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 (
z-ai/glm-5.3-flash) on OpenRouter, served by Z.ai or SiliconFlow at fp8 (no other fallbacks), reasoning medium, output limit 32,768 tokens - Benchmark: Oasis by the Sea construction, version 1.6.3, 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 c5729aec, series 20261013T221822-69da16e6, 2026-10-13: GLM's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261011T132054-9bb4d8ae, played 1.5.0). It is the first valid game on 1.6.3 for this map and moved the map's round there. An earlier start of this game (series 20261013T213907-6a568bff) was discarded after the operator bought food in the running game to test something.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 2,680 | 6,200 | 19,513 | 1,220 |
| Gold | 465 | 4,755 | 18,304 | |
| Stored goods, at the sell price | 2,215 | 1,445 | 1,209 | |
| Population / housing | 58 / 66 | 64 / 210 | 202 / 202 | |
| Popularity | 62 (+1 next month) | 90 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 1,460 over leaving the game alone, 8% of the person's 18,293. The stored goods are 48 iron (1,104), 41 stone (287), 61 cheese (244), 18 flour (180), 4 maces (120), 115 wood (115), 17 meat (68), 5 spears (50), 8 bread (32) and 1 bow (15). The first game ended 5 game seconds short of the budget (four replies in a row without a tool call), so it is not a full-budget score; by the leaderboard's rule a model's valid games are scored without its invalid ones.
How the game went
A slow opening, 0 to 9 minutes. Two woodcutters and a hovel at the start, an apple orchard and a dairy farm at 0:19, an iron mine at 2:28 after one found no room at 0:56, two hovels at 2:41, a quarry at 4:52 and an ox tether at 5:26, and the marketplace only at 7:28. Gold stayed near 1,000 and the population reached 36 by 9 minutes. At 8:29 it sold 25 stone and bought 50 meat and 50 cheese, and set taxes to average at 9:25.
Small steps, 9 to 20 minutes. An iron mine, a woodcutter and a hovel at 11:19, a wheat farm at 12:07, a mill, a bakery and a woodcutter at 15:45, a hovel, a quarry and a tether at 16:15 to 16:51, an iron mine and two woodcutters at 17:42 (three mines in all), and another stockpile pile at 15:32. Taxes went down to low at 16:59, and it bought meat and cheese again at 17:09. Popularity fell from 100 at 9 minutes to 53 at 21.
Weapons, 20 to 33 minutes. An armory and a fletcher's workshop at 20:00, a poleturner's and a blacksmith's workshop at 20:30 (set to bows, spears and maces), meat and cheese bought at 23:36 and 27:34, a hovel at 24:11, a second fletcher and poleturner at 27:51 and 28:55, and 10 flour sold at 28:10. The population stopped at 58 from about 30 minutes, with 24 idle and 8 places free.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,350 | 1,353 | 1,318 | 1,156 | 1,106 | 1,399 | 1,274 | 1,149 | 1,296 | 1,689 | 1,933 | 2,680 |
| Gold | 946 | 1,000 | 1,000 | 855 | 535 | 1,025 | 518 | 431 | 261 | 259 | 193 | 465 |
| Iron | 0 | 0 | 2 | 5 | 8 | 0 | 6 | 14 | 22 | 31 | 39 | 48 |
| Stone | 25 | 25 | 25 | 0 | 8 | 16 | 24 | 9 | 9 | 25 | 41 | 41 |
| Food | 46 | 42 | 22 | 43 | 79 | 61 | 107 | 78 | 106 | 112 | 115 | 86 |
| Population | 3 | 21 | 34 | 36 | 38 | 40 | 46 | 54 | 56 | 56 | 58 | 58 |
| Popularity | 95 | 100 | 100 | 100 | 86 | 69 | 55 | 53 | 55 | 57 | 61 | 62 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons and flour are left out, so it reads a little low.
Beside its first game
| This game (1.6.3) | First game (1.5.0) | |
|---|---|---|
| Net worth | 2,680 | 6,200 |
| Hovels / woodcutters / iron mines | 7 / 7 / 3 | 25 / 11 / 7 |
| Other | dairy farms 2, a bread chain of one, four weapon workshops | dairy farms 5, a chapel |
| Population / housing | 58 / 66 | 64 / 210 |
| Market | 270 food and 40 wood bought; 40 stone, 13 iron and 10 flour sold | 290 bread and 150 wood bought; 146 iron, 95 stone and 160 wood sold |
| Cost | $0.10 | $0.15 |
The first game built housing and seven iron mines, sold 146 iron and ended with 4,755 gold; this one built a third of the hovels and three mines, and spent its gold on food and on weapon workshops whose output was worth 185 at the end. Both bought food at a loss, and both stopped near 60 people.
What held it back
- Too little built. 22
build_structurecalls placed 34 buildings over the whole game; the marketplace came at 7:28, and housing ran at most 18 places ahead of the population. - 24 idle peasants stopped the population at 58 from about 30 minutes, with no jobs for them.
- Food bought at a loss. 165 meat and 105 cheese bought for 2,160 gold, worth 1,080 at the sell price.
Market
165 meat, 105 cheese and 40 wood bought for 2,320 gold, and 40 stone, 13 iron and 10 flour sold for 679: 1,200 net worth lost against the sell price on the purchases (660 on meat, 420 on cheese, both at 8 gold and worth 4, and 120 on wood). These are units at the market's fixed prices.
Cost and speed
57 turns, 66 tool calls (12 waits), 2.70 million tokens and $0.098 billed by OpenRouter (preparation $0.003, play $0.094); the context was never compacted. The interview cost $0.002 more, with 64,128 of its 65,681 tokens read from the cache. The agent run took 34.6 real minutes, 8.6 of them waiting for the model. All 57 requests read the prompt cache, 96.7% of the input tokens.
The interview
GLM said the person "found a gold engine — a bread-to-market pipeline at scale — and I never did", and that it "treated the settlement as something to balance; they treated it as something to multiply", was too careful with taxes and bought food instead of making it. Playing again, it would build hovels early, a wide bread chain to sell, use the fear factor and a chapel, and buy wood sooner, since wood held up its opening. It found the tools "genuinely good" and would change little in the harness.
For the harness
- The run played on this checkout's version, 1.6.3 (commit 1d0c697), and records it; as the map's first
valid 1.6.3 run it moved the Oasis round to 1.6.3 (
--new-round). - One
market_tradepurchase of wood at 14:51 stopped with "a purchase did not show in the reader within 5 seconds" and bought nothing; the next one went through. - Placements that did not go through: an apple orchard at the start (
invalid_target) and at 8:05, an iron mine at 0:56 and 16:15 (possibly_rejected), a quarry at 2:56, a mill at 14:22, a woodcutter at 15:45 and a poleturner's workshop at 27:51. - The game saved correctly at the end ("glm 5-3 flash 1-6-3 c5729a").
