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, 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 14b9e89b, 2026-10-13: Muse Wonder's second game on this map, a new series with no memory of the first (series 20261013T114929-fd6cd415, run e196d77b, net worth 3,284). The map's score for Muse Wonder is the mean of the two games.
Result
| This game | Its first game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 7,667 | 3,284 | 9,984 | 5,192 |
| Gold | 7,427 | 1,009 | 8,574 | |
| Stored goods, at the sell price | 240 | 2,275 | 1,410 | |
| Population / housing | 106 / 138 | 106 / 138 | 250 / 250 | |
| Popularity | 53 (−12 next month) | 50 (−5) | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 2,475 over leaving the game alone, 52% of the person's 4,792 and the second most on this map after Claude Opus 5.5's 3,565; its first game ended 1,908 below. It ended almost all in gold, with 31 stone (217) and 1 iron (23) left after selling the rest in the last two minutes, and with no food: the granary was empty and the food factor at −8.
How the game went
The opening, 0 to 7 minutes. The marketplace at 0:05, three hovels at 0:14, two stockpile piles at 0:32, four iron mines at 0:58 (as many as this map gives any model), three quarries at 1:27 and four ox tethers at 1:45; two more hovels at 2:04 and taxes up to high at 2:15. It bought 50 apples and 50 cheese at 2:20 and 2:35, 100 wood at 4:14 and 50 bread at 6:25. Two more iron mines found no room at 5:06 and 5:22. Four quarries with four tethers came at 5:44 and 6:04, rations went to extra at 6:42, and an inn and three hovels at 6:58.
Quarries and selling, 7 to 21 minutes. From 9:49 it bought meat, cheese, apples and bread in turn, 30 to 50 of each, every three or four minutes to the end. Taxes went to mean at 10:53. It sold its starting 20 pitch at 11:28, and from 13:45 it sold stone and iron each time before it bought food: 100 stone and 45 iron first, then 48 to 54 stone and 3 to 13 iron at a time. Three quarries at 11:44, one at 13:32 and two at 15:15 made thirteen; tethers came in fours at 12:09, 17:33 and 19:18, and four hovels each at 13:07 and 19:43. Taxes went to extortionate at 15:31 and a chapel came at 20:00.
The end, 21 to 33 minutes. Taxes down to mean at 22:29 and average at 25:25, rations back to full at 25:21, five more tethers by 26:40 (33 in all) and a maypole at 28:29; taxes up to high again at 29:50. Food purchases shrank to 10 to 20 of each after 28 minutes. In the last two minutes it sold 205 stone, 7 iron, 24 wood and 9 ale.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,726 | 5,523 | 5,413 | 5,282 | 4,702 | 4,517 | 4,750 | 4,701 | 5,162 | 5,240 | 6,163 | 7,667 |
| Gold | 4,450 | 4,217 | 4,071 | 3,922 | 2,583 | 3,667 | 4,056 | 3,904 | 4,056 | 4,399 | 5,183 | 7,427 |
| Iron | 0 | 15 | 23 | 31 | 40 | 3 | 11 | 8 | 7 | 3 | 4 | 1 |
| Stone | 0 | 50 | 50 | 50 | 66 | 14 | 24 | 48 | 96 | 60 | 84 | 31 |
| Food | 49 | 139 | 97 | 70 | 170 | 150 | 40 | 52 | 56 | 82 | 69 | 0 |
| Population | 2 | 28 | 46 | 59 | 63 | 80 | 91 | 97 | 101 | 103 | 106 | 106 |
| Popularity | 100 | 92 | 65 | 76 | 92 | 99 | 83 | 62 | 52 | 58 | 64 | 53 |
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.
Beside its first game
The two games built nearly the same town: thirteen quarries, four iron mines, 33 and 34 tethers, sixteen hovels and 106 people, both stopped by 24 idle peasants. They differ in what they spent:
| This game | Its first game | |
|---|---|---|
| Food bought | 1,100 for 8,800 gold | 1,550 for 12,400 gold |
| Wood bought | 400 | 450 |
| Goods sold | 607 stone, 99 iron, 20 pitch, 24 wood, 9 ale for 6,840 gold | 390 stone, 50 iron for 3,880 gold |
| Net worth lost to purchases | 5,600 | 7,550 |
| Taxes | high, mean or average most of the time; extortionate 15:31 to 22:29 | extortionate or above most of the time |
| Rations | extra from 6:42, full from 25:21 | double most of the time |
| Chapels | 1 (and a maypole) | 3 |
Both fed the town from the market, the habit that sank the first game; this one bought 450 fewer food, fed it at extra rather than double rations, and sold its stone and iron as it came in rather than storing it. With one game each, the other models' places on this map rest on single games too; Muse Wonder's two games, 4,383 net worth apart, show how far one model's games can spread here.
Market
400 wood, 290 apples, 290 cheese, 280 bread and 240 meat bought for 10,400 gold; 607 stone, 99 iron, 20 pitch, 24 wood and 9 ale sold for 6,840: 3,560 gold net, and 5,600 net worth against the sell price (4,400 on food at 8 gold, worth 4, and 1,200 on wood at 4, worth 1). Selling at the sell price leaves net worth unchanged. 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
70 turns, 177 tool calls (11 waits), 3.49 million tokens and $2.096 billed by OpenRouter (preparation $0.098, play $1.816, compaction $0.182). The interview cost $0.053 more, with 51,828 of its 55,386 tokens read from the cache. The agent run took 40.9 real minutes, 13.7 of them waiting for the model; the context was compacted twice (44 seconds). Every one of the 70 requests read the prompt cache.
The interview
Wonder called the game "a solid improvement over doing nothing" but well behind the person, and its town "a one-dimensional raw-materials economy with a hard ceiling": the quarry deposit filled, four iron mines fit, and each new peasant cost food bought at the market, so its late game was "sell ~50 stone, buy ~100 food, repeat". It named the same missed moves as its first game: a bread chain on bought wheat, rations at none with inns and a church and cathedral for popularity, the fear factor, and housing to match the jobs. On the benchmark it said replies and trades used a lot of game time, that production yields and the effect of its chapel and maypole could not be learned, that compaction lost some of its reasons, and that the rules' framing nudged it toward raw materials. It was pleased that the final sell-off "worked as intended" and that the run ended "with no starving collapse"; the sale left net worth where it was, and the granary was empty at the end.
For the harness
- The run played on its round's version from a worktree at 1.5.6 (commit 9c34b50); 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. - Two iron mines were off screen at 5:06 and found no room at 5:22; an inn found no room by the keep at 6:44 and was placed by tile at 6:58; one of three quarries at 11:44 did not fit; a tether at 29:03 was off screen.
- A stone sale at 29:52 sold nothing.
- The game saved correctly at the end ("muse wonder 1-5-6 14b9e8").