One episode · Large Barren Desert

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
17 October 2026
Score
-9.8
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
4,116
−1,076 over doing nothing, -22% of the person’s gain of 4,792
Population
56
21% of the person’s gain of 246 · popularity 60
Cost
$0.08
2.2M tokens
Time
33 game min
30 min of wall-clock time, 46 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

4,116net worth
Gold
1,348
Stored goods, at sell price
2,768
Over the baseline (do nothing)
−1,076
Population / housing
56 / 66
Popularity
60
Food
22
Structures (map-wide)
62
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 stock2,768 gold in goods

GoodUnitsPriceValue
Gold1,34811,348
Iron52231,196
Swords1730510
Crossbows1430420
Bows1715255
Stone267182
Ale91090
Meat22488
Wood27127
Net worth4,116

Beside a person’s gameLarge Barren Desert, the same game time

This episodeThe personLeft alone
Net worth4,1169,9845,192
Gold1,3488,574
Stored goods, at the sell price2,7681,410
Population56250
Housing66250
Popularity60100

The person played Large Barren Desert for 33 min 33 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 1178
Idle peasants
24
Popularity next month
±0
Taxes
−4
Ale from the inn
+4
Taxes
Average taxes, 44 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 11 empty; 1 granary holding 22 food

Buildings42

  • Fletchers' Workshop13
  • Hovel7
  • Blacksmith's Workshop5
  • Iron Mine4
  • Stockpile4
  • Armory2
  • Ox Tether2
  • Granary1
  • Inn1
  • Keep1
  • Marketplace1
  • Quarry1

Tool calls87

  • market_trade26
  • find_sites13
  • wait_and_observe11
  • build_structure8
  • place_near6
  • set_workshop5
  • set_tax4
  • building_info3
  • expand_storage2
  • inspect_building2
  • set_rations2
  • center_on1
  • flat_view1
  • game_action1
  • map_overview1
  • status1

Play

Turns
46
Buildings placed / attempted
28 / 29
Anchor-tool placements
11
Tool errors
0
Raw inputs sent to the game
584
Context compactions
1
Game time
33 min

Compute

Tokens
2.2M
Served from cache
96%
Output tokens
15K
Cost, as billed
$0.08
Wall-clock time
30 min
of which inference
11 min
Peak game memory
3,489 MiB

The plan, before play

Task understanding: Free Build on Large Barren Desert — no oasis grass, so no farms; the economy must grow through industry, weapons, taxes and trading. Net worth (gold + stored goods at sell prices) counts most, then population and popularity. 33⅓ game minutes budget. No soldiers or defenses.

Opening plan:

  1. First replies: read status/map_overview for free, then build housing (hovels), woodcutters, and a marketplace early so trading is available.
  2. Core value engine: iron mines east (iron = 23/unit) and quarries west (stone = 7) with ox tethers; build workshops (fletchers/poleturners from wood, blacksmith/armorer from iron) and an armory so weapons become stored value.
  3. Grow population with hovels; keep popularity high via rations/food variety, then raise taxes for steady gold.
  4. Sell surplus stone/iron via marketplace; convert wood → weapons (bows/spears) which are worth more than raw wood.
  5. Watch storage; expand stockpile/granary/armory as needed.

Execution: batch placements per reply, end with wait_and_observe, keep checking stats and adjust.

Commentary during play2

  1. Run complete. Final state: gold 1304, population 56/66, popularity 60, full rations, and strong stored value (52 iron ≈ 1,196, 26 stone, 28 wood, 46 weapons in armory ≈ 15 bows + 14 crossbows + 17 swords ≈ 1,200). The steady engine — 4 iron mines, quarry, 13 fletchers, 5 blacksmiths, tax level 5 — held production of ~2.3 bows/crossbows and ~2 swords per minute, with meat bought to keep food and popularity stable through the end.

  2. Game-time budget is exhausted (33:16 of 33:20 used). The settlement's final state stands: gold 1304, population 56, popularity 60, 52 iron, 26 stone, 27 wood, 48 weapons in the armory — the economy engine was still producing swords and bows at full efficiency as the run ended. No further actions possible or needed.

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 46 gameplay requests were billed to Z.AI; the 1.6.3 game also allowed siliconflow/fp8), reasoning medium, output limit 32,768 tokens
  • Benchmark: Large Barren Desert 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 33891fcb, series 20261017T174026-83cd8a79, 2026-10-17: the first of GLM's two 1.7.3 games on this map, a fresh series with no memory of any other. Its "(no arms)" game has not been played successfully yet (an OpenRouter key limit stopped the attempt) and is to come, so it has no column here. Its desert games from earlier rounds played 1.5.6 (series 20261012T101643-b291d04d) and 1.6.3 (series 20261014T070917-3e36f777). This game counts on the website's leaderboard.

Result

This game 1.6.3 game 1.5.6 game The person Left alone
Net worth 4,116 5,275 6,655 9,984 5,192
Gold 1,348 1,506 4,560 8,574
Stored goods, at the sell price 2,768 3,769 2,095 1,410
Population / housing 56 / 66 62 / 82 70 / 98 250 / 250 4
Popularity 60 (no change next month) 89 (+3 next month) 66 100 0
Idle peasants 24 24 24
Score −9.8 12.6 33.7 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth ended 1,076 below leaving the game alone, −22.5% of the person's growth of 4,792. The project website's formula (80% net-worth share, 10% population share, 10% popularity; shares run from doing nothing, 5,192 and 4 people, to the person, 9,984 and 250, the net-worth share clipped to −1..2) gives −17.96 from net worth, +2.11 from population and +6.00 from popularity: −9.85, shown as −9.8. The stored goods are 52 iron (1,196), 17 swords (510), 14 crossbows (420), 17 bows (255), 26 stone (182), 9 ale (90), 22 meat (88) and 27 wood (27); the weapons are 1,185, 28.8% of net worth.

Why it ended below leaving the game alone. The 5,192 leaves out the part of the starting package that waits for storage room (about 1,150 at the sell price, docs/benchmark.md). This town made room at 0:51 and took it in, so at 1:41 its net worth was 6,446 (the rules put the package at about 6,500), and it ended 2,330 below that: gold down 3,652, stored goods up 1,322. 8,300 gold went out: 4,000 on meat, 1,900 on planks, 2,400 on 18 weapon workshops and an inn. The meat was eaten and the planks became buildings and bows (22 meat and 27 wood are left). Against that the town took about 2,500 in taxes, mined about 75 iron and 96 stone (2,397 at the sell price) and made 101 weapons worth 2,295, 1,281 more than the iron and wood they used.

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. The game is paused while the model replies and runs during a build, buy or wait call.

Reading and the first build, 0 to 2 minutes. Its preparation reply planned iron mines, quarries and weapon workshops "so weapons become stored value". At 0:00 it read status, map_overview (no trees, no oasis grass; iron 57 to 69 tiles east, stone 83 to 106 tiles west) and four find_sites, and chose no woodcutters. One build_structure call placed 4 hovels, the marketplace and 2 iron mines in 45 game seconds. The 0:50 reading showed no empty stockpile pile, so at 0:51 it added three, which let the rest of the package in. Then a quarry with two ox tethers (1:14), average taxes (1:33, 12 gold a month, popularity −4), an armory (1:42), two fletcher's workshops (1:52, three asked) and no room for a blacksmith's (2:04).

Food, the inn and the first workshops, 3 to 11 minutes. By 4:33 the first iron (2) and bow (1) had arrived, with 24 idle peasants. At 5:19 a warning said 11 food for 35 people: 50 meat at 5:20, half rations at 5:32, no taxes at 5:35. From 5:43 to 6:16 it looked for the two fletchers placed at 1:52 (a flat view, two set_workshop clicks that opened the keep, a zoom key) and did not find them. At 6:16 it placed a fletcher, an inn and a blacksmith by tile. Full rations at 7:01 and the inn (on the start's 20 ale, +6 at 7:41, +4 from 8:39) took popularity from 53 at 7:00 to 100 at 11:03. At 7:42: two iron mines (a third found no spot), a fletcher, a blacksmith; at 10:11: three hovels, two fletchers, a blacksmith. The first stone, 16, was in by 10:10.

More workshops, 11 to 25 minutes. High taxes at 11:04 (46 gold a month, −6) took popularity from 100 to 60 by 19:50; average taxes then held it at 60 to the end (tax −4, inn +4). Fletchers: two to crossbows at 13:31 and 13:40, two more at 13:53, 17:20 and 23:39, one at 25:00; blacksmiths: two at 20:20; a second armory at 14:04. Meat or planks were bought every two to four minutes between waits of 45 to 150 s; three waits ended early on warnings (popularity 85 to 74 at 16:44, 71 to 60 at 19:50, food 15 at 27:11). The context was compacted at 23:37 (28 s).

Waiting, 25 to 33 minutes. Nothing was built after 25:00. The replies were purchases and waits: meat at 27:11, 29:49 and 31:53, waits of 120, 110 and 60 s; the last two (33:06, 33:15) called no tools. Counting every good at its sell price from the observations' stats, net worth was 6,446 at 1:41, 6,278 at 4:33, a low of 3,241 at 24:36 and 4,116 at the end, about +100 a minute over the last nine.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,606 5,792 5,623 4,205 3,299 2,966 2,696 2,669 2,540 2,920 2,755 4,116
Gold 4,370 4,838 4,763 3,263 2,155 1,534 1,361 1,270 1,214 1,498 1,356 1,348
Iron 0 15 19 22 25 32 37 40 44 49 48 52
Stone 0 50 0 0 16 32 10 26 26 22 10 26
Food 41 39 56 71 74 73 60 45 18 19 44 22
Population 2 27 35 42 47 49 51 53 55 56 56 56
Popularity 100 87 60 76 96 82 69 60 60 60 60 60

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, ale and pitch are left out, so it reads low. At the 29:49 reading the armory held 810 of weapons and the stockpile 100 of ale, which puts the 30-minute figure near 3,670.

Where the starting gold went. The 5,000 gold was in by 0:50.

Gold What it became
Food: 500 meat −4,000 worth 2,000 on arrival; the town ate 528 (50 held, 500 bought), 22 left
Planks: 475 −1,900 worth 475; of the 599 wood used after 1:41 (151 held, 475 bought, 27 left), about 448 went into buildings and 140 into bows and crossbows (11 unaccounted for)
13 fletcher's, 5 blacksmith's workshops −2,300 101 pieces worth 2,295 (see Weapons)
Inn −100 popularity +6, then +4, using 11 of the 20 ale
Sales: 20 pitch, 120 stone, 32 bows, 21 swords +2,150 net worth unchanged
Taxes (by difference) +2,498 the recording's gold rises outside the sales add to 2,201, a floor
Left at the end 1,348

5,000 − 4,000 − 1,900 − 2,300 − 100 + 2,150 + 2,498 = 1,348. By the stocks the mines delivered about 75 iron (15 held, 52 left, 38 into swords) and the quarry about 96 stone.

Weapons

Weapons counted, and it built the chain. Armory at 1:42 (5 wood), a second at 14:04 (100 places; 48 held at the end). Fletcher's workshops: 13, at 1:52 (two), 6:16, 7:42, 10:11 (two), 13:53 (two), 17:20 (two), 23:39 (two) and 25:00. Blacksmith's workshops: 5, at 6:16, 7:42, 10:11 and 20:20 (two). No poleturner's, armorer's or tanner's workshop. Only 3 of the 13 fletchers were set to crossbows (6:35, 13:31, 13:40); the other 10 made bows. The readings gave usually 0.2 to 0.3 pieces a minute for a fletcher and 0.3 to 0.5 for a blacksmith.

Built Gold Wood Made Worth Inputs used
Fletcher's 13 1,300 260 49 bows, 14 crossbows 1,155 about 140 wood
Blacksmith's 5 1,000 100 38 swords 1,140 38 iron (874)
Armories 2 10
Total 2,300 370 101 pieces 2,295

Costs are from prompt/game-mechanics.md; the build calls reported the same. Of the 101 pieces, 48 were in the armory at the end (1,185) and 53 had been sold for 1,110 (32 bows, 21 swords). At the sell price they gained 1,281 over the wood and iron they used (bows and crossbows 1,015, swords 266), against 2,670 of gold and wood to build the workshops and armories: 1,389 short, 23 points of score. The wood is counted at 1; the town was buying wood at 4. The 1,185 held are 19.8 points; counted as the no-arms rules do, the same final town would stand at 2,931.

What else the town could have done with it. Over the last readings (27:11, 29:49, 33:15) the four iron mines, which cost 80 wood and no gold, delivered about 2.8 iron a minute (64 at the sell price); the 18 workshops, which cost 2,300 gold, added about 70 a minute over their inputs; one quarry with two tethers (30 wood) brought about 4.4 stone a minute (31). It asked find_sites for four iron sites, once (0:00), and placed all four; its fifth try, at (562,408), found no spot, and it did not search again. Kept as gold, the 2,300 would have counted in full.

Beside its other games and the other models

This game (1.7.3) 1.6.3 game 1.5.6 game
Net worth / score 4,116 / −9.8 5,275 / 12.6 6,655 / 33.7
Iron mines / quarries / tethers 4 / 1 / 2 4 / 4 / 7 4 / 7 / 17
Weapon workshops / armories 18 / 2 5 / 2 none offered
Hovels 7 9 11
Bought 500 meat, 475 planks 525 meat, 300 planks, 65 ale meat, cheese, apples, wood
Population / popularity 56 / 60 62 / 89 70 / 66
Turns, cost 46, $0.083 46, $0.08 62, $0.11

The 1.5.6 game, with no armory on offer, put its work into 7 quarries and 17 tethers and kept 4,560 gold. This game is 2,539 below it. Three differences show in the logs: raw output (96 stone and 75 iron, 2,397 at the sell price, against about 290 stone and 80 iron, about 3,900, in that game's analysis), the workshops (1,389 short of their cost) and food and wood bought (3,425 lost against 2,890). They add to more than the gap, so other gains, taxes among them, offset about 890; those were not traced. Whether the rules or the harness version moved GLM's desert score cannot be told until its no-arms game is played. On Oasis by the Sea the day before it scored 18.9 with weapons counted and 23.3 without.

Beside the other models. The batch's weapons-counted desert games so far:

GLM Haiku Sonnet Opus Fable
Net worth / score 4,116 / −9.8 5,669 / 18.9 6,448 / 27.6 5,865 / 19.1 4,689 / 1.3
Workshops / armories 18 / 2 5 / 2 0 / 0 16 / 1 17 / 5
Weapons in store 1,185 1,055 0 1,095 1,540
Iron mines / quarries 4 / 1 3 / 0 4 / 0 4 / 7 4 / 0
Net worth lost buying 3,425 1,150 1,080 4,230 3,910
Population / popularity 56 / 60 26 / 100 32 / 55 66 / 53 50 / 78

This is the lowest score of the batch's nine desert games so far (Haiku 18.9 / 15.6, Sonnet 27.6 / 28.7, Opus 19.1 / 67.1, Fable 1.3 / 11.6, weapons / no arms) and below every game of the 1.6.3 round (lowest Luna −3.4); among the earlier rounds' desert games only Muse Wonder's −22.7 on 1.5.6 is lower. The best of the five weapons games built no workshop and no armory (Sonnet: four iron mines, five hovels) and ended 2,332 above this one. GLM and Fable, the two lowest, built 18 and 17 workshops and one quarry between them. Opus built 16 workshops and seven quarries and ended 1,749 above GLM: 1,862 in stone against 182, 2,461 in iron against 1,196, and 1,301 less gold.

What held it back

  • Food bought at twice its worth: 4,000 gold. Three warnings (5:19, 24:00, 27:11) each got a purchase in the same reply. At the end 56 people ate about 9 meat a game month (62 to 22 in 121 s from 27:48), 70 gold at 8, against 44 gold of taxes a month.
  • Workshops that did not repay (above). The three fletchers placed at 23:39 and 25:00 cost 300 gold and had 8 to 10 minutes at 0.2 to 0.3 pieces a minute; at 17:35 the model had written "Fletcher output still low (0.1-0.3/building/min)".
  • Little raw output: 4 mines and 1 quarry. 75 iron and 96 stone in 33 minutes. The handoff after compaction called the quarry "slow" and planned no more; the readings gave it 0 to 5.3 stone a minute, 4.4 on average over the last nine.
  • 24 idle peasants from 4:33, with jobs bought at 100 to 200 gold. open_jobs read 0 in every reading. Its reasoning at 8:39, 16:44, 23:39 and 25:00 says new jobs let more peasants arrive, and it built workshops at 10:11, 17:20, 23:39 and 25:00; the population rose from 35 to 56. A peasant is worth 0.04 of a point in the formula, 100 gold 1.7.
  • Crossbows on 3 of 13 fletchers. Bows count 15, crossbows 30. Six fletchers came from place_near, which returns pixels, not tiles (two never found); four placed by tile were not set.
  • Popularity from taxes, rations and one inn. No chapel; 60 is 6.0 points.

What worked

  • A first build by tile. 28 of 29 build_structure placements went through, 39 buildings in all, and none of the 87 tool calls errored or was refused.
  • Room made at 0:51, before the full stockpile held back the rest of the package.
  • The inn and rations. Popularity went from 53 to 100 in four minutes and held +4 from the inn to the end.
  • Warnings answered at once; lowest food 10 (5:23), lowest popularity 52 (7:02), and the population never fell.

Market

500 meat (eleven purchases, 5:20 to 31:53) and 475 planks (six, 4:52 to 24:18) were bought for 5,900 gold, and 20 pitch, 120 stone, 32 bows and 21 swords sold for 2,150. The purchases lost 3,425 net worth against the sell price (meat 8 for 4, planks 4 for 1); selling leaves net worth unchanged. Three sales asked for more than the stock held (23:50, 24:36, 27:29) and the tool stopped at the stock. These are units at the market's fixed prices. The 26 calls were 235 clicks and took 338 game seconds, 16.9% of the budget, 1.4 s a click (20 lots in 21 to 23 s).

Cost and speed

46 turns, 87 tool calls (26 market_trade, 13 find_sites, 11 waits, 8 build_structure, 6 place_near, 5 set_workshop, 4 set_tax, 14 others), 2.17 million tokens and $0.083 billed by OpenRouter (preparation $0.003, play $0.077, compaction $0.003). The interview cost $0.002 more, with 34,176 of its 36,032 tokens read from the cache. The agent run took 30.3 real minutes, 10.6 of them waiting for the model; the context was compacted once (28 s). All 46 gameplay requests read the prompt cache, 96.7% of the input tokens. All 11 waits ran fast-forwarded (1,119 game seconds in 402 real seconds).

Of the 2,000 game seconds, waits took 1,128 (56%), market_trade 338, build_structure 199 over 8 calls, place_near 62, set_workshop 41, expand_storage 28, inspect_building 25, set_tax and set_rations 22; the remaining ~150 s fit the host's short holds after acting replies (5 s by default). build_structure placed 28 buildings in 199 game seconds, 7.1 s each (39 placements across it, place_near and expand_storage in 289 s, 7.4 s each). The host ran on the game machine for this game; neither earlier desert game (1.5.6, 1.6.3) did.

The interview

GLM called its result an underperformance and put the gap in gold and population. It said it never found a value-adding loop ("mine iron → make swords → sit on them"), sat at the 24-idle cap, never used fear buildings or religion, and missed the person's wheat, flour and bread chain. Playing again it would build a conversion loop first, hovels and jobs early, gallows and stocks, religion and inns before taxing harder. It found the tools strong (stats, build_structure by tile, find_sites, map_overview) and asked for the market as a profit engine and worker_efficiency_percent to be pushed in the rules.

Claims checked against the run:

  • Match: the net worth, gold, population and stored-goods figures (2,768 against 1,410); 24 idle at 66 housing; iron at 23 and a sword at 30; mines at about 0.7 iron a minute each (readings 0.4 to 0.8) and 2.7 overall (2.3 to 3.3); no chapel; efficiency 100% in every reading; one compaction.
  • "~40 gold a minute": 40 to 44 is gold a month. A month is about 27 game seconds, so about 100 a game minute.
  • "A warehouse full of swords": swords were 510 (12% of net worth); iron, 1,196 (29%), was the larger store.
  • "Never acted on the idle cap": it did, with workshops (above), the costly way. A mine costs 20 wood and gives 2 jobs.
  • "Nothing in the reference material" on fear: the system prompt lists only "good and bad things" as buildings, but the rules table behind building_info says bad things improve worker productivity at the expense of popularity, at 40 to 50 gold. It never looked them up.
  • "Timid level 5": it ran level 6 from 11:04 to 19:50; popularity fell 100 to 60 and it went back to 5.
  • "Bakeries need only workers and gold": the person's 95 bakeries had 12 mills and bought wheat. Its "buy wheat (23/unit)" is not from this run, which never traded wheat, flour or bread (rules: wheat 8, flour 10, bread 4).
  • "Compaction cost me details": the handoff said 11 hovels; 7 stood.
  • Not testable here: the person's income per minute and what a bread chain would have paid.

For the harness

  • place_near returns pixels, not tiles. build_structure's results carry the tile; place_near's list gives only x, y on screen, while set_workshop and inspect_building take a tile. Six fletchers placed this way could not be reached except from a screenshot showing them; the two from 1:52 never were (pixel clicks at 5:51 and 6:00 opened the keep, and the remedy was named).
  • place_near ran out of room flush against the keep and granary (1:52, 2:04, 19:54); the remedies named find_sites, which worked.
  • The compaction handoff listed 11 hovels; 7 stood. The next replies built workshops, not hovels.
  • map_overview was right: "Tree groves (woodcutters): none on this map", and GLM built no woodcutter.
  • The wait warnings (food, popularity) arrived as designed. The game saved correctly at the end ("glm 5-3 flash 1-7-3 33891f").

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 33 s
Net worth 4,116 9,984
Gold 1,348 8,574
Stored goods, at the sell price 2,768 1,410
Population 56 250
Housing 66 250
Popularity 60 100

Leaving the game alone for the same time ends with a net worth of 5,192.

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

GLM 5.3 Flash

I underperformed badly: 4,116 vs 9,984 net worth, and 56 vs 250 population. My stored goods were actually higher than the person's (2,768 vs 1,410) — I optimized for hoarding value (iron at 23/unit, weapons in the armory) — but the person's game was overwhelmingly better on the two things that compound: gold and population. Gold 1,348 vs 8,574 is the whole gap.

The core difference: I never found a value-adding loop. My economy was "mine iron → make swords → sit on them." Selling a sword for 30 is net-worth-neutral, and mining iron slowly (2.7/min) caps throughput hard. The person found an actual conversion chain: buy wheat (23/unit) → flour → bread, sell bread — each step multiplies value, and crucially bread sold converts population labor into gold continuously. My per-minute gold income was ~40 from taxes plus ad-hoc market sales; theirs was presumably hundreds.

The second big miss was population and efficiency. I sat at the 24-idle cap with 66 housing and never built enough hovels or jobs to break through. They hit 250 pop at 110% worker efficiency from fear factor buildings — I didn't even consider gallows/stocks, which is embarrassing since they cost little and boost every producer's output. I also never touched religion; a chapel for +3 popularity would have let me raise taxes safely.

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, and so did inns.
  • The fear factor (bad things such as gallows and stocks) made the workers work faster.

Their settlement at the end, read from the game:

  • 250 people in 30 hovels, with no free housing; popularity 100.
  • 95 bakeries and 12 mills, and no wheat farms.
  • 11 inns, which reached everyone with ale, and no brewery or hops farm.
  • 13 quarries and 7 iron mines with 37 ox tethers; no woodcutters.
  • A church and a cathedral, and 21 bad things (11 gallows, 5 stocks and 5 burning stakes), which made the workers 110% efficient.
  • Low taxes and no rations. The monthly popularity factors were food −8, taxes −2, fear −1, religion +3 and inns +8: 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

What I'd do differently:

  1. Build a conversion loop first, not a mining monopoly. Bakeries buying wheat and selling bread is a machine that scales with population, not with map deposits. Iron mines are capped at ~0.7/min each; bakeries only need workers and gold.
  2. Grow population aggressively. Hovels early and often, and create jobs so idle peasants never hit the 24 cap. Population is the engine for everything — taxes, labor, throughput.
  3. Fear factor from the start. Gallows and stocks are cheap and gave them +10% efficiency across 95 bakeries. That's free output.
  4. Religion and inns to buy popularity headroom, then push taxes higher than my timid level 5.
  5. Watch the price arithmetic. I think I got anchored on "selling is net-worth-neutral, buying loses money" and used the market only as a food lifeline. The real lesson: buying a cheap input (wheat) and selling an expensive output (bread) is where the market actually makes money.

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 generally strong — the reader stats were excellent, and build_structure with tile targeting plus find_sites made placement reliable in a way raw clicking never would have been. map_overview and find_sites saved enormous survey time. The trading tool's "sell in the game's own steps, never more than asked" behavior was well-handled.

What got in my way:

  • The idle-peasant cap (24) was a subtle trap. I understood it intellectually but never acted on it decisively; population growth quietly stalled for most of the run while I churned weapons.
  • No feedback on efficiency levers. Nothing in the reference material emphasized fear factor; I had to already know Stronghold mechanics to think of it. The guide mentioned popularity factors but not that bad things speed workers up.
  • The economic strategy space is huge and the opening playbook didn't point at the highest-value loop (buy-input/process/sell-output). A hint like "the market can be a profit engine, not just a lifeline" would have changed my whole game.
  • Minor: context compaction mid-run cost me details, and text-only observations between trades made it easy to lose track of net-worth arithmetic.

I'd change: add the marketplace profit-loop explicitly to the "ways to grow net worth" section, and surface worker_efficiency_percent more prominently as a lever (it was in the stats the whole time and I never acted on it).

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 lesson for me: in a benchmark scored on net worth, throughput beats stockpiling. I played it like a treasury-stuffing game and ended with a warehouse full of swords and a gold income of 40/month; the person played it like a factory and nearly doubled my score. Also, my caution about "buying loses net worth" cost me the population race — buying food is cheap insurance for popularity and stability, but it's not a substitute for growing the workforce. If there's one meta-lesson: spend the early minutes experimenting with the value-adding chains rather than perfecting a defensive, low-risk economy.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score4,116Counted

What ran

Benchmark
Large Barren Desert construction
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
Prompt / tools SHA-256
5476515 / f75ebb8
Menu guide
Images 118089d
Save
Large Barren Desert 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 20261017T174026-83cd8a79