One episode · Oasis by the Sea

GLM 5.3 Flash

Benchmark 1.7.3Z.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
16 October 2026
Score
18.9
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
4,075
+2,855 over doing nothing, 16% of the person’s gain of 18,293
Population
50
23% of the person’s gain of 198 · popularity 41
Cost
$0.05
1.4M tokens
Time
33 game min
27 min of wall-clock time, 34 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 · 33 min 20 s of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

4,075net worth
Gold
1,969
Stored goods, at sell price
2,106
Over the baseline (do nothing)
+2,855
Population / housing
50 / 106
Popularity
41
Food
32
Structures (map-wide)
59
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 stock2,106 gold in goods

GoodUnitsPriceValue
Gold1,96911,969
Iron3623828
Stone677469
Swords1030300
Wood1331133
Apples324128
Bows815120
Spears81080
Leather armour41248
Net worth4,075

Beside a person’s gameOasis by the Sea, the same game time

This episodeThe personLeft alone
Net worth4,07519,5131,220
Gold1,96918,304
Stored goods, at the sell price2,1061,209
Population50202
Housing106202
Popularity41100

The person played Oasis by the Sea for 33 min 18 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
October 1200
Idle peasants
22
Popularity next month
−4
Taxes
−6
Religion
+2
Taxes
High taxes, 50 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
12 stockpile piles, 6 empty; 1 granary holding 32 food

Buildings41

  • Hovel12
  • Apple Orchard3
  • Dairy Farm3
  • Stockpile3
  • Woodcutter3
  • Blacksmith's Workshop2
  • Fletchers' Workshop2
  • Iron Mine2
  • Ox Tether2
  • Quarry2
  • Armory1
  • Chapel1
  • Granary1
  • Keep1
  • Marketplace1
  • Poleturner's Workshop1
  • Tanner's Workshop1

Tool calls59

  • find_sites16
  • build_structure15
  • set_tax8
  • wait_and_observe8
  • market_trade5
  • set_rations4
  • expand_storage2
  • inspect_building1

Play

Turns
34
Buildings placed / attempted
36 / 39
Anchor-tool placements
2
Tool errors
1
Raw inputs sent to the game
318
Context compactions
0
Game time
33 min

Compute

Tokens
1.4M
Served from cache
96%
Output tokens
6.5K
Cost, as billed
$0.05
Wall-clock time
27 min
of which inference
5 min
Peak game memory
3,599 MiB

The plan, before play

I understand the task: in the Oasis by the Sea-1 free build save, I have ~33.3 game minutes to grow the economy. Net worth (gold + stored goods at sell prices) counts most, then population and popularity. No soldiers or defenses.

Opening plan:

  1. Place the granary immediately (required, on the setup tray).
  2. Build 2–3 woodcutters near the grove west of the keep, plus hovels for housing.
  3. Place apple orchards/dairy farms on the oasis grass SW (grouped closely — oasis grass is scarce).
  4. Quarry on the stone deposit west + ox tether(s); iron mine on the strip north of the keep.
  5. Marketplace; manage taxes/popularity to attract peasants; keep storage room open (sell surplus or expand stockpile/granary).
  6. Later: workshops (fletcher/poleturner → armory) to convert cheap wood into high-value weapons; sell surplus iron/stone.
  7. Keep building steadily — read stats between action bursts, don't over-survey.

Commentary during play1

  1. The granary is already placed. Now I'll build wood, housing and food in one burst.

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 (drafted by Sonnet 5.5, checked by 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, served by Z.ai at fp8 (providers pinned to z-ai/fp8, no fallbacks; all 35 requests were billed to Z.AI), reasoning medium, output limit 32,768 tokens
  • Benchmark: Oasis by the Sea construction, weapons and armour in the armory counted toward net worth, version 1.7.3 (commit b967c65), 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 57047494, series 20261016T221406-f7b719bf, 2026-10-16: the first of GLM's two 1.7.3 games on this map, a fresh series with no memory of any other. The second, "(no arms)" (run 930b9e54, series 20261016T224404-68d5cb5e), followed it. Its Oasis games from earlier rounds played 1.5.0 (series 20261011T132054-9bb4d8ae) and 1.6.3 (series 20261013T221822-69da16e6). This game counts on the website's leaderboard.

Result

This game No-arms game (1.7.3) 1.6.3 game 1.5.0 game The person Left alone
Net worth 4,075 4,389 2,680 6,200 19,513 1,220
Gold 1,969 3,263 465 4,755 18,304
Stored goods, at the sell price 2,106 1,126 (arms not counted) 2,215 1,445 1,209
Population / housing 50 / 106 64 / 90 58 / 66 64 / 210 202 / 202
Popularity 41 (−4 next month) 64 (+1) 62 (+1) 90 (+1) 100
Idle peasants 22 24 24 24
Score 18.9 23.3 15.3 33.8 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 2,855 over leaving the game alone, 15.6% of the person's 18,293. With 50 people and popularity 41 the score is 18.9 by the project website's formula (80% net-worth share, 10% population share, 10% popularity; shares run from doing nothing, 1,220 and 4 people, to the person, 19,513 and 202). The stored goods are 36 iron (828), 67 stone (469), weapons worth 548 (10 swords, 8 bows, 8 spears and 4 leather armour), 133 wood (133) and 32 apples (128). Gold is 48% of net worth, iron and stone 32%, weapons 13%. The 1.5.0 game ended 5 game seconds short of its budget (33 min 15 s), so the harness marks it invalid; the website counted it until only version 1.7 games were ranked, and the two games from those rounds (33.8 and 15.3) average 24.6 by the formula.

How the game went

Times are the recording's game clock when a call began; the run clock in the observations reads a few seconds later. A build or buy call keeps the game running for 15 to 133 s while it clicks, and the game is paused while the model replies.

The opening, 0 to 6 minutes. Its preparation reply already planned "workshops (fletcher/poleturner → armory) to convert cheap wood into high-value weapons". At 0:04 it read from the stats that a granary stood and placed none, then put up two woodcutters, three hovels, an apple orchard and a dairy farm in one call (2 min 13 s of game time). The marketplace came at 2:27, 100 planks (400 gold) at 2:54, a quarry and an iron mine at 4:15, two stockpiles at 5:20, and at 5:58 taxes went from none to high (−6 popularity, 32 gold a month) with popularity at 100. At 6:15 there were 24 idle peasants and 11 food for 33 people.

Food and popularity, 6 to 13 minutes. One orchard and one dairy farm had fed the town since 0:04. At 6:17 it added a tether, an orchard, a dairy farm and two hovels and at 8:11 another dairy farm and orchard, with half rations at 8:46. Food was 2 at 8:09; popularity fell from 98 at 6:15 to 76 at 8:09 with tax as the only listed factor, and to 59 at 9:00. It cut taxes to low at 9:02, bought 75 cheese for 600 gold at 9:12, and built a chapel (250 gold) and a hovel at 9:58. Gold touched 38 at about 10:13, popularity bottomed at 38 at 10:44, and the population went from 38 to 25 at 12:44. Rations went back to full at 10:39 and taxes to none at 10:46; a wait ended at 12:40 with popularity at 48 and food at 116.

Weapons, 13 to 24 minutes. A second iron mine, quarry and tether at 12:42; average taxes and 30 stone sold at 13:30; the armory and a fletcher's workshop at 14:10, then a 120 s wait. At 16:54 inspect_building showed the fletcher staffed and making bows; the first bow was in store by 18:09. A woodcutter, two hovels and a poleturner's workshop at 17:10; a blacksmith's workshop at 18:37; 75 apples sold for 300 gold at 19:03, then another 120 s wait. Popularity was under 50 again from 20:33 to 22:25, and at 21:56 it set extra rations and low taxes. A second fletcher and a tanner at 22:16, a second blacksmith at 22:47, two hovels at 23:27.

Waiting and a tax raise, 24 to 33 minutes. High taxes at 24:04 (popularity 68), 40 stone sold at 24:15 for 280 gold, a 150 s wait from 24:40 and another from 28:07. Its last buildings were three hovels at 27:26 (two placed; housing 106). At 30:52, with popularity 84, it set full rations and taxes to extortionate (−12 popularity, 72 gold a month). Popularity warnings cut two waits short (84 to 68 at 31:46, 68 to 49 at 32:43); it set taxes back to high at 32:44 and ended at 41.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,410 1,337 945 1,154 986 1,191 1,704 1,947 1,930 2,382 2,848 4,075
Gold 990 1,000 600 810 75 261 453 722 536 1,161 1,473 1,969
Iron 0 0 0 2 5 10 16 21 25 28 33 36
Stone 25 25 25 25 33 11 27 43 59 35 51 67
Food 50 33 14 8 111 137 153 89 88 62 39 32
Population 4 28 33 38 29 34 47 49 49 52 52 50
Popularity 95 100 100 59 43 60 55 48 68 77 83 41

Each column is the last reading at or before that minute. Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons are left out, so it reads low (426 in weapons were in store at the 30:49 reading).

Weapons

It planned weapons before the game and built the chain: an armory (5 wood) and a fletcher's workshop at 14:10, a poleturner's workshop at 17:10, a blacksmith's workshop at 18:37, then a second fletcher, a tanner and a second blacksmith at 22:16 and 22:47. The six workshops cost 800 gold (fletchers 200, poleturner 100, blacksmiths 400, tanner 100) and 100 wood; with the armory that is 800 gold and 105 wood, as the build calls reported and prompt/game-mechanics.md lists. Each delivered 0.2 to 0.7 a minute in the readings (the two blacksmiths together reached 1.3). At the end the armory held 30 of its 50 places: 10 swords (300), 8 bows (120), 8 spears (80) and 4 leather armour (48), 548 in all, 13.4% of net worth and 2.4 of the 18.9 points.

Against what they cost, the chain lost value. By the table's recipes the output used about 24 wood (8 bows at 2, 8 spears at 1) and 10 iron (230 at the sell price), plus dairy cows for the leather. The town put 1,159 of net worth into the chain (800 gold, 105 wood, 24 wood, 230 iron) and held 548 in return, 611 less, or 2.7 points by the formula; counting inputs alone the workshops added 294 (bows 104, spears 72, swords 70, leather 48). Had the chain not been built and those goods stayed in store, net worth would have been about 4,686 and the score about 21.6, ignoring any effect on population or popularity.

What else it could have done: the cheap producers cost wood, not gold (an iron mine 20, a quarry 20, a woodcutter 3), and the town held at least 52 wood from 4:15 on and 15 to 24 idle peasants in every reading from 16:51. Its two iron mines delivered 2.0 to 2.3 iron a minute together, about 50 a minute at the sell price, while the six workshops' 548 over the last 15 to 16 minutes is about 35 a minute. Sonnet, Opus and Fable ended with 10, 10 and 11 iron mines and 223 to 246 iron; this game, 2 mines and 36 iron.

Beside its other games and the other models

This game No-arms game (1.7.3) 1.6.3 game 1.5.0 game
Net worth 4,075 4,389 2,680 6,200
Hovels / woodcutters / iron mines 12 / 3 / 2 10 / 7 / 3 7 / 7 / 3 25 / 11 / 7
Food 3 orchards, 3 dairy farms 3 orchards, 1 dairy farm, wheat farm, 2 mills, 2 bakeries 1 orchard, 2 dairy farms, wheat farm, mill, bakery 1 orchard, 5 dairy farms
Weapons armory, 6 workshops: 548 armory, 5 fletchers: 3 bows (0 counted), 14 sold for 210 armory, 5 workshops: 185 none
Population / popularity 50 / 41 64 / 64 58 / 62 64 / 90
Turns, cost 34, $0.054 42, $0.073 57, $0.10 89, $0.15

Against the 1.6.3 game, net worth rose 1,395: gold +1,504, weapons +363 (548 against 185) and other goods −472. The move is gold, not weapons; the 1.6.3 game had spent 2,160 gold on bought meat and cheese. The no-arms game built an armory and five fletchers although the rules there count weapons for nothing, and sold 14 bows for 210 gold; it still ended 314 higher (gold +1,294, goods −980) with 14 more people and 23 more popularity points, having built a bread chain and four more woodcutters. The 1.5.0 game ended 2,125 higher with 25 hovels and seven mines and no weapons.

Beside the other models. In this batch's weapons-counted games 18.9 is the lowest (Haiku 23.0, Opus 32.9, Sonnet 36.5, Fable 37.5), and 4,075 is the lowest net worth (Haiku 4,163). Weapons were 13.4% of its net worth, second to Haiku's 19.5% (810 of 4,163); Opus held 6.2%, Sonnet 3.1% and Fable 0.6%. Among the 1.6.3 round's second games it would stand above only GLM's own 15.3, below Kimi (20.9) and Haiku (21.8).

What held it back

  • Jobs, not housing. 24 peasants stood idle from 6:15, and the rules say new peasants stop arriving while 24 stand idle. By the table's worker counts its buildings employed 27 of its 50 people. It noted "Idle 24 → new peasants stopped" at 6:17, then placed 9 more hovels from that reply on; housing reached 106 for at most 52 people. The population reached 52 at 24:27 and stayed there until 32:43 while popularity rose from 68 to 84 and idle peasants from 21 to 24. At 28:07 its reasoning was "Let peasants stream in."
  • The food opening. One orchard and one dairy farm for 6 minutes, taxes up to high at 5:58 with food at 19 and falling, popularity 100 to 38, gold down to 38, and 600 gold on cheese (worth 300). Cheese in store then stayed at 76 to 81 from 10:36 to 19:00 and food at 98 to 159; the orchards and dairies added at 6:17 and 8:11 carried the town.
  • Gold into weapon workshops (above): 800 gold and 105 wood for 548.
  • Two mines and two quarries. Iron and stone were 1,297 of net worth; three other games of this batch held 5,100 to 5,700 in iron alone.
  • Waiting with gold in hand. The 8 waits took 804 game seconds, 40% of the budget, 703 of them after 14:41. Nothing was built after 28:01; gold stood at 1,265 to 1,969 for the last 5 minutes, with 22 to 24 idle people. Its reasoning never mentions a mill, bakery or wheat farm; it weighed an inn and brewery five times (14:41 to 23:27) and built neither.
  • The tax raise at 30:59. Extortionate taxes paid 72 gold a month against 50 and cost 12 popularity a month against 6. Popularity fell from 84 to 49 at 32:43 and 41 at the end, while gold rose by 266 over those 114 s. Over about 4 game months (26.7 s each) that is roughly 2.4 points of popularity for 0.4 of gold by the formula; holding popularity at 84 would have been worth 4.3 points more than 41.

What worked

  • Gold. From 75 at 13:28 to 1,969, from taxes (up to 72 a month) and 790 gold of sales (70 stone, 75 apples). Gold is 48% of net worth and counts in full.
  • Extra rations with low taxes at 21:56 lifted popularity from 46 to 84 by 30:49 while three orchards (12.7 to 15 apples a minute) and three dairy farms (5.7 to 7 cheese) supplied the town; food fell from 90 to 31, so it went back to full rations at 30:52.
  • The chapel (9:58) put religion at +2 to +4 from 12:40 to 28:08.
  • Placement and tools. Every one of the 36 placements reported as placed is in the final building count; 3 placements and the armory expansion did not go through, and none of the 59 calls was refused. The retry moved 8 placements 2 to 5 tiles off blocked spots.
  • Warnings. Popularity warnings at 8:09, 9:00 and 10:36 each led to a change of rations or taxes.

Market

100 planks and 75 cheese bought for 1,000 gold, and 70 stone and 75 apples sold for 790: 600 net worth lost against the sell price on the purchases (planks 300, cheese 300); selling leaves net worth unchanged. The planks were bought at 2:54 with 1,000 gold in hand, and wood never fell under 52 after 4:15. The five calls took 213 game seconds, 10.7% of the budget (planks 81, cheese 46, stone 23 and 25, apples 39). These are units at the market's fixed prices.

Cost and speed

34 turns, 59 tool calls (16 find_sites, 15 build_structure, 8 set_tax, 8 waits, 5 market_trade, 4 set_rations, 2 expand_storage, 1 inspect_building), 1.45 million tokens and $0.054 billed by OpenRouter (preparation $0.003, play $0.051); the context was never compacted (about 68,000 of its 120,000 budget). The interview cost $0.002 more, with 62,784 of its 64,414 tokens read from the cache. The agent run took 27.4 real minutes, 5.4 of them waiting for the model. All 34 requests read the prompt cache, 97.1% of the input tokens. Seven of the eight waits ran fast-forwarded (717.7 game seconds in 313.6 real seconds).

Of the 2,000 game seconds, the waits took 804, build_structure 648 over 15 calls, market_trade 213, set_tax and set_rations 106, expand_storage 53, inspect_building 9 and the 16 find_sites calls 2. build_structure placed 36 buildings (39 asked): 18.0 game seconds per building placed. The no-arms game took 18.5; the 1.6.3 and 1.5.0 games 10.0 and 3.2. This game and its no-arms game had the host on the game machine, which adds a few seconds per building; its 1.5.0 and 1.6.3 games did not, so the rise mixes the version and the host's location.

The interview

GLM put the gap to the person at gold (1,969 against 18,304) and said the person "found a single high-leverage loop", wheat to flour to bread across 57 bakeries with fear buildings at 140% efficiency, while it "diversified". It named three failures: never finding the bread loop, a population bottleneck from early food crises and heavy taxes, and workshops at 0.3 to 1 a minute that it did not redesign around. Playing again it would look for the margin first and build mills and bakeries, build hovels early with a church and full rations, use fear buildings (it had thought them cosmetic), make fewer and bigger bets, and sell continuously. It found the tools "genuinely good", said warnings caught real problems at least three times, found the production figures slow to read and the 8-action cap a constraint, and asked for a clearer view of market margins. It put its early food crisis at "perhaps 8–10 minutes of compounding".

Against the game: the gold gap, the stored goods (2,106 against 1,209), the 600 gold of cheese, the early crisis, the missing mill, bakery and fear buildings, the warning-driven corrections and the 0.3 a minute all match, and it added workshops at 22:16 and 22:47 after reading those rates. Five statements do not. (1) Popularity was not what held the population late: it was above 60 from 23:17 and 80 or more from 28:12 to about 31 minutes, yet the population stayed at 52 because 24 peasants stood idle; early hovels do not touch that (housing 106, people 50). (2) "Buy wheat 23, sell flour 32, sell bread 8" is not from this run, which never traded those goods; the rules value wheat at 8, flour at 10 and bread at 4 at the sell price, and 8 was the buy price of cheese and apples here. (3) Output was 0.2 to 0.7 a minute per workshop, not up to 1. (4) The 8-action cap is real but never bound: its largest reply held 7 placements. (5) Fear buildings are not free: the person's fear factor cost 4 popularity a month, offset by religion +3 and taxes +1. Its "8–10 minutes" is high by this count: the population was 38 at 9:00 and again at 15:42, and popularity was under 50 from 9:44 to 12:50.

For the harness

  • The granary. The rules' Start paragraph tells the model to place the required granary, but this save has one. This game did not call for it (the first stats showed "granaries 1"), so no first call was rejected.
  • Three placements were not placed: an orchard at 6:17 and a hovel at 27:26 (no free spot nearby) and a blacksmith's workshop at 18:10 (no fit within 5 tiles; the remedy named a spot 7 tiles away). The armory expansion at 23:02 was refused with "No room around your armory", when it held 5 of 50.
  • The reader's watchdog forced one collection after a 20 s stall during the wait that ran through 30:14; the game went on.
  • The game saved correctly at the end ("glm 5-3 flash 1-7-3 570474").

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 33 min 20 s 33 min 18 s
Net worth 4,075 19,513
Gold 1,969 18,304
Stored goods, at the sell price 2,106 1,209
Population 50 202
Housing 106 202
Popularity 41 100

Leaving the game alone for the same time ends with a net worth of 1,220.

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

GLM 5.3 Flash

My net worth (4,075) beat the idle baseline (1,220) by a good margin, but the person's 19,513 is in another league. The decisive gap is gold: 1,969 vs 18,304. I spent the run building a balanced settlement — food variety, farms, woodcutters, some workshops — and gold accumulated slowly through taxes (52/month) and one-off surplus sales. They found a single high-leverage loop: buy cheap wheat → grind → bake → sell bread, multiplied across 57 bakeries, with a huge population (202 vs my 50) and 140% worker efficiency from fear-factor buildings making the whole loop run faster. I diversified; they scaled one profitable pipeline.

My stored goods (2,106) actually beat theirs (1,209), so my production and inventory management were reasonable. The failures were: (1) never discovering the bread trade loop as the primary income engine, (2) a population bottleneck — early food crises and heavy taxes kept popularity hovering near 50 for long stretches, so I never got the worker base that makes scaled production possible, and (3) workshops producing only ~0.3–1 weapon/minute each — I could see it was slow but didn't redesign around it.

2Playing again

Interviewer

How the person played, as they describe it:

  • Bread was one of their main sources of income: mills ground wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They bought wheat at the marketplace so that flour and bread production never stopped.
  • A church and a cathedral raised popularity.
  • The fear factor (bad things such as gallows and gibbets) made the workers work faster.

Their settlement at the end, read from the game:

  • 202 people in 24 hovels, with no free housing; popularity 100.
  • 57 bakeries, 7 mills and 10 wheat farms. The marketplace sold bread automatically.
  • 13 iron mines and 10 quarries with 33 ox tethers, and 10 woodcutters.
  • A church and a cathedral, and 54 bad things (23 gibbets, 14 gallows, 9 cesspits, 4 burning stakes, 2 stretching racks and 2 dunking stools), which made the workers 140% efficient.
  • No inns and no good things. No taxes, and full rations of bread. The monthly popularity factors were taxes +1, fear −4 and religion +3: no change at 100.

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

GLM 5.3 Flash

Big changes:

  1. Find the arbitrage loop first. Early on I'd check marketplace margins (buy wheat 23, sell flour 32, sell bread 8/unit vs input) and pour everything into mills/bakeries. Wheat→flour→bread multiplies value per unit; buying wheat is fine because the finished bread sells for more than the wheat costs.
  2. Population before production. Hovels fast, full rations, church early, popularity pinned at 100 with no taxes. Every idle peasant is lost compounding time.
  3. Fear-factor buildings early. I ignored them entirely (thought them cosmetic). 140% worker efficiency is a 40% free multiplier on everything — that's worth far more than the small popularity cost, easily offset by religion.
  4. Fewer, bigger bets. I built one of many building types and checked on each. Better to pick what scales and build 10+ of it.
  5. Sell continuously, not occasionally. I sold surplus a few times; an auto-sell setup or regular large sales turns production into gold the whole run.

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: find_sites with tile coordinates, tile-targeted placement (no fragile pixel clicking), and the read-only stats were the backbone of everything. Warnings ("popularity fell 10", "gold low") caught real problems for me at least three times. What got in the way: the production data is slow to interpret (a workshop showed 0.3/min for minutes before I could confirm a trend), and the 8-actions-per-reply cap meant each build burst needed careful prioritization. The turning-point costs of my session — early food starvation and the tax/popularity seesaw — were mostly my own planning errors, not tooling gaps. I'd have liked a clearer way to see marketplace margin spreads to spot the bread loop; I only inferred it from the person's write-up. Overall a well-designed, fair benchmark.

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 main lesson I'd take away: in an economy game with a compounding race, identifying the one loop with the best value multiplication early beats building a well-rounded village. I optimized for stability (food security, popularity, variety) and got a stable mid-tier result. Stability produces a settlement; scaling a profitable chain produces a score. Also, my early food crisis (buying 600 gold of cheese, losing popularity, stalling population) cost me perhaps 8–10 minutes of compounding — early mistakes are the most expensive ones, and a cleaner opening build order would have been worth more than everything I did in the last 10 minutes.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score4,075Counted

What ran

Benchmark
Oasis by the Sea construction
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
Prompt / tools SHA-256
5bfa08c / f75ebb8
Menu guide
Images 118089d
Save
Oasis by the Sea benchmark start
Game time per episode
33 min 20 s
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 20261016T221406-f7b719bf