One episode · Oasis by the Sea

GPT-6.1 Sol

Benchmark 1.7.3OpenAIReasoning mediumPlayed by the maintainersFull-budget score
Model
openai/gpt-6.1-sol
Served via
OpenRouter · openai, azure
Max output
32,768 tokens
Played
17 October 2026
Score
82.3
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
16,661
+15,441 over doing nothing, 84% of the person’s gain of 18,293
Population
150
74% of the person’s gain of 198 · popularity 74
Cost
$0.97
5.6M tokens
Time
33 game min
42 min of wall-clock time, 120 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-6.1 Sol
  • 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

16,661net worth
Gold
4,755
Stored goods, at sell price
11,906
Over the baseline (do nothing)
+15,441
Population / housing
150 / 154
Popularity
74
Food
559
Structures (map-wide)
164
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 stock11,906 gold in goods

GoodUnitsPriceValue
Gold4,75514,755
Iron276236,348
Bread55742,228
Stone30772,149
Wood4801480
Wheat418328
Crossbows530150
Hops10880
Ale71070
Bows31545
Flour21020
Apples248
Net worth16,661

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

This episodeThe personLeft alone
Net worth16,66119,5131,220
Gold4,75518,304
Stored goods, at the sell price11,9061,209
Population150202
Housing154202
Popularity74100

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
31
Popularity next month
−5
Food
+1
Taxes
−8
Ale from the inn
+2
Taxes
Mean taxes, 180 gold a month
Rations
full; 2 of 2 foods eaten
Worker efficiency
100%
Storage
36 stockpile piles, 8 empty; 3 granaries holding 559 food

Buildings125

  • Bakery22
  • Woodcutter22
  • Hovel18
  • Iron Mine13
  • Ox Tether12
  • Stockpile9
  • Brewery6
  • Quarry5
  • Wheat Farm4
  • Granary3
  • Apple Orchard2
  • Hops Farm2
  • Inn2
  • Mill2
  • Armory1
  • Keep1
  • Marketplace1

Tool calls125

  • find_sites35
  • build_structure22
  • market_trade12
  • wait_and_observe8
  • demolish_building7
  • inspect_building7
  • place_near6
  • set_tax6
  • building_info5
  • expand_storage4
  • set_rations3
  • set_workshop3
  • update_plan3
  • center_on2
  • map_overview2

Play

Turns
120
Buildings placed / attempted
111 / 118
Anchor-tool placements
18
Tool errors
1
Raw inputs sent to the game
867
Context compactions
1
Game time
33 min

Compute

Tokens
5.6M
Served from cache
98%
Output tokens
13K
Cost, as billed
$0.97
Wall-clock time
42 min
of which inference
17 min
Peak game memory
3,513 MiB

The plan, before play

I’ll maximize final net worth, with population and popularity as secondary goals, and build no troops or defenses.

I’ll place the granary, then establish woodcutters, housing and food production. Next I’ll expand profitable extraction and processing, using production data to identify bottlenecks. I’ll keep storage available, maintain food and popularity, and introduce sustainable taxes as the economy grows.

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-6.1 Sol (openai/gpt-6.1-sol) on OpenRouter, served by OpenAI or Azure (no other fallbacks; all 122 requests were billed to OpenAI), 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 16de155f, series 20261017T115845-938f969a, 2026-10-17: Sol's weapons-counted game of the 1.7.3 batch on this map, a fresh series with no memory of any other. Its "(no arms)" game has not been played successfully yet and is to come, so it is left out of the tables. Sol's Oasis games from earlier rounds played 1.5.1 (series 20261011T175318-657a6989) and 1.6.3 (series 20261014T024743-6703e968). This game counts on the website's leaderboard.

Result

This game (1.7.3) 1.6.3 game 1.5.1 game The person Left alone
Net worth 16,661 10,453 7,401 19,513 1,220
Gold 4,755 2,692 2,058 18,304
Stored goods, at the sell price 11,906 7,761 5,343 1,209
Population / housing 150 / 154 104 / 106 130 / 130 202 / 202
Popularity 74 (−5 next month) 92 (+5) 100 100
Idle peasants 31 5 23
Score 82.3 54.6 43.4 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 15,441 over leaving the game alone, 84.4% of the person's 18,293. With 150 people and popularity 74 the score is 82.3 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): 67.5 points from net worth, 7.4 each from population and popularity. It is the highest score of the batch so far (Gemini 4 Argon, 67.4, is next) and above every Oasis score of the earlier rounds (best 68.0); Sol's two games from those rounds average 49.0. The stored goods are 276 iron (6,348), 557 bread (2,228), 307 stone (2,149), 480 wood, 41 wheat (328), weapons worth 195 and 178 in hops, ale, flour and apples. Gold is 29% of net worth, iron 38%, bread 13%, stone 13%. The town ended with 31 idle peasants, 8 empty stockpile piles and 559 food.

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 call keeps the game running for 6 to 53 s while it clicks, and the game is paused while the model replies. Its reasoning summaries are in the log (34 of 68 blocks have text).

The opening, 0 to 5 minutes. The first stats showed a granary, so it placed none. Three woodcutters at 0:00, a wheat farm and an iron mine at 0:12. Wood stood at 1 from 0:23; the marketplace was refused for 4 wood at 1:05 and went up at 2:08. Then 55 planks (2:21; stopped short, no storage room), two stockpiles (2:36), three hovels (2:55), two iron mines (3:10), a mill and a bakery (3:38), 100 planks (4:03) and, at 4:24, one call of seven buildings (two wheat farms, three woodcutters, two iron mines; 49 s). At 5:18 it had gold 380, 28 people in housing for 34, six woodcutters and five mines.

Bread and housing, 5 to 15 minutes. At 5:18 two bakeries went up; a bakery and three hovels were refused as too close to the signpost. High taxes at 5:48 took popularity from 100 to 77 by 7:35 for 145 gold in four payments; low taxes followed at 7:35 and extra rations at 7:44. Food in store was 11 at 7:35, touched 0 at about 8:45 and was 45 at 9:24 (popularity bottomed at 72 at 8:56). Meanwhile came two quarries and three tethers (6:31; gold 105 after 75 planks), five bakeries (7:00; eight in all) and two more quarries (7:52). It sold 20 iron for 460 at 9:24 to buy planks, placed five iron mines at 9:55 (ten), then three hovels, a mill, two bakeries and a wheat farm (10:59), two hops farms, three breweries, an inn and two bakeries (12:16) and five bakeries (12:57; 17 in all). Popularity was 95 or more from 14:03.

Taxes, iron and the last sites, 15 to 23 minutes. At 15:24 it sold 70 stone for 490, then set double rations (15:40, +8 popularity) and mean taxes (15:48, −8; 108 gold a month with 90 people). Three iron mines and five hovels (16:17) made 13 mines and housing 130, five bakeries and three tethers (17:02) made 22 bakeries, and at 17:40 find_sites found no iron site within 25 tiles. It read the fletcher's and poleturner's entries (17:40), bought 20 hops and 10 ale for 500 gold (17:54, 18:05) and at 19:58 placed three inns, three fletcher's workshops and an armory in one call (44 s). The handoff written at the compaction (20:47) shows 22 idle, popularity 100 (double rations +8, mean taxes −8) and a plan to raise taxes once the inns gave a bonus. Searches at 22:20 found no site for iron, quarries, wheat farms or pitch rigs. Taxes went to extortionate at 22:42 (182 gold a month); two more fletchers and a hovel came at 22:50, two granaries at 23:17.

Jobs for the idle, 23 to 29 minutes. A 120 s wait from 23:31 took gold from 1,329 to 2,077 with 134 people in housing for 138 and 24 idle. Then full rations (25:32), high taxes (25:40), 30 wheat for 690 gold (25:49) and three stockpiles (26:02). Three batches of woodcutters (7 at 26:17, 5 at 27:01, 4 at 28:06; 16 in all, two with a hovel) were followed by a rise in population from 134 to 150 by 28:44. Mean taxes returned at 27:58.

Waiting and demolishing, 29 to 33 minutes. Its last construction call ended at 28:40. After a 120 s wait from 28:44 it demolished five fletcher's workshops (30:45 to 31:35) and two inns (32:49, 33:01), 50 gold back for each, and waited out the rest; the last call, a 10 s wait, returned "Session deadline".

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,280 1,234 813 977 1,384 2,202 3,257 4,166 6,675 8,610 11,741 16,661
Gold 932 780 380 311 551 384 793 550 1,516 1,829 2,965 4,755
Iron 0 1 6 19 16 46 75 113 153 190 230 276
Stone 25 25 25 25 25 65 35 51 123 179 240 307
Food 32 41 18 8 59 70 110 151 186 275 417 559
Population 3 10 34 48 68 89 98 129 134 140 150 150
Popularity 95 100 98 72 85 99 100 100 100 99 91 74

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, wheat, flour, hops and ale are left out, so it reads low (about 660 in those goods at the 28:44 reading).

Weapons

It built an armory (5 wood) and three fletcher's workshops at 19:58, set them to crossbows (3 wood, 30 at the sell price) at 20:48 to 21:29, and added two fletchers at 22:50 that were never set (new workshops make bows: 2 wood, 15). It built no poleturner, blacksmith, armourer or tanner. The first weapon reached the armory between 23:30 and 25:32, 3 to 5 min after the workshops were placed; by the end the five had made 5 crossbows and 3 bows, worth 195: 1.2% of net worth, 0.9 of the 82.3 points. The readout put the five together at 0.3 to 1.3 a minute.

The workshops cost 500 gold and 100 wood (100 gold and 20 wood each, prompt/game-mechanics.md), the armory 5 wood and the goods 21 wood (5 × 3 and 3 × 2): 500 gold and 126 wood. Demolishing the five at the end returned 250 gold (a 50-gold jump in the recording at each of the seven demolitions). So 195 in weapons and 250 in gold came back for 500 gold and 126 wood: about 181 below even, 0.8 points (1.9 before the refund). Its reasoning at 17:40 weighed a metal-armour workshop, found it poor and preferred wooden weapons; the handoff says the fletchers were built "to turn excess wood into stored value and jobs".

What else the town could have done: the 500 gold kept as gold was worth 2.2 points. An iron mine (20 wood, no gold) delivered about one iron a minute, 23 in value, against about 16 a minute for the five workshops together (195 over 12 min), but iron sites were gone by 17:40 and quarry sites by 22:20. Woodcutters (3 wood each) were what it built last, and 16 more people followed. Weapons do not explain the move from Sol's 1.6.3 game (4 fletchers, 345 in weapons): they fell by 150 while net worth rose by 6,208.

Beside its other games and the other models

How it reached 16,661. Against its own 1.6.3 game the gain of 6,208 is gold +2,063, bread +2,148 (557 against 20), iron +2,001 (276 against 189), hops, ale, wheat and apples +278, stone −42, flour −90 and weapons −150. Three things in the logs lie behind it:

  • A bread chain that fed 150 people. The first mill and bakery went up at 3:38; there were 8 bakeries by 7:31, 17 by 13:18 and 22 by 17:35, with 2 mills and 4 wheat farms. The population was 89 at 15 min and 129 at 21 min; the other six weapons games ended with 50 to 84 (Gemini 4 Argon, 167).
  • Taxes held up by that food. The recording shows 61 monthly payments from 6:09, about 6,800 in sum; the gold accounting (4,755, less 1,000 at the start, 950 from sales and 350 from refunds, plus 3,710 spent in the market and 900 on inns and fletchers) gives about 7,000, about 6,000 of it after 15:48. Double rations (+8) offset mean taxes (−8), and the inns' +6 from 21:29 offset more, so popularity stayed at 95 or above from 14:03 to 29:02 while it paid up to 182 gold a month. Gemini 4 Argon also taxed (166 a month); the other six games ended with no taxes or at most 84 a month.
  • The same land as the best others. 13 iron mines (the person had 13) gave 296 iron (276 held, 20 sold), against 223 to 246 held in the Sonnet, Opus and Fable games; 5 quarries left 307 stone in store after 70 were sold, against 25 to 161 in the Claude games. Its net worth at 15 min (2,202) matched Sonnet's (2,205); the gap opened later (6,675 against 4,513 at 24 min).
1.7.3 weapons game Net worth Score Gold Pop. Taxes at the end Iron mines Bakeries Weapons
GPT-6.1 Sol 16,661 82.3 4,755 150 mean, 180 a month 13 22 195
Gemini 4 Argon 13,174 67.4 2,554 167 high, 166 12 14 1,272
Claude Fable 5.1 7,559 37.5 883 84 none 11 0 45
Claude Sonnet 5.5 7,832 36.5 1,053 55 none 10 0 240
Claude Opus 5.5 7,290 32.9 450 62 none 10 0 450
GPT-6 Luna 4,998 25.7 1,293 70 mean, 84 3 0 330
Claude Haiku 5.5 4,163 23.0 615 57 none 5 0 810
GLM 5.3 Flash 4,075 18.9 1,969 50 high, 50 2 0 548

Sol's weapons were 1.2% of its net worth, lower than every other game's but Fable's (0.6%); Gemini, with the most (1,272), had 9.7%. The two top scores are the two games with the most people and taxes above 160 a month.

This game (1.7.3) 1.6.3 game 1.5.1 game
Net worth 16,661 10,453 7,401
Iron mines / quarries / ox tethers 13 / 5 / 12 10 / 5 / 15 10 / 4 / 9
Woodcutters / hovels 22 / 18 24 / 12 4 / 15
Mills / bakeries / wheat farms 2 / 22 / 4 1 / 8 / 4 2 / 16 / 5
Weapons armory, 5 fletchers: 8 (195) armory, 4 fletchers: 12 (345) none
Taxes at the end mean, 180 a month none average, 104
Population / popularity 150 / 74 104 / 92 130 / 100
Turns, cost 120, $0.97 121, $0.94 118, $0.95

The 1.5.1 game also built a large bread chain (16 bakeries) and held popularity at 100, with 130 people. In the 1.5.1 rules weapons added nothing and Sol built none; in 1.6.3 it built four fletchers, here five.

What held it back

  • The cheap sites ran out. All 13 iron mines stood by 16:57; at 17:40 and again at 22:20 find_sites found no mine spot, and the second stone deposit (349, 396) gave no quarry spot either time. Stone first arrived at 12:38, 6 min after the first quarries (6:31); the person had 10 quarries.
  • Population stopped behind jobs. Idle peasants stood at 20 to 24 in every reading from 19:05 to 30:45. The rules say new peasants stop arriving while 24 stand idle; the handoff noted it and chose net worth over "useless job spam". Population sat at 134 (housing 138) from 23:30 to 26:17 and rose only after the woodcutter batches. Nothing was built in the last 4 min 40 s, with 22 to 31 idle and housing 154 for 150.
  • Gold into side bets. Four inns (400 gold, 80 wood), five fletchers (500 gold, 100 wood) and 20 hops with 10 ale (500 gold, 240 of net worth lost) are 1,400 gold. The inn factor read 0 from 12:57 to 21:00, +2 at 21:15 and +6 at 21:29, once ale came; ale in store fell from 11 to 1 by 23:17.
  • Planks. 630 planks cost 2,520 gold and 1,890 of net worth (11% of the final). It had six woodcutters from 5:13 to 26:17 and bought planks seven times, the last at 18:30.
  • Thirty wheat for 690 gold (25:49) lost 450 of net worth and was not used up: wheat in store went from 2 to 31 and 41 at the end while flour read 1 to 5 in the last 2.6 min, which points to the two mills, not wheat, as the bakeries' limit.
  • The tax raise at 27:58. Mean taxes (high before) added about 31 gold a payment (180 against about 150 for 150 people, at the 1.0 a person it paid under high taxes), about 370 in 12 payments or 1.6 points. The popularity drift went from 0 to −2 a month, taking popularity from 99 to about 76 (2.3 points), so the raise lost about 0.7 points net. The two inn demolitions then took about 2 more popularity points (0.2) for 100 gold (0.4).

What worked

  • The bread chain from 3:38. After the dip at 8:45, food in store stayed at 23 or more in the recording and ended at 559; 557 bread are worth 2,228.
  • Taxes with rations and inns: popularity of 95 or more for 15 minutes at 108 to 182 gold a month.
  • Thirteen iron mines by 16:57, every site find_sites offered; 20 iron sold at 9:24 paid for planks without lowering net worth.
  • Woodcutter batches at 26:17 to 28:06 and the 16 extra people that followed.
  • Batching and placement. 22 build_structure calls placed 111 of 118 buildings asked (up to 8 a call). Every building reported as placed is in the final count (less the five fletchers and two inns demolished). No call was refused; seven placements did not go through (below).
  • The prompt cache held on all 120 gameplay requests (98.3% of input tokens).

Market

630 planks (2,520 gold), 20 hops (300), 10 ale (200) and 30 wheat (690) were bought for 3,710 gold, which lowered net worth by 2,580 against the sell prices (planks 1,890, wheat 450, hops 140, ale 100), 15.5% of the final 16,661. It sold 20 iron (460) at 9:24 and 70 stone (490) at 15:24; selling leaves net worth unchanged. The seven plank purchases (2:21, 4:03, 6:13, 9:35, 11:55, 15:56, 18:30) took 106 game seconds, all 12 market calls 143. These are units at the market's fixed prices.

Cost and speed

120 turns, 125 tool calls (35 find_sites, 22 build_structure, 12 market_trade, 8 waits, 7 inspect_building, 7 demolish_building, 6 place_near, 6 set_tax, 5 building_info, 4 expand_storage, 3 each of update_plan, set_rations and set_workshop, 2 each of map_overview and center_on), 5.65 million tokens and $0.970 billed by OpenRouter (preparation $0.053, play $0.892, compaction $0.026). The context was compacted once (44 s, at about 20:47) and ended at about 62,000 of its 120,000 budget. The interview cost $0.016 more, with 60,715 of its 62,300 tokens read from the cache. The agent run took 41.8 real minutes, 16.7 of them waiting for the model. All 120 requests read the cache (98.3% of input tokens).

Of the 2,000 game seconds, build_structure took 667 over 22 calls, the 8 waits 568, the host's default 5 s passes after 70 acting calls without a screenshot 352, market_trade 143, inspect_building 58, demolish_building 53, place_near 52, expand_storage 43, set_tax and set_rations 31 and set_workshop 25; find_sites took none. Five of the eight waits ran fast-forwarded (480 game seconds in 167 real seconds). build_structure placed 111 buildings (118 asked), 5.0 a call: 6.0 game seconds per building placed. Its 1.6.3 game took 7.2 (82 placed) and its 1.5.1 game 2.8 (74). This game had the host on the game machine; none of Sol's earlier games did (the first hosted there were Fable's, on 2026-10-16), so that comparison mixes the version and the host's location. On this map in the batch the measure ran from about 6 s a building (Sol, Gemini 4 Argon, GPT-6 Luna at 7.4) to 14 to 20 s (the Claude models): placing about five buildings a call, as this game did, keeps it low.

The interview

Sol put its result at about 85% of the person's net worth with fewer people and lower popularity, and said the gap was investment allocation and timing: the person ran a larger, faster engine (57 bakeries against its 22, twice the quarries, 140% worker efficiency) while it spread money over food, mining, ale, taxes and weapons. It called the inns and fletchers disappointing, said it accepted slow stone for too long, that its lower popularity was partly deliberate for gold, and that it demolished workshops and two inns near the end to recover costs. Playing again it would build bread, wheat purchases and worker efficiency earlier, add housing and jobs together, revisit quarries and ox transport, and skip ale, inns and fletchers. It found the tile placement, storage and production readings helpful and wanted goods waiting at producers, consistent signpost checks and a clearer account of batching and time costs.

Against the game: 85% (85.4%), 22 bakeries, 5 quarries against 10, 100% efficiency, buying wheat late (25:49), reaching the idle cap with housing free (23:30 to 26:17), the signpost refusals (a bakery at 5:18 and a brewery at 21:41 were listed by find_sites and then refused), the inns and fletchers, the deliberate popularity decline and the end demolitions (five fletchers, two inns, 350 gold) all match. Two statements need a note. "Not that the person held more gold" holds only for the sum: the person held 13,549 more gold and 10,697 less in goods, a gap of 2,852. And the demolitions added 350 gold and some wood but the two inns cost about 2 popularity points, roughly 0.2 points net. Its remarks on religion and fear buildings are not tested here; it built none.

For the harness

  • The granary. The rules' Start paragraph tells the model to place the required granary, but this save has one. Sol read "granaries: 1" in its first stats and placed none, so no first call was rejected.
  • The signpost. find_sites offered a bakery spot (451, 363) and a brewery spot (431, 346) that build_structure then refused as too close to the signpost (5:18, 21:41); three hovels it chose by tile at (432 to 442, 348) were refused the same way at 5:18. These are 5 of the 7 buildings that did not go through; the others were an ox tether (no spot within 4 tiles, 6:31) and a woodcutter (no open side, 28:06). A mill by place_near (3:26) and two of three hovels (10:23) also found no free spot.
  • The production readout. From 17:39 it credited the 22 bakeries with 56 to 92 bread a minute while the two mills delivered 9 to 11 flour a minute; the handoff takes bread as 72.3 a minute. Bread in store rose by 34 a minute over the last 12.4 min (135 at 20:48 to 562 at 33:13). I did not reconcile the readout's figures.
  • Demolition refunds. Each of the seven demolitions returned 50 gold, but the tool's result does not say so; the model's reasoning summary at 31:00 speaks of "a refund of 50 wood and 10 resources".
  • Default passes. After 70 acting calls the host let 5 game seconds pass (352 s, 17.6% of the budget), which the interview asks to have explained more clearly.
  • The game saved correctly at the end ("gpt-6-1 sol 1-7-3 16de15").

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 16,661 19,513
Gold 4,755 18,304
Stored goods, at the sell price 11,906 1,209
Population 150 202
Housing 154 202
Popularity 74 100

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-6.1 Sol

I finished at about 85% of the person’s net worth, but with substantially fewer people and lower popularity. That is a productive economy compared with leaving the game alone, yet clearly short of the stronger run.

The main difference was investment allocation and timing—not that the person held more gold. Stored goods counted equally at their sale value, so my large inventory was not inherently a disadvantage. They built a much larger, faster production engine: 57 bakeries versus my 22, twice as many quarries, and 140% worker efficiency versus my 100%.

I spread investment across food, mining, ale, taxes and weapon production without establishing which expansion had the best return soon enough. The inns and fletchers were particularly disappointing relative to their costs and delivery delays. I also accepted slow stone production for too long without finding a sufficiently effective expansion and transport arrangement.

My lower final popularity was partly deliberate: I allowed modest tax-driven decline for more gold. I also demolished workshops and two inns near the deadline to recover some construction costs. Those actions improved the recorded inventory value, but they were end-of-run accounting choices, not evidence of a stronger economy.

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-6.1 Sol

I would build around bread production, reliable input purchases and higher worker efficiency much earlier.

  • Establish wood, housing and basic food promptly, then build a compact mill-and-bakery district with good access to storage.
  • Buy wheat before shortages interrupt milling. I eventually bought wheat, but too late to make imported inputs a central growth strategy.
  • Scale bakeries and mills using observed throughput and input consumption, rather than investing heavily in additional production chains.
  • Use religion and fear-factor buildings to pursue the person’s demonstrated combination of stable popularity and faster workers. I missed a major productivity lever by remaining at 100% efficiency.
  • Expand housing and useful jobs together more aggressively. I repeatedly reached the idle-peasant cap, which limited population growth despite available housing.
  • Revisit quarry placement and ox transport earlier. The person fitted ten quarries where I managed five; that is a concrete placement and logistics gap worth investigating.

I would largely skip the ale-and-inn strategy and the late fletcher investment on this map unless measurements showed a compelling return. I would also avoid assuming the person’s exact building counts are the optimal build order: their result establishes that the strategy works, but timing and layout still need to be reproduced.

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-6.1 Sol

The benchmark was useful because it rewarded an actual functioning economy rather than a checklist of buildings. The fixed game-time budget and inclusion of stored goods made the objective clear.

The most helpful tools were the tile-based placement tools, inventory and storage readings, production history, and building inspections. They let me distinguish several different problems: insufficient workers, missing inputs, storage limits and delayed deliveries. Pausing during reasoning was also valuable.

The hardest parts were interpreting long production delays and managing spatial constraints. A building could report that it was working and accessible while still delivering very little. That left considerable uncertainty about whether the bottleneck was processing time, travel, congestion or transport. Placement searches also sometimes returned sites that were subsequently rejected near the signpost.

I would improve three things:

  1. Expose more logistics information: goods waiting at producers, delivery trips, and workers’ current tasks.
  2. Make placement validation more consistent: particularly signpost exclusions and difficult resource deposits.
  3. Clarify action batching and time costs: the interaction frequently advanced through individual action results and default waits, making tightly coordinated construction or late adjustments awkward.

The time limit itself was appropriate. My bigger problem was how I allocated that time, not a lack of opportunity to act.

4Anything else

Interviewer

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

GPT-6.1 Sol

My main lesson is that I needed to turn observations into stronger strategic decisions sooner. I monitored the economy extensively, but monitoring did not always lead to decisive changes when a chain underperformed.

The person’s run demonstrates a more focused approach: use a profitable transformation chain to fund expansion, keep its inputs flowing, and apply a settlement-wide productivity bonus. I instead assembled a broader economy with several investments that had too little time—or too little throughput—to justify themselves.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score16,661Counted

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 20261017T115845-938f969a