 | 50 | 59 | 78 | 76 | 49 | 74 | 71 | 79 |
During long waits a row repeats the last reading.
What held it back
- Weapons sold at the price they are counted at. It made about 127 weapons and armour and sold 78 of them for 1,619 gold, which changes net worth by nothing; the market spending, 175 wood and 120 apples for 1,660 gold, cost 1,005 net worth against the sell price. The weapons chain added value only through the iron mined and the 49 pieces left in the armory.
- Taxes and rations that cost people. High taxes at 3:19 and half rations at 22:23 each sent popularity below 50, and the town lost people both times, 13 and then 10.
- A small town. 78 people at the end, with 24 idle and room for 36 more: the town stopped growing from about 35 minutes. GLM named this itself in its interview.
What worked
- A complete weapons economy from its own iron and wood, with all four workshop kinds and an armourer
and tanner, run with the new
set_workshoptool. - It kept the armory from filling by selling, so the 50-place limit never stopped its workshops.
- Every reported placement matches the game's final count of its buildings; the one bakery reported as
unverifiedwas indeed not built.
Cost and speed
68 turns, 118 tool calls (12 waits), 3.21 million tokens and $0.114 (preparation $0.003, play $0.108, compaction $0.003), worked out from the list prices on the model profile. The interview cost $0.002 more, with 40,512 of its 42,366 tokens read from the cache. The agent run took 46.7 real minutes, 10.6 of them waiting for the model; the context was compacted once (24 seconds).
Beside the others on 1.6.2
Scores by the project website's formula (80% net worth, 10% each population and popularity, each from doing nothing at 0 to the person's game at 1):
| Net worth | Gold / goods | Population | Popularity | Score | Cost | |
|---|---|---|---|---|---|---|
| GPT-6.1 Sol | 20,610 | 14,557 / 6,053 | 183 | 79 | 48.8 | $0.995 |
| Claude Sonnet 5.5 | 16,810 | 10,777 / 6,033 | 83 | 68 | 38.0 | $0.752 |
| Claude Opus 5.5 | 13,921 | 1,157 / 12,764 | 147 | 48 | 31.4 | $2.470 |
| GPT-6 Luna | 11,177 | 1,764 / 9,413 | 108 | 52 | 25.5 | $0.138 |
| Kimi K3 | 9,164 | 2,356 / 6,808 | 91 | 52 | 21.1 | $1.662 |
| GLM 5.3 Flash | 5,084 | 1,992 / 3,092 | 78 | 79 | 15.2 | $0.114 |
| Claude Haiku 5.5 | 3,312 | 1,716 / 1,596 | 37 | 51 | 8.0 | $0.055 |
The interview
GLM called the gap "enormous" and said it "never found a scalable export": it "treated stored goods as the score" and sold weapons "at roughly break-even". It said it dismissed the fear factor, kept full rations "out of fear of a popularity crash", and was "repeatedly capped by the 24-idle immigration block". Playing again, it would build the bread chain at scale first, use inns and fear, and give idle peasants jobs. It played "like a city-builder" where the person played "like a factory". It asked for batched market trades and for the stats to show when immigration is blocked by idle peasants.
For the harness
set_workshopby tile opened a building drawn in front twice (the Armory and a Hovel, 14:39); the reply asked for a pixel, and GLM recovered with one. Trying more points on the workshop's body would avoid the extra turns.- The end-of-run game save failed ("no save file appeared"): a save named with a single space
appeared on the game machine at that time instead, so the typed name did not reach the Save dialog's
name field. No
.savfile is in this run folder. The score was read before saving and is not affected. expand_storage(kind armory) at 19:06 found no free ground around the armory and gave the new remedy (sell what it holds or demolish a neighbour);place_nearthe armory at 35:02 found no room either. The armory-full note never showed, as the armory never reached 50.
