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, providers z-ai/fp8 then siliconflow/fp8, reasoning medium, output limit 32,768 tokens - Benchmark: Large Barren Desert 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 4e7470bc, series 20261014T070917-3e36f777, 2026-10-14: 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 20261012T101643-b291d04d, played 1.5.6). The map's score for GLM is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 5,275 | 6,655 | 9,984 | 5,192 |
| Gold | 1,506 | 4,560 | 8,574 | |
| Stored goods, at the sell price | 3,769 | 2,095 | 1,410 | |
| Population / housing | 62 / 82 | 70 / 98 | 250 / 250 | |
| Popularity | 89 (+3 next month) | 66 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 83 over leaving the game alone, 2% of the person's 4,792, against 1,463 in the first game. The stored goods are 164 stone (1,148), 74 ale (740), 21 iron (483), 11 swords (330), 19 bows (285), 8 metal armour (240), 24 spears (240), 20 pitch (200), 91 wood (91) and 3 meat (12). The pitch and 20 of the ale came with the start.
How the game went
Building, 0 to 17 minutes. A marketplace and two hovels at 0:11, four stockpile piles by 1:39, then
iron mines, quarries with ox tethers and woodcutters, and by 3:29 an armory, a fletcher's and a
poleturner's workshop. An inn and a brewery followed at 7:11, a blacksmith's workshop at 9:09, two more
quarries at 10:58, an armorer's and a second fletcher's workshop at 14:42 and a chapel at 16:55: 9
hovels, 7 tethers, 4 iron mines, 4 quarries, 3 woodcutters (a fourth was demolished) and five weapon
workshops. The woodcutters went by the groves map_overview listed, two of them 140 tiles away.
Buying to keep going, 4 to 33 minutes. Meat every two or three minutes from 4:49, 525 in all, planks four times (300), and ale twice (65). Food ran out at about 27 minutes and popularity fell to 40 before the last purchases brought it back. Taxes moved seven times between none and high. The population reached 62 at 18 minutes and stayed there with 24 idle and 20 places free.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,696 | 6,026 | 5,672 | 5,300 | 4,725 | 3,798 | 3,411 | 3,023 | 3,058 | 3,514 | 3,354 | 5,275 |
| Gold | 4,430 | 5,022 | 4,652 | 3,956 | 3,414 | 2,199 | 1,528 | 1,205 | 1,134 | 2,391 | 1,986 | 1,506 |
| Iron | 0 | 15 | 19 | 27 | 34 | 42 | 46 | 51 | 56 | 16 | 17 | 21 |
| Stone | 0 | 50 | 50 | 58 | 24 | 48 | 72 | 48 | 44 | 92 | 116 | 164 |
| Food | 47 | 39 | 51 | 70 | 76 | 74 | 59 | 58 | 52 | 0 | 17 | 3 |
| Population | 2 | 28 | 44 | 48 | 55 | 59 | 62 | 61 | 62 | 61 | 61 | 62 |
| Popularity | 100 | 95 | 66 | 60 | 75 | 76 | 61 | 52 | 52 | 40 | 66 | 89 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons, ale and pitch are left out, so it reads low.
Beside its first game
| This game (1.6.3) | First game (1.5.6) | |
|---|---|---|
| Net worth | 5,275 | 6,655 |
| Buildings | 9 hovels, 4 iron mines, 4 quarries, 7 tethers, 5 weapon workshops, inn, brewery, chapel | 11 hovels, 4 iron mines, 7 quarries, 17 tethers |
| Population / popularity | 62 / 89 | 70 / 66 |
| Bought | 525 meat, 300 planks, 65 ale | meat, cheese, apples and wood |
| Net worth lost buying | 3,650 | 2,890 |
| Cost | $0.08 | $0.11 |
The first game kept its gold and sold its stone and iron. This one ended with about 3,000 less gold, spent on food, planks for the workshops and ale, and with about 1,100 in weapons and 23 more points of popularity.
What held it back
- Goods bought at a loss. 525 meat for 4,200 gold (worth 2,100), 300 planks for 1,200 (worth 300) and 65 ale for 1,300 (worth 650): 3,650 net worth lost, more than all its growth.
- Woodcutters with no trees. Four woodcutters went up between 1:02 and 6:39. Wood rose only when it bought planks; the woodcutters cut nothing in 33 minutes (see For the harness).
- A brewery with no hops. No farm can be built on this map, and it bought no hops.
- 24 idle peasants. The population stopped at 62 from 18 minutes with 20 places free.
- Fewer quarries and tethers than the first game: 4 quarries and 7 tethers against 7 and 17.
Market
525 meat, 300 planks and 65 ale bought for 6,700 gold; 150 stone and 50 iron sold for 2,200. The purchases lost 3,650 net worth against the sell price (meat 8 for 4, planks 4 for 1, ale 20 for 10); selling leaves net worth unchanged. These are units at the market's fixed prices. One meat purchase at 19:26 bought nothing; it bought meat again at 20:10.
Cost and speed
46 turns, 70 tool calls (8 waits), 2.30 million tokens and $0.083 billed by OpenRouter (preparation $0.003, play $0.079). The interview cost about $0.003 more, with 72,576 of its 74,110 tokens read from the cache. The agent run took 42.6 real minutes, 16.3 of them waiting for the model; the context was never compacted. All 46 requests read the prompt cache, 97.7% of the input tokens.
The interview
GLM called the result "a clear loss", barely above leaving the game alone. It said it treated food as something to buy and eat where the person ran a wheat, flour and bread chain, that it never used the fear factor, and that it held back on population because each peasant ate bought meat. Playing again it would buy wheat for mills and bakeries from the start, buy ale instead of brewing it, build bad things with a church to balance them, build many more ox tethers, skip woodcutters and grow hovels hard. It found the tools well designed, and said the map overview's tree groves misled it into building four woodcutters, that production rates are invisible, and that how purchases count against net worth is spread across the rules.
For the harness
- A stale map probe on the game machine. Like every game of this batch on Oasis by the Sea and
Large Barren Desert, this game ran a
crusader_probebuilt from 1.5.0's sources. It was built on 2026-10-13 at 21:28 UTC as a 1.5.0 game started. The 1.6.3 sync then copied sources that matched by hash, and Ninja found nothing to rebuild. The probe's only change since 1.5.0 is 1.5.4's check that tells trees from cacti, somap_overviewcounted cacti as tree groves.find_sitescounts trees from the reader's tile data and was right. Everything else this game played was 1.6.3, and the game stands as played. The desert has no trees, butmap_overviewlisted five cactus groves (13 "trees" 16 tiles from the keep, 14 at 140 tiles).find_sitesreturnedtrees: 0at the 13-tree grove's centre, and GLM's four woodcutters, placed by the listed groves, cut nothing. - The chapel built at 16:55 does not appear among the popularity factors at the end (tax +1, inn +2).
- Its first
build_structurecall, with five placements, was refused (at most four), and one demolish of the far woodcutters missed the building's body; both answers named the fix. - The game saved correctly at the end ("glm 5-3 flash 1-6-3 4e7470").
