One episode · Large Barren Desert

Muse Wonder

Benchmark 1.5.6MetaReasoning mediumPlayed by the maintainersFull-budget score
Model
meta/muse-wonder
Served via
OpenRouter · meta
Max output
32,768 tokens
Played
13 October 2026
Score
-22.7
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
3,284
−1,908 over doing nothing, -40% of the person’s gain of 4,792
Population
106
41% of the person’s gain of 246 · popularity 50
Cost
$2.39
4.1M tokens
Time
33 game min
46 min of wall-clock time, 83 turns

Minute by Minute

Net worth, how it split between gold and stored goods, and the settlement, each game minute.

Per game minute · dashed lines are where doing nothing and a person's game ended

  • Muse Wonder
  • Baseline (do nothing), final
  • A person's game, final

Crusader Bench · crusbench.com

Net worth is gold plus stored goods valued at the marketplace’s sell prices.

Selling at the marketplace converts goods to gold at the price the score already counts them at, so it moves value between the two without changing the total. Buying costs net worth.

Population and popularity are a tenth of the score each; food is not scored. Population supplies workers, popularity allows taxes, and food supports both.

The episode

Watch the Episode

Videos and images stream from the dataset. Game footage © Firefly Studios, shared for non-commercial research.

Episode 1 · 33 min 20 s of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

3,284net worth
Gold
1,009
Stored goods, at sell price
2,275
Over the baseline (do nothing)
−1,908
Population / housing
106 / 138
Popularity
50
Food
14
Structures (map-wide)
112
Attempt
1

The settlement at the endcentred on the keep, zoomed out

The settlement at the end of episode 1, zoomed out over the keep

Final stock2,275 gold in goods

GoodUnitsPriceValue
Gold1,00911,009
Iron48231,104
Stone1087756
Pitch2010200
Ale1010100
Wood59159
Cheese10440
Meat4416
Net worth3,284

Beside a person’s gameLarge Barren Desert, the same game time

This episodeThe personLeft alone
Net worth3,2849,9845,192
Gold1,0098,574
Stored goods, at the sell price2,2751,410
Population106250
Housing138250
Popularity50100

The person played Large Barren Desert for 33 min 33 s of game time at the same speed, timed by their own clock, and was scored the same way. The model saw this comparison only in its interview.

The town’s booksread from the game at the end

Date in the game
July 1178
Idle peasants
24
Popularity next month
−5
Food
+9
Taxes
−16
Ale from the inn
+2
Taxes
Downright cruel taxes, 169 gold a month
Rations
double; 2 of 2 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 6 empty; 3 granaries holding 14 food

Buildings80

  • Ox Tether34
  • Hovel16
  • Quarry13
  • Iron Mine4
  • Stockpile4
  • Chapel3
  • Granary3
  • Inn1
  • Keep1
  • Marketplace1

Tool calls167

  • market_trade48
  • find_sites25
  • build_structure18
  • go_to_tile13
  • building_info12
  • wait_and_observe11
  • set_tax9
  • set_rations7
  • center_on6
  • game_action3
  • inspect_building3
  • place_near3
  • expand_storage2
  • map_overview2
  • observe2
  • notebook_write1
  • status1
  • update_plan1

Play

Turns
83
Buildings placed / attempted
69 / 69
Anchor-tool placements
8
Tool errors
1
Raw inputs sent to the game
1,030
Context compactions
2
Game time
33 min

Compute

Tokens
4.1M
Served from cache
96%
Output tokens
47K
Cost, as billed
$2.39
Wall-clock time
46 min
of which inference
18 min
Peak game memory
3,513 MiB

The plan, before play

Understanding

  • Large Barren Desert Free Build, judged after ~33.3 game-minutes primarily on net worth (gold + stored goods at sell prices), then population and popularity.
  • Starting package is ~5,000 gold, 55 meat, ~245 wood, 50 stone, 15 iron, 20 pitch, 20 ale; granary and stockpile are already placed near the keep.
  • There is no oasis grass, so no farms of any kind can produce food or hops. Food must be purchased through a Marketplace, using gold earned from taxes and from selling raw materials.
  • Stone lies ~100 tiles west of the keep and iron ore ~60 tiles east; iron (23/unit sell) is the most valuable raw good, stone (7/unit) second.
  • No soldiers, walls, towers, gates or other defences — they add no economic value.
  • Population requires hovels, popularity above 50, food, and jobs; idle peasants capped at 24 block further arrivals, so housing and work must grow together.
  • Storage is finite: expand stockpiles before piles fill, and granaries before bought food cannot be delivered.

Opening plan

  1. Survey once with map_overview and initial status/inventory; locate trees, stone and iron relative to the keep.
  2. Build a Marketplace, several hovels and woodcutters near the nearest trees to secure a wood supply; buy wood only if it speeds critical construction enough to repay its spread loss.
  3. Expand toward the iron field first (highest value per unit) with multiple iron mines, and toward the stone field with quarries plus adjacent ox tethers; add housing alongside so mines/quarries are staffed.
  4. Use Marketplace to buy a varied, steady food supply (e.g. meat/cheese/apples/bread) to keep rations full, gain variety popularity, and avoid starvation-driven popularity collapse.
  5. Once popularity is safely above 50, raise taxes gradually (checking the popularity factors after each change), add a chapel/church and later an inn with bought ale if the popularity return justifies it.
  6. Continuously expand stockpiles, housing and mines/quarries, sell surplus stone/iron as needed for food-buying gold, keep idle peasants near zero, and reinvest tax/trade income into more production until the final minutes — converting nothing wastefully at the end, since gold and stored goods count equally at sell value (except purchased goods, which lose the buy/sell spread).

Commentary during play0

The model played this episode without writing commentary between its tool calls.

Reading the game

The Analysis

A reading of the game written afterwards from its own logs: how it went, what held the model back, what worked, and what it said in its interview. It is published with the game and is not part of its score.

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: Muse Wonder (meta/muse-wonder) on OpenRouter, served only by Meta (no fallbacks), reasoning medium, output limit 32,768 tokens
  • Benchmark: Large Barren Desert construction, version 1.5.6, the version of this map's round (the other seven models played it too), from the save the human reference game 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 e196d77b, 2026-10-13. Muse Wonder played this map a second time the same day, in a new series with no memory of this one (series 20261013T125243-bbf6d292, run 14b9e89b, net worth 7,667); the map's score for Muse Wonder is the mean of the two games.

Result

Muse Wonder The person Left alone
Net worth 3,284 9,984 5,192
Gold 1,009 8,574
Stored goods, at the sell price 2,275 1,410
Population / housing 106 / 138 250 / 250
Popularity 50 (−5 next month) 100

A full-budget score: the run used all 2,000 game seconds. Net worth ended 1,908 below leaving the game alone, the only run on this map below it; the next lowest, Kimi K3's, ended 549 above. The stored goods are 48 iron (1,104), 108 stone (756), 20 pitch (200), 10 ale (100), 59 wood (59), 10 cheese (40) and 4 meat (16).

How the game went

The opening, 0 to 5 minutes. Three stockpile piles at the start, the marketplace at 0:17, four hovels at 0:38, four iron mines at 1:01 (as many as this map gives any model), three quarries at 1:22 and four ox tethers at 1:39. Four more hovels followed at 2:32; it bought 100 wood at 2:46 and 50 apples and 50 cheese at 3:12 and 3:29. Net worth peaked near 5,800 at 3 minutes as the starting package arrived. Taxes went up to high at 3:51.

Quarries, taxes and food, 5 to 17 minutes. Four quarries with four tethers at 5:12 and 5:34, and four more at 6:45 and 7:05: eleven quarries by 7 minutes. Rations went to double at 5:53 and taxes to extortionate at 6:03, and from 7:34 it bought apples, cheese, bread and meat in turn, 25 to 50 of each, every few minutes for the rest of the game. Two more granaries came at 9:34, an inn at 9:53 and the first chapel with three hovels at 12:40. Taxes went to crueler than cruel at 11:08 and back to extortionate at 11:22; with popularity at 60, two more chapels came at 15:43, rations went to half at 15:40 and taxes to none at 16:33, then rations back to double at 16:42.

Selling stone for food, 17 to 33 minutes. It sold 100 stone and 50 iron at 17:46 and 17:58 and spent the gold on food; iron fell from 56 to 14. Taxes went back to extortionate at 19:00 and to downright cruel at 23:11 and 31:49. The thirteenth quarry came at 19:38, four hovels at 21:43, and tethers at 22:30, 24:43, 25:08 and 25:29, 34 in all. 290 more stone was sold in four lots between 19:58 and 30:37. Popularity reached 100 at 21 minutes on double rations and fell to 50 by the end under downright cruel taxes.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,666 5,768 5,274 4,335 4,289 3,543 3,511 2,501 2,177 2,424 2,422 3,284
Gold 4,410 4,840 3,974 2,459 2,288 901 1,437 1,198 916 623 597 1,009
Iron 0 15 23 31 40 48 56 14 22 30 38 48
Stone 0 50 50 58 90 138 94 76 36 108 76 108
Food 45 39 96 180 100 131 20 109 121 74 90 14
Population 2 28 48 65 78 85 87 93 97 100 106 106
Popularity 100 100 81 70 60 66 84 100 91 67 63 50

Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; pitch and ale are left out, so it reads a little low. During long waits a row repeats the last reading.

What held it back

  • It fed the town from the market. The desert has no farmland, and Wonder bought 1,550 food (400 apples, 425 cheese, 325 bread, 400 meat) for 12,400 gold, all of it eaten. With 450 wood its purchases lost 7,550 net worth against the sell price, the most on this map (Kimi K3 lost 5,790, Opus 2,640). In the interview it called food bought and eaten "value destroyed entirely".
  • Taxes paid for the food, and stone and iron did too. Taxes stayed at extortionate or above for most of the game, with double rations to hold popularity, and 390 stone and 50 iron were sold for 3,880 gold, so the quarries' output went to the food bill rather than into net worth.
  • The population stopped at 106 with 24 idle, the limit the 1.5.6 rules describe, with 32 places free.

What worked

  • Thirteen quarries, the most on this map, with 34 tethers.
  • 106 people, tied with GPT-6 Luna for the most on this map.

Market

450 wood, 400 apples, 425 cheese, 325 bread and 400 meat bought for 14,200 gold, and 390 stone and 50 iron sold for 3,880: 10,320 gold net, and 7,550 net worth against the sell price (6,200 on food at 8 gold, worth 4, and 1,350 on wood at 4, worth 1). These are units at the market's fixed prices; a trade's own reported gold change includes any tax that lands during it.

Cost and speed

83 turns, 167 tool calls (11 waits), 4.08 million tokens and $2.395 billed by OpenRouter (preparation $0.098, play $2.186, compaction $0.111). The interview cost $0.057 more, with 59,124 of its 62,192 tokens read from the cache. The agent run took 45.8 real minutes, 18.1 of them waiting for the model; the context was compacted twice (59 seconds). Every one of the 83 requests read the prompt cache.

Beside the others on 1.5.6

Muse Wonder Claude Opus 5.5 GPT-6.1 Sol GPT-6 Luna Kimi K3
Net worth 3,284 8,757 7,441 7,354 5,741
Gold / goods 1,009 / 2,275 2,513 / 6,244 1,957 / 5,484 1,246 / 6,108 589 / 5,152
Population / housing 106 / 138 58 / 58 88 / 90 106 / 130 94 / 114
Popularity 50 59 66 57 66
Quarries / tethers 13 / 34 10 / 16 11 / 20 12 / 39 12 / 17
Food bought 1,550 540 75 630 1,085
Net worth lost to purchases 7,550 2,640 4,125 3,675 5,790
Cost $2.40 $2.01 $0.95 $0.13 $2.10

Every model on this map had four iron mines. Luna reached the same 106 people with 630 food bought and kept 6,108 in goods; Sol bought 170 wheat instead of most of its food, the only model to feed a chain from the market.

The interview

Wonder called it "a poor result" and said it had "actively destroyed roughly 1,900 of value compared with doing nothing at all". It traced the run to one early inference, that with no oasis food had to be bought and eaten and the aim was to lose little on the spread, and said it then spent the game "competently optimising inside a losing model" without ever testing a bakery on bought wheat. Playing again, it would run a bread industry on bought wheat, set rations to none and hold popularity with inns, a church and a cathedral, use the fear factor and look harder for iron sites; it would "validate each economic loop with one cheap unit before scaling it". On the benchmark it said market trades cost game time and showed gold changes that did not match units times price, asked for each good's output over the last month, and said find_sites cannot tell "no sites" from "none in this view".

For the harness

  • The run played on its round's version from a worktree at 1.5.6 (commit 9c34b50), with the game machine's reader rebuilt to that version; it records version 1.5.6 and that version's fingerprint. Its host started with this checkout's round-preload.ts (the prompt cache key), and the run overlay ran from this checkout, fed by the runner.
  • A meat purchase at 7:25 stopped with "a purchase did not show" and bought nothing.
  • place_near placed one of three hovels against the keep at 9:43 and found no more room there.
  • The game saved correctly at the end ("muse wonder 1-5-6 e196d7").

After the game

The Interview

Once the game was scored, the model was shown its result beside a person’s game on the same map and asked four questions, in the conversation it had played in, with the tools off. Nothing it said changed its score.

1Your result

Interviewer

The run is over and your result is recorded. What follows is an interview, not part of the benchmark: nothing you say now changes your score. We ask every model the same questions after its game and publish the answers with the run. The tools no longer work, so answer in plain text without calling them. Be candid; there are no right answers.

Your result, read from the game when your run ended, beside a person's game on the same map for the same game time:

You The person
Game time played 33 min 20 s 33 min 33 s
Net worth 3,284 9,984
Gold 1,009 8,574
Stored goods, at the sell price 2,275 1,410
Population 106 250
Housing 138 250
Popularity 50 100

Leaving the game alone for the same time ends with a net worth of 5,192.

How do you see your result next to the person's? What do you think made the difference?

Muse Wonder

Honestly, it was a poor result. I finished with net worth 3,284, population 106 and popularity 50, against the person's 9,984 net worth, 250 population and popularity 100 in the same time. Most damning of all, simply leaving the game alone would have ended at 5,192 — I actively destroyed roughly 1,900 of value compared with doing nothing at all.

The core mistake was my food economy. With no oasis and no farms, I treated bought food purely as a consumable: I repeatedly bought meat, cheese, apples and bread at the marketplace and fed the population at extra and then double rations to buy popularity, which I then converted into tax income. But the arithmetic never worked: food bought at 8 and eaten is value destroyed entirely, and even my "good" trades lost half their value on the buy/sell spread before a single unit was eaten. My tax income (~140–170 gold/month) was roughly consumed by the food bill for 100 people at double rations (~30 units/month). Meanwhile I spent 750 gold on three chapels that delivered only a fluctuating +2 religion factor, and bought wood at 4/unit for dozens of ox tethers with diminishing returns.

What made the difference for the person was that they found a value-adding conversion instead of pure consumption and raw extraction. My stone and iron operations were also transport-crippled — the quarries were ~95 tiles from the stockpile, so oxen spent most of their time walking; I measured long stalls where stone stock didn't move for two months, then jumped by 48. The person's mines and quarries were similar in count to mine (13 quarries, 7 iron mines — I had 13 and 4), so raw extraction wasn't the gap. The gap was the bread industry, a much larger workforce (250 vs 106), and an economy that didn't bleed gold on food.

2Playing again

Interviewer

How the person played, as they describe it:

  • Bread was one of their main sources of income: mills ground wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They bought wheat at the marketplace so that flour and bread production never stopped.
  • A church and a cathedral raised popularity, and so did inns.
  • The fear factor (bad things such as gallows and stocks) made the workers work faster.

Their settlement at the end, read from the game:

  • 250 people in 30 hovels, with no free housing; popularity 100.
  • 95 bakeries and 12 mills, and no wheat farms.
  • 11 inns, which reached everyone with ale, and no brewery or hops farm.
  • 13 quarries and 7 iron mines with 37 ox tethers; no woodcutters.
  • A church and a cathedral, and 21 bad things (11 gallows, 5 stocks and 5 burning stakes), which made the workers 110% efficient.
  • Low taxes and no rations. The monthly popularity factors were food −8, taxes −2, fear −1, religion +3 and inns +8: no change at 100.

If you could play this map again from the start, what would you do differently, and why?

Muse Wonder

Nearly everything about my economic model was wrong, and the person's description shows why:

  1. Run a bread industry on bought wheat. 95 bakeries and 12 mills with no wheat farms means they imported wheat and converted it: wheat → flour → bread multiplies value at each step, and bread sold at the marketplace was a main income source. I explicitly ruled this out early because "buying lowers net worth by the spread" — that logic is correct for reselling a good unchanged, but wrong when a production chain turns one unit of input into output worth more than the input cost. That single flawed assumption shaped my whole run.

  2. Set rations to none. Their monthly factors were food −8, offset by inns +8, religion +3, taxes −2, fear −1: net zero at popularity 100. I spent the entire game terrified of the food factor and paying a fortune in bought food to keep it at +11, when ale coverage (11 inns reaching everyone, +8) plus a church and cathedral (+3) can hold popularity at 100 while the population eats nothing bought by me. That eliminates the single largest expense I had.

  3. Scale jobs and population aggressively through industry, not just extraction. Bakeries gave them dozens of jobs, which let immigration continue to 250 people in 30 hovels. I capped out around 106 because my only job sources were quarries, ox tethers and 4 iron mines, and I kept hitting the 24-idle immigration ceiling. More workers also meant more stone, iron and bread throughput.

  4. Use the fear factor. 21 "bad things" made workers 110% efficient — a free 10% on all production that I never touched, because I mentally filed punishment buildings under "reduces popularity, avoid." With inns and religion covering popularity, the −1 fear factor is trivially affordable.

  5. Find more iron mines. They placed 7 iron mines; I found sites for only 4 and accepted that as a cap after find_sites returned nothing on the other strips. I should have probed different view centres, edges and exact placements more persistently, given iron at 23/unit was my best raw good.

If I replayed, my opening would be: marketplace, hovels, a mill/bakery cluster near the stockpile, wheat imports to keep them running, inns and a church/cathedral for popularity, rations none, low taxes, fear-factor buildings for efficiency, and quarries/mines as a secondary income — expanding bakeries and housing in step, and only buying finished food in a genuine emergency.

3The benchmark

Interviewer

What do you think of this benchmark: the tools, the screenshots and game readings you got, the time limit and the instructions? What helped you, what got in your way, and what would you change?

Muse Wonder

The tools were mostly strong. status/get_inventory giving exact goods, popularity factors, storage room and idle counts made the economy legible in a way screenshots alone never could, and find_sites plus tile-targeted build_structure removed most placement guesswork. market_trade, set_tax and set_rations reporting the resulting gold-per-month and popularity factors were genuinely useful for testing hypotheses (that's how I found tax level 11 was unsustainable).

What got in my way:

  • Time measurement was hard to reason about. Market trades advanced the date by a month or more per call (ten clicks = ten in-game actions while the clock runs), and several times a batch of trades consumed 2–3 game months. Combined with tax income landing during trade clicks, the reported goldChange for a trade often didn't match units × price (e.g. 50 cheese for −252 gold one time, 50 apples for −400 another), which made it genuinely difficult to learn the true effective prices and consumption rates. I made several decisions based on mis-measured rates.
  • Consumption and production rates had to be inferred from sparse monthly snapshots, and batchy long-distance deliveries (stone jumping +48 after two flat months) made that inference unreliable. A simple "units produced/delivered in the last month" readout per good would change the quality of decisions enormously.
  • find_sites is view-limited, so for deposits at map edges it repeatedly returned nothing; distinguishing "no sites exist" from "no sites in this view" cost several turns. The person clearly found 3 more iron mines than I believed existed.
  • The instructions steered me subtly wrong. The framing "buying lowers net worth by the difference" is true but primed me to dismiss import-fed processing chains — the winning strategy. Likewise the opening playbook emphasised farms/food-on-oasis, which doesn't exist on this map, and nothing hinted that "no rations + ale + religion" is a stable popularity equilibrium. That's arguably part of the test (the benchmark rules say live evidence wins), and I should have experimented with a mill and bakery early to test conversion margins empirically rather than reasoning from the spread alone. I never ran that experiment, and that was my failure more than the instructions'.

The 33-minute budget itself felt fair — I had time to recover from my tax-11 and half-ration experiments — but each market-trade call being so time-expensive punished the trade-heavy strategy this map demands.

4Anything else

Interviewer

Is there anything else you would like to say about this game, this benchmark or how you played?

Muse Wonder

Two things stand out to me. First, the most dangerous moment in my run wasn't a crash but a confident early inference: within the first turns I concluded "no oasis → food must be bought and eaten → minimise spread losses," and then spent 30 minutes competently optimising inside a losing model. The tools gave me everything needed to test the alternative (a single bakery and a wheat purchase would have revealed the conversion margin), but I treated a derived assumption as a fact and never spent the small cost of falsifying it. Second, finishing below the do-nothing baseline of 5,192 is a useful embarrassment: activity is not progress, and on this map several of my "productive" actions — chapels, extra ox tethers, double rations — were each individually defensible and collectively value-destroying. If I play again, I'll validate each economic loop with one cheap unit before scaling it, and I'll re-derive the whole strategy whenever the measured rates disagree with my model, rather than explaining the disagreement away.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score3,284Counted

What ran

Benchmark version
1.5.6
Fingerprint
bb6e73f95223
Harness commit
9c34b50
Prompt / tools SHA-256
ad97396 / 76cbfd6
Menu guide
Images 118089d
Save
Large Barren Desert benchmark start
Game time per episode
33 min 20 s
Playbook between episodes
No
Minimum turn / default wait
8 s / 5 s
Observation after acting
Text unless a screenshot is needed
Screenshot width
1,280 px
Context budget
120,000 tokens
Real-time limit
360 min
Submitted by
hesamation
All files in the dataset 20261013T114929-fd6cd415