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-6.1 Sol (
openai/gpt-6.1-sol) 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 4cec1022, series 20261014T024743-6703e968, 2026-10-14: Sol's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261011T175318-657a6989, played 1.5.1). The map's score for Sol is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 10,453 | 7,401 | 19,513 | 1,220 |
| Gold | 2,692 | 2,058 | 18,304 | |
| Stored goods, at the sell price | 7,761 | 5,343 | 1,209 | |
| Population / housing | 104 / 106 | 130 / 130 | 202 / 202 | |
| Popularity | 92 (+5 next month) | 100 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 9,233 over leaving the game alone, 50% of the person's 18,293 and the most of any game on this map so far, against 6,181 in the first game. The score, about 54.6, is the highest on this map. The stored goods are 189 iron (4,347), 313 stone (2,191), 480 wood (480), 11 crossbows (330), 26 wheat (208), 11 flour (110), 20 bread (80) and 1 bow (15).
How the game went
The opening, 0 to 9 minutes. Three woodcutters at the start (a granary was rejected), an apple orchard at 0:31, the marketplace at 0:42, 100 wood bought at 0:57 and 95 at 4:23, four iron mines at 1:32 and two at 3:14, three hovels at 1:56 and three at 5:21, four orchards at 2:15, three more woodcutters at 3:54, three stockpile piles at 4:57, then a wheat farm, a mill and two bakeries at 5:39 to 6:11 and a quarry with three tethers at 6:50. Taxes went to high at 2:52, with double rations from 3:05 to hold popularity; food ran out at about 9 minutes (1 in store), and it bought 50 bread at 9:08.
Stone and workshops, 9 to 21 minutes. Three quarries and five tethers at 10:09 and 10:31, two bakeries at 10:53, three more stockpile piles at 11:54, three iron mines at 12:11, two fletcher's workshops and an armory at 15:06 (set to crossbows), a building demolished at 16:56 (by the counts an apple orchard) and a wheat farm at 17:06, three hovels at 17:17, a quarry and three tethers at 17:43, 100 wood at 18:10, four bakeries at 18:46 (eight in all) and two more fletcher's workshops at 19:27. Taxes moved between average, mean and high, and rations between full, extra and double, eleven ration changes over the game. The population went from 58 at 9 minutes to 90 at 21.
Woodcutters, 21 to 33 minutes. A tenth iron mine at 21:25, woodcutters at 21:42, 22:13, 23:35, 26:29 and 27:26 (24 in all), wheat farms at 22:55 and 26:29, tethers to fifteen, and taxes low and average. In the last minute it set double rations (32:15) and no taxes (32:26): popularity rose from 73 at 31 minutes to 92 at the end, and the population to 104.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,355 | 1,008 | 1,039 | 1,561 | 2,040 | 2,869 | 4,072 | 4,515 | 5,827 | 6,975 | 8,344 | 10,453 |
| Gold | 947 | 600 | 396 | 736 | 676 | 952 | 1,203 | 999 | 1,433 | 1,864 | 2,400 | 2,692 |
| Iron | 0 | 0 | 10 | 25 | 41 | 58 | 84 | 109 | 125 | 144 | 166 | 189 |
| Stone | 25 | 25 | 25 | 25 | 25 | 41 | 97 | 113 | 185 | 209 | 257 | 313 |
| Food | 47 | 46 | 41 | 1 | 46 | 60 | 59 | 36 | 42 | 43 | 11 | 20 |
| Population | 3 | 18 | 38 | 58 | 58 | 59 | 70 | 90 | 90 | 93 | 98 | 104 |
| Popularity | 95 | 100 | 100 | 90 | 82 | 89 | 97 | 92 | 84 | 86 | 76 | 92 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; crossbows, wheat and flour are left out, so it reads a little low.
Beside its first game
| This game (1.6.3) | First game (1.5.1) | |
|---|---|---|
| Net worth | 10,453 | 7,401 |
| Iron mines / quarries / tethers | 10 / 5 / 15 | 10 / 4 / 9 |
| Woodcutters / hovels / bakeries | 24 / 12 / 8 | 4 / 15 / 16 |
| Other | 4 fletcher's workshops, an armory | an inn, a brewery, 10 water pots, 2 wells |
| Population / popularity | 104 / 92 | 130 / 100 |
| Cost | $0.94 | $0.95 |
The first game fed a larger town with twice the bakeries and an inn and kept popularity at 100; this one put more into quarries, tethers and woodcutters, and ended 3,052 higher in net worth with 26 fewer people.
What held it back
- Raw goods stored. 189 iron, 313 stone and 480 wood made 7,018 of the net worth; the bread chain (8 bakeries, one mill) fed the town rather than selling.
- Food short twice. The granary was nearly empty at 9 minutes (1 food) and at 30 (11); it bought 85 bread and turned rations up and down eleven times to hold popularity.
- Population held near 90 from 21 to 27 minutes; housing ended 2 places ahead of 104 people.
Market
295 wood and 85 bread bought for 1,860 gold, and nothing sold: 1,225 net worth lost against the sell price (885 on wood at 4 gold, worth 1; 340 on bread at 8, worth 4). These are units at the market's fixed prices.
Cost and speed
121 turns, 132 tool calls (6 waits), 5.58 million tokens and $0.942 billed by OpenRouter (preparation $0.051, play $0.868, compaction $0.023). The interview cost $0.014 more, with 44,970 of its 46,528 tokens read from the cache. The agent run took 50.4 real minutes, 21.8 of them waiting for the model; the context was compacted once (51 seconds). All 121 requests read the prompt cache, 98.4% of the input tokens.
The interview
Sol said the difference was "economic throughput, not whether we sold our inventory": it built a working raw-material economy but "never established a comparably large, profitable processing industry", was too careful with housing and too reactive about food, and its weapon workshops "produced little before the end". Playing again, it would make the bread chain the engine, buy wheat for it, sell bread automatically, build housing ahead and use religion with the fear factor, while checking throughput rather than counting buildings. It asked for a verified auto-trade tool, readings for the fear factor and per-building production history.
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.
demolish_buildingat tile (463, 409) at 16:34 demolished nothing ("aim at the building's body"); a pixel on the building at 16:56 worked.- Placements that did not go through: a granary at the start (rejected), a mill at 5:57 (no free spot near its anchor; placed by tile at 6:11), a bakery at 6:11, a hovel at 14:49 (partly placed) and a fletcher's workshop at 19:27 (rejected).
- The game saved correctly at the end ("gpt-6-1 sol 1-6-3 4cec10").