One episode · Large Barren Desert

GPT-6 Luna

Benchmark 1.7.3OpenAIReasoning mediumPlayed by the maintainersFull-budget score
Model
openai/gpt-6-luna
Served via
OpenRouter · openai, azure
Max output
32,768 tokens
Played
18 October 2026
Score
5.7
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
4,792
−400 over doing nothing, -8% of the person’s gain of 4,792
Population
80
31% of the person’s gain of 246 · popularity 93
Cost
$0.10
4.5M tokens
Time
33 game min
48 min of wall-clock time, 94 turns

Minute by Minute

Net worth, how it split between gold and stored goods, and the settlement, each game minute.

Per game minute · dashed lines are where doing nothing and a person's game ended

  • GPT-6 Luna
  • Baseline (do nothing), final
  • A person's game, final

Crusader Bench · crusbench.com

Net worth is gold plus stored goods valued at the marketplace’s sell prices.

Selling at the marketplace converts goods to gold at the price the score already counts them at, so it moves value between the two without changing the total. Buying costs net worth.

Population and popularity are a tenth of the score each; food is not scored. Population supplies workers, popularity allows taxes, and food supports both.

The episode

Watch the Episode

Videos and images stream from the dataset. Game footage © Firefly Studios, shared for non-commercial research.

Episode 1 · 33 min 20 s of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

4,792net worth
Gold
1,740
Stored goods, at sell price
3,052
Over the baseline (do nothing)
−400
Population / housing
80 / 82
Popularity
93
Food
22
Structures (map-wide)
80
Attempt
1

The settlement at the endcentred on the keep, zoomed out

The settlement at the end of episode 1, zoomed out over the keep

Final stock3,052 gold in goods

GoodUnitsPriceValue
Gold1,74011,740
Iron47231,081
Stone15471,078
Bows2115315
Ale2810280
Swords430120
Crossbows33090
Apples22488
Net worth4,792

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

This episodeThe personLeft alone
Net worth4,7929,9845,192
Gold1,7408,574
Stored goods, at the sell price3,0521,410
Population80250
Housing82250
Popularity93100

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
−2
Taxes
−4
Religion
±0
Ale from the inn
+2
Taxes
Average taxes, 64 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 8 empty; 1 granary holding 22 food

Buildings53

  • Fletchers' Workshop13
  • Hovel9
  • Ox Tether8
  • Quarry8
  • Iron Mine4
  • Stockpile4
  • Armory1
  • Blacksmith's Workshop1
  • Chapel1
  • Granary1
  • Inn1
  • Keep1
  • Marketplace1

Tool calls149

  • find_sites45
  • building_info21
  • build_structure19
  • market_trade17
  • inspect_building11
  • status9
  • set_workshop8
  • set_tax5
  • wait_and_observe4
  • update_plan3
  • expand_storage2
  • observe2
  • get_inventory1
  • map_overview1
  • place_near1

Play

Turns
94
Buildings placed / attempted
46 / 46
Anchor-tool placements
4
Tool errors
0
Raw inputs sent to the game
631
Context compactions
2
Game time
33 min

Compute

Tokens
4.5M
Served from cache
96%
Output tokens
70K
Cost, as billed
$0.10
Wall-clock time
48 min
of which inference
22 min
Peak game memory
3,530 MiB

The plan, before play

I’ll grow net worth through production rather than military spending: first establish housing and enough jobs to attract and employ peasants, then build woodcutters and expand into stone quarries with ox tethers and iron mines on suitable deposits. I’ll use the available wood and materials for productive workshops and storage, keep an eye on housing, idle workers, stockpile/armory capacity, food, gold and popularity, and adjust taxes and rations to sustain growth. Since this barren map has no farmable oasis, I’ll avoid farm-based plans and keep expanding production as resources and workers allow.

Commentary during play0

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

Reading the game

The Analysis

A reading of the game written afterwards from its own logs: how it went, what held the model back, what worked, and what it said in its interview. It is published with the game and is not part of its score.

Written by Claude (drafted by Sonnet 5.5, checked by Opus 5.5) from the run's own logs (events.jsonl, episode.json, results.json, interview.md); it is a reading of the run, not part of its score.

  • Model: GPT-6 Luna (openai/gpt-6-luna) on OpenRouter, providers openai then azure (no other fallbacks), reasoning medium, output limit 32,768 tokens; all 96 billed requests went to OpenAI
  • Benchmark: Large Barren Desert construction, version 1.7.3 (commit e0e0eb4), from the save the human reference game started from; 33 min 20 s of game time (60,000 ticks) at speed 40, the length of the person's game; no playbook. Weapons and armour in the armory count toward net worth at the rules' prices, as since 1.6.0. Commit e0e0eb4 is 1.7.3 relocked with a fix to the compaction retry that leaves play and scoring unchanged; the batch's first games record b967c65.
  • Run 8433f913, series 20261018T120404-5a1fc1f7, 2026-10-18: Luna's weapons-counted game of the 1.7.3 desert batch, a fresh series with no memory of any other game, played after the first attempt failed on an OpenRouter key limit on 2026-10-17. Its no-arms game is still playing and is left out. Its desert games from earlier rounds are run f2a35309 (1.5.6, series 20261012T123257-cf634001) and run 04b070e6 (1.6.3, series 20261014T091943-e0b00398).

Result

This game (1.7.3) 1.6.3 game 1.5.6 game The person Left alone
Net worth 4,792 4,409 7,354 9,984 5,192
Gold 1,740 537 1,246 8,574
Stored goods, at the sell price 3,052 3,872 6,108 1,410
of which weapons in the armory 525 1,740 none
Population / housing 80 / 82 50 / 98 106 / 130 250 / 250 4
Popularity 93 (−2 next month) 78 (no change) 57 (−11) 100 0
Score 5.7 −3.4 45.9 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth ended 400 below leaving the game alone, −8.3% of the person's growth of 4,792. By the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2) the score is 5.7: −6.7 from net worth, +3.1 from population and +9.3 from popularity; this game counts on the website's leaderboard. It is 9.1 above its 1.6.3 game and 40.2 below its 1.5.6 game. The 5,192 of leaving the game alone leaves out the part of the starting package that waits for storage room (about 1,150 at the sell price, per docs/benchmark.md), which this game took in by 2:17; against the whole package, about 6,500 by the rules, the town ended about 1,700 lower.

The stored goods are 47 iron (1,081), 154 stone (1,078), 21 bows (315), 28 ale (280), 4 swords (120), 3 crossbows (90) and 22 apples (88): gold, iron and stone are 36%, 23% and 22% of net worth, weapons 11%. The town ended with 24 idle peasants, 2 free places in its hovels and 22 food, all apples, which the host's last warning called low (23 for 80 people).

How the game went

Times are game time; for a call, when it began (the recording's clock; the run clock in the observations reads a second or two later).

The opening, 0 to 3 minutes. Its first replies (all at 0:01) ran nine find_sites searches and put up, in one build_structure call of 68 s, the marketplace, three hovels, a chapel, an inn and two iron mines by tile. Its opening plan named woodcutters; find_sites had said no trees stood within 12 tiles, and it built none. The stockpile had no empty pile at 1:14; three stockpiles at 1:25 let the rest of the starting package in by 2:17. At 2:18 one call placed an armory, two fletcher's workshops and two hovels.

Taxes, food and the wing's start, 3 to 17 minutes. Mean taxes at 3:08, when the inn read +8 and religion +2, and extortionate at 5:35; the first two fletchers were set to crossbows at 3:24 and 3:41. With food at 25 it bought 100 apples (4:12) and 100 cheese (4:55). At 6:00 it placed two more iron mines on the sites find_sites returned; at 6:49 a quarry and a tether on the western stone (93 tiles from the keep), a blacksmith's workshop and a hovel. Wood read 1 at 7:40, when the first piece, a crossbow, reached the armory; 100 planks (8:02) paid for four more fletchers and the ninth and last hovel (8:40). The context was compacted at 10:12. Then 100 meat (10:14), 100 planks twice (10:51, 13:23) and fletchers one to three at a time (place_near placed one of three, "no more free spots", 11:27): 13 stood by 15:31, six of the later ones set to crossbows at 14:03 to 16:06. The second quarry went up at 16:36.

The first long wait and the food bills, 17 to 22 minutes. A 180 s wait at 17:15 began with 5 wood in the stockpile, and wood read 0 from 17:51 to 21:55. Then 100 apples (20:18), 100 cheese (20:54), a gold warning (298 left, 21:31), 20 pitch sold and 100 planks (21:32, 21:49).

Quarries, 22 to 28 minutes. High taxes (22:27), average (24:26); six quarries and five tethers between 22:50 and 27:45, its last placements. 40 iron sold for 920 (24:04); the second compaction (24:24); 90 apples and 20 ale (24:31, 24:58; the apples stopped at 90 of 100 on a full granary), which brought a second gold warning (394 left, 25:13); 100 planks in two lots (25:52, 26:17).

Waiting, 28 to 33 minutes. The armory could not be expanded (28:06: no free ground beside it), so 15 crossbows and 5 swords were sold for 600 (28:23, 28:32). The population reached 80 at 28:21. After a plan update at 29:04 it waited 180 s, 55 s and 16 s; nothing was bought or built, wood read 6 to 14 and then 0 from 29:37, and gold rose from 436 to 1,740. The food warning ended the last wait after 14 of its 16 seconds.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,786 5,417 4,775 4,341 3,588 3,316 3,363 3,408 3,342 2,463 3,395 4,792
Gold 4,490 4,450 3,067 2,731 1,559 1,211 1,354 1,030 476 204 1,228 1,740
Iron 0 15 19 23 32 41 49 56 64 31 39 47
Stone 0 50 50 50 50 58 66 74 90 98 114 154
Food 53 39 204 163 215 163 105 143 181 201 118 22
Population 2 29 32 42 46 50 57 57 64 69 80 80
Popularity 100 100 100 100 95 100 100 100 92 96 97 93

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 and ale are left out, so it reads low. At 29:03 the armory held 17 bows, 1 crossbow and 2 swords (345) and the stockpile 29 ale (290), which puts the 30-minute figure near 4,000, not 3,395.

Where the starting gold went. The 5,000 gold was all in by 0:25.

Gold What it became
Food: 290 apples, 200 cheese, 100 meat 4,720 590 units, worth 2,360 at the sell price; 22 apples left
Planks: 500 2,000 worth 500; all used
Ale: 20 400 worth 200; 28 ale in store at the end
13 fletcher's workshops, a blacksmith's 1,500 48 pieces worth 1,125 (525 held, 600 sold)
Chapel and inn 350 popularity
Sales: pitch, iron, crossbows, swords +1,720
Taxes +3,990 by subtraction
Left at the end 1,740

5,000 − 4,720 − 2,000 − 400 − 1,500 − 350 + 1,720 + 3,990 = 1,740; the recording's gold gains, less the sales and the package, give 3,910 for taxes.

Weapons

It built one armory (5 wood, 50 places), 13 fletcher's workshops and one blacksmith's, and no poleturner, armorer or tanner. The armory and the first two fletchers were done by 3:02, the blacksmith's in the 6:49 call, the other eleven fletchers from 8:40 to 15:31. Eight fletchers were set to crossbows; five never were and made bows. The first piece reached the armory at 7:40, 4:38 after the first fletchers stood; the first sword came at 10:50, the first bow at 12:55. The 3-minute readouts gave the 13 fletchers 0 to 4 pieces a minute together (about 2 in the last ones) and the blacksmith 0 to 0.7.

It made 21 bows, 18 crossbows and 9 swords: 48 pieces, worth 1,125 at the rules' prices (bows 15, crossbows 30, swords 30). At 28:23 the armory held 39 of its 50 places and could not grow, so it sold 15 crossbows and 5 swords for 600; 525 stayed in store, 11% of net worth and 8.8 of the 5.7 points (with weapons worth nothing the same town scores −3.1).

By the table in prompt/game-mechanics.md the fletchers cost 1,300 gold and 260 wood, the blacksmith's 200 gold and 20 wood and the armory 5 wood; the pieces took 96 wood (2 a bow, 3 a crossbow) and 9 iron (1 a sword). That is 1,500 gold, 381 wood and 9 iron, about 2,090 at the store prices (wood 1, iron 23), for 1,125 made: the wing ended about 960 (16 points) below the same gold, wood and iron held. The 381 wood is half of the town's 745 (about 245 from the start, 500 bought at 4), and the 13 fletchers made 39 pieces in about 290 fletcher-minutes. Wood stood at 10 or less for 722 of the 2,000 seconds, 299 of them in one stretch (16:59 to 21:58).

What else the town could have done shows in the last readouts. The 13 fletchers delivered 4 bows and 2 crossbows in 3 minutes (40 gold a minute at the rules' prices; 95 at their best, in the windows ending 27:44 and 28:45). The 8 quarries delivered 13 to 15 stone a minute (93 to 107 gold at 7) and the 4 iron mines 0.7 to 0.8 iron each (15 to 19 gold), neither taking an input. The eight quarries and tethers cost 200 wood, but came late: the second at 16:36, six more after 22:50. No fifth iron site came up in searches at 6:00, 7:41 and 25:14. The gold could also have stayed gold, which counts 1:1.

Beside its other games and the other models

This game (1.7.3) 1.6.3 game 1.5.6 game
Fletcher's workshops / armories 13 / 1 18 / 5 0 / 0
Iron mines / quarries / ox tethers 4 / 8 / 8 4 / 0 / 0 4 / 12 / 39
Hovels 9 11 15
Weapons made / sold 48 / 20 63 / 0 none
Bought (gold; net worth lost) 7,120; 4,060 6,480; 3,790 6,580; 3,675
Turns / cost 94 / $0.098 60 / $0.067 143 / $0.125

Weapons do not explain Luna's scores across versions. Its two weapons-counted games differ by 9.1 points while the weapons held fell by 1,215 (1,740 to 525); the gain came from stone (154 against none, +1,078), gold (+1,203) and a town of 80 people at popularity 93 against 50 at 78. Pieces per workshop over the game were alike (3.3 in the 1.6.3 game, 3.4 here). The 1.5.6 game, with no weapons and no armory, scored 40.2 above this one: its 12 quarries and 39 tethers gave 530 stone (3,710) against 154.

Six weapons-counted desert games of the batch are finished (GPT-6.1 Sol, Gemini 4 Argon and Muse Wonder are being played again after a key-limit failure on 2026-10-17):

Luna Sonnet Opus Haiku Fable GLM
Net worth 4,792 6,448 5,865 5,669 4,689 4,116
Score 5.7 27.6 19.1 18.9 1.3 −9.8
Weapons held 525 0 1,095 1,055 1,540 1,185
Quarries 8 0 7 0 0 1
Population / popularity 80 / 93 32 / 55 66 / 53 26 / 100 50 / 78 56 / 60

Luna is fourth by score and by net worth; in the 1.6.3 round this score would have stood seventh of ten. Its 80 people are the most of the six and its popularity the second highest. The one town with no weapons workshop (Sonnet) scored highest, but the other five do not follow the weapons held (525 here for 5.7, 1,095 for Opus's 19.1). Opus has the nearest plan, 13 fletchers (and 3 poleturners) and an armory, with 7 quarries (the first at 10:31) and 12 tethers; it ended 1,073 higher with 33 crossbows (990), 266 stone and 107 iron, at 66 people, popularity 53 and no food.

What held it back

  • Wood bought at 4. There are no trees. The 500 planks lost 1,500 of net worth, buildings took 639 of the 745 wood and the stockpile held 10 or less for 36% of the game.
  • Stone late and small. The first quarry (6:49) gave its first stone at 13:06; with six of the eight quarries up after 22:50, 104 stone (728) was mined.
  • Food bought at 8, worth 4. 590 food for 4,720 gold lost 2,360. It fed a town of 32 to 80 people whose taxes brought about 4,000.
  • Jobs set the population. Idle peasants read 24 in 52 of 69 readings from 3:23 (19 to 24 in the rest), with an open job in one. Between 16:36 and 27:45 seven quarries and six tethers added 27 jobs and the population rose from 54 to 80, two short of the 82 places of its nine hovels and the keep (the last hovel placed at 8:40).
  • Nothing built after 27:45. Gold stood at 436 to 1,740 from 28:22. Its reasoning at 28:23 put one more quarry and tether at about 35 stone (245) against 150 lost on the wood, a gain of about 95; at 28:45, 29:04 and 32:07 it weighed a quarry or a fletcher again and built nothing.

What worked

  • A chapel and an inn in the first call. The inn read +4 to +8 and religion up to +6 against a tax factor of −8 to −12 from 3:08 to 21:31; popularity stayed 90 to 100 (low 90 at 24:22) at tax levels 5 to 8, extortionate for six minutes (5:35 to 11:45), and ended at 93. Taxes brought about 4,000 gold.
  • Storage at 1:25. Three stockpiles, 11 seconds after the 1:14 reading showed no empty pile, took in the whole starting package by 2:17.
  • Placement. All 46 build_structure placements went through; four were moved 1 to 6 tiles from the target and each result said so. No tool call returned an error (149).

Market

17 calls: 13 purchases and 4 sales, 236 clicks and 419 game seconds (21% of the budget, 1.8 s a click).

Called at Bought Gold
4:12, 4:55 100 apples, 100 cheese 1,600
8:02, 10:51, 13:23 100 planks each 1,200
10:14 100 meat 800
20:18, 20:54 100 apples, 100 cheese 1,600
21:49 100 planks 400
24:31 90 apples 720
24:58 20 ale 400
25:52, 26:17 50 planks each 400

Sold: 20 pitch (21:32), 40 iron (24:04), 15 crossbows (28:23), 5 swords (28:32): 1,720. The purchases lost 4,060 of net worth against the sell price (planks 1,500, apples 1,160, cheese 800, meat 400, ale 200), 85% of the final value; selling leaves it unchanged. The food kept the town fed, so not all of it was waste. After the ale purchase the inn used 2 more (10 at 24:23, 28 at the end).

Cost and speed

94 turns (the last, at 33:20, ended empty with the budget), 149 tool calls, 4.50 million tokens and $0.098 billed by OpenRouter (preparation $0.003, play $0.091, compaction $0.004). The interview cost $0.002 more, with 58,511 of its 62,046 tokens read from the cache. The run took 48.3 real minutes, 21.8 of them waiting for the model; all 93 completed requests read the prompt cache, 96.8% of the input tokens. The context was compacted twice, at 10:12 and 24:24, each in one request that returned its handoff (32 s and 23 s; 74,634 and 72,318 of 120,000 tokens before). Neither needed the text-only retry that e0e0eb4 re-sized.

Of the 2,000 game seconds the 4 waits took 436 (fast-forwarded: 430 of those seconds in 159 real seconds), build_structure 474, market_trade 419, the host's 60 top-ups 300, inspect_building 151, set_workshop 85 and the rest under 40 (the parts sum to 1,958); the 45 find_sites calls took no game time. build_structure placed 46 buildings in 19 calls: 10.3 game seconds a building (7 to 13 in the multi-building calls, 11 to 17 in the ten single-building ones). On the same measure its 1.6.3 game took 7.0 s (230 s for 33) and its 1.5.6 game 3.6 s (248 s for 68). This game had the host on the game machine and the two earlier ones did not, so the rise mixes the version with the host's location.

The interview

Luna called its result poor: below leaving the game alone, with far fewer people and less popularity than the person. It said its production did not earn back its costs, that it had spent gold on imported wood, food and ale, and that its population stalled at 80 with 24 idle. Playing again it would test the bought-wheat, flour and bread chain early, plan housing, jobs, ale, religion and fear buildings together, and make mines and quarries secondary. It found the readings, inventory, terrain search and tile placement useful, asked for clearer guidance on chain yields and a quicker comparison of a chain's inputs, outputs and net worth, and said it waited while the economy was no longer growing.

Claims checked against the run:

  • Match: 4,792 against 5,192; 80 people with 24 idle; the wood, food and ale bought (7,120 gold); one chapel and one inn; full rations all game; no fear buildings, wheat, mill or bakery; two 180 s waits while the town was not growing (17:15, 29:04), 436 s of waiting in all.
  • "Stalled at 80": the population was still rising until 28:21 (57 at 17:19) and met its 82 places then. The town grew with its jobs.
  • "Less popularity": 93 against 100, the second highest of the six games; the shortfall is small.
  • A quicker comparison of a chain: every observation from 1:14 lists each producing type's deliveries and per-minute rates, and building_info the inputs per piece; neither gives a value per building.
  • Not testable here: the bread chain's yield; this game never traded wheat.

For the harness

  • Armory ground. expand_storage for an armory found no free ground at 28:06 and named selling or demolishing; the model sold 20 pieces, which leaves net worth unchanged.
  • Panels behind other buildings. Three of 11 inspect_building calls (7:41, 9:40, 12:56; 54 game seconds) returned the chapel's or the quarry's panel with a warning that no click reached the blacksmith's or a tether, so those were not read.
  • The first reply's searches repeated one tile. find_sites listed (474, 396) first for the hovel, chapel, marketplace, armory and blacksmith's, and the model gave it to the marketplace and the chapel; the chapel was moved 6 tiles. The 6:49 hovel reused a tile of the 6:00 call and was moved 4.
  • The game saved at the end ("gpt-6 luna 1-7-3 8433f9", 3,537,836 bytes in episode.json).

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 4,792 9,984
Gold 1,740 8,574
Stored goods, at the sell price 3,052 1,410
Population 80 250
Housing 82 250
Popularity 93 100

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?

GPT-6 Luna

The result was poor relative to the person’s: my net worth was 4,792, below even the 5,192 from leaving the game alone. I also finished with far fewer people and less popularity. I did produce stone, iron and weapons, but did not turn that activity into enough net value or income. In particular, I spent gold on imported wood, food and ale and built production that stayed small beside the person’s operation. My population stalled at 80, with 24 idle peasants, so I never built the large workforce and tax base that could support sustained growth.

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?

GPT-6 Luna

I would treat the lack of oasis as a limit on farming, not on food production. I would test the imported-wheat-to-flour-to-bread chain early, watch its actual costs and output, and scale mills and bakeries only as the readings justified it. The person’s results make clear that this route, combined with selling output, supported a much larger economy than my mines and workshops did.

I would also plan for population and popularity together: add housing and jobs in step, bring in enough ale through inns, and use religious and fear-factor buildings to offset the popularity cost of low or no rations. I built only one chapel and one inn, kept full rations, and never tried the fear-factor buildings that raised the person’s worker efficiency to 110%. Quarries and mines could still be useful, but I would make them secondary to a scalable, actively monetized economy—and keep checking whether finished goods are being sold or merely accumulating.

3The benchmark

Interviewer

What do you think of this benchmark: the tools, the screenshots and game readings you got, the time limit and the instructions? What helped you, what got in your way, and what would you change?

GPT-6 Luna

The read-only status and production readings, inventory, terrain search, and tile-based placement tools were useful: they let me confirm staffing, access, storage and output without relying entirely on screenshots. The main weakness in my play was not a lack of observations; it was failing to test the right economic strategy soon enough. I over-weighted raw-material production and did not explore the imported-wheat bread chain or fear-factor bonuses.

For a future benchmark, clearer in-game or reference guidance on production-chain yields, sales, and popularity effects would make strategy comparisons easier. A quicker way to compare a chain’s inputs, outputs and net worth over time would also help distinguish a genuinely productive build from one that is simply busy. The time limit seemed adequate, but I wasted some of it waiting while the economy was no longer growing in a meaningful way.

4Anything else

Interviewer

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

GPT-6 Luna

The biggest lesson is that building many producers is not the same as growing an economy. I finished with substantial stored goods, but too little gold and too little population; more importantly, my final net worth was lower than the idle baseline. I should have tested, measured and scaled the successful conversion-and-sales strategy earlier instead of continuing to expand production that did not earn back its costs.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score4,792Counted

What ran

Benchmark
Large Barren Desert construction
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
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
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