One episode · The Sinkhole

GLM 5.3 Flash

Benchmark 1.7.1Z.aiReasoning mediumPlayed by the maintainersFull-budget score
Model
z-ai/glm-5.3-flash
Served via
OpenRouter · z-ai/fp8
Max output
32,768 tokens
Played
15 October 2026
Score
15.1
Crusader Bench score on The Sinkhole: 0 is doing nothing, 100 the person’s game
Net worth
5,680
+3,485 over doing nothing, 9% of the person’s gain of 39,436
Population
79
15% of the person’s gain of 502 · popularity 65
Cost
$0.13
3.6M tokens
Time
45 game min
45 min of wall-clock time, 101 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

  • GLM 5.3 Flash
  • 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 · 45 min of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

5,680net worth
Gold
1,614
Stored goods, at sell price
4,066
Over the baseline (do nothing)
+3,485
Population / housing
79 / 98
Popularity
65
Food
113
Structures (map-wide)
104
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 stock4,066 gold in goods

GoodUnitsPriceValue
Gold1,61411,614
Stone20171,407
Iron47231,081
Crossbows2230660
Apples1134452
Swords830240
Bows815120
Wood82182
Hops3824
Net worth5,680

Beside a person’s gameThe Sinkhole, the same game time

This episodeThe personLeft alone
Net worth5,68041,6312,195
Gold1,61439,977
Stored goods, at the sell price4,0661,654
Population79506
Housing98506
Popularity6599

The person played The Sinkhole for 44 min 58 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
July 1189
Idle peasants
24
Popularity next month
−1
Food
−4
Taxes
+1
Ale from the inn
+2
Taxes
No taxes, 0 gold a month
Rations
half; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 7 empty; 1 granary holding 113 food

Buildings65

  • Fletchers' Workshop15
  • Hovel11
  • Apple Orchard7
  • Woodcutter6
  • Ox Tether4
  • Stockpile4
  • Dairy Farm3
  • Iron Mine3
  • Quarry3
  • Blacksmith's Workshop2
  • Armory1
  • Brewery1
  • Granary1
  • Hops Farm1
  • Inn1
  • Keep1
  • Marketplace1

Tool calls102

  • find_sites26
  • build_structure24
  • set_workshop15
  • wait_and_observe12
  • set_rations7
  • market_trade6
  • building_info5
  • inspect_building4
  • set_tax2
  • map_overview1

Play

Turns
101
Buildings placed / attempted
59 / 64
Anchor-tool placements
0
Tool errors
1
Raw inputs sent to the game
437
Context compactions
1
Game time
45 min

Compute

Tokens
3.6M
Served from cache
97%
Output tokens
13K
Cost, as billed
$0.13
Wall-clock time
45 min
of which inference
12 min
Peak game memory
3,424 MiB

The plan, before play

The Sinkhole economy run: 45 game minutes, judged on net worth (gold + stored goods at sell prices), then population and popularity. The granary and stockpiles are pre-placed; I must grow production, food, weapons and taxes while keeping popularity above 50 to attract peasants.

Opening plan:

  1. First reads (free): status + map_overview to see terrain, iron/stone/tree locations and the oasis ring.
  2. Wood first: 2–3 woodcutters near the grove ~40 tiles down-left.
  3. Housing: several hovels to lift housing, keep popularity ≥50 (rations full, no taxes initially).
  4. Food: apple orchards/dairy farms on oasis grass near the keep.
  5. Industry: iron mine(s) on the ore patches east, a quarry + ox tethers on the stone deposit — iron (23/unit) and stone (7/unit) are the biggest net-worth drivers.
  6. Marketplace early; buy wood if it accelerates building; sell surplus when storage fills.
  7. Later: armory + workshops (fletcher/poleturner turn cheap wood into bows/spears worth more; blacksmith/armorer turn iron into high-value gear), brewery+inn and taxes once popularity allows, expanding storage as needed.

Commentary during play1

  1. Placing the first batch: woodcutters at the grove, hovels, and orchards on the oasis near the keep.

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: GLM 5.3 Flash (z-ai/glm-5.3-flash) on OpenRouter, provider z-ai/fp8 only, reasoning medium, output limit 32,768 tokens
  • Benchmark: The Sinkhole construction, version 1.7.1 (commit 674e7ba), from the save the human reference game on this map started from; 45 min of game time at speed 40, the length of the person's game; no playbook; waits played fast
  • Run a4e2d606, series 20261015T215019-394d6bce, 2026-10-15: GLM's second game of The Sinkhole's 1.7.1 round, a fresh series with no memory of its other games. Its first, that morning (run a044594a, 9,319), was served partly by SiliconFlow after Z.AI's rate limits; this one was routed to Z.AI alone. A series that afternoon (20261015T124038-472be8ef) was stopped for cache misses and does not count.

Result

This game Its first 1.7.1 game Its 1.6.2 game The person Left alone
Net worth 5,680 9,319 5,084 41,631 2,195
Gold 1,614 5,270 1,992 39,977
Stored goods, at the sell price 4,066 4,049 3,092 1,654
Population / housing 79 / 98 98 / 114 78 / 114 506 / 506 4
Popularity 65 (−1 next month) 63 79 99 0
Score 15.1 22.6 15.2 100 0

A full-budget score: the run used all 2,700 game seconds. Net worth grew by 3,485 over leaving the game alone, 9% of the person's growth, against 18% in its first 1.7.1 game and 7% on 1.6.2. The score is the project website's formula (80% net worth, 10% each population and popularity); this game counts on the website's leaderboard. It is the lowest of the round, below Kimi K3 (17.1); the mean of GLM's two 1.7.1 games is 18.9.

Of the stored value, 1,407 is 201 stone from three quarries, 1,081 is 47 iron from three iron mines, 1,020 is 38 weapons (22 crossbows, 8 swords, 8 bows) and 452 is 113 apples. The town ended with 24 idle peasants, no open jobs and 19 empty places in its hovels.

How the game went

Waiting for wood, 0 to 11 minutes. Three woodcutters, three hovels and two apple orchards in the first turn, then four waits in the first five minutes for planks to come in (until 25 to 35). An iron mine at 2:46, a quarry with two ox tethers at 3:48 on the stone 84 tiles from the keep, hovels at 5:18, a dairy farm and an orchard at 6:19 and 8:26, a second iron mine at 9:07 and a second quarry at 10:10. Food fell from 55 to 14 by 6:56, when it set half rations. It had no marketplace until 11:00, bought nothing all game and kept gold at 2,000 to that point. From 3:48 the town had 24 idle peasants.

Fletchers and rations, 11 to 25 minutes. It sold 35 stone at 11:29, added two woodcutters and two hovels at 11:57, and at 13:15 built an armory with two fletcher's workshops, then a blacksmith and a third fletcher at 15:58. Low taxes from 15:47 to 17:36, the only two minutes of taxes in the game. Rations changed four more times by 25:43 (full, half, full, half), and popularity fell from 80 at 15:47 to 52 at 20:02, which the next observation flagged with a warning. A third iron mine at 17:47, two more fletchers with a hops farm and a brewery at 20:14, an inn at 21:24, a third quarry at 23:40, a sixth fletcher and second blacksmith at 24:39. The context was compacted at about 25:40.

More fletchers, then waiting, 25 to 45 minutes. Fletchers in twos at 25:57, 30:09, 31:40 and 37:21 and one at 32:42 (two more at 25:57 and a blacksmith at 31:40 were stopped for want of wood), and three hovels at 29:34; fifteen fletchers in all, set to crossbows. It sold 10 bows at 26:34, 8 swords and 5 bows at 31:11, and 21 crossbows and 5 swords at 36:47 and 37:04. After its last building at 37:21 it waited out the last seven minutes with 1,614 gold, while stone, iron, apples and crossbows piled up: net worth went from 3,996 at 38:13 to 5,680.

Game minute 0 5 10 15 20 25 30 35 40 End
Net worth 2,415 2,264 2,351 2,434 2,756 2,634 2,792 2,918 4,114 5,680
Gold 2,000 2,000 2,000 2,045 1,869 1,469 1,219 1,034 1,614 1,614
Iron 0 0 4 10 16 23 29 35 41 47
Stone 20 20 20 1 41 65 97 129 169 201
Food 55 27 21 25 38 30 42 40 78 113
Population 6 34 43 51 58 68 71 77 79 79
Popularity 100 100 86 77 53 67 59 75 70 65

Each column is the last reading at or before that minute.

Beside its other games

The same kind of town as its 1.6.2 game, with almost the same score (15.1 against 15.2): a few iron mines, orchards and dairy farms for food, and a weapons quarter (fifteen fletchers here, seven fletchers with three poleturners there). Its first 1.7.1 game that morning differed in three ways: it bought 460 planks to build sooner, it built nine iron mines rather than three, and it ran average taxes from 21 minutes, which left it with 5,270 gold against 1,614 here.

What held it back

  • No taxes and nothing bought. Taxes stayed at none but for two minutes, so gold came almost only from 1,490 in sales, while each fletcher's workshop cost 100 gold. With no marketplace for 11 minutes and no planks bought, the first minutes went on waiting for wood.
  • Fletchers over mines. In the last 3 game minutes the fifteen fletchers delivered 10 weapons, worth 270 at the sell price (18 a workshop), against 6 iron (46 a mine) from the three iron mines; the fletchers also used the planks that held up its other buildings.
  • 24 idle peasants and no open jobs in nearly every reading from 3:48; the town stopped at 79 with room for 98.
  • Seven idle minutes at the end with 1,614 gold and nothing left to build for.
  • Rations changed seven times. Food from orchards and dairy farms ran short on full rations, and each switch to half cost 4 points of popularity a month.

What worked

  • Nothing lost at the market: it bought nothing, and its sales leave net worth unchanged.
  • Stone kept rather than sold: 201 at the end, its largest store.
  • Every placement reported as placed is in the game's final count of its buildings; the five not placed were not built, and three of them were stopped for want of wood before any click.
  • The prompt cache held on one provider (below).

Market

Nothing bought; 35 stone, 15 bows, 13 swords and 21 crossbows sold for 1,490, which leaves net worth unchanged.

Cost and speed

101 turns, 102 tool calls (26 find_sites, 24 build_structure, 15 set_workshop, 12 waits, 7 set_rations, 6 market_trade), 3.59 million tokens and $0.127 billed by OpenRouter (preparation $0.003, play $0.120, compaction $0.003). The interview cost $0.002 more, with 48,704 of its 50,591 tokens read from the cache. The agent run took 45.1 real minutes, 11.7 of them waiting for the model; the context was compacted once (22 seconds). Six waits were played fast and saved 4.6 real minutes.

Providers and the prompt cache

Every request went to Z.AI, and 97.6% of input was read from the cache, against 93.1% in its first 1.7.1 game (28 provider changes) and 96.9% on 1.6.2. Z.AI refused 23 requests with 429 (rate limited), four of them twice; the host retried each after 2 and 4 seconds with the game paused, and every retry succeeded, so no game time was lost.

The interview

GLM called the gap stark and put it down to treating food as something to eat rather than a product to sell, and to running a small balanced town while the person scaled one loop. Playing again it would use the fear factor early, build the bread chain to sell, grow the population with jobs, buy ale for inns and build iron mines in numbers instead of fletchers. Two of its claims do not match the game: it put bread at 10 a unit (it sells for 4), and said its fletchers were held up by the armory's 50-weapon limit, but the armory never held more than 29 in its readings. It praised tile placement, find_sites, the reader's statistics and the placement retries, and asked for set_workshop to set many workshops in one call and for the armory's limit to be stated up front.

For the harness

  • Z.AI-only routing worked: no provider changes and no cache misses, at the cost of 27 retried 429s (about a minute of real time, no game time).
  • Two woodcutters (5:18, 8:26) found nothing that fit near their target. The tile-map retry moved six placements, one woodcutter by 10 and 7 tiles, as in Kimi K3's game.
  • inspect_building at 9:33 found no panel at the tile of a dairy farm placed at 8:26.
  • No refused calls, stalled replies or storage trouble (7 empty stockpile piles at the end); the game saved at the end ("glm 5-3 flash 1-7-1 a4e2d6", in this folder).

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 45 min 44 min 58 s
Net worth 5,680 41,631
Gold 1,614 39,977
Stored goods, at the sell price 4,066 1,654
Population 79 506
Housing 98 506
Popularity 65 99

Leaving the game alone for the same time ends with a net worth of 2,195.

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

GLM 5.3 Flash

My 5,680 versus the person's 41,631 is a stark gap, and the numbers make the cause obvious: they turned food into a product (bread sold at market) and I treated food as a consumption good (orchards feeding a small population). Their strategy was virtuous-cycle: fear factor made workers 130% efficient, huge population staffed an enormous bread chain, and each sold bread converted labor into gold directly. I spent most of my run optimizing a small settlement — 79 people, 15 fletchers making crossbows at maybe 100 gold/min of value — while they scaled to 506 people and a gold machine. My crossbow engine (+27 value per unit over wood input) is real, but it's orders of magnitude smaller than 161 bakeries' output. I also over-invested in food variety and popularity management, worrying about a -4 ration penalty when they happily ran -4 food factors and half rations.

2Playing again

Interviewer

How the person played, as they describe it:

  • Early on they built a few inns and kept buying ale for them, which raised popularity by about 8 points. They spent those points on cutting the food rations to none, so the food could be sold instead of eaten.
  • They planted wheat farms and apple orchards and built a bread chain: mills ground the wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They built iron mines and quarries, and by the end a large number of iron mines. A few blacksmiths turned iron into swords, which they think made little difference.
  • Taxes stayed at none most of the time. Religion added popularity, which let them run the fear factor at 3 so that the workers worked faster.
  • The bread made the population very large. Water pots (60 gold each, three workers) gave jobs to more of it.

Their settlement at the end, read from the game:

  • 506 people in 62 hovels, with no free housing and 16 idle; popularity 99, rising 3.
  • 161 bakeries, 19 mills and 31 wheat farms; no apple orchards were left.
  • 16 inns, with ale in the stockpile and no brewery or hops farm.
  • 38 iron mines and 10 quarries with 29 ox tethers; 7 woodcutters.
  • 9 blacksmiths, an armory holding 1 sword, and 24 water pots.
  • A church and a cathedral, and 105 bad things (48 burning stakes, 21 stretching racks, 12 stocks, 9 gallows and others), which made the workers 130% efficient.
  • No taxes and half rations of bread only. The monthly popularity factors were food −4, taxes +1, fear −3, religion +3 and inns +6.
  • 39,977 gold and 1,654 in stored goods: a net worth of 41,631.

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

GLM 5.3 Flash

Key changes, in order:

  1. Fear factor early. Cheap bad things (burning stakes, stocks) gave them 130% worker efficiency for essentially no ongoing cost, and the -3 popularity was paid for by religion (church) and inns. I never touched the fear-factor page at all.
  2. Bread as the export. Wheat → mill → bakery turns cheap farmland into bread sold at 10/unit. Crucially, bread also feeds the population, so the same chain grows the workforce that staffs it. My apple/cheese granary food could never be sold meaningfully; wheat farms + bakeries is strictly better on this map.
  3. Population as the engine. Every worker building is a converter of peasants into net worth. I kept hitting the 24-idle-peasant cap and adding jobs one building at a time; they added whole districts (water pots for jobs, dozens of hovels).
  4. Buy ale instead of brewing it. Their 16 inns bought ale directly — one inn gives +6 popularity, and inns are cheap to run via the marketplace. My one hops farm → brewery → inn chain produced almost nothing and occupied workers.
  5. Iron mines en masse rather than fletchers. I was right that wood→crossbows beats iron→swords per unit, but volume wins: 38 mines beat my 3, and my fletchers were starved by armory capacity anyway.

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?

GLM 5.3 Flash

The tools were genuinely good: tile-targeted placement, find_sites, and the reader stats meant I never had to hunt the map visually, and the auto-retry on blocked spots saved enormous time. What got in the way: the 8-action reply limit and minimum turn times meant slow loops of build → set_workshop → wait, and a lot of my game time went into waiting for wood to accumulate or watching production ramps. The screenshot-expiry and camera-move rules added friction I mostly worked around. I'd change: batch set_workshop across many buildings in one call, and make the armory's 50-weapon cap clearer up front (I discovered it by stalling). The instructions were honest that there was no target — but the real lesson, which the guidance underplayed, is that this scoring rewards volume of gold-producing cycles, not balanced economies.

4Anything else

Interviewer

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

GLM 5.3 Flash

The biggest regret is spending roughly the first 20 minutes building a "nice balanced" settlement — farms, food variety, popularity management — when the win condition was pure gold throughput. I also never verified whether selling stone/food versus letting it pile up mattered; it doesn't (sell price = scoring price), but I spent attention on it. If anything, the person's run shows this benchmark is really about finding the one compounding loop (fear-boosted bread chain) and repeating it as many times as the population cap allows — everything else is decoration. That insight, applied from minute 5 rather than minute 45, would have been the difference.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score5,680Counted

What ran

Benchmark
The Sinkhole construction
Benchmark version
1.7.1
Fingerprint
63921aad76e5
Harness commit
674e7ba
Prompt / tools SHA-256
3b0fa8a / f75ebb8
Menu guide
Images 118089d
Save
The Sinkhole start
Game time per episode
45 min
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 20261015T215019-394d6bce