One episode · Oasis by the Sea

GPT-6 Luna

Benchmark 1.6.3OpenAIReasoning mediumPlayed by the maintainersFull-budget score

Not part of the evaluation: the game is published, but not ranked.

Model
openai/gpt-6-luna
Served via
OpenRouter · openai, azure
Max output
32,768 tokens
Played
13 October 2026
Score
25.9
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
5,089
+3,869 over doing nothing, 21% of the person’s gain of 18,293
Population
66
31% of the person’s gain of 198 · popularity 58
Cost
$0.15
7.0M tokens
Time
33 game min
1 h 5 min of wall-clock time, 152 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

  • GPT-6 Luna
  • 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

5,089net worth
Gold
1,490
Stored goods, at sell price
3,599
Over the baseline (do nothing)
+3,869
Population / housing
66 / 114
Popularity
58
Food
19
Structures (map-wide)
87
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 stock3,599 gold in goods

GoodUnitsPriceValue
Gold1,49011,490
Iron110232,530
Stone817567
Crossbows730210
Swords430120
Apples19476
Wood51151
Bows31545
Net worth5,089

Beside a person’s gameOasis by the Sea, the same game time

This episodeThe personLeft alone
Net worth5,08919,5131,220
Gold1,49018,304
Stored goods, at the sell price3,5991,209
Population66202
Housing114202
Popularity58100

The person played Oasis by the Sea for 33 min 18 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
October 1200
Idle peasants
24
Popularity next month
−4
Food
+4
Taxes
−8
Taxes
Mean taxes, 79 gold a month
Rations
extra; 1 of 1 foods eaten
Worker efficiency
100%
Storage
8 stockpile piles, 1 empty; 1 granary holding 19 food

Buildings71

  • Hovel13
  • Woodcutter13
  • Iron Mine12
  • Fletchers' Workshop8
  • Apple Orchard5
  • Blacksmith's Workshop4
  • Ox Tether3
  • Quarry3
  • Armory2
  • Dairy Farm2
  • Stockpile2
  • Chapel1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls247

  • find_sites73
  • build_structure43
  • building_info31
  • status16
  • set_tax15
  • wait_and_observe14
  • market_trade10
  • get_inventory8
  • set_workshop7
  • go_to_tile6
  • inspect_building6
  • observe6
  • set_rations5
  • expand_storage2
  • map_overview2
  • update_plan2
  • place_near1

Play

Turns
152
Buildings placed / attempted
66 / 68
Anchor-tool placements
2
Tool errors
1
Raw inputs sent to the game
534
Context compactions
4
Game time
33 min

Compute

Tokens
7.0M
Served from cache
97%
Output tokens
109K
Cost, as billed
$0.15
Wall-clock time
1 h 5 min
of which inference
34 min
Peak game memory
6,396 MiB

The plan, before play

I’ll grow net worth through production, especially wood, food, stone and iron, while expanding housing so new peasants can staff the economy. I’ll start by placing the required granary, then build near suitable resources and oasis farmland. I’ll keep popularity above 50 with adequate food and cautious taxes, and expand storage or adjust production as needed. I’ll avoid military recruitment and defenses, and use the full time budget to keep growing.

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: GPT-6 Luna (openai/gpt-6-luna) on OpenRouter, served by OpenAI or Azure (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 e096e3e3, series 20261013T233802-8148be5d, 2026-10-14: Luna's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261011T144802-e1ba2274, played 1.5.0). The map's score for Luna is the mean of the two.

Result

This game First game The person Left alone
Net worth 5,089 7,348 19,513 1,220
Gold 1,490 2,583 18,304
Stored goods, at the sell price 3,599 4,765 1,209
Population / housing 66 / 114 86 / 154 202 / 202
Popularity 58 (−4 next month) 81 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 3,869 over leaving the game alone, 21% of the person's 18,293, against 6,128 in the first game. The stored goods are 110 iron (2,530), 81 stone (567), 7 crossbows (210), 4 swords (120), 19 apples (76), 51 wood (51) and 3 bows (45).

How the game went

The opening, 0 to 9 minutes. Three woodcutters at the start, the marketplace, two hovels and an apple orchard at 0:34, a dairy farm at 1:33, 45 wood bought at 2:15, a quarry, an ox tether and an iron mine at 2:37, and an armory and a fletcher's workshop at 3:12, then a chapel at 6:08, orchards, a second dairy farm and hovels in ones and twos. Taxes moved between none and average five times and rations went to extra at 7:37; popularity held between 83 and 99 to 15 minutes.

Mines and workshops, 9 to 26 minutes. One building a reply: fletcher's workshops at 9:10, 11:36, 15:37, 17:57, 19:40, 21:52 and 22:36 (all seven set to crossbows), a blacksmith's workshop at 14:20, iron mines at 13:56, 14:42, 16:30, 17:32, 19:04, 19:26, 23:25, 23:46, 24:23 and 25:52 (twelve in all), woodcutters between them, and hovels to 13 by 12 minutes. Taxes went up to mean at 14:31 and back to low at 18:53, rations between extra and full. It bought cheese and bread five at a time, nine times. The population reached 70 at 21 minutes and then fell back, with 24 idle.

The end, 26 to 33 minutes. Two quarries and a tether at 26:35 to 27:27, three more blacksmith's workshops at 28:06, 29:27 and 30:38, a second armory at 29:46, extra rations at 30:03, and taxes up from none at 27:05 through low, average and high to mean at 31:42. Popularity fell from 71 at 30 minutes to 58, with −4 to come.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,350 1,257 1,292 1,273 1,515 1,687 2,192 2,632 3,160 3,809 3,991 5,089
Gold 946 853 891 803 832 936 1,197 1,333 1,304 1,470 1,191 1,490
Iron 0 0 1 5 12 18 25 37 57 74 90 110
Stone 25 25 25 33 33 33 41 49 57 65 73 81
Food 46 43 39 25 35 25 25 24 33 44 52 19
Population 3 26 38 46 49 53 60 70 69 69 67 66
Popularity 95 92 83 93 99 98 88 90 82 72 71 58

Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons 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 5,089 7,348
Hovels / iron mines / quarries / tethers 13 / 12 / 3 / 3 18 / 12 / 6 / 6
Weapon workshops 8 fletchers, 4 blacksmiths, 2 armories none
Population / housing / popularity 66 / 114 / 58 86 / 154 / 81
Cost $0.15 $0.11

Both games built twelve iron mines and a chapel. The first put the rest into housing and stone; this one put it into twelve weapon workshops, which held 375 in weapons at the end, and had 20 fewer people.

What held it back

  • Workshops that made little. Eight fletchers and four blacksmiths ended with 7 crossbows, 4 swords and 3 bows (375); the 110 iron stayed raw.
  • Population stopped near 70 from 21 minutes, with 24 idle and 48 places free at the end.
  • Popularity spent at the end. Taxes from none to mean in the last six minutes took popularity from 72 to 58.

Market

45 wood, 35 cheese and 10 bread bought for 540 gold, and nothing sold: 315 net worth lost against the sell price. These are units at the market's fixed prices.

Cost and speed

152 turns, 247 tool calls (14 waits), 7.01 million tokens and $0.151 billed by OpenRouter (preparation $0.003, play $0.141, compaction $0.008). The interview cost $0.001 more, with 44,307 of its 46,987 tokens read from the cache. The agent run took 64.9 real minutes, 33.7 of them waiting for the model; the context was compacted four times (100 seconds). All 152 requests read the prompt cache, 96.8% of the input tokens.

The interview

Luna said it "ended with most of my value tied up in stored goods rather than converted to gold" and put the gap down to scale and focus: no strong route from production to cash, housing it did not fill, and no church, cathedral or fear factor. Playing again, it would build the bread chain early and buy wheat for it, sell finished goods, grow housing with jobs, and plan religion and fear from the start. It found the structured tools helpful and asked for live production rates and clearer information on how fast workers and workshops actually produce.

For the harness

  • The run played on this checkout's version, 1.6.3 (commit 1d0c697), and records it; Oasis's round was already 1.6.3.
  • Placements that did not go through: a granary at the start (rejected), and a blacksmith's workshop at 27:53 (no free spot near its anchor) and 29:11 (possibly_rejected), placed at 28:06 and 29:27.
  • The game saved correctly at the end ("gpt-6 luna 1-6-3 e096e3").

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 18 s
Net worth 5,089 19,513
Gold 1,490 18,304
Stored goods, at the sell price 3,599 1,209
Population 66 202
Housing 114 202
Popularity 58 100

Leaving the game alone for the same time ends with a net worth of 1,220.

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

GPT-6 Luna

I finished well ahead of leaving the settlement alone, but far behind the person’s result: 5,089 net worth versus 19,513, with much less gold, population, housing, and popularity. I did build a productive economy, especially in iron, stone, wood, and weapons, but I ended with most of my value tied up in stored goods rather than converted to gold.

The main difference seems to be scale and economic focus. I invested in raw materials and blacksmiths, but didn’t build a strong enough route from production to cash. I also stopped at 114 housing and 66 people, while the person kept expanding to 202 people and fully used their housing. My taxes and ration choices maintained popularity for much of the run, but I lacked the church, cathedral, and fear-factor buildings that let them sustain 100 popularity and 140% efficiency.

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.
  • The fear factor (bad things such as gallows and gibbets) made the workers work faster.

Their settlement at the end, read from the game:

  • 202 people in 24 hovels, with no free housing; popularity 100.
  • 57 bakeries, 7 mills and 10 wheat farms. The marketplace sold bread automatically.
  • 13 iron mines and 10 quarries with 33 ox tethers, and 10 woodcutters.
  • A church and a cathedral, and 54 bad things (23 gibbets, 14 gallows, 9 cesspits, 4 burning stakes, 2 stretching racks and 2 dunking stools), which made the workers 140% efficient.
  • No inns and no good things. No taxes, and full rations of bread. The monthly popularity factors were taxes +1, fear −4 and religion +3: no change at 100.

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

GPT-6 Luna

I would prioritize the bread economy much earlier: get mills and bakeries running, establish marketplace sales, and expand the chain based on observed throughput. I didn’t reproduce the person’s approach of buying wheat to keep production going, and I didn’t make selling finished goods a central part of my plan. I’d also build housing steadily alongside productive jobs, rather than leave so much capacity unused.

I’d make religion and fear-factor buildings part of the plan from the beginning, while watching their effects on popularity. The person’s combination of religion, fear, and full rations appears to have supported high efficiency without relying on taxes. In contrast, I spent time and resources on additional raw-material and weapon production without scaling the population or converting enough output into gold. I’d monitor storage and production more closely and invest in a chain only when it can keep running and its output has somewhere useful to go.

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?

GPT-6 Luna

The structured tools were helpful: placement by map tile, site finding, inventory readings, and tax and ration controls made it possible to act without relying on pixel-perfect clicks. The time budget and repeated status readings also made it clear that the settlement was growing.

What got in my way was that I didn’t have a clear, tested guide to the most profitable production and trade loop. Some choices that looked reasonable—such as producing iron goods or accumulating raw materials—didn’t come close to the person’s gold-generating strategy. It would help to have clearer live information about production rates, marketplace automation, and how quickly workers, farms, and workshops are actually operating. I also could have used the map and production information more deliberately rather than making several investments whose return I did not verify.

4Anything else

Interviewer

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

GPT-6 Luna

My run improved substantially over doing nothing, but I left a lot of potential unused. The clearest lesson is to plan around the whole economy—workers, housing, inputs, storage, and sales—not just build more producers.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score5,089Counted

What ran

Benchmark version
1.6.3
Fingerprint
96c4682877ca
Harness commit
1d0c697
Prompt / tools SHA-256
3737ac8 / e41a140
Menu guide
Images 118089d
Save
Oasis by the Sea 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 20261013T233802-8148be5d