One episode · Oasis by the Sea

GPT-6 Luna

Benchmark 1.7.3OpenAIReasoning mediumPlayed by the maintainersFull-budget score
Model
openai/gpt-6-luna
Served via
OpenRouter · openai, azure
Max output
32,768 tokens
Played
17 October 2026
Score
25.7
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
4,998
+3,778 over doing nothing, 21% of the person’s gain of 18,293
Population
70
33% of the person’s gain of 198 · popularity 58
Cost
$0.12
5.5M tokens
Time
33 game min
50 min of wall-clock time, 115 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

  • GPT-6 Luna
  • 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

4,998net worth
Gold
1,293
Stored goods, at sell price
3,705
Over the baseline (do nothing)
+3,778
Population / housing
70 / 90
Popularity
58
Food
57
Structures (map-wide)
75
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 stock3,705 gold in goods

GoodUnitsPriceValue
Gold1,29311,293
Stone23371,631
Iron62231,426
Crossbows730210
Cheese314124
Swords430120
Apples264104
Wood90190
Net worth4,998

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

This episodeThe personLeft alone
Net worth4,99819,5131,220
Gold1,29318,304
Stored goods, at the sell price3,7051,209
Population70202
Housing90202
Popularity58100

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
24
Popularity next month
−7
Food
+1
Taxes
−8
Religion
±0
Taxes
Mean taxes, 84 gold a month
Rations
full; 2 of 2 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 7 empty; 1 granary holding 57 food

Buildings51

  • Hovel10
  • Ox Tether8
  • Woodcutter6
  • Quarry5
  • Dairy Farm4
  • Stockpile4
  • Apple Orchard3
  • Iron Mine3
  • Fletchers' Workshop2
  • Armory1
  • Blacksmith's Workshop1
  • Chapel1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls200

  • find_sites68
  • building_info30
  • build_structure24
  • set_tax16
  • status15
  • wait_and_observe14
  • inspect_building12
  • market_trade5
  • set_rations4
  • map_overview3
  • update_plan3
  • get_inventory2
  • set_workshop2
  • expand_storage1
  • observe1

Play

Turns
115
Buildings placed / attempted
45 / 48
Anchor-tool placements
3
Tool errors
1
Raw inputs sent to the game
405
Context compactions
3
Game time
33 min

Compute

Tokens
5.5M
Served from cache
96%
Output tokens
76K
Cost, as billed
$0.12
Wall-clock time
50 min
of which inference
24 min
Peak game memory
3,571 MiB

The plan, before play

I’ll place the required Granary immediately, then use the opening resources to establish woodcutters, housing and food production. I’ll expand productive buildings as workers and terrain allow, add storage when needed, and monitor popularity, food and resources so the economy keeps growing without recruiting troops or building defenses.

Commentary during play0

The model played this episode without writing commentary between its tool calls.

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: GPT-6 Luna (openai/gpt-6-luna) on OpenRouter, served by OpenAI or Azure (no other fallbacks), reasoning medium, output limit 32,768 tokens; all 119 requests were billed to OpenAI
  • Benchmark: Oasis by the Sea construction, 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. Weapons and armour in the armory count toward net worth at the rules' prices, as since 1.6.0.
  • Run 942133fb, series 20261017T100904-17a7e98e, 2026-10-17: Luna's weapons-counted game of the 1.7.3 batch. It is a replay: the first attempt (run 73286477) was cut off when the game machine restarted overnight, and this is a fresh series with no memory of any other game. Its no-arms game (run 37272798, series 20261017T110149-e6a5f069) was played right after.

Result

This game (1.7.3) Its 1.7.3 no-arms game Its 1.6.3 game Its 1.5.0 game The person Left alone
Net worth 4,998 8,634 5,089 7,348 19,513 1,220
Gold 1,293 2,216 1,490 2,583 18,304
Stored goods, at the sell price 3,705 6,418 3,599 4,765 1,209
Population / housing 70 / 90 85 / 98 66 / 114 86 / 154 202 / 202
Popularity 58 (−7 next month) 54 (+3) 58 (−4) 81 (+1) 100
Idle peasants 24 24 24 24
Score 25.7 41.9 25.9 39.0 100

(The no-arms game's goods leave out its 4 spears, which count nothing there.) A full-budget score: the run used all 2,000 game seconds. Net worth grew by 3,778 over leaving the game alone, 21% of the person's 18,293. With 70 people and popularity 58 the score is 25.7 by the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2): 16.5 points from net worth, 3.3 from population, 5.8 from popularity. This game counts on the website's leaderboard. It is 16.2 below its no-arms game, 0.2 below its 1.6.3 game and 13.3 below its 1.5.0 game.

The stored goods are 233 stone (1,631), 62 iron (1,426), 7 crossbows (210), 31 cheese (124), 4 swords (120), 26 apples (104) and 90 wood (90). Stone and iron are 61% of net worth. The town ended with 24 idle peasants, 20 empty places in its hovels, 7 empty stockpile piles and 57 food, which the game counts as five months'.

How the game went

Times are the game clock when a call began (the recording's clock; the run clock in the observations reads under a second later). The game is paused while the model replies; a build call keeps it running for 6 to 37 seconds while it clicks, and the host lets 5 to 8 more seconds pass after each acting call.

The opening, 0 to 4 minutes. The first call (0:00, 38 s) asked for seven placements: the granary was rejected ("Needs to be placed adjacent to the granary"; the save has one), a hovel found no room, and the marketplace, two woodcutters, a hovel and an apple orchard went up. Average taxes at 0:51; an iron mine, a dairy farm and two hovels at 1:08. A popularity warning (89 to 79) ended a wait at 3:02; taxes went to low at 3:13 and none at 3:50. Two hovels and an orchard at 3:21 (a second orchard found no room within 11 tiles), a third orchard at 3:58, when 24 peasants stood idle.

Stone and the weapons start, 4 to 11 minutes. Two woodcutters at 4:22, three stockpiles at 4:36, the first quarry and tether at 5:02 and 5:16, then a 120 s wait for 30 wood. The armory and a fletcher's workshop went up at 7:29. No stone had arrived by 8:59 (25); a second tether went down at 8:37 and stone read 33 at 9:52. A second quarry at 10:03, two hovels at 10:28 (housing 66).

Iron, a blacksmith and the food warning, 11 to 19 minutes. A second iron mine and a blacksmith's workshop at 11:04, a second dairy farm at 11:51. A food warning ended a wait at 14:23 (16 food for 48 people): half rations for 9 s, then two dairy farms at 14:40, the last farm sites it found; ten farm searches at 15:06 found nothing. The second fletcher's workshop went up at 15:06. Average taxes at 15:31 cost 10 popularity points by 16:57 and were dropped. The third iron mine came at 17:14, three hovels at 17:52 (housing 90).

Chapel, double rations, an empty granary, 19 to 24 minutes. A quarry at 19:12, a tether at 19:28, a chapel at 19:41 (250 gold), double rations at 19:55 and mean taxes at 20:03. The granary went from 25 food to 0 by 21:50; popularity fell from 88 to 78 with next month at −16 (food −8, tax −8). Full rations at 21:50 and no taxes at 21:58. Two quarries at 23:22 and two tethers at 23:34.

Bought food, then waiting, 24 to 33 minutes. Low taxes at 25:44, two woodcutters at 25:53, 40 apples at 26:10 and 40 cheese at 26:24 (640 gold), two tethers at 26:49: its last placement. Waits of 120 and 181 s followed; the host noted at 32:06 that it had only waited and read for five minutes, and the model set mean taxes the same minute. Popularity went from 74 to 58 by the end.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,265 1,356 1,300 1,290 1,327 1,470 1,840 2,017 2,714 2,855 3,676 4,998
Gold 929 992 922 822 746 746 776 812 1,112 551 842 1,293
Iron 0 0 3 6 10 14 19 26 34 43 52 62
Stone 25 25 25 25 33 41 73 81 113 137 185 233
Food 29 41 30 31 27 19 21 4 6 80 69 57
Population 3 26 38 40 47 49 53 58 61 68 70 70
Popularity 95 79 87 100 95 100 91 90 69 75 70 58

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 (the 330 in weapons is in the End value only).

Weapons

It built an armory, two fletcher's workshops and a blacksmith's workshop, and no armorer, poleturner, tanner or armour. The armory and the first fletcher went up at 7:29 and the fletcher was set to crossbows at 7:52. The blacksmith (11:04) was never set; an inspection at 11:33 read "making swords". The second fletcher came at 15:06 and was set at 15:19. The first crossbow was in the armory by 14:23 (none at 12:23), the first sword by 15:06, and the armory read 5 weapons at 21:50, 8 at 26:24 and 11 at 32:15: 7 crossbows and 4 swords. The readouts gave the fletchers 0 to 0.7 crossbows a minute together (0.2 to 0.3 a workshop in the last windows) and the blacksmith 0 to 0.3. At 25:44 and 25:53 its reasoning judged more workshops not worth their output, and at 26:37 it looked for a third fletcher site and placed none. Five inspections found the fletchers staffed and working.

The end value is 330 at the rules' prices: 6.6% of net worth and 1.4 of the 25.7 points (24.2 with weapons worth nothing). By the table in prompt/game-mechanics.md the workshops and armory cost 400 gold and 65 wood (each fletcher 100 gold and 20 wood, the blacksmith 200 gold and 20 wood, the armory 5 wood), and the goods took 21 wood (3 per crossbow) and 4 iron (1 per sword): 400 gold, 86 wood and 4 iron, about 580 at the store prices, for 330. The chain ended about 250 (1.1 points) below the same gold, wood and iron held.

Gold was not short (646 to 1,151 from 3:00 to 26:10), wood was, and the 86 wood is four iron mines' cost. Two mine sites, (417, 345) and (421, 345), were listed at 11:04 and 15:39 and never used. The three mines delivered 1.0 to 1.1 iron a minute each in the last readouts (23 to 25 gold a minute at the sell price), against about 6 gold a minute of crossbows from a fletcher. Two more mines placed with the third (17:14) would have added about 25 iron, 550 gold (an estimate from the readouts, if the sites held and idle peasants staffed them). The 400 gold could also have stayed as gold, which counts 1:1.

Beside its other games and the other models

This game (1.7.3) No-arms game (1.7.3) 1.6.3 game 1.5.0 game
Iron mines / quarries / tethers 3 / 5 / 8 10 / 3 / 4 12 / 3 / 3 12 / 6 / 6
Woodcutters / hovels 6 / 10 8 / 11 13 / 13 7 / 18
Food 3 orchards, 4 dairies 4 orchards, 3 dairies, wheat farm, mill, bakery 5 orchards, 2 dairies 4 orchards, 2 dairies
Weapon buildings armory, 2 fletchers, blacksmith armory, 7 poleturners 2 armories, 8 fletchers, 4 blacksmiths none
Bought 45 planks, 80 food 35 planks, 55 bread 45 planks, 45 food 100 planks, 100 cheese

Against its no-arms game this one ended 3,636 lower: iron 3,680 lower (62 against 222, three mines against ten), gold 923 lower, wheat, flour and bread 162 lower, against 616 more stone, 188 more in apples and cheese and the 330 in weapons the other rules do not count. Of the 16.2 score points between them, 15.9 are net worth. Weapons are not what separates them: the no-arms game built an armory and seven poleturner's workshops itself and sold 70 spears for 700 gold. It started its bread chain late (wheat farm at 21:14, mill and bakery at 28:26) and ended with 13 flour, 4 bread and 2 wheat.

Against its 1.6.3 game, which scored the same, this one put up 3 weapon workshops where that one put up 12 (1,600 gold and 250 wood by the table) and ended with 330 in weapons against 375, the same 7 crossbows and 4 swords, with 3 bows there. With weapons worth nothing both would score 24.2. Against its 1.5.0 game, which had no weapons and scored 39.0, it had 3 iron mines against 12, 10 hovels against 18, 70 people against 86 and popularity 58 against 81; with weapons worth nothing here the gap would be 14.8 points, so weapons do not explain it.

Among the eight finished weapons-counted games of the batch so far (Muse Wonder's failed on a key limit), 25.7 is sixth by score and by net worth, ahead of Haiku (23.0) and GLM (18.9) and behind Sol (82.3), Gemini (67.4), Fable (37.5), Sonnet (36.5) and Opus (32.9); among the 1.6.3 round's second games it would also stand sixth. Five of the six models with both 1.7.3 games finished scored higher with weapons left out (Sonnet, 36.5 against 31.4, is the exception), and Luna's gap of 16.2 points is the largest; the others lie between 3.0 and 5.1.

What held it back

  • Three iron mines. The iron strip is 19 tiles from the keep with 178 ore tiles (map_overview, 15:06). Mines came at 1:08, 11:04 and 17:14, and iron ended at 62 (1,426, 29% of net worth), where the no-arms game's ten mines left 222 (5,106). Of six mine searches (each for 3 or 5 sites), the last (23:45) was centred on the stone zone (392, 388), over 50 tiles from the strip's centre (419, 342), and answered that nothing fit within 25 tiles. None of the three hand-offs (10:19, 15:39, 23:11) names a free iron site.
  • Wood. Four woodcutters stood from 4:22 to 25:53 and gave 12 to 20 wood a minute; wood stood at 0 to 56 from 8:00 to 24:00 (17 or less in 43% of the recording's readings). Eight waits had a wood target (20 to 50), and it bought 45 planks in all.
  • No farmland found, and no bread. After the 14:40 placements every farm search found nothing: ten at 15:06, four at 22:15. Three orchards and four dairies gave about 10 apples and 10 cheese a minute; food fell from 25 at 20:03 to 0 at 21:50 under double rations. It never searched for a wheat farm, mill or bakery; at 15:06 its reasoning planned to buy cheese or apples if food did not recover. The 640 gold of food at 26:10 and 26:24 lost 320 of net worth (1.4 points).
  • Jobs, not housing. Idle peasants stood at 17 to 24 in every reading from 3:58 (24 in 51 of 81) with at most two open jobs; the population never passed 70 against housing of 90, and 46 jobs were filled at the end. The rules say new peasants stop arriving at 24 idle. After 23:34 it placed only woodcutters and tethers (one worker each).
  • Taxes. No taxes ran 13.2 minutes, low 13.2, average 3.8 and mean 3.2 (20:03 to 21:58, and from 32:06). The last raise took gold from 1,052 to 1,293 (+241, about 130 more than low taxes would have paid) and popularity from 74 to 58: about 0.6 points of net worth against 1.6 of popularity.
  • The last 6.5 minutes. Nothing was placed after 26:49; 91 wood, 217 stone and 1,052 gold stood unspent when the host's note came at 32:06.

What worked

  • Stone. Five quarries and eight tethers (about 140 wood) gave 233 stone (1,631), 33% of net worth; the last readouts gave 13 to 19 stone a minute, up from 8 at 27:04, after the tethers of 26:49.
  • Placements. 45 of 48 were placed in 24 calls. The three misses were the granary, a hovel (no room within 5 tiles) and an orchard (none within 11). Every placement reported as placed is in the final count, no call was refused, and the only tool error was the last wait ("Session stopped while waiting").
  • Reversals. The popularity warnings of 16:57 and 21:50 were answered in the next call (no taxes; full rations, then no taxes at 21:58), the one of 3:02 11 s later (low taxes), and half rations were undone after 9 s (14:32).
  • Storage held. After the stockpiles of 4:36 the empty piles never fell below 7.

Market

45 planks (4 each, worth 1), 40 apples and 40 cheese (8 each, worth 4) bought for 820 gold; nothing sold. The purchases lost 455 net worth against the sell price (planks 135, apples 160, cheese 160), 9% of the final value and 2.0 points. The five calls took 30 game seconds. These are units at the market's fixed prices.

Cost and speed

115 turns, 200 tool calls (68 find_sites, 30 building_info, 24 build_structure, 16 set_tax, 14 waits and 48 others), 5.47 million tokens and $0.115 billed by OpenRouter (preparation $0.003, play $0.108, compaction $0.005). The interview cost $0.001 more, with 56,978 of its 59,346 tokens read from the cache. The agent run took 50.3 real minutes, 23.5 of them waiting for the model (about 12 s a reply); the context was compacted three times (at 10:19, 15:39 and 23:11, 57 s in all). All 115 requests read the prompt cache, 96.6% of the input tokens (4,988,783 of 5,163,818).

Of the 2,000 game seconds the 14 waits took 1,147 (five fast-forwarded: 440 game seconds in 153 real seconds), build_structure 331 over 24 calls (median 11 s), the host's 62 top-ups 329, inspect_building 80, set_tax 41, market_trade 30 and the rest under 50 (the parts sum to 2,009: the clock readings overlap by a few seconds); the 68 find_sites calls took 0.1 s in all. build_structure placed 45 buildings: 7.4 game seconds per building (7.1 with the three stockpiles and their 11 s). On the same measure its no-arms game took 7.9 s (416 s for 53), its 1.6.3 game 9.8 s (646 s for 66) and its 1.5.0 game 2.7 s (154 s for 56). Both 1.7.3 games had the host on the game machine; none of Luna's earlier games did (only Fable's of 2026-10-16 did), so the rise from 1.5.0 mixes the version with the host's location. On this map in the batch the measure ranged from about 6 s a building (GPT-6.1 Sol, Gemini 4 Argon) to 14 to 20 s (the Claude models), so it depends as much on how a model builds as on the version.

The interview

Luna put the gap to the person at bread: the person turned wheat into a higher-value product and sold it, while it accumulated raw goods and made few weapons, built too little housing and too few productive buildings to use its idle peasants, and raised taxes late at a cost in popularity. It called the food it bought an expensive, late remedy. Playing again it would build a bread economy early, check whether the marketplace can sell bread automatically, build housing, a church and a cathedral, use fear buildings, and stop adding quarries "without enough evidence". It found the structured readings and tile placement helpful and asked for clearer summaries of the bread chain, marketplace automation and ox-tether capacity.

Against the game, the totals, the raw-goods share (85% of stored goods are stone, iron and wood), the bread chain it never built, the missing fear factor (no good or bad things in the town), the idle workforce with no jobs and the late food purchase all match, and marketplace automation is not a harness tool (market_trade only), as it surmised. Three statements do not. It had housing enough: 90 places for 70 people, and jobs were the cap. It did not rely on taxes: they were off for 13 of the 33 minutes and low for 13, and the late raise was to mean (level 7), not high. And its quarries were not the weak spot: 1,631 in stone for about 140 wood, against 330 in weapons for 400 gold and 86 wood (its three mines did better per wood still: about 1,518 in iron for 60 wood). It said it had focused on raw materials, "especially quarries and iron"; the iron had 3 mines against 10 to 12 in its other games, and the interview does not name that as the gap to its no-arms game.

For the harness

  • The granary line. The rules' Start paragraph says to place the required granary; the save has one (docs/benchmark.md). The first call included a Granary and it was rejected; the remedy named expand_storage (kind granary).
  • A tile search that finds nothing names no ore. The mine search of 23:45 returned "Nothing fits within 25 tiles of (392, 388)" and pointed to map_overview; a search without a tile names the nearest ground (searchedAround). Naming the nearest iron strip here would have been a remedy; the model placed no mine after it.
  • Farm searches against the farmland list. At 15:06 map_overview listed 1,454 farmland tiles around (453, 394) and 185 around (444, 375), and ten farm searches centred inside them found no spot. What blocked them (open sides, route to the keep, oasis share, trees) was not checked here.
  • The first tether could not be inspected (8:18): inspect_building answered with the quarry's panel and a warning that no click reached the tether. Stone read 25 until 8:59.
  • The game saved correctly at the end ("gpt-6 luna 1-7-3 942133").

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 4,998 19,513
Gold 1,293 18,304
Stored goods, at the sell price 3,705 1,209
Population 70 202
Housing 90 202
Popularity 58 100

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?

GPT-6 Luna

I’m glad the settlement grew well beyond the “leave it alone” baseline, but the comparison is stark: my net worth of 4,998 was far below 19,513, and my population and popularity also fell short. I focused on raw-material production—especially quarries and iron—and kept taxes earning gold. That produced steady growth, but not growth on the scale the task rewarded.

The person’s bread strategy seems to have been the decisive difference. They turned wheat into a higher-value product and sold it, while I mostly accumulated raw goods and made only a small number of weapons. I also failed to build enough housing and productive buildings to turn the available idle population into a much larger workforce. My late switch to high taxes raised income, but reduced popularity; I should have built a stronger popularity base first rather than relying on taxation. Buying food restored variety and helped stabilize the settlement, but it was an expensive, late remedy.

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?

GPT-6 Luna

I would prioritize a scalable bread economy much earlier: secure wheat supply, build mills and bakeries in a workable ratio, and keep the chain supplied. I’d plan the economy around selling bread rather than letting raw goods accumulate. Since the available market tool only exposed discrete trades, I’d also investigate early whether the game’s marketplace settings can be used to automate bread sales.

I’d invest earlier in housing, a church and a cathedral, and use fear-factor buildings to improve worker efficiency, while monitoring popularity so those choices don’t undermine it. Then I’d scale up workers and production instead of adding quarries without enough evidence that each expansion was earning its cost. I’d also pay closer attention to storage and production bottlenecks, and keep taxes low or off if the popularity and efficiency benefits produce more value than the tax income.

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?

GPT-6 Luna

The tools and structured readings were helpful: I could verify costs, placements, staffing, access, inventory, production and popularity rather than relying only on screenshots. Tile-based placement and site finding made it much easier to build on appropriate terrain, and the time limit made the task feel like a real prioritization problem.

What got in my way was my own strategy and uncertainty about the game’s economic loops. I watched production but didn’t translate it into a strong enough value chain, and I was too cautious about some options while spending on others without a convincing return. The interface also leaves some strategic details less obvious than the basic inventory figures—for example, how best to balance a bread chain, when marketplace automation is available, and how much extra ox-tether capacity is worthwhile. Clearer summaries of those mechanics, or a way to see the relevant trade settings and production-chain bottlenecks directly, would help.

4Anything else

Interviewer

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

GPT-6 Luna

The run was a useful lesson in the difference between building a functioning settlement and building one that compounds its value. I established a viable base and beat the idle outcome, but I spent too much of the available time improving a modest raw-material economy instead of scaling the bread economy, population and efficiency that drove the stronger result.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score4,998Counted

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 20261017T100904-17a7e98e