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: 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 80d8e30e, series 20261014T043227-b00c0bcf, 2026-10-14: Muse Wonder's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261013T103842-22858aa0, played 1.5.1). The map's score for Muse Wonder is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 4,137 | 9,603 | 19,513 | 1,220 |
| Gold | 1,219 | 787 | 18,304 | |
| Stored goods, at the sell price | 2,918 | 8,816 | 1,209 | |
| Population / housing | 88 / 98 | 103 / 146 | 202 / 202 | |
| Popularity | 67 (−1 next month) | 97 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 2,917 over leaving the game alone, 16% of the person's 18,293, against 8,383 in the first game; the score is about 23.7, against 51.4. The stored goods are 63 iron (1,449), 50 stone (350), weapons and armour worth 630 (11 crossbows, 8 bows and 6 metal armour), 21 flour (210), 24 apples (96), 18 bread (72), 63 wood (63) and 6 hops (48).
How the game went
A slow opening, 0 to 9 minutes. Two woodcutters and a hovel at the start (a granary was rejected), an iron mine, an apple orchard and a hovel at 0:37, two woodcutters and two hovels at 2:39, then nothing until the marketplace and an orchard at 5:12. Two stockpile piles at 5:56, 20 bread bought at 6:12, a dairy farm, a wheat farm and a hovel at 6:22, an iron mine at 6:57 and a mill, a bakery, an orchard and a woodcutter at 8:27. Gold stayed near 1,000 to 6 minutes.
Rations and workshops, 9 to 21 minutes. Half rations and average taxes at 9:07 to 9:11 took popularity from 100 to 64 by 12 minutes; full rations and low taxes from 11:38. A quarry, a tether, an iron mine and a hovel at 11:53, an armory and two fletcher's workshops at 14:17, a hops farm at 14:50, then extra rations at 17:44 with a chapel, a fletcher's workshop, a bakery and a hovel at 17:49, a brewery at 18:27, and two more fletchers and an armorer's workshop at 19:57. Popularity came back to 74 by 21 minutes.
More fletchers, 21 to 33 minutes. Fletcher's workshops at 23:28, 26:27 and 27:22 (ten in all, set to crossbows), an inn at 26:27, iron mines at 23:28, 28:07 and 29:33 (eight in all), woodcutters to fourteen and hovels to eleven; wood bought in twenties and thirties, 20 iron and 15 stone sold at 24:48, and taxes between low and average. Gold fell to 115 at 23:42. The population rose to 88 by the end with 24 idle.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,365 | 1,370 | 1,374 | 1,257 | 1,636 | 1,741 | 1,946 | 1,720 | 1,762 | 1,858 | 2,253 | 4,137 |
| Gold | 949 | 1,000 | 1,000 | 840 | 880 | 843 | 802 | 429 | 153 | 557 | 676 | 1,219 |
| Iron | 0 | 1 | 4 | 7 | 13 | 19 | 28 | 37 | 44 | 32 | 45 | 63 |
| Stone | 25 | 25 | 25 | 25 | 25 | 25 | 33 | 41 | 49 | 34 | 42 | 50 |
| Food | 49 | 38 | 14 | 17 | 53 | 67 | 55 | 37 | 51 | 62 | 57 | 42 |
| Population | 3 | 26 | 32 | 40 | 42 | 51 | 52 | 61 | 65 | 69 | 79 | 88 |
| Popularity | 95 | 100 | 100 | 100 | 64 | 60 | 57 | 74 | 76 | 73 | 73 | 67 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons, armour, flour and hops are left out, so it reads low.
Beside its first game
| This game (1.6.3) | First game (1.5.1) | |
|---|---|---|
| Net worth | 4,137 | 9,603 |
| Iron mines / quarries / tethers | 8 / 2 / 2 | 12 / 5 / 9 |
| Bakeries / hovels / woodcutters | 3 / 11 / 14 | 9 / 17 / 11 |
| Weapon workshops | 10 fletchers, an armorer, an armory | none |
| Population / popularity | 88 / 67 | 103 / 97 |
| Cost | $2.00 | $2.49 |
The first game built iron mines, quarries and bakeries and stored 8,816 in goods; this one started more slowly, built eleven weapon workshops whose output was worth 630, and ended 5,466 lower.
What held it back
- A slow start. Ten buildings in the first five minutes and the marketplace at 5:12; gold sat at 1,000 while nothing was being built.
- Wood and workers into fletchers. Ten fletcher's workshops and an armorer made 630 in weapons and armour, against 1,449 from eight iron mines.
- 24 idle peasants held the population under 90.
Market
130 wood, 40 bread, 20 apples and 10 cheese bought for 1,080 gold, and 20 iron and 15 stone sold for 565: 670 net worth lost against the sell price on the purchases. Selling at the sell price leaves net worth unchanged. These are units at the market's fixed prices.
Cost and speed
60 turns, 163 tool calls (21 waits), 3.00 million tokens and $1.999 billed by OpenRouter (preparation $0.097, play $1.775, compaction $0.127). The interview cost $0.059 more, with 31,860 of its 35,221 tokens read from the cache. The agent run took 44.9 real minutes, 16.4 of them waiting for the model; the context was compacted twice (74 seconds). 59 of the 60 requests read the prompt cache (the 15th did not), 94.4% of the input tokens.
The interview
Wonder said it "played a cautious, balanced settlement" where the person "played a focused industrial system: maximize workers, maximize throughput, sell the output, reinvest the proceeds", and named gold, population and popularity as the three gaps. Playing again, it would make bread the central chain, buy wheat to keep it running, sell bread automatically, build a church and cathedral, use the fear factor, grow housing and jobs together and spend less effort on weapons. It said it avoided bad things because the interface guide presented them as lowering popularity, that its chapel's benefit never showed in the popularity factors, and that the note that selling leaves net worth unchanged made continuous selling sound less important than it is.
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. The prompt cache key for Meta's models was sent from this checkout's own request code.
- Of 13
set_workshopcalls, 8 set crossbows and 5 opened another building (the armory three times, a woodcutter and the armorer's workshop). - Placements that did not go through: a granary at the start (rejected), a dairy farm at 5:12 (placed at 6:22), a fletcher's workshop at 25:33 and 26:27 (twice), an inn at 25:49 (placed by tile at 26:27) and a hovel at 25:40 (partly).
- The game saved correctly at the end ("muse wonder 1-6-3 80d8e3").
