One episode · Large Barren Desert (no arms)

GPT-6.1 Sol

Benchmark 1.7.3No arms: weapons and armour count nothingOpenAIReasoning 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
98.5
Crusader Bench score on Large Barren Desert (no arms): 0 is doing nothing, 100 the person’s game
Net worth
10,337
+5,145 over doing nothing, 107% of the person’s gain of 4,792
Population
105
41% of the person’s gain of 246 · popularity 85
Cost
$0.69
3.7M tokens
Time
33 game min
38 min of wall-clock time, 77 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

10,337net worth
Gold
3,652
Stored goods, at sell price
6,685
Over the baseline (do nothing)
+5,145
Population / housing
105 / 106
Popularity
85
Food
0
Structures (map-wide)
134
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 stock6,685 gold in goods

GoodUnitsPriceValue
Gold3,65213,652
Stone57073,990
Iron104232,392
Pitch2010200
Flour81080
Ale21020
Wood313
Net worth10,337

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

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

This episodeThe personLeft alone
Net worth10,3379,9845,192
Gold3,6528,574
Stored goods, at the sell price6,6851,410
Population105250
Housing106250
Popularity85100

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
−6
Food
−8
Taxes
−2
Ale from the inn
+4
Taxes
Low taxes, 62 gold a month
Rations
full; no food in the granary
Worker efficiency
100%
Storage
44 stockpile piles, 24 empty; 1 granary holding 0 food

Buildings87

  • Ox Tether39
  • Hovel12
  • Stockpile11
  • Bakery8
  • Quarry7
  • Iron Mine4
  • Inn2
  • Granary1
  • Keep1
  • Marketplace1
  • Mill1

Tool calls77

  • find_sites18
  • build_structure17
  • market_trade10
  • place_near6
  • set_tax6
  • wait_and_observe5
  • inspect_building3
  • update_plan3
  • observe2
  • set_rations2
  • expand_storage1
  • game_action1
  • map_overview1
  • notebook_read1
  • notebook_write1

Play

Turns
77
Buildings placed / attempted
72 / 81
Anchor-tool placements
12
Tool errors
1
Raw inputs sent to the game
608
Context compactions
1
Game time
33 min

Compute

Tokens
3.7M
Served from cache
98%
Output tokens
11K
Cost, as billed
$0.69
Wall-clock time
38 min
of which inference
13 min
Peak game memory
3,447 MiB

The plan, before play

I’ll prioritize net worth by rapidly expanding resource production, especially iron, while growing housing and keeping workers supplied and popular. With no farmland, I’ll use market food imports carefully, monitor their cost against production and taxes, and expand storage before it blocks deliveries. I’ll reinvest where there is time to earn back construction costs, then preserve value near the finish.

No troops or defenses; I’ll verify results from the live game and keep building throughout the run.

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 79 billed requests of the run, preparation, play and compaction, went to OpenAI), reasoning medium, output limit 32,768 tokens
  • Benchmark: Large Barren Desert construction (no arms), 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), from the save the human reference game started from; 33 min 20 s of game time (2,000 game seconds) at speed 40, close to the person's 33 min 33 s; no playbook. Weapons and armour in store count nothing toward net worth; sold at a marketplace they bring their gold, which counts.
  • Run 6f469761, series 20261018T141708-5d5e0ac6, 2026-10-18: Sol's no-arms 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 weapons-counted game on this version is run 5aad0460 (played earlier that day); its desert games from earlier rounds are run 6d57093f (1.5.6) and run 0608bbd7 (1.6.3). This game counts on the website's leaderboard.

Result

This game (1.7.3, no arms) 1.7.3, weapons counted 1.6.3 game 1.5.6 game The person Left alone
Net worth 10,337 9,169 10,289 7,441 9,984 5,192
Gold 3,652 2,505 3,998 1,957 8,574
Stored goods, at the sell price 6,685 6,664 6,291 5,484 1,410
of which weapons none 510 (34 bows) 260 (26 spears) none offered
Population / housing 105 / 106 104 / 106 114 / 114 88 / 90 250 / 250 4
Popularity 85 (−6 next month) 51 87 66 100
Idle peasants 24 24 22 11
Score 98.5 75.6 98.3 47.6 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 5,145 over leaving the game alone, 107.4% of the person's 4,792, and ended 353 (3.5%) above the person's, with 105 people against 250 and popularity 85 against 100. 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) the score is 98.5: 85.9 points from net worth, 4.1 from population and 8.5 from popularity. It is the best of the seven no-arms desert games listed so far (Claude Opus 5.5's 67.1 is next), 22.9 above Sol's weapons-counted game and 0.2 above its 1.6.3 game (the best score of that round). The stored goods are 570 stone (3,990), 104 iron (2,392), 20 pitch (200), 8 flour (80), 2 ale (20) and 3 wood; stone, gold and iron are 39%, 35% and 23% of net worth. The town ended with 24 idle peasants, one free place of housing and an empty granary (food −8 in the popularity factors).

How the game went

Times are the recording's game clock when a call began; the run clock in the observations reads up to 2.5 s later (median 0.8 s, 73 readings compared). A build call keeps the game running for 26 to 134 s while it clicks; the game is paused while the model replies. Its reasoning summaries are in the log (19 of 41 blocks have text).

Stone, iron and bought flour, 0 to 5 minutes. map_overview at 0:01 showed no farmland, oil or trees, stone 83 to 106 tiles west of the keep and iron 57 to 69 tiles east. Three stockpiles at 0:01, the marketplace at 0:32, three hovels at 0:53, four iron mines at 1:17 (every spot find_sites gave; a second search at 1:58 found none), four quarries at 2:14, five ox tethers at 2:59, 100 planks at 3:39, three bakeries at 4:23 and 20 flour at 4:48. Housing stood at 34 from 1:30 and the town filled it by about 4:00.

Mean taxes and a stockpile chain, 5 to 10 minutes. At 5:07, with popularity at 100, it set mean taxes (−8 a month). At 5:32 one build_structure call asked for eight stockpiles in a row toward the iron: five were placed, three refused for not touching one (134 s). The granary stood empty from 6:16 to 7:02. A warning at 7:51 said popularity had fallen from 94 to 40 (lowest reading 38); it set the bribe level at 7:52, placed an inn at 8:12 and made a second stockpile call at 8:30 (1 of 3 placed). The population fell from 34 to 29. A hovel call at 9:14 placed one of three, three more quarries followed at 9:33 and high taxes at 10:05 with the inn standing (popularity 79).

Tethers and hovels, 10 to 23 minutes. Five tethers (10:22), 100 planks (10:58), four hovels (11:37; housing 42 to 74), two more stockpile calls (12:37, 13:52: 1 of 5 placed), low taxes at 13:40 after a warning (75 to 65), and at 15:11 a mill, three bakeries and a second inn. 40 wheat (16:02), 50 bread (16:25), 100 planks (16:52), eight tethers at 17:31 and 18:28, average taxes at 19:25, five tethers (19:36), four hovels (20:50; housing 106 from about 21:30), eight tethers (21:26; 39 in all) and 20 wheat (22:58).

Waiting, 23 to 33 minutes. A 180 s wait from 23:15 ended after 178 s on a warning (popularity 88 to 76). It then built two bakeries (26:32, its last construction), set low taxes (27:02), bought 25 cheese (27:13) and waited 150 s, 100 s and 40 s; at 31:46 it set extra rations, which emptied the granary (26 food to 0) by 32:40; after the compaction it set full rations at 32:42.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,771 5,922 4,946 5,330 5,308 6,003 5,079 5,604 6,238 7,684 8,776 10,337
Gold 4,480 5,000 4,008 4,056 3,721 3,977 2,423 2,494 2,490 2,902 3,156 3,652
Iron 0 15 20 28 36 45 54 64 74 83 93 104
Stone 0 50 50 74 90 122 162 210 282 410 490 570
Food 52 40 4 5 10 15 47 24 16 0 12 0
Population 2 28 34 29 43 60 72 74 90 104 105 105
Popularity 100 100 86 52 78 58 62 82 88 76 81 85

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, ale and pitch are left out, so it reads low (about 430 at 30:05).

Weapons

It left weapons alone. It built no armory and no weapon workshop (the final building list has none, nor does any placement in the log), made and sold no weapon, and all ten market_trade calls were purchases. None of its 19 reasoning summaries with text names a weapon or the armory; the only mentions are its own notes late on: the notebook at 30:05 ("No weapons or defenses built") and the handoff at 32:40 ("No weapons to sell"). In its weapons-counted game the same model built the armory and five fletcher's workshops (8:03, 11:24) and ended with 34 bows worth 510, for 500 gold and 173 wood. Scored by this game's rule, that game's end state is worth 8,659 (67.0 points) instead of 9,169 (75.6); that re-scores its end, it does not predict how it would have played.

Beside its other games and the other models

1.7.3, no arms (this) 1.7.3, weapons counted 1.6.3 1.5.6
Weapon buildings none 5 fletchers, armory 3 poleturners, armory not offered
Quarries / ox tethers 7 / 39 8 / 20 10 / 31 11 / 20
Stone / iron held 570 / 104 474 / 59 (40 sold) 530 / 41 (56 sold) 314 / 96
Inns / taxes at the end 2 / low, 62 3 / high, 104 4 / mean, 136 0 / low, 52
Bought by market_trade (gold; net worth lost) 4,160; 2,795 6,110; 4,145 6,120; 4,040 6,210; 4,125

Against its weapons-counted game (same model, save, version and day). The gap is 1,168 as scored, 1,678 under the same rule. The two games' own files give this account; a sign is the effect on this game:

No arms Weapons counted Difference
Gold at the end 3,652 2,505 +1,147
from taxes (final gold − 5,000 + buying + building gold − sales) 3,012 3,995 −983
spent at the market 4,160 6,110 +1,950
paid in gold for buildings 200 1,300 +1,100
iron sold 0 920 −920
Stored goods, as scored 6,685 6,664 +21
stone / iron 3,990 / 2,392 3,318 / 1,357 +672 / +1,035
bread and flour 80 1,098 −1,018
ale 20 180 −160
bows 0 510 −510
  • The ground gave about the same; stone came first. Both mined iron with four mines (89 and 84, counting the 40 sold) and ended with about 105 people. This game put quarries and tethers first (2:14, 2:59; the other game built bread first, quarries at 4:12, tethers at 4:50), had stone at 8:26 against 11:25 and mined 520 against 424, on 39 tethers against 20.
  • It bought less and built less with gold. Its purchases lost 2,795 of net worth against 4,145; it put 200 gold into buildings (two inns) against 1,300 (five fletchers 500, two chapels 500, three inns 300). It ran the granary near empty (0 for 274 s in 12 stretches; the other's never read 0) and ended without a bread stock, the other with 207 bread.
  • Taxes ran the other way. The weapons game ended on high taxes (104 a month) and popularity 51, this one on low taxes (62) and 85. The 983 less is worth 16.4 points, the 34 more popularity 3.4.

Set the iron sale aside and, under the same rule, purchases (+1,950), gold in buildings (+1,100) and taxes (−983) make +2,067 of gold; stone (+672), the 5 more iron mined (+115), bread and flour (−1,018), ale (−160) and wood (+2) make −389 of goods: +1,678.

For Sol the weapons do not explain the moves between rounds: 47.6 with none offered, 98.3 with 260 in store, 75.6 with 510, 98.5 with none; the bows were 5.6% of the weapons game's net worth. One game of each cannot say whether the rules text changed the model's choices; its summaries here never mention weapons. Against its 1.6.3 game net worth is 48 higher, with 9 fewer people and 2 fewer inns: that game taxed at mean (136 a month), held 1,082 in bread, flour and wheat (this one 80) and set the marketplace's automatic trade (see Market). Against its 1.5.6 game it is 2,896 higher: 570 stone against 314.

Against the other no-arms desert games listed:

Sol Opus Sonnet Luna Haiku Fable GLM
Net worth 10,337 8,808 6,407 5,855 5,617 5,337 1,577
Score, no arms / weapons counted 98.5 / 75.6 67.1 / 19.1 28.7 / 27.6 20.2 / 5.7 15.6 / 18.9 11.6 / 1.3 −48.7 / −9.8
Quarries / tethers 7 / 39 11 / 35 11 / 12 11 / 11 4 / 2 3 / 8 3 / 4
Stone held / gold 570 / 3,652 760 / 926 466 / 668 140 / 2,224 138 / 2,093 194 / 1,946 35 / 513
Weapon workshops 0 5 0 1 0 14 20
Population / popularity 105 / 85 99 / 29 75 / 55 79 / 61 46 / 68 58 / 70 65 / 92

Sol leads Opus by 1,529: Opus held 190 more stone but kept 926 gold and ended at popularity 29. The no-arms game scored above the weapons-counted one for five of the seven (Opus +48.0, Sol +22.9, Luna +14.5, Fable +10.3, Sonnet +1.1) and below it for Haiku (−3.3) and GLM (−38.9).

What held it back

  • Mean taxes at 5:07. Seven payments brought 248 gold and took popularity from 100 to 38 by 7:54; the bribe that undid it cost 144, the population fell from 34 to 29 and growth waited. No hovel was asked for between 0:53 and 9:14, with housing at 34 and 3,960 to 4,208 gold in hand from 5:00.
  • The stockpile chain. Four calls (5:32, 8:30, 12:37, 13:52) took 289 game seconds, 14% of the budget, and placed 7 of 16 stockpiles; the notebook says they burned about 5 minutes. They ran east toward the iron, which read 2.7 to 3.7 a minute from 7:51 to the end; the stone, the larger value, lies west.
  • An empty granary. 274 s at 0 in 12 stretches; popularity fell from 59 to 49 across 16:00 to 16:30 and from 88 to 72 across 24:30 to 27:30 as it emptied.
  • Nothing built after 26:32, with 24 idle, 105 of 106 housed and 2,800 to 3,650 gold; by its notebook a quarry's first stone takes about 5 minutes.
  • Extra rations at 31:46 ate the 26 food in store (104 of net worth, 1.7 points); popularity read 81 at 31:47 with +2 coming and 85 at the end.

What worked

  • Stone first. 39 tethers and seven quarries mined 520 stone; stone and iron are 62% of net worth.
  • Two inns against average taxes. From 19:25 it ran average taxes (−4) against two inns (+4); popularity stood at 76 to 88 from 19:30 to 25:00, and low taxes brought 62 a month at 85.
  • Gold never ran short. The lowest after 3 minutes was 2,349 (23:06); the weapons game fell to 150 at about 22 minutes. No call was refused, and 13 of 17 build_structure calls placed every building asked (65 of 65).
  • Warnings answered. The popularity warnings (7:51, 13:39, 26:15) got a bribe in 1 s, low taxes in 1 s and low taxes in 47 s; the food one at 22:38 got 20 wheat at 22:58. The food warnings at 5:22 and 10:21 were followed by an empty granary at 6:16 and 12:36.

Market

10 purchases, no sale: 385 planks (3:39, 10:58, 16:52, 20:18, 26:15), 20 flour (4:48), 60 wheat (16:02, 22:58), 50 bread (16:25) and 25 cheese (27:13), for 4,160 gold. Against the sell prices they lowered net worth by 2,795 (planks 1,155, wheat 900, flour 440, bread 200, cheese 100), 27% of the final value, in 224 game seconds for 108 buy clicks (2.1 s a click). It did not set the marketplace's automatic trade. The recording's input log shows each of the ten calls as the market hotkey, two selection clicks, the buy button once per lot and a right click to leave, with no drag in the game; its one game_action, a click at 22:49 on the quarry view, was outside the market, and neither its reasoning nor its interview mentions automatic trade. The 1.6.3 game did: its reasoning at 9:14 plans "automatic purchases of wood and wheat" with raw clicks, and seven game_action calls (five clicks, two drags) followed from 9:23 to 10:17. Gold here: 5,000 + 3,012 from taxes (after 144 of bribe) − 4,160 − 200 for two inns = 3,652.

Cost and speed

77 turns and 77 tool calls, 3.71 million tokens and $0.687 billed by OpenRouter (preparation $0.053, play $0.618, compaction $0.016); the interview cost $0.012 more. The agent run took 37.6 real minutes, 13.1 of them waiting for the model (longest reply 34 s). All 77 gameplay requests read the prompt cache (98.2% of input tokens).

One compaction, at 32:40, succeeded on its first request. It returned its text handoff directly (24.5 s, $0.016, 75,904 tokens, 74,558 read from the cache), with no failed request and no text-only retry, so the retry sizing that e0e0eb4 changed was not used. The last logged estimate before it was 76,192 of 120,000 tokens (31:58); the trigger is 65% of the budget. The handoff (2,785 characters) named setting rations back to full as the next step, and the next call did.

Of the 2,000 game seconds, build_structure took 784 over 17 calls, the five waits 497 (fast waits: 494.9 game seconds in 186.4 real seconds), the host's default 5 s passes after 46 acting calls without a screenshot 230, market_trade 224, place_near 85, set_tax and set_rations 66, inspect_building 35, expand_storage 25, observe 17; find_sites took none. build_structure placed 72 of the 81 buildings asked: 10.9 game seconds per building placed (7.6 without the four stockpile calls: 65 placed in 495 s). The weapons-counted game took 10.3 (672 s for 65 placed in 15 calls; 8.8 without its stockpile call), its 1.6.3 game 7.5 (534 s for 71 in 25) and its 1.5.6 game 4.3 (261 s for 61 in 28). This game and the weapons game had the host on the game machine and the two earlier ones did not, so the comparison mixes the version with the host's location.

The interview

Sol called its result a narrow net-worth win from stored stone and iron, 353 ahead of the person with fewer than half the people and less popularity: it stopped investing late and accumulated, where the person built capacity. Playing again it would make bread from imported wheat a central industry much earlier, put religion and inns first and then cut rations, grow jobs and housing together, search more widely for iron, test the fear factor and drop the stockpile experiments sooner. It found the readings and tile placement valuable; its complaint was placement reliability and unclear failure reasons, and it asked for clearer failure reasons, a read-only ledger of trade, taxes and consumption, and easier-to-anticipate action-time costs.

Checked against the run: 353 and 3.5%, more than twice the population (105 against 250), no bread sold (no sale of any kind), the 24-idle limit (from 26:15, housing 105 of 106), the placement experiments (289 s in four calls, 7 of 16 placed; five targets drew "Needs to be placed adjacent to the stockpile") and the late stop (last construction 26:32) all match. Its remark that concluding there were only four iron sites was premature fits the log: it searched for iron twice (0:01, 1:58), never again, and the person fitted seven (the interviewer's text); the 1:58 search, 13 to 15 tiles from the overview's two smaller deposits, found none within 25 tiles, and the logs do not show whether another mine would have fitted. On the fear factor, its reasoning at 1:58 and 5:07 mentions fear, and no fear building was looked up or built. What the person's settlement did comes from the interviewer's text.

For the harness

  • Stockpile targets again. The sixth target of the 5:32 call was clicked with the cursor one tile east of its target (cursor tile 544 for 543) and refused; the first at 12:37 was placed the same way (543 for 542); at 8:30 the first target was displaced 5 tiles, so the next two could not touch it. The refusals' remedy names expand_storage, which it used once, at 0:01. Stopping a call at its first failed or displaced stockpile target would have saved part of the 289 s.
  • Iron sites. find_sites gave four at 0:01 (five asked) and none at 1:58, while the overview lists 124 ore tiles in four deposits and the person fitted seven mines; the logs do not show whether the tool missed one.
  • Quarries placed 6 tiles from the target twice (2:14, 9:33); both results say so.
  • Warnings (1.7.0) fired six times: food low at 5:22, 10:21 and 22:38, popularity at 7:51, 13:39 and 26:15.
  • The last call, a 30 s wait at 32:53, was answered "Session deadline" and logged as an error, the only one of 77.
  • No reader watchdog collection fired; the game stayed up. The game saved at the end ("gpt-6-1 sol 1-7-3 6f4697").

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 10,337 9,984
Gold 3,652 8,574
Stored goods, at the sell price (weapons and armour not counted) 6,685 1,410
Population 105 250
Housing 106 250
Popularity 85 100

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

I finished slightly ahead on the primary measure: 10,337 net worth versus 9,984, a difference of 353, or about 3.5%. But the person built a much larger settlement, with more than twice my population and maximum popularity. I would describe mine as a narrow net-worth win, not a stronger economy overall.

My result was heavily concentrated in stored stone and iron. Those counted just as much as their sale proceeds, so leaving them unsold was sensible under the scoring rules. The person held much more gold and had substantially greater processing capacity.

The likely difference was investment versus accumulation. I stopped major investment late and collected resource deliveries; the person spent more on a large productive settlement and its supporting services. That spending may have held down their final net worth while producing a much stronger growth engine. The final figures alone do not establish exactly how much each choice contributed.

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 a central industry much earlier. I understood the wheat-to-flour-to-bread chain, but used it mainly to feed workers rather than developing it as a business. I would scale it in stages, checking actual bread sales against wheat costs and construction spending.

I would also separate feeding the population from maintaining popularity. The person’s no-rations economy, supported by religion and inns, avoided consuming its bread output. That is a valuable strategy I missed. I would establish the popularity support first, then reduce rations once the observed factors showed it was sustainable.

Other changes:

  • Grow jobs and housing together. I reached the 24-idle-peasant limit and stalled at 105 people. More productive jobs could have supported continued immigration.
  • Search more broadly for iron. My conclusion that only four mine sites were available was premature; the person fitted seven.
  • Test fear-factor productivity. I did not exploit that system. I would measure the benefit against its popularity penalty rather than ignore it.
  • Abandon placement experiments sooner. I spent several minutes trying to extend stockpiles toward the mines. That was a poor use of the remaining time.
  • Measure marginal returns earlier. Long transport delays made extraction difficult to evaluate. I would compare new mines, quarry transport, and bread processing over consistent observation windows.

I would still stop investments that could not repay their costs before the deadline.

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 made the objective unusually clear. Explicit sell-price valuation helped distinguish genuine growth from merely converting goods into gold. The fixed game-time budget and paused thinking time also made this more about economic decisions than reaction speed.

The structured readings were especially useful: storage capacity, idle workers, popularity factors, production histories, and building inspections exposed problems that screenshots alone would have made difficult to diagnose. Tile-based placement was essential for managing distant deposits.

The main friction was placement reliability and diagnosis. Some apparently suitable stockpile sites failed, and investigating them consumed substantial game time. The tools reported uncertainty honestly, but it was sometimes hard to distinguish a bad site from a targeting or adjacency problem.

I would improve three things:

  • Give clearer placement-failure reasons where the game data supports them.
  • Provide a read-only economic ledger showing imports, exports, taxes, consumption, and production over time.
  • Make action-time costs easier to anticipate, especially for camera movement and placement retries.

The time limit was meaningful: it rewarded early expansion and punished experimentation that did not pay back. I would keep that pressure.

4Anything else

Interviewer

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

GPT-6.1 Sol

My biggest weakness was scaling too cautiously after finding a working economy. I managed food, storage, and extraction reasonably well, but spent too much effort preserving stability and too little expanding profitable employment.

The comparison is useful precisely because the net-worth figures are close while the settlements are so different. My approach accumulated value; the person’s approach built capacity. A stronger replay would combine disciplined end-of-run accounting with much more ambitious early industrial growth.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score10,337Counted

What ran

Benchmark
Large Barren Desert construction (no arms)
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
Prompt / tools SHA-256
e61f644 / 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 20261018T141708-5d5e0ac6