One episode · Large Barren Desert

Muse Wonder

Benchmark 1.7.3MetaReasoning mediumPlayed by the maintainersFull-budget score
Model
meta/muse-wonder
Served via
OpenRouter · meta
Max output
32,768 tokens
Played
18 October 2026
Score
37.5
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
6,907
+1,715 over doing nothing, 36% of the person’s gain of 4,792
Population
87
34% of the person’s gain of 246 · popularity 55
Cost
$1.28
2.1M tokens
Time
33 game min
33 min of wall-clock time, 42 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

6,907net worth
Gold
1,335
Stored goods, at sell price
5,572
Over the baseline (do nothing)
+1,715
Population / housing
87 / 114
Popularity
55
Food
21
Structures (map-wide)
88
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 stock5,572 gold in goods

GoodUnitsPriceValue
Gold1,33511,335
Stone34072,380
Iron102232,346
Crossbows2030600
Ale1310130
Wood32132
Bread6424
Cheese6424
Meat5420
Apples4416
Net worth6,907

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

This episodeThe personLeft alone
Net worth6,9079,9845,192
Gold1,3358,574
Stored goods, at the sell price5,5721,410
Population87250
Housing114250
Popularity55100

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
Food
+3
Taxes
−6
Religion
+1
Ale from the inn
+2
Taxes
High taxes, 86 gold a month
Rations
full; 4 of 4 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 2 empty; 1 granary holding 21 food

Buildings58

  • Ox Tether17
  • Hovel13
  • Quarry11
  • Iron Mine4
  • Stockpile4
  • Fletchers' Workshop3
  • Armory1
  • Church1
  • Granary1
  • Inn1
  • Keep1
  • Marketplace1

Tool calls105

  • market_trade33
  • find_sites27
  • building_info13
  • build_structure9
  • wait_and_observe8
  • set_tax3
  • set_workshop3
  • set_rations2
  • update_plan2
  • expand_storage1
  • get_inventory1
  • inspect_building1
  • map_overview1
  • status1

Play

Turns
42
Buildings placed / attempted
52 / 53
Anchor-tool placements
3
Tool errors
1
Raw inputs sent to the game
661
Context compactions
1
Game time
33 min

Compute

Tokens
2.1M
Served from cache
96%
Output tokens
27K
Cost, as billed
$1.28
Wall-clock time
33 min
of which inference
9 min
Peak game memory
3,521 MiB

The plan, before play

I understand the task: grow net worth as far as possible in 33⅓ game minutes on the Large Barren Desert Free Build, with population and popularity secondary. No soldiers, walls, towers, or defences. The granary and stockpile already stand, and the starting package (5,000 gold, meat, wood, stone, iron, pitch, ale) pays in over the first seconds. Critically, there is no oasis grass, so no farms can ever be built — food must come from the starting meat and then marketplace purchases, funded by production profits. Stone lies ~100 tiles west of the keep and iron ore ~60 tiles east, both high-value (stone 7, iron 23 sell price).

Opening plan:

  1. Read status/map_overview first (free while paused) to locate the keep, stone, iron, and any trees.
  2. Build a Marketplace early so I can buy food and wood and sell surplus; add hovels (+8 housing each) to grow population beyond 1/10.
  3. Place woodcutters near any trees, then quarries with ox tethers on the western stone and iron mines on the eastern ore — these are the main net-worth engines.
  4. Add an Armory plus weapon workshops (fletchers/poleturners from wood, blacksmiths/armorers from iron) to convert cheap inputs into high-value stored weapons.
  5. Manage popularity (>50) with purchased food variety, rations, an inn/chapel when affordable, then turn on low-to-moderate taxes for steady gold.
  6. Expand stockpiles/granaries/armories before storage fills, sell surplus stone/iron, and keep reinvesting in more mines, quarries, workshops, and housing until time runs out.

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: Large Barren Desert construction, version 1.7.3 (the series records commit e0e0eb4, 1.7.3 relocked with a compaction-retry fix that leaves play and scoring unchanged; the version was 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 the armory count toward net worth at the rules' prices, as since 1.6.0.
  • Run c2abaf1c, series 20261018T173206-aadf0ce7, 2026-10-18: Muse Wonder's weapons-counted game of the 1.7.3 batch on this map, a fresh series with no memory of any other game. Its first attempt, on 2026-10-17, failed on an OpenRouter key limit. Its no-arms game was still playing when this was written and is not in the tables.

Result

This game (1.7.3) 1.5.6, e196d77b 1.5.6, 14b9e89b 1.5.6, dde38b0b The person Left alone
Net worth 6,907 3,284 7,667 5,923 9,984 5,192
Gold 1,335 1,009 7,427 576 8,574
Stored goods, at the sell price 5,572 2,275 240 5,347 1,410
Population / housing 87 / 114 106 / 138 106 / 138 112 / 130 250 / 250 4
Popularity 55 (no change) 50 (−5) 53 (−12) 63 (−12) 100 0
Score 37.5 −22.7 50.8 22.9 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 1,715 over leaving the game alone, 35.8% of the person's 4,792. By the project website's formula (80% net worth, 10% each population and popularity, net-worth share clipped to −1..2) the score is 37.5: 28.6 from net worth, 3.4 from population and 5.5 from popularity. This game counts on the website's leaderboard. The 20 crossbows in the armory are 600 of the net worth and 10.0 of the points; with weapons counted for nothing the score would be 27.5. Its three 1.5.6 games (no armory on offer) averaged 17.0, so this one is 20.5 above their mean and 13.3 below the best of them.

The stored goods are 340 stone (2,380), 102 iron (2,346), 20 crossbows (600), 13 ale (130), 32 wood (32) and 21 food (84). Stone and iron are 68% of net worth, gold 19%. The town ended with 24 idle peasants and 27 empty places in its hovels, high taxes (86 gold a month), popularity steady at 55 (food +3, tax −6, religion +1, inn +2) and 21 food for 87 people. Against the whole starting package, about 6,500 by the rules, it ended about 400 higher; without the crossbows, about 200 lower.

How the game went

Times are the recording's game clock when a call began; the run clock in the observations reads a few seconds later. The game is paused while the model replies; a build call keeps it running for 33 to 84 seconds (median 66).

Opening, 0 to 4 minutes. Five replies at 0:01 read before acting (map_overview: stone 83 to 106 tiles west of the keep, iron ore 57 to 69 tiles east, no farmland, oil or trees; status; seven building_info; four find_sites; a plan). One build_structure call then placed the marketplace, a hovel, three iron mines, two quarries and a tether (eight placements, the reply limit; 84 s). At 1:30 stone had no room (four piles full); three stockpiles at 1:31 made 16 piles and the rest of the starting package arrived by 2:03. From 3:16 it bought food and 100 planks (1,120 gold). From 4:52 24 peasants stood idle.

Quarries, crossbows and taxes, 4 to 14 minutes. Three quarries, two tethers and three hovels at 4:54; the fourth iron mine, the armory and three fletcher's workshops at 6:09 (see Weapons). At 9:19 it set high taxes (54 gold a month, popularity −6 a month); popularity went from 100 to 99 at 9:31, 89 at 10:35, 73 at 12:26 and 61 at 13:42, the last three each reported by a warning. Four quarries at 11:10; 160 food from 12:27 and extra rations at 13:34 (+4), which held popularity at 61.

The last sites, 14 to 24 minutes. Three quarries (one came back "unverified" and was not standing) at 13:43; four tethers and two hovels at 14:56, its last hovels (13). Searches for more quarry and iron sites then came back empty. At 17:52 it built a church (500 gold) and an inn (100 gold, 20 wood). It tried mean taxes from 18:31 to 19:04, bought its first bread at 18:43 and returned to full rations at 18:59. Four tethers at 22:41 were its last buildings; population rose from 83 to 87.

Feeding and waiting, 23 to 33 minutes. Waits of 150 s at 23:55 and 27:39, and 150 food units bought at 26:25. Warnings that food was low ended waits at 26:25 (21 for 87 people), 30:56 (30) and 33:15 (24). The context was compacted at 30:10, with 3 min 9 s left. At 31:48 it left taxes alone and waited out the rest.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,801 5,971 5,228 4,454 4,492 4,238 4,173 4,291 4,269 4,883 5,541 6,907
Gold 4,500 5,000 3,880 2,780 2,614 1,705 1,388 1,138 1,249 1,125 1,167 1,335
Iron 0 15 22 30 40 49 59 67 77 85 94 102
Stone 0 50 50 74 98 130 122 194 116 204 276 340
Food 54 40 92 85 36 112 129 56 96 82 60 21
Population 2 25 44 55 57 69 81 83 87 87 87 87
Popularity 100 100 100 100 77 61 61 61 58 56 55 55

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; crossbows, ale and pitch are left out, so it reads low (with the 17 crossbows and 14 ale the 30-minute figure is near 6,200).

Where the gold went.

Gold What it became
Food: 235 meat, 235 apples, 240 cheese, 115 bread −6,600 825 units, worth 3,300 on arrival; 21 left
Planks: 400 −1,600 worth 400; used with the starting wood, 32 left
Three fletcher's workshops −300 20 crossbows, worth 600
Church and inn −600 +1 and +2 popularity a month
Taxes (by difference) +4,185 none before 9:19
20 pitch and 150 stone sold +1,250
Start 5,000, left at the end 1,335

5,000 − 6,600 − 1,600 − 300 − 600 + 4,185 + 1,250 = 1,335 (the rises in the gold reading give about 4,100 for taxes). About 245 wood came with the start (the rules) and 400 were bought; buildings took 553 (placement costs, the marketplace's 5 from building_info) and the crossbows 60, 613 against 645 with 32 left. The mines delivered 87 iron on top of the start's 15 and the quarries about 440 stone on top of 50 (340 held, 150 sold). The stone sale at 21:15 asked for 50: the reply said 40 units and 280 gold, the recording shows 70 and 490 (stock 202 to 132, gold 1,220 to 1,710) because of the 1.7.3 market_trade fault (the game sells 50 a click from 200 in stock and the tool expected 20), so it sold 20 more than asked, and the sales in this table are the recorded ones.

Weapons

It built one armory and three fletcher's workshops, and no blacksmith's, armorer's or poleturner's workshop. Its opening plan listed an armory and weapon workshops as its fourth step; at 4:54 it read building_info for the blacksmith's and fletcher's workshops and the armory. At 6:09 it placed the armory (5 wood) and the three workshops (20 wood and 100 gold each); the call returned at 7:09. set_workshop moved all three from bows to crossbows by tile at 7:15, 7:26 and 7:38 (about 10 s each).

Output was slow. At 9:11 inspect_building found a workshop working with no missing input, and none had delivered; the first crossbow was in the armory by 10:35. The readouts then show 0.1 to 0.3 a workshop a minute: 20 in all, about 0.26 a minute each from 7:09, filling 20 of the armory's 50 places. At the rules' price of 30 they are 600, 8.7% of net worth.

Against their cost: by the mechanics table the buildings took 300 gold and 65 wood and the crossbows 60 wood (3 each). With wood at its sell price of 1 that is 425 of net worth for 600 back, 175 ahead (2.9 points); the buildings' 365 were covered by the 14th crossbow, at about 25 minutes (27 each net of the wood). The town bought 400 of its 645 wood at 4, which makes the 125 wood worth 500 gold and the wing 200 behind in gold. Held, the 300 gold would have counted 300.

What else it might have done: the four mines delivered 87 iron and none was used. The handoff (30:10) priced swords at +7 over the iron and found no payback; by the rules' prices (30 against 23) a blacksmith's workshop (200 gold, 20 wood) repays itself after 32 swords. A further fletcher's workshop at the rate seen here earns about 7 of net worth a minute for about 120 to build, so each of the three added about 60 by the end (about 1 point), and the 24 idle peasants could have staffed more. Its reasoning summaries at 13:43 and 17:29 name "rate uncertainty" and "unknown production rates" in weighing workshops, and it built none after 6:09. This is arithmetic on this game's rates, not a result.

Beside its other games and the other models

This game (1.7.3) 1.5.6, e196d77b 1.5.6, 14b9e89b 1.5.6, dde38b0b
Quarries / tethers / iron mines 11 / 17 / 4 13 / 34 / 4 13 / 33 / 4 12 / 44 / 4
Hovels / inns / churches or chapels 13 / 1 / 1 16 / 1 / 3 16 / 1 / 1 15 / 1 / 1
Stone / iron mined 440 / 87 448 / 83 588 / 85 362 / 81
Food and planks bought 825 + 400 1,550 + 450 1,100 + 400 840 + 460
Net worth lost to purchases 4,500 7,550 5,600 4,740
Weapons in store 600 none offered none offered none offered
Population / popularity 87 / 55 106 / 50 106 / 53 112 / 63
Turns / cost 42 / $1.28 83 / $2.40 70 / $2.10 77 / $2.14

(Mined is stone and iron held plus sold, less the start's 50 and 15.) In all four games the population is close to the jobs (from building_info: 3 a quarry, 2 a mine, 1 a tether, workshop or inn) plus the 24 idle: 62 + 24 = 86 here for 87 people, 81 to 89 + 24 there for 106 to 112. This game has 16 to 27 fewer tethers, so 19 to 25 fewer people. Its purchases lost the least of the four. The best 1.5.6 game (50.8) mined 148 more stone with 13 quarries and 33 tethers and sold nearly everything, which leaves net worth unchanged. Its three 1.5.6 games spread 73.5 points, so the crossbows' 10.0 points are small beside one model's own spread, and one game cannot say whether weapons or the version moved the score.

In this batch's nine weapons-counted desert games it is third by score and by net worth: GPT-6.1 Sol 75.6 (9,169), Gemini 4 Argon 63.5 (8,369), Muse Wonder 37.5 (6,907), Claude Sonnet 5.5 27.6, Claude Opus 5.5 19.1, Claude Haiku 5.5 18.9, GPT-6 Luna 5.7, Claude Fable 5.1 1.3 and GLM 5.3 Flash −9.8 (each run's own result). The two above it ran bread chains on bought wheat (Sol 12 bakeries and 2 mills on 150 wheat; Gemini 22 bakeries and 4 mills on 115 wheat and 25 flour); Wonder built none. Weapon workshops built: GLM 18, Fable 17, Opus 16, Luna 14, Haiku 5, Sol 5, Gemini 4, Wonder 3, Sonnet none; the four with 14 or more scored 19.1 or less. Weapons in store: Fable 1,540, Gemini 1,230, GLM 1,185, Opus 1,095, Haiku 1,055, Wonder 600, Luna 525, Sol 510, Sonnet none, so its 600 is sixth of nine.

What held it back

  • Food and planks bought, then eaten or built. 8,200 gold bought goods worth 3,700 at the sell price, a loss of 4,500, 2.6 times the town's growth over leaving the game alone. Besides the starting 5,000 and 1,250 of sales, taxes of about 4,200 paid for it. At the end the 87 people paid 86 gold a month in taxes and ate about 13.7 food a month (133 at 27:37 to 55 at 30:10, no purchase between), 109 gold at the buying price of 8.
  • 24 idle peasants and no more jobs. Population was the jobs plus 24 from 4:52. Six searches for iron sites found four in the first and one more later, and six for quarry sites found none in the last two (14:56). After 23:13 it built nothing, with gold between 740 and 1,680, 27 free places and 24 idle; the four tethers at 22:41 had added four people. The fourth iron mine, left out of the first reply's eight placements though its site was in the first search, waited until 6:09.
  • Stone came slowly. About 8 a minute from 4:52 to 19:13 and about 23 after (stock plus sales), the rise coming between 19:13 and 21:15. The handoff put it down to the tethers (13 by 15:56, 17 by 23:13); the logs show the rise, not its cause.
  • Popularity by taxes. High taxes took it from 100 to 61 in four minutes; extra rations held it for 5.4 minutes at the cost of food, until the church and inn (looked up at 10:36, built at 17:52) gave +3.
  • No bread chain. Its 13 building_info lookups did not include a mill, bakery or wheat farm, and it never traded wheat, though the rules list wheat at 8 and flour at 10.

What worked

  • A tile-based opening. map_overview and find_sites without a screenshot; 52 of 53 placements went through, none refused, and set_workshop by tile worked 3 of 3.
  • Storage before it filled. Three stockpiles at 1:31; at the end 2 of 16 piles were empty.
  • Stone and iron. 440 and 87 delivered, 68% of net worth at the end.
  • Food held. Never below 21; four kinds eaten at the end. The first two food warnings led to purchases.
  • Church and inn. With full rations the monthly change was 0 with four kinds of food in store (−2 at 21:15 with two kinds, −1 at 26:25 with three); popularity went from 62 at 18:30 to 55.

Market

29 buys and 4 sells: 235 meat, 235 apples, 240 cheese, 115 bread and 400 planks bought for 8,200 gold, 20 pitch and 150 stone sold for 1,250. The purchases lost 4,500 net worth against the sell price (food at 8, worth 4: 3,300; planks at 4, worth 1: 1,200); selling leaves net worth unchanged. All traded in full but one stone sale at 21:15 (50 asked, 70 sold). The 33 calls were 255 clicks and 615 game seconds, 2.4 s a click; 100 planks took 34 to 42 s. These are units at the market's fixed prices.

Cost and speed

42 turns, 105 tool calls (33 market_trade, 27 find_sites, 13 building_info, 9 build_structure, 8 waits, 15 others), 2.14 million tokens and $1.280 billed by OpenRouter, every request to Meta (preparation $0.105, play $1.124, compaction $0.051). The interview cost $0.055 more, with 31,092 of its 34,213 tokens read from the cache. The run took 33.2 real minutes, 9.1 of them waiting for the model (13.1 s a reply, longest 29.9 s) and 28.5 s on the compaction; seven fast waits saved 224 s. All 42 requests read the prompt cache, 96.9% of the input tokens (1.96 million read, 63,000 uncached, none written).

Of the 2,000 game seconds, build_structure took 544 (9 calls, 52 buildings placed of 53 asked, 10.5 s a building, 60 s a call), market_trade 615, the waits 616, other acting calls 94, and the host's holds about 131 (21 acts without a screenshot request, 5 s each, and top-ups to the 8-second minimum turn). Its 1.5.6 games on this map came to 3.6, 4.0 and 4.7 s a building (host on the Mac, mostly four buildings a call) and its 1.7.3 Oasis game, also on the game machine, to 14.9; the difference mixes version and host.

The interview

Wonder called its result respectable against doing nothing but far behind the person's, and put the gap down to a missed bread chain (it took the lack of farmland to rule out food production and never considered buying wheat to mill and bake), a small town (13 hovels, 24 idle), money spent holding popularity with bought food, hoarded raw materials and no fear factor. Playing again it would build the wheat, flour and bread chain first and test its ratios early, grow housing with jobs, hold popularity with no rations plus inns, a church and a cathedral, use gallows and stocks, build more mines and quarries, sell continuously and drop the crossbow workshops. It praised the reader, find_sites and the atomic tools, asked for production ratios in building_info, a softer reading of "buying lowers net worth" and a find_sites that says why it finds nothing, and said compaction cost it continuity.

Against the game: the 13 hovels, 24 idle, 27 empty places, 4 mines, 3 crossbow workshops, no gallows (efficiency 100%), compaction at 30:10 with 3 min 9 s left, the 8-action limit and building_info without throughput all match, as do the missing ratios in the mechanics reference (mill and bakery are listed with costs and workers only). Four statements do not match, or only partly:

  • "find_sites returned nothing from one spot": the iron searches were six, on centres around all four deposits, and the quarry searches six; whether more sites existed is not shown.
  • "I kept full rations and bought four kinds of food": rations were extra from 13:34 to 18:59, and four kinds were eaten only from 18:43 (two at 21:15).
  • "The framing discouraged the winning move": Sol and Gemini read the same text and bought wheat.
  • "Respectable against doing nothing": 1,715 above 5,192, but about 400 above the whole starting package.

It also said it treated idle peasants "mostly as a warning sign"; its reasoning summaries at 17:29 and 22:41 weigh jobs for them, and the four tethers at 22:41 raised population by four. The wheat and bread economics are not testable here: this game traded no wheat.

For the harness

  • Compaction. One, at 30:10: the first and only summary request succeeded (outcome stop, 28.5 s, $0.051, 74,228 of the 75,182 prompt tokens from the cache) and the estimate fell from 76,715 to 49,048 of the 120,000 budget. The text-only retry that e0e0eb4 resizes was not exercised. The handoff counted 13 ox tethers; 17 stood (the four placed at 22:41 were left out). Its other counts match.
  • Automatic trade. The model made no game_action call at all, so it did not set the marketplace's automatic trade by clicks; all 661 logged clicks fall inside tool calls (market_trade 387, build_structure 234, five other tools 40). building_info says the Marketplace "sets automatic trade"; no tool does.
  • market_trade undercounts a sale from 200 in stock. The game sells 50 a click there and the tool expects 20, so the 21:15 stone sale was replied as 40 units and 280 gold and was 70 and 490, and sold more than asked; the reply's stock and gold were right, and the other three sales were not affected.
  • Warnings. Three popularity warnings (10:35, 12:26, 13:42) followed the tax rise, and extra rations came after the second. The 30:56 food warning also said it had only waited and read for 3 minutes.
  • find_sites. Six of 27 searches came back empty, with the same "nothing fits within 25 tiles" whether the deposit was full or blocked, as the model said. get_inventory at 1:31 returned "unavailable". map_overview listed no tree groves, which is right for the map.
  • The game saved correctly at the end ("muse wonder 1-7-3 c2abaf").

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 6,907 9,984
Gold 1,335 8,574
Stored goods, at the sell price 5,572 1,410
Population 87 250
Housing 114 250
Popularity 55 100

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?

Muse Wonder

My result was respectable compared with doing nothing — 6,907 net worth versus 5,192 for leaving the game alone — but clearly well behind the person's 9,984. The bigger gaps were population (87 versus 250) and popularity (55 versus 100), and the composition of my net worth was very different: I finished with 5,572 in stored goods and only 1,335 gold, whereas the person held 8,574 gold and just 1,410 in goods.

A few things made the difference, as I see it:

  • I missed the bread-processing arbitrage entirely. Because the map has no oasis grass, I concluded food production was impossible and treated the marketplace purely as a place to buy food for consumption. I never seriously considered buying wheat, milling and baking it, and selling the bread. If one unit of bought wheat ultimately becomes several loaves of bread, that chain turns a marketplace purchase into a profit engine rather than a cost. That was the single biggest strategic miss.
  • I was too conservative about scale. I built 13 hovels and ended with 24 idle peasants and 27 empty housing spaces. I treated idle peasants mostly as a warning sign rather than as labour waiting for jobs. The person built 30 hovels, filled all 250 housing, and gave those people work in 95 bakeries and other buildings.
  • I spent heavily to sustain popularity instead of restructuring it. I kept full rations and constantly bought four food types for the variety bonus, which meant a recurring purchase bill just to stand still. The person used no rations and low taxes, accepted a −8 food factor, and more than offset it with religion (+3), inns (+8) and other factors to sit at 100.
  • I hoarded raw materials. Stone and iron in the stockpile count at sell price, so hoarding wasn't irrational, but my production mix (quarries, 4 iron mines, 3 crossbow fletchers) generated value slowly compared with a large bakery industry converting cheap inputs continuously.
  • I never used the fear factor. I assumed gallows and stocks were simply a popularity penalty to avoid. Used deliberately, they apparently made workers substantially more efficient while other popularity sources covered the cost.

In short: I played a cautious extract-and-hoard economy; the person played an industrial processing economy at much larger scale.

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?

Muse Wonder

I would change the core strategy:

  1. Build the wheat→flour→bread chain early and at scale. Marketplace first, then mills and bakeries in blocks, buying wheat in bulk so production never stalls. I'd verify the conversion economics empirically in the first minutes (buy a known amount of wheat, watch flour and bread output, compare against sell prices) rather than assuming purchased inputs must lose money.
  2. Expand housing aggressively and keep employing people. More hovels, earlier, and treat every idle peasant as capacity for another bakery, quarry, mine or inn. Target a population in the hundreds, not under 100.
  3. Switch to no rations (or minimal rations) plus popularity infrastructure. A church and cathedral, multiple inns with bought ale, and low taxes. If ale and religious coverage can hold popularity near 100 while nobody eats the bread, nearly all food production becomes sellable output instead of a consumption cost.
  4. Use the fear factor deliberately. Add gallows/stocks once religion and inn coverage is strong, to push worker efficiency above 100%, and monitor the popularity breakdown to keep the net at or near zero change at a high level.
  5. Keep the extractive sector, but bigger and in service of cash flow. More quarries, iron mines and ox tethers (the person ran 13 quarries, 7 iron mines, 37 tethers — I stopped searching too early when find_sites returned nothing from one spot; I'd search around more tiles of each deposit).
  6. Sell surplus continuously to convert stockpiles into gold for reinvestment in more bakeries and housing, instead of letting stone and iron sit.
  7. Drop the crossbow workshops or keep only a token number — their production rate was too slow to matter compared with bread.

The underlying lesson: on a map with no farms and no trees, the marketplace isn't just a shop, it's the resource base — and processing bought raw goods into finished goods is where the growth is.

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

Overall I found it a well-designed and genuinely interesting benchmark. What helped:

  • The read-only game reader (status, production windows, storage details) was excellent. Being able to see delivered-per-minute rates, popularity factors and storage room without clicking through panels made rational decisions possible.
  • find_sites, tile-based build_structure, market_trade, set_tax/set_rations as atomic actions removed most of the pixel-hunting pain and let me think strategically rather than fight the interface.
  • Reading tools being free while paused (at first) encouraged checking state before acting, which is good agent behaviour.
  • The instructions were unusually thorough — placement rules, storage mechanics, the idle-peasant arrival cap, and score valuation were all spelled out, which let me plan rather than guess.

What got in the way:

  • Key production ratios aren't documented anywhere I could access. How much bread a bakery makes per flour, how much flour per wheat, how fast a mill really runs — the whole winning strategy hinged on these numbers, and discovering them requires either prior game knowledge or spending scarce game minutes on experiments. building_info gives costs and workers but not throughput or conversion ratios. A small amount of that data (or a note that processing bought inputs can be profitable) would shift the benchmark from "do you already know Stronghold's economy" toward "can you run an economy."
  • The framing subtly discouraged the winning move. The instructions stress that buying lowers net worth by the buy/sell spread — true for raw resale, but it primed me to see marketplace purchases as losses, when buying inputs for processing was actually the engine. The one sentence about "turning goods into goods worth more than their inputs" was easy to undervalue without numbers.
  • Context compaction mid-run cost me continuity; I resumed from a handoff summary with about 3 minutes left, so any long-term correction was impossible by then. That's partly inherent to long runs, but it amplifies the cost of early strategic mistakes.
  • The 8-action limit per reply and minimum turn length made bulk construction (e.g., 95 bakeries) slow in wall-clock terms, though it also encouraged batching.
  • Screenshots were sometimes less useful than the text stats; on a barren map with repetitive buildings, the reader data carried most of the signal. find_sites occasionally returning "no sites" (e.g., for iron) without explaining whether the deposit was exhausted or the search area/constraints failed made it hard to know whether to push further.

Changes I'd suggest: include conversion ratios/throughputs in building_info; soften or qualify the "buying lowers net worth" framing to mention processing inputs; and have find_sites distinguish "no suitable ground exists" from "spots exist but violate access/spacing rules." The time limit itself felt fair — it's a real constraint that rewards decisiveness, and the human comparison shows far more was achievable within it than I managed.

4Anything else

Interviewer

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

Muse Wonder

The most interesting thing this run taught me is how a fixed mindset ("no farms → no food industry") can blind you to the actual economy of a map. Every fact I needed was visible — the marketplace sold wheat, mills and bakeries existed, bread had a sell price — but I filed food under "expense" in the first minutes and never re-examined it. The person looked at the same map and saw a bakery with a marketplace attached.

I also enjoyed that the benchmark rewards genuine systems thinking: popularity, fear, rations, taxes, housing and labour all interact, and the winning settlement (no rations, 21 punishment buildings, 11 inns, 100 popularity) is one I'd never have arrived at by playing "sensibly." If I played again, I'd spend the first few minutes running small deliberate experiments on conversion rates before committing to a build order — measuring first, then scaling hard.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score6,907Counted

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 20261018T173206-aadf0ce7