One episode · Large Barren Desert

GPT-6.1 Sol

Benchmark 1.7.3OpenAIReasoning mediumPlayed by the maintainersFull-budget score
Model
openai/gpt-6.1-sol
Served via
OpenRouter · openai, azure
Max output
32,768 tokens
Played
18 October 2026
Score
75.6
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
9,169
+3,977 over doing nothing, 83% of the person’s gain of 4,792
Population
104
41% of the person’s gain of 246 · popularity 51
Cost
$0.60
3.4M tokens
Time
33 game min
35 min of wall-clock time, 72 turns

Minute by Minute

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

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

  • GPT-6.1 Sol
  • Baseline (do nothing), final
  • A person's game, final

Crusader Bench · crusbench.com

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

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

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

The episode

Watch the Episode

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

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

ScorecardFull-budget score

9,169net worth
Gold
2,505
Stored goods, at sell price
6,664
Over the baseline (do nothing)
+3,977
Population / housing
104 / 106
Popularity
51
Food
207
Structures (map-wide)
115
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 stock6,664 gold in goods

GoodUnitsPriceValue
Gold2,50512,505
Stone47473,318
Iron59231,357
Bread2074828
Bows3415510
Flour2710270
Pitch2010200
Ale1810180
Wood111
Net worth9,169

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

This episodeThe personLeft alone
Net worth9,1699,9845,192
Gold2,5058,574
Stored goods, at the sell price6,6641,410
Population104250
Housing106250
Popularity51100

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
−6
Religion
±0
Ale from the inn
+6
Taxes
High taxes, 104 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
28 stockpile piles, 10 empty; 1 granary holding 207 food

Buildings79

  • Ox Tether20
  • Bakery12
  • Hovel12
  • Quarry8
  • Stockpile7
  • Fletchers' Workshop5
  • Iron Mine4
  • Inn3
  • Chapel2
  • Mill2
  • Armory1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls72

  • find_sites17
  • build_structure15
  • market_trade12
  • wait_and_observe5
  • place_near4
  • set_tax4
  • expand_storage3
  • inspect_building3
  • set_rations2
  • update_plan2
  • building_info1
  • map_overview1
  • notebook_read1
  • notebook_write1
  • observe1

Play

Turns
72
Buildings placed / attempted
65 / 74
Anchor-tool placements
11
Tool errors
1
Raw inputs sent to the game
605
Context compactions
0
Game time
33 min

Compute

Tokens
3.4M
Served from cache
98%
Output tokens
9.1K
Cost, as billed
$0.60
Wall-clock time
35 min
of which inference
12 min
Peak game memory
3,552 MiB

The plan, before play

I’ll maximize final net worth, with population and popularity as secondary goals. I’ll avoid troops and defenses.

My opening will establish housing, a marketplace and storage capacity, then develop iron mining and other profitable production. With no farmland, I’ll test food imports and processing, manage taxes against popularity, and reinvest where observed output justifies the cost. I’ll keep expanding while monitoring workers, access and storage bottlenecks.

Commentary during play0

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

Reading the game

The Analysis

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

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

  • Model: GPT-6.1 Sol (openai/gpt-6.1-sol) on OpenRouter, served by OpenAI or Azure (no other fallbacks; all 73 requests of the run were billed to OpenAI), 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 (the series records commit e0e0eb4: 1.7.3 relocked with a fix to the compaction retry that leaves play and scoring unchanged; this game never compacted), 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 5aad0460, series 20261018T133946-f693cdb3, 2026-10-18: Sol's weapons-counted game of the 1.7.3 batch on this map, a fresh series with no memory of any other, 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 of the tables. Sol's desert games from earlier rounds played 1.5.6 (series 20261012T144338-060ec42e, run 6d57093f) and 1.6.3 (series 20261014T112858-49a607da, run 0608bbd7). This game counts on the website's leaderboard.

Result

This game (1.7.3) 1.6.3 game 1.5.6 game The person Left alone
Net worth 9,169 10,289 7,441 9,984 5,192
Gold 2,505 3,998 1,957 8,574
Stored goods, at the sell price 6,664 6,291 5,484 1,410
Population / housing 104 / 106 114 / 114 88 / 90 250 / 250 4
Popularity 51 87 66 100
Idle peasants 24 22 11
Score 75.6 98.3 47.6 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 3,977 over leaving the game alone, 83.0% of the person's 4,792. With 104 people and popularity 51 the score is 75.6 by the project website's formula (80% net-worth share, 10% population, 10% popularity; shares run from doing nothing, 5,192 and 4 people, to the person, 9,984 and 250): 66.4 points from net worth, 4.1 from population and 5.1 from popularity. It is the best game of this batch on the desert so far (Claude Opus 5.5's no-arms game, 67.1, is next; Claude Sonnet 5.5's 27.6 is the best of the other weapons-counted games), above every first-round score (best 67.6) and every 1.6.3-round score except Sol's own 98.3. Sol's two desert games from earlier rounds average about 73. The stored goods are 474 stone (3,318), 59 iron (1,357), 207 bread (828), 34 bows (510), 27 flour (270), 20 pitch (200), 18 ale (180) and 1 wood. Stone is 36% of net worth, gold 27%, iron 15%, bread 9% and bows 6%. The town ended with 24 idle peasants, 2 free places of housing and 10 empty stockpile piles.

How the game went

Times are the recording's game clock when a call began; the run clock in the observations reads a few seconds later. A build call keeps the game running for 14 to 103 s while it clicks, and the game is paused while the model replies. Its reasoning summaries are in the log (16 of 44 blocks have text).

Iron and bread on bought wheat, 0 to 4 minutes. map_overview in its first reply (0:01) listed stone 83 to 106 tiles west of the keep, iron ore 57 to 69 tiles east, and no farmland, oil or tree groves. Two stockpiles at 0:01, the marketplace at 0:27, four iron mines at 0:47 (every spot find_sites gave, placed by 1:22), three hovels at 1:29, then at 2:08 three bakeries and a mill and at 2:51 50 wheat for 1,150 gold. At 3:46 it had 29 people in housing for 34, 14 of them idle.

Quarries, a stockpile detour and the weapons wing, 4 to 9 minutes. find_sites found no further iron site at 4:12; it placed three quarries (4:12) and five ox tethers (4:50) and bought 100 planks (5:30). At 6:14 one call set seven stockpile targets in a row toward the iron: none was placed and the call ran 103 game seconds. At 8:03, after reading the chapel's entry, one call placed three bakeries, two fletcher's workshops, the armory, a hovel and a chapel (61 s). Housing stood at 34 from 1:47 to 8:58 and the population at that limit from about 4:50; food fell to 5 at 10:06 and stood under 20 for 206 s in all.

Taxes, quarries and more bows, 9 to 17 minutes. High taxes at 9:10 (popularity −6 a month) with no inn: popularity fell from 100 to 65 by 12 min. At 11:24 it placed the first inn, a hovel and three more fletcher's workshops, at 13:11 five more quarries (eight in all) and at 13:54 it sold 40 iron for 920 gold; it bought 100 planks at 10:45, 12:31 and 14:17. The first stone had reached the stockpile at 11:25, but the eight quarries had five tethers until about 16:40 and the stone readout fell from 13.3 a minute (13:55) to 2.7 (15:34, 16:45). At 15:35 it placed five tethers and three hovels and at 16:47 set low taxes (popularity 54).

Tethers, bakeries and the last gold, 17 to 25 minutes. 50 wheat (16:59), an inn, a mill and a second chapel (17:24), five tethers at 18:35 and five at 19:17 (20 in all), average taxes at 19:58, four bakeries and two hovels at 20:09 (twelve bakeries), 20 ale (21:38, 400 gold) and 50 wheat (21:56). Gold fell to 150 at 22:17 (host warning, 22:21); a hovel followed at 22:22 (one of two found room) and high taxes at 22:39. At 21:38 it had marked the plan's first two steps completed.

Waiting, 25 to 33 minutes. A 180 s wait from 22:50 ended after 150 s on a warning (popularity 80 to 69), at 25:21 with 103 people in housing for 106 and 24 idle. It placed a third inn at 25:22, its last construction. Waits of 150 s, 170 s, 65 s and 40 s followed; at 31:21 it set half rations (−4) and a warning at 32:35 (popularity 61 to 51) made it set full rations again.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,771 5,849 4,569 4,428 4,290 4,101 3,344 3,639 3,185 4,613 6,110 9,169
Gold 4,480 4,885 3,530 3,250 2,768 2,919 1,782 1,705 492 1,005 1,673 2,505
Iron 0 15 23 31 39 8 16 24 32 41 49 59
Stone 0 50 50 50 66 90 122 138 202 306 378 474
Food 52 43 17 21 22 66 82 101 127 129 163 207
Population 2 22 34 35 51 58 65 79 98 104 104 104
Popularity 100 100 100 100 65 61 55 75 75 62 62 51

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; flour, wheat, bows, ale and pitch are left out, so it reads low (about 1,300 in those goods at the 28:28 reading). Iron falls at 15 minutes because 40 were sold.

Weapons

It built the armory (5 wood) and two fletcher's workshops at 8:03 and three more at 11:24, and never called set_workshop: all five made the default, bows (2 wood each, 15 at the sell price; the 14:57 inspection reads "making: bows"). It built no poleturner, blacksmith or armorer. No bow was in store at 11:23 and 2 were at 13:10; the five made 34 by the end, 1 to 2 a minute together from 16:45 in the readouts (about 0.3 each), worth 510: 5.6% of net worth and 8.5 of the 75.6 points. They fill 34 of the armory's 50 places.

The workshops cost 500 gold and 100 wood (100 gold and 20 wood each, prompt/game-mechanics.md), the armory 5 wood and the bows 68 wood: 500 gold and 173 wood, 673 at the sell price. So 510 came back for 673, about 163 below even (2.7 points); the 500 gold kept would have been worth 8.3 points. What else the town might have done: the same gold paid for its two chapels, whose religion factor read +2 on some readings and 0 on others (0 at the end). A quarry costs 20 wood and no gold and, with its 2.5 tethers, delivered about 4 stone a minute (28 in value) in the readouts, against 5 for a fletcher, though its first stone took about 7 minutes to arrive. Its 1.6.3 game used three poleturner's workshops instead (300 gold, 30 wood): 65 spears by the end (26 kept, 39 sold for 390), about 0.9 a minute from each from about 9:30, worth 650 for 400 of gold and wood, 250 above even against this wing's 163 below, a gap of about 410 of the 1,120 between the games.

Beside its other games and the other models

Against its 1.6.3 game (10,289, 98.3). Net worth is 1,120 lower. By stored good the gap is exact: gold −1,493, stone −392, flour −160, wheat −160, wood −35, iron +414, bread +336, bows over spears +250, ale +120. Selling moves value between gold and goods (the 1.6.3 game sold 56 iron and 39 spears for 1,678, this one 40 iron for 920), so that split says little. What differed:

This game (1.7.3) 1.6.3 game
Taxes first set / at the end 9:10 high / high, 104 a month 3:28 high / mean, 136 a month
Tax gold paid in (recording) about 3,900 about 5,400
Housing at 4 min / population at 12 min 34 / 51 58 / 70
Inns (first) / chapels 3 (11:24) / 2 4 (2:47) / 0
Popularity at 12 / 18 / 33 min 65 / 55 / 51 77 / 83 / 87
Quarries / ox tethers 8 / 20 10 / 31
Stone kept / iron kept, sold 474 / 59, 40 530 / 41, 56
Mills / bakeries / bread, flour, wheat kept 2 / 12 / 1,098 1 / 13 / 1,082
Weapons wing, net of its inputs −163 +250
Bought by market_trade 150 wheat, 565 planks, 20 ale 200 wheat, 280 planks, 20 ale
Turns, cost 72, $0.60 113, $1.00
  • Taxes began 5 min 42 s later and brought in about 1,500 less. The host's level 3 paid nothing, so the first payment came at 9:15; the recording's payments sum to about 3,900 (54 payments) against about 5,400 (about 65). From 5 to 10 min this game collected 44, that one 512. Late on the rate was 1.0 gold a person a month (104 for 104) against 1.19 (136 for 114).
  • Inns came late, so popularity fell further. With taxes at −6 from 9:10 and the first inn at 11:24, popularity was 55 at 18 min; the 1.6.3 game had its inn from 2:47 and never went under 66. At the end both held the tax factor against the inns (−6 and +6 here, −8 and +8 there), at 62 and 87; the last two minutes' half rations took this game to 51.
  • A smaller, later town. Housing was 34 until 8:58; the 1.6.3 game had 58 by 3:53 and 90 by 9:07. The population gap was 19 at 12 min and 25 at 18 min, and 10 at 26.
  • Weapons: about 410, above. Stone: the first stone arrived at 11:25 here and 11:24 there. The gap (88 at 27 min, 56 at the end) opened between 15 and 27 min, when this game's tethers were 5 until 16:40 and 20 only from 19:53 (the 1.6.3 game had 27 by 15:01); over the last 7 min this game gathered about 27 a minute, that one 23.
  • Bread, iron and buying came out about level. Bread, flour and wheat in store differ by 16. Both mined about 83 iron (84 and 82 counting what was sold). The purchases lost 4,145 here and 4,040 there by market_trade, but the 1.6.3 game also set the marketplace's automatic trade through screen clicks (its reasoning at 9:14 to 10:17), and its wood stock stands at 34 to 36 from 14 min. Counting rises of wood paid at 4 gold a plank in its recording gives 607 planks against the 280 of market_trade (the same count finds 540 of this game's 565), so about 330 more planks, about 1,000 of net worth, are outside the 4,040. I did not reconcile that game's gold to the unit.
  • Pace: 72 turns and $0.60 against 113 and $1.00 (one compaction there), 17 find_sites against 28.

Against its 1.5.6 game (7,441, 47.6). Net worth is 1,728 higher, 1,218 without the bows. That game counted no weapons and offered no Armory, taxed low (52 a month) with extra rations, and had 11 quarries, 20 tethers and 15 bakeries; this one ends with 474 stone against 314.

Against the batch's other weapons-counted games on this map:

1.7.3 weapons game Net worth Score Population / popularity Taxes at the end Quarries Weapons
GPT-6.1 Sol 9,169 75.6 104 / 51 high, 104 8 510 (5.6%)
Claude Sonnet 5.5 6,448 27.6 32 / 55 none 0 none
Claude Opus 5.5 5,865 19.1 66 / 53 none 7 1,095 (18.7%)
Claude Haiku 5.5 5,669 18.9 26 / 100 none 0 1,055 (18.6%)
GPT-6 Luna 4,792 5.7 80 / 93 average, 64 8 525 (11.0%)
Claude Fable 5.1 4,689 1.3 50 / 78 average, 40 0 1,540 (32.8%)
GLM 5.3 Flash 4,116 −9.8 56 / 60 average, 44 1 1,185 (28.8%)

Sol's weapons are the smallest share of the six that built any. Without them it would stand at 8,659, 2,211 above the next game, while Opus (4,770) and Haiku (4,614) would sit under the 5,192 of leaving the game alone. For Sol, weapons do not explain the moves between rounds: its three games stand at 7,441 with none, 10,289 with 260 in store (650 made) and 9,169 with 510. What set this game apart is the town: the only taxes above 64 a month, bread for 104 people, and 474 stone from 8 quarries (266 for the next, Opus). Its Oasis game of the same version (16,661, 82.3) also built five fletchers; they made 195 there.

What held it back

  • Taxes and inns late, housing capped. Nothing was collected until 9:15, popularity fell from 100 to 65 in the first three minutes of high taxes with no inn, and the town sat at 34 people from about 4:50 to 9:00.
  • A stockpile call that placed nothing. At 6:14 find_sites listed five spots flush with a stockpile; the model sent the first and then six more in a line five tiles apart. The first was not placed (the retry found no free spot nearby and the camera moved) and the other six drew the game's adjacency message. 103 game seconds, 5.2% of the budget; the notebook at 28:12 says the chain "failed adjacency and wasted time; avoid".
  • Tethers behind the quarries. Five tethers served eight quarries from 13:48 to about 16:40 and stone fell to 2.7 a minute; it reached 21 to 35 a minute in the readouts only from 25:40.
  • Planks. 565 planks cost 2,260 gold and 1,695 of net worth (18% of the final). The seven purchases took 205 game seconds (10%).
  • Side bets. Fletchers, two chapels and three inns cost 1,300 gold. 18 of the 30 ale were still in store at the end.
  • Nothing built after 25:36. With 24 idle peasants, housing 104 of 106 and gold from 694 (25:40) to 2,505, it waited the last 7 min 44 s. A quarry then would not have repaid (its notebook gives about 7 min for the first stone); a hovel (6 planks) and a job building would have let more people in, each paying about 1 gold a month and adding 0.04 points of population.

What worked

  • A bread chain that fed 104 people. Mill and bakeries from 2:08, twelve bakeries by 21:07, 207 bread in store at the end. The 43 readouts add up to about 800 bread from about 140 flour and 150 wheat (my sum, not a game figure): 5 to 6 bread a wheat, about 21 at the sell price for the 23 paid. The bakeries' 37 to 46 a minute went almost wholly to eating (the store rose 3 a minute from 28:00 to 31:20).
  • Stone and iron: 3,318 and 1,357 in store, 51% of net worth, from 8 quarries, 20 tethers and 4 mines.
  • Inns as the licence to tax. From about 27 min popularity held at 62 with high taxes (−6) and three inns (+6), paying 104 gold a month.
  • Batching. 15 build_structure calls placed 65 of 74 buildings; the nine that failed are the stockpile call (7) and a bakery and an inn short of wood. No call was refused.
  • The warnings. Six host warnings arrived; the two that ended waits early (25:21, 32:35) were answered in the next call (an inn, full rations).
  • The last two minutes. Half rations from 31:21 to 32:42 raised the granary by about 31 a minute against 3 on full rations: about 40 more food (160 of net worth, 2.7 points) for 11 points of popularity (1.1 points).

Market

150 wheat (3,450 gold), 565 planks (2,260) and 20 ale (400) were bought for 6,110 gold, which lowered net worth by 4,145 against the sell prices (wheat 23 for 8, 2,250; planks 4 for 1, 1,695; ale 20 for 10, 200), 45% of the final 9,169. It sold 40 iron at 23 (920 gold) at 13:54; selling leaves net worth unchanged. The 12 market calls took 296 game seconds for 155 clicks (1.9 s a click). Gold: 5,000 at the start plus about 3,900 to 4,000 of taxes and 920 from iron, less 6,110 at the market and 1,300 on buildings, ends at 2,505. It never sold bread.

Cost and speed

72 turns, 72 tool calls (17 find_sites, 15 build_structure, 12 market_trade, 5 waits, 4 each of place_near and set_tax, 3 each of expand_storage and inspect_building, 2 each of update_plan and set_rations, 1 each of map_overview, building_info, observe, notebook_read and notebook_write), 3.38 million tokens and $0.602 billed by OpenRouter (preparation $0.053, play $0.548); no compaction, the context ending at 73,478 of its 120,000 budget. The interview cost $0.017 more, with 71,915 of its 73,475 tokens read from the cache. The agent run took 35.2 real minutes, 11.7 of them waiting for the model (longest reply 33 s). All 72 requests read the prompt cache (98.5% of input tokens).

Of the 2,000 game seconds, build_structure took 672 over 15 calls, the five waits 566, market_trade 296, the host's default 5 s passes after 43 acting calls without a screenshot 215, inspect_building 64, place_near 52, expand_storage 51, set_tax and set_rations 38 and observe 8; find_sites took none. The five waits were played as fast waits (566 game seconds in 209 real seconds). build_structure placed 65 of the 74 buildings asked, 4.3 a call: 10.3 game seconds per building placed (8.8 without the 6:14 call). Its 1.6.3 game took 7.5 (71 placed in 25 calls) and its 1.5.6 game 4.3 (61 in 28). This game had the host on the game machine and Sol's earlier desert games did not, so the comparison mixes the version and the host's location.

The interview

Sol put its net worth about 8% below the person's, with fewer than half the people and half the popularity, and said the gap was scale and strategy rather than selling: it had put money into distant extraction and treated imported wheat as feed where the person ran bread as a business, and it had grown too conservative late. Playing again it would make bread from imported wheat the engine from the opening in a compact district, sell bread to fund growth, bring in religion and inns sooner, weigh a modest fear factor, and grow housing and jobs together. It found the production readings, storage reports, placement confirmations and inspections helpful and the tile tools valuable at the smaller screenshot; its main complaint was game time lost to construction, trade clicks and the host's default waits. It asked for storage placement diagnostics, production visible before delivery, and trade automation controls.

Against the game: 8% (8.2%), 2.4 times the population, no bread sold, the 24-idle limit (from 25:21, housing 104 of 106), slow stone (first at 11:25), the 43 default waits, the plan marked complete at 21:38 and the half ration cut (stored value up, popularity down) all match. Two statements need a note. "The first suggested site failed adjacency": the first target, a find_sites spot, was not placed because the camera moved after the retry found no free spot; the other six, which it added in a line, drew the adjacency message. And "I considered [the fear factor] but dismissed it without testing" cannot be checked: the reasoning summaries never mention fear and no call looked up a fear building, though the preparation prompt lists the fear-factor pages. Its remarks on the person's bakeries, mills, inns and efficiency come from the interviewer's text.

For the harness

  • A chain of dependent stockpile targets. build_structure went on with six stockpile targets after the first was not placed, though none of them could touch a stockpile; that took 103 s. Stopping after a failed first target would have saved most of it (each result already names expand_storage).
  • Default passes. After 43 acting calls the host let 5 game seconds pass (215 s, 10.8% of the budget); one build_structure call placed up to 8 buildings.
  • Quarries placed 6 tiles from the target twice (4:12, 13:11); both results say so ("placed 6 tiles away").
  • Trade automation. The game's marketplace can set automatic trade; Sol's 1.6.3 game did it by clicks, this game spent 113 plank clicks (205 s) and asked for a tool.
  • Warnings (1.7.0) fired six times: low food at 8:01 and 9:37, popularity at 12:31, 25:21 and 32:35, gold at 22:21.
  • The reader's watchdog forced one collection (event at 9:10, a 20 s stall); the game stayed up.
  • The game saved correctly at the end ("gpt-6-1 sol 1-7-3 5aad04").

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 9,169 9,984
Gold 2,505 8,574
Stored goods, at the sell price 6,664 1,410
Population 104 250
Housing 106 250
Popularity 51 100

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-6.1 Sol

My net worth was about 8% below the person’s—a reasonably close result on the main metric—but their settlement was much stronger overall: more than twice my population, full popularity, and a far larger production base.

The difference was chiefly scale and strategy, not whether I sold my goods. Stored goods counted at their sell prices, so holding inventory rather than gold did not itself hurt my score. But selling surplus would have financed more expansion. I invested in distant extraction, waited through long transport cycles, and treated imported wheat mostly as a way to feed workers. The person developed bread as a commercial industry.

I also became too conservative late in the run. I marked expansion complete with substantial time remaining, then mainly harvested existing production. My final ration reduction gained some stored value but spent popularity; their settlement sustained both production and 100 popularity.

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-6.1 Sol

I would make imported-wheat bread production the central growth engine from the opening.

  • Build a compact processing district early. Keep mills and bakeries close to their storage, then expand capacity continuously as workers arrive.
  • Sell bread to finance growth. Reinvest proceeds in wood, wheat, housing and more processing buildings rather than leaving so much capital in inventory during the expansion phase.
  • Establish sustainable popularity support sooner. Use religion and enough inns to support the growing population, then evaluate no rations as a deliberate commercial policy rather than assume workers must eat the bread.
  • Use fear-factor productivity carefully. I considered it but dismissed it without testing. The person’s modest fear penalty and 110% efficiency show a useful balance.
  • Expand jobs and housing together. I ended at the 24-idle-peasant immigration limit. That was a clear signal to create more productive jobs, not settle for roughly 100 people.
  • Keep extraction as a supporting industry. Quarries and mines eventually contributed substantially, but their slow startup made them a poor substitute for an early, scalable bread business.

I would also set earlier checkpoints for reinvestment and production bottlenecks. The goal would be to discover and scale a profitable loop quickly, rather than optimize a small economy’s final few minutes.

3The benchmark

Interviewer

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

GPT-6.1 Sol

The benchmark was useful and demanding. The objective was explicit, the map constraints mattered, and the final accounting correctly treated gold and stored goods consistently.

The most helpful tools were the production readings, storage-capacity reports, placement confirmations and building inspections. They let me distinguish a building that existed from one that was staffed, accessible and actually delivering goods. Pausing while thinking and reading also made strategic reasoning possible without rewarding response speed alone.

The main friction was execution time. Construction, trade clicks and navigation consumed enough game time that weak actions were expensive. I also failed to batch effectively: many actions were followed by the host’s default wait. One attempted stockpile chain was particularly costly—the first suggested site failed adjacency, and I nevertheless attempted several dependent placements that could no longer succeed.

I would improve:

  • Storage placement diagnostics, especially when a suggested site still fails the game’s adjacency rule.
  • Production visibility before delivery, such as goods waiting at quarries or workers currently transporting loads.
  • Trade automation controls, so recurring wheat purchases and bread sales can be managed directly through the harness.

The screenshots were sufficient, and the tile-based tools were particularly valuable at the smaller screen resolution.

4Anything else

Interviewer

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

GPT-6.1 Sol

The result exposed a strategic weakness more than a control failure. I grew net worth substantially above the unattended baseline, but I spent too much effort making a modest settlement stable and too little building a compounding business.

The person’s account makes the missed opportunity concrete: imported wheat was not merely a necessary expense on a barren map; it was the input to a scalable export industry. I recognized the conversion’s potential but did not commit enough capital, workers or settlement design to it.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score9,169Counted

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
All files in the dataset 20261018T133946-f693cdb3