One episode · Oasis by the Sea (no arms)

Muse Wonder

Benchmark 1.7.3No arms: weapons and armour count nothingMetaReasoning mediumPlayed by the maintainersFull-budget score
Model
meta/muse-wonder
Served via
OpenRouter · meta
Max output
32,768 tokens
Played
18 October 2026
Score
41.2
Crusader Bench score on Oasis by the Sea (no arms): 0 is doing nothing, 100 the person’s game
Net worth
8,097
+6,877 over doing nothing, 38% of the person’s gain of 18,293
Population
98
47% of the person’s gain of 198 · popularity 64
Cost
$2.07
4.2M tokens
Time
33 game min
40 min of wall-clock time, 82 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

  • Muse Wonder
  • 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

8,097net worth
Gold
1,899
Stored goods, at sell price
6,198
Over the baseline (do nothing)
+6,877
Population / housing
98 / 130
Popularity
64
Food
13
Structures (map-wide)
100
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 stock6,198 gold in goods

GoodUnitsPriceValue
Gold1,89911,899
Iron161233,703
Flour158101,580
Stone897623
Wood2401240
Bread12448
Apples144
Net worth8,097

No arms: weapons and armour count 0 here, so the table adds up to the net worth.

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

This episodeThe personLeft alone
Net worth8,09719,5131,220
Gold1,89918,304
Stored goods, at the sell price6,1981,209
Population98202
Housing130202
Popularity64100

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
−1
Food
+1
Taxes
−2
Taxes
Low taxes, 58 gold a month
Rations
full; 2 of 2 foods eaten
Worker efficiency
100%
Storage
20 stockpile piles, 4 empty; 1 granary holding 13 food

Buildings74

  • Woodcutter17
  • Hovel15
  • Iron Mine8
  • Stockpile5
  • Wheat Farm5
  • Bakery4
  • Mill4
  • Quarry4
  • Apple Orchard3
  • Ox Tether3
  • Fletchers' Workshop2
  • Armory1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls145

  • find_sites63
  • build_structure25
  • building_info20
  • market_trade9
  • wait_and_observe9
  • set_tax5
  • expand_storage3
  • inspect_building3
  • map_overview2
  • set_workshop2
  • get_inventory1
  • notebook_write1
  • status1
  • update_plan1

Play

Turns
82
Buildings placed / attempted
67 / 77
Anchor-tool placements
4
Tool errors
1
Raw inputs sent to the game
494
Context compactions
1
Game time
33 min

Compute

Tokens
4.2M
Served from cache
96%
Output tokens
31K
Cost, as billed
$2.07
Wall-clock time
40 min
of which inference
13 min
Peak game memory
3,584 MiB

The plan, before play

Task: Oasis by the Sea economy, 33.3 game-minutes. Score is final net worth (gold + stored goods at sell prices, weapons in armory count 0), then population and popularity. No soldiers, walls, towers or defences. Starting package ~1000 gold, 50 wood, 25 stone, 50 bread.

Opening plan:

  1. Place required Granary near keep/stockpile on non-oasis ground, leaving access and storage expansion room.
  2. Wood first: 2-3 Woodcutters near western trees, plus Hovels to grow population (keep popularity >50, no taxes initially).
  3. Food on oasis SW of keep: Apple Orchards/Dairy Farms for direct food, then wheat->mill->bakery chain as wood allows; keep farms only on oasis grass.
  4. Expand raw value: Iron Mines north of keep (iron worth 23) and Quarries ~50 tiles west with Ox Tethers beside them (stone worth 7); keep stockpile space free, expand storage before it fills.
  5. Marketplace early to sell surplus iron/stone and any weapons later (must sell weapons, armory value is 0); use taxes once food variety/ale/religion support popularity, add Inn/Chapel as affordable.
  6. Continuously balance: check status/inventory/production, add housing/jobs so idle <24, workers have open side and route to keep, and keep building until time ends.

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: Muse Wonder (meta/muse-wonder) on OpenRouter, served only by Meta (no fallbacks), reasoning medium, output limit 32,768 tokens
  • Benchmark: Oasis by the Sea construction (no arms), version 1.7.3 (the series records commit e0e0eb4, 1.7.3 relocked with a compaction-retry fix that leaves play and scoring unchanged; first recorded at 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 store count nothing toward net worth; sold at a marketplace they bring their gold, which counts.
  • Run 56c3ee21, series 20261018T112154-c97aa1e3, 2026-10-18: Muse Wonder's no-arms game of the 1.7.3 batch, a fresh series with no memory of any other game; its first attempt, on 2026-10-17, failed on an OpenRouter key limit. Its weapons-counted game of the same version is run 606aaedb (series 20261018T104237-1ff2ab88, played earlier the same day); the Weapons and Beside sections compare the two.

Result

This game (no arms) Its 1.7.3 weapons game Its 1.6.3 game Its 1.5.1 game The person Left alone
Net worth 8,097 7,006 4,137 9,603 19,513 1,220
Gold 1,899 1,584 1,219 787 18,304
Stored goods, at the sell price 6,198 5,422 2,918 8,816 1,209
Population / housing 98 / 130 91 / 106 88 / 98 103 / 146 202 / 202
Popularity 64 (−1 next month) 50 (−2) 67 (−1) 97 (+2) 100
Idle peasants 24 24 24 24
Score 41.2 34.7 23.7 51.4 100

The weapons game's stored goods include 180 of weapons at the rules' prices, the 1.6.3 game's 630; this game's count none. A full-budget score: the run used all 2,000 game seconds. Net worth grew by 6,877 over leaving the game alone, 37.6% of the person's 18,293. With 98 people and popularity 64 the score is 41.2 by the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2); this game counts on the website's leaderboard. It is 6.5 above its weapons-counted game of the same version (net worth +4.8 points, population +0.3, popularity +1.4), 17.5 above its 1.6.3 game and 10.2 below its 1.5.1 game, where no armory was on offer.

The stored goods are 161 iron (3,703), 158 flour (1,580), 89 stone (623), 240 wood, 12 bread (48) and 1 apple (4); the armory is empty, because all 13 crossbows it made were sold. Iron is 46% of net worth, gold 23%, flour 20%, stone 8%. The town ended with 24 idle peasants, 32 empty places in its hovels, low taxes (58 gold a month) and 13 food for 98 people.

How the game went

Times are the game clock when a call began (the recording's clock; the run clock in the observations reads a few seconds later). The game is paused while the model replies; a build call keeps it running for 5 to 72 seconds (median 35).

The opening, 0 to 5 minutes. Its first call at 0:01 placed two woodcutters, an iron mine and an orchard; the pixel-targeted granary was rejected and the pixel-targeted hovel came back screenshot_expired after the call's 72 s. Two hovels at 1:20, then a 121 s wait for wood. Dairy farms were not placed at 3:42, 4:12 and 4:23; the marketplace went up at 4:37. Idle peasants were 24 at 5:01.

Food, iron and a tax test, 5 to 10 minutes. 70 planks at 5:31 and 30 apples at 6:30; a mill, a bakery and two iron mines at 6:49, two more mines at 7:53. Average taxes at 7:41 (28 gold a month, −4 popularity) took popularity from 100 to 81; taxes went back to none at 9:56.

Weapons and bread, 10 to 15 minutes. The armory and a fletcher's workshop at 10:07, a second fletcher at 11:31; a wheat farm, two hovels and a second mill by 13:11. The first crossbow reached the armory between 13:10 and 13:50. The context was compacted after the wait that ended at 14:47.

Wood and food shortages, 15 to 24 minutes. Wood stood at 1 to 3 from 15:59 to 17:16 and food reached 0 at 17:16; it sold 10 iron (230 gold), bought 40 planks and 20 apples (320), and at 17:50 placed two bakeries and its seventh mine. The eighth mine (the last site find_sites listed), the first quarry and a tether came at 18:55; 5 crossbows were sold at 19:45.

Taxes and the end, 24 to 33 minutes. Low taxes at 24:25, average at 26:56, low again at 27:44; 5 crossbows sold at 27:50; two mills and two hovels at 28:18; two woodcutters and a hovel at 29:00, its last building. It waited 110 s and 50 s, selling its last 3 crossbows at 31:58 and 32:12. Food reached 0 again at 32:12 and popularity went from 99 at 24:31 to 64.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,372 1,384 1,140 1,011 1,131 1,486 1,662 2,171 2,798 3,769 5,006 8,097
Net worth, weapons game 1,404 1,360 1,262 1,269 1,241 1,280 1,561 1,866 2,530 3,569 4,580 7,006
Gold 952 1,000 720 557 439 439 349 499 499 756 1,315 1,899
Gold, weapons game 984 1,000 1,000 840 640 240 344 427 710 861 1,201 1,584
Iron 0 1 4 7 19 36 42 60 84 109 135 161
Stone 25 25 25 25 25 25 25 25 33 41 57 89
Food 50 40 17 29 13 3 24 21 22 30 18 13
Population 3 24 34 42 47 55 59 71 80 87 98 98
Popularity 95 100 100 90 87 98 99 100 100 92 79 64

Each column is the last reading at or before that minute. Before the End column the net worth rows count gold, wood, stone, iron and food (at 4) as the recording logs them; flour, wheat and weapons are left out, so they read low (the flour, 1,580 here and 650 in the weapons game, is in the End values only).

Weapons

It did not leave weapons alone: one armory and two fletcher's workshops, 13 crossbows made and all 13 sold for 390 gold. It built no poleturner, blacksmith, armorer or tanner.

When and why. Its opening reply already planned to sell weapons at the marketplace ("must sell weapons, armory value is 0"). At 8:51, with 557 gold and 2 wood, it read building_info for the fletcher, armory, blacksmith, chapel, inn and brewery. At 10:07 one call placed the armory (5 wood) and a fletcher's workshop (20 wood, 100 gold), done by 10:47; set_workshop moved it from bows to crossbows at 10:53. A second fletcher at (451,361) was refused at 11:08 ("Too close to signpost"); it went up at (430,350) in the 11:31 call and was set to crossbows at 11:55. The logs hold only one-line reasoning summaries (24 of the 82 replies, no visible text), and none says why the workshops were built. Its notes do: the notebook at 13:51 ("crossbow sells 30 for 3 wood"; sell weapons from the armory at the market, "they count 0 stored") and the handoff at 14:47 (the fletchers an "expensive gold sink, only 2 built"; crossbows "SLOW; do not over-invest in fletchers until rate proves out"; weapons "must be SOLD before end"). The 30-gold price is in the market_trade description, which lists weapon prices the no-arms rules leave out.

What they made. The readouts show the two workshops at 0.3 to 1.0 crossbows a minute together, 0.7 most of the time. Sales: 5 at 19:45 (150 gold), 5 at 27:50 (150), 2 at 31:58 (60), 1 at 32:12 (30), 32 game seconds in four calls; none went unsold. At 17:03, with wood at 1 to 3 since 15:59, a summary shows the model checking the fletchers' use of wood; at 0.7 crossbows a minute they use about 2 wood a minute (3 each), small against the 20 a minute the readouts credit to the woodcutters, and the logs do not settle why the stock stayed so low.

Cost against return. By the mechanics table the two fletchers and the armory cost 200 gold and 45 wood (the placement results say the same) and the 13 crossbows 39 wood. At the game's values (gold 1, wood 1) the outlay is 284 and the 390 gold leaves 106 ahead, 0.5 points of the 41.2. With wood at 4, the price it paid for planks, the outlay is 536 and it ended 146 behind. Gold stood unspent at 439 from 11:53 to 17:02, so wood, not gold, was short.

What else. An iron mine costs 20 wood and no gold and delivered 1.0 to 1.1 iron a minute (23 to 25 gold); a fletcher about 0.35 crossbows (about 10 gold), for 100 gold and wood. At 14:50 find_sites still listed three free mine sites; the sixth to eighth mines came at 14:50, 17:50 and 18:55. The workshops' 45 wood is two mines and 5 over. A chapel (250 gold) and an inn, looked up at 8:51, were not built.

Beside its other games and the other models

No arms 1.7.3 weapons 1.6.3 1.5.1
Iron mines / quarries / ox tethers 8 / 4 / 3 9 / 4 / 4 8 / 2 / 2 12 / 5 / 9
Woodcutters / hovels 17 / 15 12 / 12 14 / 11 11 / 17
Bakeries / mills / wheat farms 4 / 4 / 5 7 / 2 / 2 3 / 1 / 1 9 / 2 / 3
Orchards / dairy farms 3 / 0 2 / 2 3 / 1 2 / 2
Weapon buildings armory, 2 fletchers armory, fletcher, armorer armory, 10 fletchers, armorer none
Weapons at the end none (13 crossbows made, sold for 390) 2 crossbows, 4 metal armour (180) 8 bows, 11 crossbows, 6 metal armour (630) none, no armory offered
Chapel none none 1 1
Planks bought 110 100 130 150
Net worth at 15 / 24 minutes 1,486 / 2,798 1,280 / 2,530 1,741 / 1,762 2,269 / 4,729
Population / popularity 98 / 64 91 / 50 88 / 67 103 / 97
Turns / cost 82 / $2.07 53 / $1.45 60 / $2.00 106 / $2.49

Against its weapons game. The 1,091 of net worth between the two games, item by item:

Weapons game No arms Net worth difference
Gold 1,584 1,899 +315
Iron 148 (3,404) 161 (3,703) +299
Flour 65 (650) 158 (1,580) +930
Bread, wheat, cheese, apples 340 52 −288
Stone 102 (714) 89 (623) −91
Wood 134 240 +106
Weapons 180 0 −180
  • The weapons. Both games spent the same on the buildings (200 gold, 45 wood). Net of that and of the wood or iron the items used, the chain was 106 ahead here and 163 behind there (180 held against 200 gold, 45 wood, 6 wood and 4 iron): a 269 difference, 1.2 of the 6.5 points. The no-arms rule cost this game nothing, since every crossbow was sold at the price the weapons rules would have counted. Here the first crossbow was in the armory within 3 minutes of the first workshop being set; there nothing was in the armory at 22:24 and the first two items came at 23:29, more than 6 minutes after the fletcher was set (16:10). The logs do not say why; the layouts differ: these fletchers stand 3 and 10 tiles from the nearest stockpile pile, that game's 37, and its armory and armorer 42.
  • Gold. Purchases were 840 here against 1,200 there and sales 620 against 245, so the market left it 735 better off; taxes, by difference from the 1,000 start, were about 1,320 against 1,740. The weapons game taxed low from 16:18 and average from 28:20 to 30:34; this one held none until 24:25 but for the test at 7:41 to 9:56.
  • Flour, bread and iron. Five wheat farms and four mills against two and two, four bakeries against seven: 158 flour and 12 bread here, 65 and 64 there (wheat, flour and bread together 1,628 against 978). Five iron mines stood by 8:29 here; the weapons game had two until 9:57 and its ninth came at 23:30.
  • People and popularity. The weapons game ran half rations from 5:34 to 11:41 (popularity 100 to 67) and ended at 50; this one kept full rations, held popularity at 94 to 100 from 13:50 to 24:31, and ended at 64. It had 15 hovels against 12 and 74 jobs against 67.

So the weapons explain about a quarter of the net-worth gap; the rest (822 of net worth, 3.6 points, and 1.7 points of population and popularity) comes from a different town. These are two single games.

Against its other games. Weapons held were worth 0, 630 and 180, then 390 sold, across the 1.5.1, 1.6.3, 1.7.3 weapons and no-arms games, while the scores went 51.4, 23.7, 34.7 and 41.2; with weapons counted at nothing the 1.6.3 game would score 20.9 and the 1.7.3 weapons game 33.9. Their value does not explain the first two moves, and about a fifth of the last (1.2 of 6.5 points).

Beside the other models. Of the nine no-arms games of the batch, 41.2 is fourth: Gemini 4 Argon 86.2, GPT-6.1 Sol 62.4 and GPT-6 Luna 41.9 are above it; Claude Fable 5.1 40.5, Claude Opus 5.5 37.7, Claude Sonnet 5.5 31.4, Claude Haiku 5.5 26.9 and GLM 5.3 Flash 23.3 below. The no-arms game beat the same model's weapons game in seven of nine pairs (by 3.0 to 18.8) and trailed in two (Sonnet −5.1, Sol −19.9); Wonder's +6.5 is the third largest. Four models built weapon workshops anyway and sold: Luna 70 spears for 700, Wonder 13 crossbows for 390, Gemini 27 spears for 270, GLM 14 bows for 210; five built none.

What held it back

  • Wood in the first 17 minutes. Four of its nine waits were waits for a wood level (301 of the 2,000 game seconds), wood stood at 1 to 3 from 15:59 to 17:16, and 110 planks were bought (440 gold, 330 of net worth lost). No placement was refused for wood, against nine in the weapons game.
  • One bakery from 6:49 to 17:50. The handoff at 14:47 called a second bakery reasonable; food stood at 8 (14:47), 3 (15:59) and 0 (17:16, popularity −7 next month). At the end 158 flour (1,580) stood unbaked.
  • Jobs, not houses. Idle peasants were 16 to 24 at all 44 readings from 3:40, open jobs 0 at each; the 74 jobs plus 24 idle are the 98 people, with 32 places empty (a person is worth 0.05 points).
  • Taxes against popularity. From 24:25 the low and average taxes brought about 1,160 gold (5.1 points by difference) while popularity went from 99 to 64 (3.5 points), including a month at −10 when food hit 0 at 32:12 with 1,695 gold in hand: about 1.6 points ahead, unless lower popularity also slowed growth.
  • Late and thin stone, eight mines. The first quarry came in the 18:55 call; three tethers for four quarries gave at most 8 stone a minute (30:05). The 18:55 search listed one mine site; the weapons game fitted 9 mines and the 1.5.1 game 12.
  • Nothing built after the 29:00 call. From 30:00 it held 1,315 to 1,899 gold and 114 to 240 wood; a mine placed then would deliver about 3 iron (80 gold) at best, for 20 wood.

What worked

  • Iron. 161 iron (3,703) is 46% of net worth, plus 10 sold; five mines stood by 8:29, each delivering 1.0 to 1.1 a minute.
  • The weapons chain paid its gold back (390 against 200), with nothing left unsold.
  • Full rations and no taxes held popularity at 94 to 100 from 13:50 to 24:31, after the one tax test.
  • Placements. All 67 reported as placed are in the final count; 10 of 77 asked did not go through (5 no free spot, 3 refused at the signpost, the granary and the expired hovel). No call was refused and no request failed.
  • Compaction. One request wrote the handoff (outcome stop, 26.2 s, $0.050, 4,452 bytes, 73,844 of 75,998 input tokens read from the cache); the estimate fell from 74,929 at 13:51 to 46,767 of 120,000.

Market

110 planks (4 each, worth 1) and 50 apples (8 each, worth 4) were bought for 840 gold: planks at 5:31 and 17:17, apples at 6:30 and 17:34. The purchases lost 530 of net worth against the sell price (2.3 points; planks 330, apples 200). Sold: 10 iron for 230 at 17:03 and the 13 crossbows for 390; selling leaves net worth unchanged except that the crossbows add their gold. Seven of the nine market calls traded in full; the last two sales were partly traded, since only 2 and then 1 crossbow stood in the armory. The nine took 108 game seconds. It bought no wheat.

Cost and speed

82 turns, 145 tool calls (63 find_sites, 25 build_structure, 20 building_info, 9 waits, 9 market_trade, 19 others), 4.17 million tokens and $2.071 billed by OpenRouter, every request to Meta (preparation $0.096, play $1.925, compaction $0.050); the weapons game took 53 turns and $1.447. The interview cost $0.055, with 66,804 of its 69,623 tokens read from the cache. The agent run took 40.0 real minutes, 13.2 of them waiting for the model (9.7 s a reply, longest 67 s) and 26 s on the compaction; four fast waits saved 141 s. Of the 82 gameplay requests, 81 read the prompt cache (96.5% of input tokens); the 60th (the reply at 18:55) read none, 49 s after the one before it, and cost $0.178 against about $0.02.

Of the 2,000 game seconds, build_structure took 845 (25 calls, 67 buildings placed of 77 asked, 12.6 s a building, 34 s a call), the waits 678, market_trade 108, the other acting calls 126, find_sites 4, and the host's 41 holds of 5 s after acts without a screenshot request 205. Its weapons game came to 14.9 s a building (19 calls, 60 buildings), its 1.6.3 game 9.2 s (21 calls, 60 buildings) and its 1.5.1 game 4.6 s (29 calls, 70 buildings). This game and its weapons game ran with the host on the game machine (their recordings sit in that machine's checkout); the older two did not.

The interview

It ran 34 s after the run ended: 4 answers. Wonder called its result "respectable" against doing nothing and put the person at more than double its net worth. It read the gap as composition (1,899 gold and 6,198 in stock against 18,304 and 1,209: "a stockpile" against "a throughput machine"), population ("repeatedly" at the 24-idle cap) and the person's fear buildings (140% efficiency), which it "never used at all". Playing again it would make bread the core industry, buy wheat for the mills, sell bread continuously, use fear buildings with a church, match housing to jobs, and build more mines, quarries and tethers. It named its two fletchers a mistake ("production was glacial") and its framing of stored goods as "as good as gold" its biggest error. It asked for auto-trade controls, a shorter delivery window, and a statement of conversion ratios and of the fear-factor effect.

Against the game: the building counts (5 wheat farms, 4 mills, 4 bakeries, 8 mines, 4 quarries, no church, no fear buildings), the 24-idle cap, the early wood and apple purchases, the late and reversed taxes, the slow fletchers, "too few tethers" (3 for 4 quarries; the person has 33 for 10), the 40-second screenshot limit, the 8-action cap and the 3-minute readout window match. Several statements need care. The fletchers were not a loss in gold: the 13 crossbows brought 390 against their 200, and bakeries (10 wood) and mines (20 wood) cost no gold, so the 200 gold could not have bought them; wood was short. "A unit of flour yields multiple bread" fits the readouts (from 14:49 flour in store rose by 142 while the bakeries delivered 15 to 21 bread a minute from 22:12), but the worry that baking destroys value cannot be checked, as the reasoning is not logged. "A fuller search would have found more" mine sites is not checked: the logs show only the 18:55 search, which listed one. The 17:17 "panic" purchase was partly real (food was 0) and partly timing (wood read 1, then 76 half a minute later, 40 of the 75 being the planks just bought). Buying wheat at 23 for profit is not tested: the run bought none. There is no tool for auto-trade thresholds, and the fear effect is in the game reference behind building_info, which the model never queried for a fear building.

For the harness

  • The granary line. The rules' Start paragraph says to place the required granary; the save has one, and the first reading showed it. The first call tried one at a pixel and it was rejected ("Needs to be placed adjacent to the granary").
  • find_sites against the game. Four dairy-farm and orchard spots it listed were not placed (no free spot or no open side, 3:42 to 4:37), and a fletcher spot (11:08) and a hovel spot (12:32) it listed were refused as too close to the signpost. The weapons game met the same dairy and orchard refusals.
  • Prices in the tool text. The no-arms rules leave weapon prices out, but the market_trade description lists them, and the model's notes use them.
  • Compaction. It ran once, at 14:47; the first and only summary request wrote the handoff (outcome stop), so the text-only retry that e0e0eb4 resizes was not exercised.
  • One cache miss. The 60th gameplay request read nothing from the cache 49 s after the previous reply; the logs do not say why.
  • The reader's watchdog forced one collection after a 20 s stall at about 26:31; all 25 build_structure results reported feedbackCoverage: reader_active. The game saved correctly ("muse wonder 1-7-3 56c3ee").

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 8,097 19,513
Gold 1,899 18,304
Stored goods, at the sell price (weapons and armour not counted) 6,198 1,209
Population 98 202
Housing 130 202
Popularity 64 100

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?

Muse Wonder

My result was respectable compared with doing nothing — 8,097 net worth versus 1,220 for an untouched settlement — but the person clearly outplayed me: 19,513 net worth, more than double mine, with 202 population against my 98 and popularity 100 against my 64.

The composition is revealing. I finished with 1,899 gold and 6,198 in stored goods; they finished with 18,304 gold and only 1,209 stored. I treated stored iron, flour and stone as nearly equivalent to gold because the scoring values them at sell prices, which is arithmetically true at the final instant. But that mindset made me too passive: I accumulated inventory instead of aggressively cycling goods through production and sale to compound growth. Their economy converted inputs into bread, sold it continuously, and reinvested the proceeds into more capacity. Mine was a stockpile; theirs was a throughput machine.

Population was the other big gap. I repeatedly hit the 24-idle-peasant immigration cap and was slow to create enough jobs, so my workforce stayed around half theirs. Almost every production chain in this game scales with workers, so that single bottleneck compounded everywhere. I also spent gold poorly in places: two fletchers at 100 gold each produced crossbows extremely slowly (roughly 0.3–0.7 per minute combined), early emergency purchases of wood and apples lost value on the buy/sell spread, and I only adopted meaningful taxation late and then backed off when popularity fell. They, by contrast, reached 140% worker efficiency through fear buildings — an entire multiplier on every worker that I never used at all.

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?

Muse Wonder

I would restructure around the bread economy from the start, because the person's account shows where the real value multiplication is:

  1. Bread as the core industry, not a food afterthought. I had 5 wheat farms, 4 mills and 4 bakeries at the end; they had 10 wheat farms, 7 mills and 57 bakeries. I clearly misunderstood the bakery ratio — I worried that flour (worth 10 stored) converting to bread (worth 4) might destroy value, when in practice a unit of flour yields multiple bread, making bakeries the highest-value conversion available. Next time I would build bakeries in large blocks early, keep them fed, and sell bread continuously.

  2. Buy wheat to keep the chain running. I treated marketplace buying as net-worth-negative because of the spread — true for holding the good, wrong when the input is immediately transformed into a more valuable output. Buying wheat at 23 and selling the resulting bread is profitable throughput. I would use auto-sell on bread and buy wheat whenever farms lagged.

  3. Use fear and religion as economic tools. I ignored "bad things" entirely and never built a church. Fear at −4 popularity bought 140% efficiency — effectively 40% more output from every mine, quarry and bakery — and a church plus cathedral (+3 religion) offset popularity losses. That combination also frees you from depending on taxes for popularity management; they ran no taxes at all and stayed at 100.

  4. Scale population deliberately. Keep housing exactly matched to population, and always have open jobs so idle peasants stay below the immigration cap. More peasants → more bakeries/mines → more income → more housing. I would place hovels in planned rows near employment rather than a few at a time.

  5. Expand extractive industry harder and earlier. They ran 13 iron mines and 10 quarries with 33 ox tethers; I had 8 mines, 4 quarries and too few tethers, and my quarries sat idle waiting on oxen for a long time. Iron at 23 per unit was my best raw good and I under-built it; I also wrongly concluded mine sites were exhausted when a fuller map search would have found more.

  6. Skip or minimise fletchers. Crossbows sold for 30 but production was glacial and each workshop cost 100 gold. That capital would have been far better spent on bakeries, mines or a church.

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?

Muse Wonder

The tools were, on the whole, very good. find_sites and tile-based build_structure with automatic retries were the standout: placing farms, quarries and mines by tile without pixel-hunting saved enormous time, and the status feedback (placed / rejected / retrySkipped with reasons) let me correct mistakes quickly. The read-only stats — production per building per minute, storage room, popularity factors — made genuine economic reasoning possible, and market_trade, set_tax and expand_storage were reliable.

What got in my way:

  • Lumpy delivery data. Production is delivered in batches, so inventories swung wildly (food hitting 0, wood apparently "collapsing" to 1 then jumping to 76). I made at least one panic purchase of apples and wood based on a trough that was mostly transport timing. A short-window delivery rate alongside the 3-minute window, or a "goods in transit" indicator, would help.
  • No visibility of marketplace auto-trade settings. The winning strategy depended on automatic bread selling. As far as I could tell, configuring auto-buy/auto-sell thresholds wasn't exposed in my tools; doing it via raw clicks in panels would have been slow and error-prone. A tool for auto-trade thresholds would change what strategies are practical.
  • Camera churn. Tile placements that moved the camera, plus a screenshot expiring after 40 game seconds, meant I often worked blind from stats. That's realistic, but combined with the 8-action-per-reply cap it sometimes forced conservative batches.
  • Opaque conversion ratios. Nothing in the interface told me how much bread one flour makes, or that fear buildings raise worker efficiency in this version. building_info gave costs and purposes but not these decisive mechanics — the single most valuable fact in the run (fear → efficiency) I simply never learned.
  • Time pressure is real but fair. 33 game minutes at speed 40 with per-reply minimum turn lengths means deliberation itself is a resource; the free-reading-tools-first design is a thoughtful mitigation and I used it heavily.

One suggestion: expose a small set of "chain economics" facts in the reference material (inputs→outputs per cycle for bakery/mill/brewery/workshops, and the efficiency effect of fear factor). The benchmark would still test execution and adaptation, but less often hinge on one undiscoverable mechanic.

4Anything else

Interviewer

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

Muse Wonder

Two honest reflections. First, my biggest error was a framing one: because the score counts stored goods at sell prices, I reasoned "inventory is as good as gold" and stopped pushing conversion and sales. That's true only at the final snapshot; during the game, unsold throughput is idle capital that could have bought the next bakery, mine or hovel weeks earlier. The person's 18,304 gold with minimal stock shows they understood the economy as a flow, not a pile.

Second, I played cautiously with popularity — backing off taxes the moment it dipped — while the winning approach treated popularity as a budget to be spent deliberately: fear bought efficiency, religion bought it back, and bread rations kept everyone fed. Several of my decisions (no church, no bad things, late taxes, half-hearted bakery scaling) were individually defensible and jointly far too timid. If I played again I'd pick the bread-plus-fear-plus-religion strategy early, commit to it, and let population growth compound — the map clearly rewards the player who scales throughput fastest in the first ten minutes.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score8,097Counted

What ran

Benchmark
Oasis by the Sea construction (no arms)
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
Prompt / tools SHA-256
b740d60 / 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 20261018T112154-c97aa1e3