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 on OpenRouter, providers openai then azure, 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 78e8c0bf, 2026-10-13
Result
| GPT-6.1 Sol | The person | Left alone | |
|---|---|---|---|
| Net worth | 20,610 | 41,631 | 2,195 |
| Gold | 14,557 | 39,977 | |
| Stored goods, at the sell price | 6,053 | 1,654 | |
| Population / housing | 183 / 194 | 506 / 506 | 4 |
| Popularity | 79 | 99 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 18,415 over leaving the game alone, about 47% of the person's growth. Most of its gold came from taxes, raised step by step to extortionate (256 gold a month at the end) while extra rations and five inns kept popularity at 79; 5,300 more came from selling 200 iron and 100 stone. Its stored value is iron (2,392), stone (1,232), wheat, bread, flour and 21 crossbows.
How the game went
The opening, 0 to 12 minutes. Three woodcutters and an orchard in the first turn, hovels and a marketplace against the keep, three iron mines at 1:49, three wheat farms, a mill and four bakeries by 5:27, then two quarries with four ox tethers. Taxes went to average at 5:44 and rations to extra at 9:08. By 12 minutes it had eight more bakeries, two more quarries and four more wheat farms. It bought 200 wood and 50 bread in these minutes.
Bread, ale and mines, 12 to 30 minutes. Three hops farms and four breweries at 14:24 to 15:39 and an inn, then an armory and four fletchers set to crossbows (17:09 to 18:49), iron mines in fours and twos, four more bakeries each at 24:11 and 28:12, and three more inns at 28:52. At 26:10 it demolished a building and put a granary nearer its bakeries, which it described as relocating the granary. Taxes went to high at 22:19. Population rose from 82 at 15 minutes to 131 at 30.
Taxing a growing town, 30 to 45 minutes. Taxes to mean at 32:01 and extortionate at 39:51, with popularity between 79 and 100; more iron mines (to 28 in all), hovels, breweries, hops farms, an inn, two mills, seven more bakeries and a second granary at 40:33. It sold 100 iron at 38:52 and 100 more at 44:10. Gold went from 3,452 at 30 minutes to 14,557, and the town to 183 people.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 1,580 | 2,080 | 3,478 | 4,008 | 6,144 | 7,929 | 10,919 | 15,130 | 20,610 |
| Gold | 2,000 | 1,200 | 1,128 | 1,750 | 1,500 | 2,447 | 3,452 | 4,375 | 9,247 | 14,557 |
| Iron / stone | 0 / 20 | 1 / 20 | 15 / 20 | 32 / 52 | 49 / 76 | 73 / 100 | 114 / 32 | 169 / 72 | 123 / 104 | 104 / 176 |
| Bread | 0 | 0 | 42 | 80 | 62 | 39 | 89 | 141 | 153 | 152 |
| Population | 5 | 41 | 52 | 82 | 84 | 114 | 131 | 153 | 176 | 183 |
| Popularity | 100 | 100 | 74 | 77 | 79 | 86 | 69 | 94 | 100 | 79 |
During long waits a row repeats the last reading.
What held it back
- Bread eaten, not sold. 27 bakeries fed the town on extra rations, which bought the popularity its taxes spent; none of the bread was sold. Sol said so itself in the interview.
- Idle peasants. The town reached 24 idle several times, which stops immigration, and ended with 24 idle and 11 empty places.
- Crowded storage.
expand_storagefound no room around the granary (25:53) or the stockpile (27:07), and the stockpile had no empty pile at the end.
What worked
- The best result of the round and the largest town: it kept building to the last three minutes and grew to 183 people.
- Popularity managed as a budget: extra rations (+4) and inns (+6) paid for extortionate taxes (−12) with popularity at 79.
- Its own food at scale (seven wheat farms, four mills, 27 bakeries) and four quarries with eight ox tethers alongside 28 iron mines.
- Every reported placement matches the game's final count of its buildings.
Cost and speed
136 turns, 138 tool calls (7 waits), 6.17 million tokens and $0.995 (preparation $0.051, play $0.919, compaction $0.026), worked out from the list prices on the model profile. The interview cost $0.015 more, with 42,796 of its 44,644 tokens read from the cache. The agent run took 57.0 real minutes, 19.0 of them waiting for the model; the context was compacted once (46 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
Sol said it "built a functioning economy, but not a sufficiently aggressive one", leaning "on iron and taxes" where the person built "a much larger bread-export economy", and that it "repeatedly reached the 24-idle-peasant limit". Playing again, it would make bread exports the main engine, plan a compact bread district, buy ale at first, cut rations when popularity allows, expand housing and jobs in larger batches, and test religion and fear. It found the readings and tile placement helpful, and asked for each producer's recent output, a list of all buildings with coordinates and staffing, more reliable recentring for tile placements, and clearer trade accounting.
For the harness
place_nearfor the first Armory (against the stockpile, 16:29) used all 20 probes and returned the expansion remedy, "No room around your armory", before any armory stood; Sol then placed it withbuild_structure. The same cause as Claude Haiku 5.5's failed calls; fixed in a worktree for the next version.- Three tile placements near the top edge of the view (a mill at 20:48, two woodcutters at 35:28 and
37:38) came back
not_placedwith "nothing fits at or near that spot"; Sol read this as failing at the screen edge. demolish_buildingby tile worked (26:10).- The game saved correctly at the end ("gpt-6-1 sol 1-6-2 78e8c0").