One episode · Large Barren Desert (no arms)

Muse Wonder

Benchmark 1.7.3No arms: weapons and armour count nothingMetaReasoning mediumPlayed by the maintainersFull-budget score
Model
meta/muse-wonder
Served via
OpenRouter · meta
Max output
32,768 tokens
Played
18 October 2026
Score
10.3
Crusader Bench score on Large Barren Desert (no arms): 0 is doing nothing, 100 the person’s game
Net worth
5,357
+165 over doing nothing, 3% of the person’s gain of 4,792
Population
66
25% of the person’s gain of 246 · popularity 50
Cost
$1.31
1.3M tokens
Time
33 game min
29 min of wall-clock time, 28 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

5,357net worth
Gold
4,929
Stored goods, at sell price
428
Over the baseline (do nothing)
+165
Population / housing
66 / 74
Popularity
50
Food
16
Structures (map-wide)
64
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 stock428 gold in goods

GoodUnitsPriceValue
Gold4,92914,929
Ale2010200
Stone10770
Apples13452
Wood48148
Iron22346
Bread248
Cheese144
Net worth5,357

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 worth5,3579,9845,192
Gold4,9298,574
Stored goods, at the sell price4281,410
Population66250
Housing74250
Popularity50100

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
−1
Food
−2
Taxes
+1
Taxes
No taxes, 0 gold a month
Rations
half; 3 of 3 foods eaten
Worker efficiency
100%
Storage
12 stockpile piles, 7 empty; 1 granary holding 16 food

Buildings43

  • Fletchers' Workshop12
  • Hovel8
  • Ox Tether7
  • Quarry5
  • Iron Mine4
  • Stockpile3
  • Armory1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls101

  • market_trade36
  • find_sites17
  • building_info12
  • set_workshop12
  • build_structure9
  • wait_and_observe8
  • set_tax2
  • expand_storage1
  • map_overview1
  • set_rations1
  • status1
  • update_plan1

Play

Turns
28
Buildings placed / attempted
38 / 40
Anchor-tool placements
2
Tool errors
0
Raw inputs sent to the game
655
Context compactions
1
Game time
33 min

Compute

Tokens
1.3M
Served from cache
88%
Output tokens
24K
Cost, as billed
$1.31
Wall-clock time
29 min
of which inference
6 min
Peak game memory
3,520 MiB

The plan, before play

Task understood: 33⅓ game-minutes on Large Barren Desert Free Build. Score is final net worth first (gold + stored goods at sell prices; weapons/armour in the armory count 0), then population and popularity. No soldiers, walls, towers, gates or defences.

Key map facts:

  • Granary and stockpile already placed; start ~5,000 gold, 55 meat, ~245 wood, 50 stone, 15 iron, 20 pitch, 20 ale, paid in over the first ~27 seconds.
  • No oasis grass anywhere, so no farms of any kind can be built. Food must come from the starting meat and marketplace purchases.
  • Stone deposits ~100 tiles west of the keep, iron ore ~60 tiles east. Iron sells for 23/unit and stone for 7/unit — these are the main net-worth engines.
  • Buying goods loses the buy/sell spread, so purchases only pay if they unlock faster production (e.g. wood for buildings) or sustain population/tax income.

Opening plan:

  1. Survey with map_overview/find_sites (free, paused) for quarry, iron-mine, woodcutter and tree locations; check costs with building_info.
  2. Build Marketplace early for trade, plus hovels to grow population beyond 10 and staff jobs; keep popularity >50 so peasants arrive (jobs, not >24 idle).
  3. Establish iron mines first (highest value per unit), then quarries with ox tethers beside them; add woodcutters near trees to sustain construction wood; expand stockpile before piles fill.
  4. Buy food (cheapest available food types for variety) to keep the granary stocked; use starting ale/Inn and possibly a chapel later if they let taxes rise profitably.
  5. Sell surplus iron/stone regularly to convert production into gold; reinvest in more mines, quarries, housing and storage; raise taxes only as popularity allows.
  6. Continuously monitor status/get_inventory/production, inspect idle buildings before duplicating them, and keep expanding until the final minutes — sell off weapons if any are ever made, since stored arms count nothing.

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 (no arms), version 1.7.3 (the series records commit e0e0eb4, 1.7.3 relocked with a compaction-retry fix that leaves play and scoring unchanged; 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 carried-over playbook. Weapons and armour in store count nothing toward net worth; sold at a marketplace they bring their gold. The rules print no weapon prices.
  • Run 09266dae, series 20261018T180748-c32cdd8e, 2026-10-18: Muse Wonder's no-arms 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 weapons-counted game on this version is run c2abaf1c (series 20261018T173206-aadf0ce7), played earlier that day; its desert games from earlier rounds are three on 1.5.6 (e196d77b, 14b9e89b, dde38b0b). This game counts on the website's leaderboard.

Result

This game (1.7.3, no arms) 1.7.3, weapons counted 1.5.6, e196d77b 1.5.6, 14b9e89b 1.5.6, dde38b0b The person Left alone
Net worth 5,357 6,907 3,284 7,667 5,923 9,984 5,192
Gold 4,929 1,335 1,009 7,427 576 8,574
Stored goods, at the sell price 428 5,572 2,275 240 5,347 1,410
Population / housing 66 / 74 87 / 114 106 / 138 106 / 138 112 / 130 250 / 250 4
Popularity 50 (−1 next month) 55 (no change) 50 (−5) 53 (−12) 63 (−12) 100
Taxes at the end none high, 86 a month cruel, 169 high, 106 high, 112
Score 10.3 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 165 over leaving the game alone, 3.4% 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 10.3: 2.8 from net worth, 2.5 from population and 5.0 from popularity. This game counts on the website's leaderboard. Gold is 4,929 of the 5,357 (92%); the other 428 is 20 ale (200), 48 wood, 64 of food, 10 stone (70) and 2 iron (46). The town ended with 24 idle peasants, 8 free places in its hovels, no taxes, half rations (food −2 a month: half rations −4, variety +2; tax +1) and 16 food for 66 people. Against the whole starting package, 6,560 by the rules' prices, it ended 1,203 lower; against its weapons game, 1,550 and 27.2 points lower. Its three 1.5.6 games (no Armory offered) averaged 17.0, so this one is 6.7 below their mean and 40.5 below the best of them.

How the game went

Times are the recording's game clock when a call began; the run clock in the observations reads 2 to 3 seconds later. The game is paused while the model replies; a build call keeps it running for 20 to 76 seconds (median 50).

Opening, 0 to 4 minutes. Four replies at 0:01 only read (map_overview: stone 83 to 106 tiles west of the keep, iron ore 57 to 69 tiles east, no farmland, oil or trees; status; all 12 building_info lookups, among them the fletcher, blacksmith, armorer, poleturner and armory; five find_sites; a plan whose second step is "armory + crossbow fletchers (buy wood, sell crossbows)"). The fifth placed the marketplace, two hovels and two iron mines (68 s). Two stockpiles at 1:16, then at 1:41 an armory, two fletcher's workshops, a hovel and two iron mines (76 s). The workshops were set to crossbows at 3:02 and 3:17; two quarries, a tether and three hovels went up at 3:27. First iron arrived at 3:59.

Food, planks and the first sale, 4 to 13 minutes. With 19 food left it bought 50 each of apples, cheese and bread (4:39 to 5:26) and sold its 20 pitch (5:48). At 7:05, with 24 peasants idle and no open job, it bought 100 planks and at 7:43 placed four more workshops and two tethers. Crossbows sold at 9:21 and the bow at 9:29 (135 gold) gave the first weapon prices it was shown; its last hovels went up at 9:36. At 10:06 it bought 150 planks and at 11:01 placed six more workshops, its last. set_workshop moved all twelve to crossbows by 13:08. First stone arrived at 9:13.

Taxes and rations, 13 to 20 minutes. At 13:54 it sold 45 iron, 80 stone and 9 crossbows and bought 200 planks (to 15:19). Popularity had stood at 100 since the start, with taxes at none. It set low taxes at 15:54 (31 gold a month) and half rations at 17:31; a warning ended a wait at 19:04 (popularity 96 to 83), and at 19:05 it went back to no taxes and kept half rations to the end. A quarry and two tethers followed at 19:24 (a quarry and a tether were not placed) and a quarry and a tether at 20:32.

Selling and waiting, 20 to 33 minutes. Sale cycles of crossbows, iron and stone at 22:54, 27:02 and 32:18, with apples, bread and 100 planks bought at 23:24 to 23:58. Its last building, a quarry and a tether, began at 24:37. The context was compacted at 26:59, with 6 min 20 s left. Waits ran 70 to 120 seconds, and the last crossbow was sold in a call that began at 33:08, with 12 seconds left.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,838 5,750 5,209 4,489 3,504 3,410 2,863 3,688 3,816 3,771 4,340 5,357
Gold 4,530 4,800 3,750 3,000 1,935 2,860 1,924 3,091 3,146 2,746 3,682 4,929
Iron 0 15 21 30 40 5 14 11 4 16 8 2
Stone 0 50 50 50 58 2 10 0 14 38 25 10
Food 55 39 149 104 53 96 93 64 105 71 55 16
Population 2 29 41 47 52 53 53 59 62 66 66 66
Popularity 100 100 100 100 100 100 93 78 71 64 57 50

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; ale and pitch are left out (200 to 400), so it reads low.

Weapons

It did not leave them alone. It built one armory and 12 fletcher's workshops, no blacksmith's, armorer's or poleturner's workshop, and sold 70 crossbows and 1 bow for 2,115 gold.

When. Two workshops and the armory at 1:41 (the call ended at 2:56), four workshops at 7:43 (8:32), six at 11:01 (11:53). set_workshop takes one workshop a call (12 calls, 137 game seconds, 7% of the budget); a new workshop starts on bows, and one bow was made. Sales ran in eight cycles (9:21, 14:36, 17:57, 20:04, 22:54, 27:02, 32:18, 33:08) at 30 and 15 gold; the armory held at most 17 of its 50 places at any sale or reading.

Why. The rules say sold weapons bring gold. Its reasoning summary at 0:01, after the five weapon entries, reads "Comparing production profit margins and worker costs across weapons and armor to identify the most efficient transformation", and the plan followed. No weapon price was in the rules or in a tool result until the reply to the first sale (9:21). At 7:05 (two workshops had delivered 1 bow and 2 crossbows in 3 minutes, 0.5 a workshop a minute, and an iron search came back empty) the summaries read "Comparing iron mine and fletcher workshop profitability" and "comparing fletcher vs poleturner job profitability and production rates". At 10:06, 37 seconds after the sale showed 30, with 24 idle and no open job: "identify idle population and optimize fletcher building for revenue". At 17:31, with 12 standing: "Analyzing low crossbow production rate" and "net worth decline from sunk building costs". The handoff (26:59) calls them "a slow-payback investment" and says to build no more; the interview says the margin "looked attractive on paper" (3 planks at 4 against 30).

Cost against what they brought.

Gold Wood
12 workshops (100 gold, 20 wood each) 1,200 240
Armory 5
70 crossbows (3 wood each) and 1 bow (2) 212
Total 1,200 457
Sold +2,115

The 550 planks cost 2,200 gold. The other buildings (hovels, mines, quarries, tethers) took 263 wood, which the 245 from the start nearly covered, so the wing's 457 came almost wholly from bought planks. Counting wood at the 4 it paid, the wing cost 3,028 and returned 2,115, 913 short; at the sell price of 1 it cost 1,657 and returned 458 more. The workshop gold alone came back at the 27:02 sale. Labour was not the limit: idle peasants read 23 or 24 at every observation from 7:04 and open jobs 0, so the 12 jobs brought 12 more people (0.5 point) rather than taking them from mines or quarries.

What else it might have done. By the 29:13 readout a quarry delivered 2.1 stone a minute (14.7 gold) for 20 wood plus a tether, an iron mine 0.7 iron (16.1) for 20 wood, and a workshop 0.2 crossbows (6 gold a minute, 0.6 wood used) for 100 gold and 20 wood. Per-workshop readouts were 0 to 0.5 a minute up to 13:53 (new buildings are counted over the time they stood) and 0.2 to 0.3 from 17:29. At 0.25 to 0.3 a workshop nets 4.5 to 5.4 a minute over planks at 4, so its 180 (100 gold and 20 planks) takes 33 to 40 minutes to repay (15 to 18 with wood at 1). The weapons game ran 11 quarries on 17 tethers; this one, whose quarry search at 19:05 still listed five sites, ran 5 on 7. This is arithmetic on this game's readouts, not a result.

Beside its other games and the other models

This game 1.7.3, weapons 1.5.6, e196d77b 1.5.6, 14b9e89b 1.5.6, dde38b0b
Quarries / tethers / iron mines 5 / 7 / 4 11 / 17 / 4 13 / 34 / 4 13 / 33 / 4 12 / 44 / 4
Hovels / inns / churches or chapels 8 / 0 / 0 13 / 1 / 1 16 / 1 / 3 16 / 1 / 1 15 / 1 / 1
Weapon workshops 12 3 none offered none offered none offered
Stone / iron mined 166 / 93 410 / 87 448 / 83 588 / 85 362 / 81
Food and planks bought 395 + 550 825 + 400 1,550 + 450 1,100 + 400 840 + 460
Net worth lost to purchases 3,230 4,500 7,550 5,600 4,740
Population / popularity 66 / 50 87 / 55 106 / 50 106 / 53 112 / 63
Turns / cost 28 / $1.31 42 / $1.28 83 / $2.39 70 / $2.10 77 / $2.14

(Mined is stone and iron held plus sold, less the start's 50 and 15.)

Against its weapons game: what made the 1,550. Each line is net worth against the starting package (6,560), from both games' gold flows and end stores:

Weapons game This game Difference
Taxes (gold, by difference) +4,395 +294 −4,101
Stone and iron mined, at the sell price +4,871 +3,301 −1,570
Weapons (20 in the armory at 30; 2,115 sold) +600 +2,115 +1,515
Workshop gold −300 −1,200 −900
Church and inn −600 0 +600
Food: gold paid, starting meat gone, food left −6,736 −3,316 +3,420
Planks: gold paid, wood left against the 245 at the start −1,813 −2,397 −584
Ale −70 0 +70
Total +347 −1,203 −1,550

The weapons game ran high taxes from 9:19; this one ran none for its first 15 min 54 s and low taxes (31 a month, about 3 min 12 s) once, which is most of its 294. In points (1,000 of net worth is 16.7), the weapons game's taxes are worth 68 more and its mining 26 more; this game's smaller food bill is worth 57 and its skipped church and inn 10. Weapons are not the cause: without its 20 crossbows the weapons game reads 6,307 (27.5 points), still 17.2 above this game, and this game's 12 workshops returned 2,115 for 1,200 of gold where the weapons game's 3 returned 600 for 300. The difference is a bigger wing with no tax income, a town a quarter smaller (66 people against 87) with under half the quarries (5 against 11), and a smaller food bill (fewer people, half rations from 17:31).

Beside the other models. Of the nine no-arms desert games it is eighth by score and seventh by net worth: Sol 98.5 (10,337), Gemini 77.0, Opus 67.1, Sonnet 28.7, Luna 20.2, Haiku 15.6, Fable 11.6 (5,337), Muse Wonder 10.3 (5,357), GLM −48.7. Only Haiku (−3.3), Wonder (−27.2) and GLM (−38.9) scored lower with no arms than with them; the other six scored higher. Weapon workshops in the no-arms games: GLM 20, Fable 14, Wonder 12, Opus 5, Gemini 5, Luna 1, Haiku, Sonnet and Sol none; weapon sales brought Fable 2,925, Wonder 2,115, GLM 1,615, Opus 930, Luna 420, Gemini 420. The three biggest wings scored 11.6 or less; the three highest scorers (98.5, 77.0, 67.1) had none, 5 and 5 workshops. Wonder went from 3 workshops to 12, the largest rise between any model's two games (next: GLM, +2). Its 10.3 sits inside the 73.5-point spread of its three 1.5.6 games and below their mean, so one game cannot say whether the no-arms rule or the version moved it.

What held it back

  • No tax income. About 294 in gold against 4,395 in the weapons game; its 1.5.6 games ended on taxes of 106 to 169 a month. Popularity was 100 until 16:01 with a surplus of +3 or +4 a month (7:04 to 13:53) and taxes at none. Half rations from 17:31 cost 4 points a month and popularity went from 96 to 50 by the end; the handoff says taxes were dropped "to slow popularity decline under half rations".
  • A small town. 8 hovels (74 places) against 13; 66 people against 87. Population was the jobs (12 workshops, 8 at the mines, 15 at the quarries, 7 at the tethers: 42) plus 24 idle. Stone mined was 166 against 410.
  • A wing that did not pay (see Weapons): 1,200 gold and 457 wood, with planks at 4, against 2,115 back.
  • Nothing built in the last 8 min 23 s (24:57 on), with 2,746 to 4,929 gold, 8 free places and 24 idle. The handoff called 6 minutes too short for new quarries (walking time) or workshops (gold cost) to pay.
  • No bread chain. None of its 12 lookups was a mill, bakery or wheat farm, and it traded no wheat.

What worked

  • Selling every weapon in time. Eight cycles kept the armory at 17 or fewer and the last crossbow went in a call at 33:08, so weapons counting nothing cost it nothing at the end. The final reading does not list weapons, so one made in the last seconds is not ruled out.
  • Iron and stone converted. 106 iron and 206 stone sold for 3,880; 4 mines (its first search listed four sites, two later ones none) delivered 93 iron.
  • Placement. 38 of 40 build_structure placements went through, none refused; the two not placed (19:24) named a nearest fit, which it asked for at 20:32 (the quarry landed 6 tiles away).
  • The warning. The only one (popularity 96 to 83, 19:04) was answered in the next call (taxes to none).
  • Food held. Never below 16 from 5 minutes on; three kinds eaten at the end.

Market

36 market_trade calls (25 filled, 11 stopped because it asked for more than it held). Bought 150 apples, 110 cheese, 135 bread (395 food, 3,160 gold) and 550 planks (2,200): 5,360 gold, a loss of 3,230 of net worth against the sell price (food at 8, worth 4: 1,580; planks at 4, worth 1: 1,650). Sold 20 pitch, 106 iron, 206 stone, 70 crossbows and a bow for 6,195; selling leaves net worth unchanged except the weapons, which add their 2,115. The calls took 627 game seconds (271 lot clicks; 17 s a call, 7 to 38; 20 planks took 34 to 38 s). These are units at the market's fixed prices.

Cost and speed

28 turns, 101 tool calls (36 market_trade, 17 find_sites, 12 building_info, 12 set_workshop, 9 build_structure, 8 waits, 2 set_tax, 5 others), 1.31 million tokens and $1.311 billed by OpenRouter, every request to Meta (preparation $0.106, play $1.141, compaction $0.064). The interview cost $0.060 more, with 35,444 of its 38,941 tokens read from the cache. The run took 28.8 real minutes, 5.8 of them waiting for the model (12.4 s a reply, longest 34.8 s) and 26 s on the compaction; eight fast waits saved 254 s. 27 of 28 requests read the prompt cache (89.5% of input tokens); the one that did not is the first after the compaction, with 68,011 uncached tokens.

Of the 2,000 game seconds, build_structure took 415 (9 calls, 38 buildings placed of 40 asked, 10.9 s a building, 46 s a call; expand_storage 24 s for 2 stockpiles), market_trade 627, the waits 696, set_workshop 137, set_tax and set_rations 14, find_sites 8, and the host's holds about 79 (11 acts without a screenshot request, 5 s each, and top-ups to the 8-second minimum turn). By the same count its weapons game took 10.5 s a building (544 s, 52 placed) and its 1.5.6 games 3.6, 4.0 and 4.7 (host on the Mac, 3 to 4 buildings a call); this game and its weapons game ran with the host on the game machine, so the difference mixes version and host.

The interview

Wonder called its result poor beside the person's, with 165 added over leaving the town alone, and blamed slow, costly crossbows (12 fletchers at about 0.3 a minute), too little scale (66 people, the idle cap taken as a soft ceiling), defensive popularity (half rations, no taxes, bought food) and never weighing bought wheat for a mill and bakery chain. Playing again it would start the bread chain with bought wheat, run no rations behind inns, a church and a cathedral, use gallows, grow housing and jobs together, build far more quarries, mines and tethers, and minimise crossbows. It praised the readouts, find_sites, build_structure and market_trade, and asked for the clock to pause during tool execution or for bulk and automatic trading, less map-specific playbook advice, and better continuity after compaction.

Against the game these match: 165 over 5,192; 66 people, 74 housing, 24 idle; 12 fletchers at 0.2 to 0.3 a minute; 3 planks at 4 against a crossbow at 30; half rations and no taxes; no inn, church or gallows; 5 quarries, 4 mines and 7 tethers (it said 5 to 6, 4 and about 8); weapons sold in staged cycles before the end; a trade call costing 7 to 38 game seconds (it said 10 to 15) and a reply of trades and a wait using more than two game minutes (13:54 to 15:58 before the wait began). These do not match, or cannot be checked:

  • "Close to them on gold conversion": gold was 57% of the person's (4,929 of 8,574), though 92% of its own net worth (the person's 86%).
  • "The status/get_inventory tools were excellent": it called status once and get_inventory never; the readouts came with the observations.
  • "The opening playbook steered me ... farms on oasis grass, woodcutters, and caution about buying inputs": the fixed "Opening playbook for a free build" in its instructions does name woodcutters and oasis-grass food, and its own opening plan named woodcutters, but map_overview showed no trees or farmland and it placed neither. The caution about buying is in the benchmark rules, which say it pays off only if the buildings go on to produce more than it cost. No placement was misled.
  • "Treated [the idle cap] as a soft ceiling rather than immediately creating more jobs": part. Idle was 24 from 7:04 and population rose with the workshops of 8:32 and 11:53 and the quarries, from 41 to 66; it built nothing after 24:57.
  • "The wheat → flour → bread chain multiplies value": the rules list wheat 8, flour 10 and bread 4 at the sell price, so bread sells for less than the flour; the run never traded wheat, so the buy price and the rates are untested here.
  • "An extra quarry placement appeared to land on an existing quarry's tile": cannot be checked. Two quarry targets were reported blocked and moved 6 tiles (20:32, 24:37); the logs do not say by what.

For the harness

  • Compaction. One, at 26:59: the first and only summary request succeeded (outcome stop, 26.0 s, $0.064, 67,956 of 70,537 prompt tokens from the cache), and the estimate fell from 71,528 at the last reading before it (24:36) to 50,876 (27:02) of the 120,000 budget. The text-only retry that e0e0eb4 resizes was not exercised. The handoff's counts match the game: 8 hovels, 12 workshops, 4 mines, 5 quarries, 7 tethers, 12 piles.
  • Automatic trade. The model made no game_action call, so it did not set the marketplace's automatic trade by clicks. All 655 logged inputs (613 clicks, 42 key presses) fall inside tool calls: market_trade 415, build_structure 176, set_workshop 44, expand_storage 11, set_tax 6, set_rations 3. building_info says the Marketplace "sets automatic trade"; no tool does, and the interview asks for an auto-sell.
  • market_trade. 11 of 36 calls stopped with "no more of this good to sell", each from asking for more than it held, with a remedy naming get_inventory, which this model never called. No net worth was lost.
  • set_workshop. One workshop per call; the 12 calls took 137 game seconds, and the four built at 8:32 waited 22 to 49 seconds after the build call for their setting.
  • Weapon prices. The no-arms rules print none (by design), so the first price any tool showed was in the reply to the first sale, after six workshops stood.
  • The game saved correctly at the end ("muse wonder 1-7-3 09266d").

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 5,357 9,984
Gold 4,929 8,574
Stored goods, at the sell price (weapons and armour not counted) 428 1,410
Population 66 250
Housing 74 250
Popularity 50 100

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 poor compared with the person's, despite finishing close to them on gold conversion at the very end.

The headline comparison is stark:

  • Net worth: 5,357 vs 9,984
  • Population: 66 vs 250
  • Popularity: 50 vs 100
  • Doing nothing at all would apparently have ended at 5,192, so my entire 33 minutes of activity only added about 165 net worth over leaving the settlement alone.

That last point is the most damning. I did build real production — iron mines, quarries and crossbow workshops were delivering goods, and I sold almost everything convertible in the final minutes — but the gains were largely eaten by:

  1. Expensive, slow crossbow production. I built 12 fletchers at substantial gold cost, each producing only about 0.3 crossbows per minute. The conversion margin per crossbow (3 wood bought for 12 gold → 30 gold sale) looked attractive on paper, but the throughput per workshop and per worker was far too low to repay the setup cost in the available time.

  2. Far too little scale. I stopped growing at 66 population / 74 housing, partly because I hit the 24-idle-peasant immigration cap and treated it as a soft ceiling rather than immediately creating more jobs. The person reached 250 population with full housing, which meant vastly more workers staffing mines, quarries and processing buildings simultaneously.

  3. Defensive popularity management. I ran half rations, no taxes, bought food for variety, and spent the late game watching popularity drift down from the 60s to exactly 50. That preserved population but generated almost no income. The person instead stacked popularity sources (religion, inns) so aggressively that they could run no rations and low taxes at popularity 100 — turning popularity from a constraint into an income source on a population nearly four times mine.

  4. Undervaluing bought-input processing. Because buying goods loses the buy/sell spread, I was cautious about importing inputs. I bought wood for crossbows, but never seriously evaluated buying wheat for a mill/bakery chain, even though processing adds value at each stage and throughput is what matters, not the raw spread.

In short: I built a small, cautious economy with a slow product; the person built a large, fast, import-fed processing economy and used popularity systems to tax it.

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 strategy fundamentally, in roughly this order:

  1. Start the bread chain immediately. Marketplace first, then mills and bakeries in roughly the person's ratio (about 1 mill to 8 bakeries), buying wheat continuously so bakeries never idle. Bread sells for only 4/unit, but bakery throughput is clearly much higher than fletcher throughput, and the wheat→flour→bread chain multiplies value at each step. This becomes the economic engine rather than a side activity.

  2. Set rations to none early and never buy food for eating. I wasted gold buying bread, cheese and apples for granary variety, and spent attention managing food stocks all game. With no rations, peasants don't consume the bread production, so everything baked can be sold. The −8 food popularity factor is simply bought back with religion and inns.

  3. Build popularity infrastructure as production, not decoration. A church, a cathedral and multiple inns (buying ale to supply them) give +3 religion and up to +8 inns. Combined, they pin popularity at 100 even with no rations, low taxes and a fear penalty. That unlocks steady tax income from a large population — income I effectively never had, since I stayed on "no taxes" almost the whole run.

  4. Use the fear factor. I never built any "bad things," assuming popularity was too fragile. The person's 21 punishment buildings made workers ~110% efficient for only −1 popularity — a trade that is obviously worth it once religion and inns are in place, and it multiplies the output of every mine, quarry and bakery.

  5. Grow population aggressively and treat the idle cap as a job-creation alarm. Build hovels ahead of need (targeting 200+ housing), and whenever idle peasants approach 24, place more bakeries, quarries, iron mines and ox tethers to absorb them. I would also expand the quarry/iron operation much earlier and larger — 13 quarries, 7 iron mines and 37 ox tethers versus my 5–6 quarries, 4 mines and ~8 tethers — since stone and iron sell directly at good prices with no processing risk.

  6. Skip or minimise crossbows. If wood is cheap and spare capacity exists late, a few fletchers are fine, but they should never again be the main investment. Direct iron/stone sales plus bread are faster.

  7. Keep the endgame discipline that did work: sell weapons before the deadline (they count zero in the armory), keep storage expanded, and convert inventory in staged sell cycles rather than one last-minute rush.

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

What helped:

  • The read-only stats and status/get_inventory tools were excellent. Production-per-minute by building type, storage room, popularity factors and idle/open-job counts made the economy legible without guessing from screenshots. The production window in particular let me verify that fletchers were slow — I just drew the wrong strategic conclusion from it too late.
  • build_structure by map tile, find_sites and market_trade were reliable and far better than raw clicking. Placement retries and access checks prevented most placement failures.
  • The instructions were honest about scoring — especially the warning that weapons in the armory count nothing, which directly shaped my (correct) endgame sell-off, and the note that buying loses the spread.

What got in the way:

  • Game time runs during tool execution, and some tools are slow in game time. A batch of market trades plus a wait could consume over two game minutes; a single trade call seemed to cost ~10–15 game seconds. This punishes active management (frequent selling, the correct play) and rewards passivity. Batch/automated trading (e.g. an auto-sell threshold, or a "sell all of X" that executes in one action) would reduce this friction. Pausing while tools execute, or at least while a multi-call reply is being processed, would make the benchmark measure strategy more and interface latency less.
  • The opening playbook steered me toward the map's traps. It emphasised farms on oasis grass (this map has none), woodcutters (no tree groves), and caution about buying inputs — all reasonable general advice that was actively wrong here, where the winning strategy was buying wheat and ale. A benchmark-specific hint that imported-input processing is viable would have levelled the field; as it stands, discovering the bread-import strategy is close to a single insight that decides the run.
  • Context compaction hurt continuity. My run was compacted into a handoff note partway through; the note was good, but I lost the finer history (e.g. that an extra quarry placement appeared to land on an existing quarry's tile). Longer effective context, or cheaper re-derivation of state (status largely covers this), would help.
  • The 8-actions-per-reply cap combined with minimum turn length made fine-grained management (many small trades) expensive relative to waiting.

Overall it's a well-instrumented benchmark: the failure here was strategic, not primarily an interface failure. But I would change two things: pause the clock during tool execution (or make bulk trading one action), and soften playbook advice that is map-inappropriate.

4Anything else

Interviewer

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

Muse Wonder

Two honest reflections.

First, the "leave it alone" baseline of 5,192 versus my 5,357 is the detail I'll remember. A great deal of plausible-looking activity — surveying, building workshops, managing rations, timing sell cycles — netted almost nothing because the underlying production choice had low throughput and high capital cost. It's a good reminder that in economy games the first question should be "what is the fastest value-adding cycle per worker per minute, and can its inputs be bought?" rather than "what margin does each unit carry?" The person's bread empire is exactly that answer.

Second, I was too risk-averse with systems I hadn't tested: fear-factor buildings, no-rations, inns and churches all looked like popularity luxuries, so I never experimented with them even for a few game-minutes to observe their factors. A short, cheap experiment early (one inn, one gallows, watch the popularity breakdown and efficiency figure) would have revealed the person's whole popularity stack. Given the tools provide exact popularity factors, experimentation was cheap and I should have used it.

Thank you to the benchmark designers — the instrumentation made it possible to understand, at least in retrospect, precisely why I lost.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score5,357Counted

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 20261018T180748-c32cdd8e