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, providers openai then azure, 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 0608bbd7, series 20261014T112858-49a607da, 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 20261012T144338-060ec42e, played 1.5.6). The map's score for Sol is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 10,289 | 7,441 | 9,984 | 5,192 |
| Gold | 3,998 | 1,957 | 8,574 | |
| Stored goods, at the sell price | 6,291 | 5,484 | 1,410 | |
| Population / housing | 114 / 114 | 88 / 90 | 250 / 250 | |
| Popularity | 87 | 66 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 5,097 over leaving the game alone, 106% of the person's 4,792 and the first game on this map to end above the person's net worth; the first game grew 2,249. The stored goods are 530 stone (3,710), 41 iron (943), 123 bread (492), 43 flour (430), 26 spears (260), 20 pitch (200), 20 wheat (160), 6 ale (60) and 36 wood (36).
How the game went
Bread and mines, 0 to 9 minutes. A marketplace, three stockpile piles and three hovels in the first 42 seconds, four iron mines at 1:01, a mill at 1:34 and four bakeries at 1:48, then 50 wheat bought at 2:22 and an inn at 2:47. Four quarries at 4:56 with twelve ox tethers by 6:57, an armory and three poleturner's workshops at 7:34, three more bakeries and four more hovels by 8:46.
Growing, 9 to 25 minutes. Four more quarries at 12:37 and fifteen more tethers by 15:01, three more bakeries at 18:57 and three at 22:52 (thirteen), more hovels at 22:16, and inns at 13:24, 19:48 and 22:37 (four in all). Two more quarries and four tethers at 24:03–24:33 were the last buildings. Wheat was bought in fifties four times and fed the mill; no food was bought. From 15:31 to 19:21 it tried to lay stockpile piles toward the quarries, and most of those placements were rejected or stopped when the camera moved; two piles went down.
Taxing on the inns, 21 to 33 minutes. At 21:47 it set mean taxes (popularity −8) with the inns giving +8, and popularity held at 87 to the end while the taxes brought 136 gold a month. Gold rose from about 2,000 at 27 minutes to 3,998, stone from 394 to 530, and the population reached 114 with every house full. It sold 56 iron at 18:31 and 39 spears at 23:22.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,741 | 4,668 | 4,590 | 4,374 | 3,730 | 3,846 | 4,621 | 4,000 | 5,160 | 5,616 | 7,114 | 10,289 |
| Gold | 4,460 | 3,750 | 3,542 | 3,196 | 2,312 | 1,901 | 2,143 | 2,368 | 2,655 | 2,022 | 2,946 | 3,998 |
| Iron | 0 | 15 | 23 | 31 | 39 | 48 | 56 | 8 | 16 | 24 | 30 | 41 |
| Stone | 0 | 50 | 50 | 50 | 58 | 98 | 146 | 192 | 274 | 394 | 442 | 530 |
| Food | 50 | 39 | 30 | 20 | 20 | 30 | 33 | 17 | 46 | 62 | 87 | 123 |
| Population | 2 | 29 | 46 | 58 | 70 | 80 | 90 | 90 | 100 | 114 | 114 | 114 |
| Popularity | 100 | 100 | 98 | 89 | 77 | 69 | 83 | 91 | 89 | 87 | 87 | 87 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; flour, wheat, spears 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 | 10,289 | 7,441 |
| Buildings | 10 quarries, 31 tethers, 13 bakeries, mill, 4 inns, 4 iron mines, 13 hovels, 3 poleturner's workshops | 11 quarries, 20 tethers, 15 bakeries, mill, 4 iron mines, 10 hovels, chapel |
| Population / popularity | 114 / 87 | 88 / 66 |
| Taxes at the end | mean, 136 a month | low, 52 a month |
| Net worth lost buying | 4,040 | 4,125 |
| Cost | $1.00 | $0.95 |
Both games ran the same plan: bought wheat for their own bread, quarries and iron mines. This one added four inns, which let it tax hard without losing popularity, and half again as many tethers, which brought 530 stone against 314. It also grew a larger town.
What held it back
- Wheat at 23. 200 wheat cost 4,600 gold and is worth 8 each stored; the bread fed the town instead of food bought at 8, but the purchases still lost 3,000 net worth.
- Time on stockpile corridors. About four game minutes of placements toward the quarries, most of them rejected.
- A town of 114. The person had 250; Sol said it was too cautious about scale.
Market
200 wheat, 280 planks and 20 ale bought for 6,120 gold; 56 iron and 39 spears sold for 1,678. The purchases lost 4,040 net worth against the sell price (wheat 23 for 8, planks 4 for 1, ale 20 for 10); selling leaves net worth unchanged. These are units at the market's fixed prices. One wheat purchase at 10:26 bought nothing.
Cost and speed
113 turns, 117 tool calls (6 waits), 4.94 million tokens and $0.997 billed by OpenRouter (preparation $0.051, play $0.806, compaction $0.139). The interview cost about $0.014 more, with 52,462 of its 53,888 tokens read from the cache. The agent run took 47.8 real minutes, 19.2 of them waiting for the model; the context was compacted once (49 seconds). All 113 requests read the prompt cache, 98.2% of the input tokens.
The interview
Sol said it finished narrowly ahead on net worth but would not call it an unqualified win, with less than half the person's population. It said its raw materials paid back while it stayed too conservative on food processing and jobs, and that it spent too long on stockpiles toward remote resources. Playing again it would make bread from bought wheat its main industry and sell it, with no rations once inns and religion carry popularity, add a modest fear factor, and grow housing and jobs together. It praised the benchmark for measuring a running economy, and asked for confirmed footprint coordinates after placement, more predictable placement around camera moves, and a production summary. Its biggest mistake, it said, was underestimating the value of scale.
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. Sol calledmap_overviewtwice and built no woodcutter. - Stockpile placements failed with
camera_movedandrejectedwhile Sol tried to extend storage toward the quarries (11:30 to 19:21); Sol asked for more predictable placement when selecting storage moves the view. - The first
set_taxat 3:04 failed ("The keep hotkey selected nothing") and worked on the retry. - The game saved correctly at the end ("gpt-6-1 sol 1-6-3 0608bb").
