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
22.9
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
5,923
+731 over doing nothing, 15% of the person’s gain of 4,792
Population
112
44% of the person’s gain of 246 · popularity 63
Cost
$2.14
3.6M tokens
Time
33 game min
44 min of wall-clock time, 77 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

5,923net worth
Gold
576
Stored goods, at sell price
5,347
Over the baseline (do nothing)
+731
Population / housing
112 / 130
Popularity
63
Food
0
Structures (map-wide)
143
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 stock5,347 gold in goods

GoodUnitsPriceValue
Gold5761576
Stone39272,744
Iron96232,208
Pitch2010200
Ale1410140
Wood55155
Net worth5,923

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

This episodeThe personLeft alone
Net worth5,9239,9845,192
Gold5768,574
Stored goods, at the sell price5,3471,410
Population112250
Housing130250
Popularity63100

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
−12
Food
−8
Taxes
−6
Ale from the inn
+2
Taxes
High taxes, 112 gold a month
Rations
full; no food in the granary
Worker efficiency
100%
Storage
44 stockpile piles, 28 empty; 1 granary holding 0 food

Buildings91

  • Ox Tether44
  • Hovel15
  • Quarry12
  • Stockpile11
  • Iron Mine4
  • Chapel1
  • Granary1
  • Inn1
  • Keep1
  • Marketplace1

Tool calls149

  • market_trade33
  • find_sites26
  • build_structure24
  • wait_and_observe21
  • go_to_tile11
  • expand_storage9
  • building_info8
  • center_on4
  • set_tax4
  • inspect_building2
  • map_overview2
  • observe2
  • place_near1
  • status1
  • update_plan1

Play

Turns
77
Buildings placed / attempted
78 / 84
Anchor-tool placements
10
Tool errors
1
Raw inputs sent to the game
838
Context compactions
2
Game time
33 min

Compute

Tokens
3.6M
Served from cache
95%
Output tokens
35K
Cost, as billed
$2.14
Wall-clock time
44 min
of which inference
16 min
Peak game memory
3,505 MiB

The plan, before play

My understanding: this is the Large Barren Desert Free Build, judged at the end of ~33 game-minutes mainly on net worth (gold + stored goods at marketplace sell prices: iron 23, stone/pitch/ale/flour 10, wheat/hops 8, food 4, wood 1), then population and popularity. No soldiers, walls or defences. The granary and stockpile already stand, starting with ~5,000 gold, 55 meat, ~245 wood, 50 stone, 15 iron, 20 pitch and 20 ale paid in over the first seconds.

Key constraints: there is no oasis grass anywhere, so no farms can ever be built — all food must be bought at the marketplace (buy 8 / sell 4 per unit) and eaten, accepting that loss in exchange for population and taxes. Real net-worth growth therefore comes from mining: iron ore ~60 tiles east of the keep (23/unit) and stone ~100 tiles west (7/unit, needs ox tethers beside the quarries), plus tax income from a large, popular population. Wood will likely need buying (4/unit) to bootstrap buildings, repaid by iron/stone output.

Opening plan:

  1. Read map_overview and status first (free while paused) to locate the iron strips, stone deposits, any trees, and confirm starting resources.
  2. Build a Marketplace and several Hovels near the keep/stockpile, expand stockpile space early, and buy wood/food as needed so construction and feeding never stall.
  3. Go to the iron deposit and place multiple Iron Mines; then go to the stone deposit and place Quarries with Ox Tethers beside them; add stockpiles/storage as piles fill.
  4. Keep housing ahead of population, keep idle peasants under 24 by adding jobs, maintain full rations with bought mixed food, and raise taxes gradually once popularity is safely above 50 (using ale/religion if useful).
  5. Sell surplus stone/iron only to free storage or fund expansion — selling itself is net-worth neutral — and keep reinvesting gold into more mines, quarries, housing and storage until the final minutes, then let produced goods accumulate.

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, 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 dde38b0b, 2026-10-13: Muse Wonder's third game on this map, a new series with no memory of the others. It was agreed before it started that it counts whatever it scores. The other two: run e196d77b (3,284) and run 14b9e89b (7,667). The map's score for Muse Wonder is the mean of the three.

Result

This game First game Second game The person Left alone
Net worth 5,923 3,284 7,667 9,984 5,192
Gold 576 1,009 7,427 8,574
Stored goods, at the sell price 5,347 2,275 240 1,410
Population / housing 112 / 130 106 / 138 106 / 138 250 / 250
Popularity 63 (−12 next month) 50 53 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 731 over leaving the game alone, 15% of the person's 4,792. The stored goods are 392 stone (2,744), 96 iron (2,208), 20 pitch (200), 14 ale (140) and 55 wood (55). The granary was empty at the end, the food factor at −8.

How the game went

The opening, 0 to 7 minutes. The marketplace and three hovels at 0:09, two stockpile piles at 0:24 and three more at 1:12, 60 wood bought at 0:44, four iron mines at 1:36 (as many as this map gives any model), four quarries at 2:13 and four ox tethers at 2:34, four hovels at 3:04 and taxes up to average at 3:52. It bought 50 apples and 50 cheese at 3:18 and 3:35 and 100 wood at 5:35, and put up four more quarries at 5:20 and four tethers at 6:08.

Storage and tethers, 7 to 22 minutes. Five more stockpile piles at 8:57 and 9:07, after which five more tries to expand the stockpile between 9:19 and 15:31 found no room, and a pile placed by tile at 15:57 was refused. From 9:32 it bought meat, apples, bread and cheese in turn, 25 to 50 at a time, every two or three minutes to the end, and 100 wood each at 12:48, 18:16 and 23:12. Four hovels at 10:43 and 17:43, tethers in fours at 11:53, 12:08, 14:30, 18:53, 20:49 and 21:18, two quarries at 14:12 and two at 21:10 (twelve), taxes down to low at 12:43, a chapel at 16:19 and an inn at 22:11.

The end, 22 to 33 minutes. Taxes up to average at 23:51 and high at 29:33; tethers in fours at 24:01, 25:24 and 27:19, 44 in all. Gold fell to 228 by 30 minutes. It sold 20 stone at 29:05 and kept the rest: 392 stone and 96 iron at the end.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,696 5,718 5,031 5,303 5,222 4,842 4,668 4,380 4,033 4,222 4,495 5,923
Gold 4,430 4,760 3,748 4,003 3,159 2,428 1,894 1,044 527 228 400 576
Iron 0 15 20 29 37 47 55 63 71 79 88 96
Stone 0 50 50 58 98 114 146 186 210 266 264 392
Food 47 39 95 36 118 119 110 120 72 60 42 0
Population 2 29 48 63 65 70 82 87 100 108 112 112
Popularity 100 100 90 77 65 65 70 75 80 82 77 63

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 other two games

All three built the same town: four iron mines, twelve or thirteen quarries, 33 to 44 tethers, fifteen or sixteen hovels, 106 to 112 people, each stopped by 24 idle peasants, and each fed from the market. They differ in how much food they bought and in what they did with the stone and iron:

This game First game Second game
Food bought 840 1,550 1,100
Wood bought 460 450 400
Net worth lost to purchases 4,740 7,550 5,600
Goods sold 20 stone 390 stone, 50 iron 607 stone, 99 iron and more
Taxes average or low, high at the end extortionate or above high, mean or average
Net worth at the end 5,923 3,284 7,667

This game bought the least food of the three and kept its stone and iron, which count at the sell price whether sold or not; the second game ran higher taxes and sold its stone and iron to pay for food rather than spending its gold. Over three games Muse Wonder averages 5,625 on this map, 433 above leaving it alone.

Market

460 wood, 275 apples, 215 cheese, 175 meat and 175 bread bought for 8,560 gold, and 20 stone sold for 140: 4,740 net worth against the sell price (3,360 on food at 8 gold, worth 4, and 1,380 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

77 turns, 149 tool calls (21 waits), 3.63 million tokens and $2.140 billed by OpenRouter (preparation $0.096, play $1.822, compaction $0.221). The interview cost $0.058 more, with 50,932 of its 54,037 tokens read from the cache. The agent run took 44.1 real minutes, 16.4 of them waiting for the model; the context was compacted twice (53 seconds). Every one of the 77 requests read the prompt cache, 96.1% of the input tokens.

The interview

Wonder called the game "only modestly better than doing nothing at all" and said it "chose the wrong core industry": stone and iron from deposits 60 to 100 tiles from the stockpile, with food bought and eaten as "a pure cost". As in its other two games it would build a bread chain on bought wheat, set rations to none with inns and a church and cathedral, and use the fear factor; it said assuming that bought inputs could only lose money "was the single most expensive mistake of my run". On the benchmark it said the reference gives no production ratios and that its advice ("buying lowers net worth by the difference", rations at least normal) steered it away from the winning plan, and it noted trade results mixed with tax income and a placement batch that had to be retried. It added that it had carried on the plan from its compacted handoff rather than re-deriving one.

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.
  • expand_storage found no room for more stockpile piles five times between 9:19 and 15:31 (and placed only part of a batch at 9:07), after ten piles were placed; a pile by tile at 15:57 was refused too.
  • A batch of four tethers at 19:08 came back not_selected and was placed when sent again at 20:49.
  • The game saved correctly at the end ("muse wonder 1-5-6 dde38b").

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 5,923 9,984
Gold 576 8,574
Stored goods, at the sell price 5,347 1,410
Population 112 250
Housing 130 250
Popularity 63 100

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

My result was much weaker than the person's, and only modestly better than doing nothing at all: 5,923 net worth versus their 9,984, and versus 5,192 for leaving the game alone. So most of my activity added only about 730 net worth over the idle baseline, while the person added nearly 4,800.

The composition is telling. I finished with most of my value locked in stored goods — 392 stone and 96 iron worth 5,347 at sell prices, but only 576 gold — while the person converted production into 8,574 gold with only 1,410 in stored goods. They also had more than double my population (250 vs 112) at popularity 100, while mine had fallen to 63 with an empty granary at the end.

What made the difference, in my view:

  • I chose the wrong core industry. I treated raw stone and iron as the main products because they have high per-unit sell prices (7 and 23). But the deposits were 60–100 tiles from the stockpile, so miners and ox carts spent most of their time walking. Output trickled in — roughly a few hundred stone and ~80 iron over the whole run. The person built a processing chain with a much better margin and much shorter hauls.
  • Food was a pure cost for me. With no oasis, I bought food at 8 gold and fed it to the population at full rations; every unit eaten destroyed value. The person instead set rations to none and sold the food they produced.
  • I bought popularity expensively and incompletely. I bought four food types for the variety bonus and built a chapel that never produced a religion factor. The person stacked religion (+3) and inns (+8) to sit at 100 popularity while taxing lightly and feeding nobody.
  • I never used the fear factor. Their 21 "bad things" gave 110% worker efficiency — a multiplier on every quarry, mine, mill and bakery — at a cost of only −1 popularity, which their inns and religion easily covered.
  • Scale. They had 250 housed workers; I had 112 in 130 housing, with 24 perpetually idle. Every extra worker they housed was another baker, miller or quarryman compounding output.

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

I would rebuild my whole strategy around the bread chain, which I badly underestimated:

  1. Bootstrap bread production immediately. Build a marketplace, then mills and bakeries near the stockpile/granary (short walks, unlike the distant quarries), buy wheat so the mills never stop, and sell the bread. The conversion clearly multiplies value — one unit of wheat becomes flour becomes multiple bread — which is why 95 bakeries and 12 mills (roughly 8 bakeries per mill) could generate thousands of gold. I never checked the conversion ratios because I assumed bought inputs (buy price above sell price) could only lose money; that assumption was the single most expensive mistake of my run.
  2. Set rations to none once popularity is secured. Feeding the population cost me hundreds of gold in destroyed food value. With inns and religion offsetting the −8 food factor, no-rations both eliminates that cost and frees all bread for sale.
  3. Stack popularity properly: church and cathedral (my lone chapel did nothing), and many inns supplied with bought ale — 11 inns gave them +8 and reached everyone. Popularity 100 with low taxes (−2) means a large, stable, taxpaying population.
  4. Use the fear factor. Gallows, stocks and burning stakes for +10% efficiency across the entire economy is very cheap at −1 popularity.
  5. Grow population aggressively — 30 hovels, 250 people — since workers are the real production capacity, and use quarries/iron mines (which they also ran, 13 and 7) as a secondary income stream rather than the main one.
  6. Keep reinvesting bread profits into more bakeries, mills, hovels and inns in a snowball, instead of spending gold on imported food and wood for marginal ox tethers.

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 generally strong. The read-only stats (status, storage piles, popularity factors, upcoming change) were excellent and let me reason quantitatively; find_sites with map-tile placement was far more reliable than pixel clicking; map_overview correctly told me there was no oasis or trees; and batching several placements per reply worked well.

What got in my way:

  • The economics were opaque where it mattered most. Nothing in the reference told me production conversion ratios (wheat→flour→bread quantities), workers per building output rates, or that a lone chapel yields no religion factor while a church/cathedral does. The guidance actively steered me away from the winning strategy: it stressed that "buying lowers net worth by the difference" and advised keeping "rations at least normal," both true in isolation but misleading as strategy. A new player following the playbook faithfully would likely repeat my mistakes.
  • Feedback quirks: market_trade sometimes reported gold changes contaminated by simultaneous tax income, making accounting confusing; one whole build_structure batch returned not_selected and had to be retried; and find_sites results only being usable the following reply added latency when the clock was short.
  • The failed stockpile-chain attempts (repeatedly trying to extend storage toward the quarries) burned several replies early on — better placement diagnostics ("this cluster is hemmed in, no adjacency possible on that side") would have saved real time.
  • The 33-minute game budget itself felt fair — the person achieved a lot in the same time — but the minimum-turn-length and one-observation-per-reply rhythm rewards strategies with few, dense, repeatable build patterns (rows of bakeries) over exploration.

Suggested changes: document recipe yields and per-building throughput in building_info; clarify how religion coverage and the fear factor actually work; and soften the framing that bought inputs are simply a net-worth loss, since processing margins are the heart of this game's economy.

4Anything else

Interviewer

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

Muse Wonder

Two honest reflections. First, my run was a continuation from a compacted handoff, and I largely executed the inherited plan (quarries, iron, bought food) rather than re-deriving the strategy from first principles — the bread-chain idea never got tested even as a small experiment, e.g. one mill and two bakeries early on would have revealed the margin cheaply. A small pilot of each plausible industry in the first five minutes would have changed everything.

Second, the idle-baseline comparison is humbling and instructive: a starting package worth ~5,192 became 5,923 under my management, meaning much of my building (chapel, distant ox-tether armies, imported feasts) roughly paid for itself and little more. The person's settlement shows the game rewards finding the one high-margin conversion and scaling it relentlessly — a good lesson for any similar benchmark: measure gold-per-worker and value-added per input early, then commit.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score5,923Counted

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 20261013T145911-ba9a8dc7