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: DeepSeek V4.1 Flash 1017 (
deepseek/deepseek-v4.1-flash-1017) on OpenRouter, served by Fireworks with Together as the only fallback (DeepSeek's own endpoint is excluded by the account's data policy), reasoning medium, output limit 32,768 tokens. Fireworks served all 56 recorded requests (1 preparation, 54 gameplay, 1 compaction); Together served none. - Benchmark: The Sinkhole construction (no arms), version 1.7.3 (commit e0e0eb4, 1.7.3 relocked with a fix to the compaction retry; play and scoring unchanged); 45 min of game time at speed 40; no playbook. Weapons and armour in store count nothing; sold, they bring their gold. Host on the game machine.
- Run 82cf4216, series 20261019T194658-d4ba279b, 2026-10-19: this model's no-arms Sinkhole game and the last of its six. Its weapons-counted pair is run fb7aed77 (1.7.1, commit 07f2b7a, played just before, host also on the game machine); its others, all 1.7.3: Oasis 26.5 and 28.0, desert 0.7 and 78.5. This game counts on the website's leaderboard, with the other five.
Result
| This game (1.7.3, no arms) | Pair (1.7.1, weapons counted) | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 9,050 | 11,345 | 41,631 | 2,195 |
| Population / housing | 148 / 194 | 28 / 90 | 506 / 506 | 4 |
| Popularity | 89 (−5 next month) | 19 (−1) | 99 | 0 |
| Score | 25.7 | 20.9 | 100 | 0 |
A full-budget score: all 2,700 game seconds. Net worth grew 6,855 over leaving the game alone, 17.4% of the person's 39,436. By the website's formula (100 × (0.8 × net-worth share + 0.1 × population share + 0.1 × popularity ÷ 100); shares from leaving the game alone (2,195, 4 people) to the person (41,631, 506), net-worth share clipped to −1..2) the score is 25.7: 13.91 from net worth, 2.87 from 148 people, 8.90 from popularity 89. The map's website score is the mean of both games, 23.3. It beats its pair by 4.7 on 2,295 less net worth, but the pair differs in more than weapons (1.7.1 against 1.7.3, with 1.7.2's placement and stockpile changes between). Stored goods hold no weapons (the pair held 195): 187 iron (4,301) is 48% of net worth, 683 apples (2,732) 30%, gold 20%.
How the game went
Times are game time, when a call began (the recording's clock; the run clock in the observations reads a few seconds later).
Iron and apples, 0:01 to 5:41. After 23 free reads it chose iron ("Iron mines are extremely valuable: iron 23 each") and apples for food ("Apples simplest"). A 104 s call placed a mine, two woodcutters, an orchard and three hovels; at 3:36, with 23 of 29 people idle, four mines, three orchards and a dairy.
Taxes and mines, 5:48 to 17:28. At 8:39 it set level 8 ("level 8 (Extortionate -12) -> 88"); popularity fell from 100 to 38 by 11:13. A bribe from 11:07 ran to 17:18. Four more calls added 15 mines, 20 by 17:12; gold hit 206 at 17:20. Armory and smith followed (18:27).
Orchards, 21:41 to 38:04. With 23 idle and the smith at 0.3 swords a minute, it priced an orchard at 8.8 gold a minute for 5 wood and one job ("farms are extremely good net worth, not just food") and placed 6 to 8 a call, seven calls to 36:02: 12 orchards stood at 21:40, 61 at 38:09, and population rose one for one (82 to 131). It compacted once (23:29) and added three granaries (28:23).
Land runs out, 38:11 to 45:00. From 36:02, 16 of 25 orchard searches found nothing. After two last orchards came woodcutters (17 in all), three hovels, 11 swords sold and level 6 at 44:05.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 1,793 | 1,990 | 2,112 | 1,711 | 2,438 | 3,322 | 4,500 | 6,318 | 9,050 |
| Food | 55 | 28 | 41 | 79 | 81 | 87 | 108 | 216 | 434 | 685 |
| Population | 6 | 34 | 46 | 62 | 79 | 89 | 107 | 120 | 134 | 148 |
| Popularity | 100 | 100 | 71 | 99 | 100 | 100 | 100 | 100 | 100 | 89 |
Each column is the last recording frame at or before that minute. Net worth sat near or under the 2,195 of leaving the game alone from 2:35 to 22:56 (low 1,548, 19:01).
Weapons
It did not leave weapons alone. Its pre-play plan allowed workshops "if iron/wood surpluses justify it
(weapons only gain value when sold)"; at 13:13 it noted "armory storage counts 0 but must sell"; at
17:18 it expected a smith to pay back in "under 1 min" and placed one (20 wood and 200 gold by
prompt/game-mechanics.md) with an armory (5 wood). The readouts gave 0.3 to 0.7 swords a minute; at
21:41 it wrote "Bad. We should not build more blacksmiths". The smith made 11 swords from 11 iron. The
first sale was at 40:53 ("Critical: weapons/armor count nothing in net worth. We have 9 swords = 0 net
worth"): 9, then 1 and 1, 330 gold in 39 game seconds; the armory ended empty. Against keeping the iron
(253) the swords added 77, but the wing cost 200 gold and 25 wood: 148 behind (0.3 points), 223 with
wood at the 4 it paid.
Beside its other games and the other models
| Net worth | Score | People / popularity | Key buildings | Turns / cost | |
|---|---|---|---|---|---|
| Oasis, weapons (1.7.3) | 5,598 | 26.5 | 74 / 38 | 11 mines, 5 workshops | 43 / $0.134 |
| Oasis, no arms (1.7.3) | 6,327 | 28.0 | 98 / 9 | 34 woodcutters, 7 workshops | 54 / $0.145 |
| Desert, weapons (1.7.3) | 4,874 | 0.7 | 58 / 38 | 11 workshops, 4 mines | 29 / $0.099 |
| Desert, no arms (1.7.3) | 9,384 | 78.5 | 90 / 50 | 10 quarries, 41 tethers | 36 / $0.142 |
| Sinkhole, weapons (1.7.1) | 11,345 | 20.9 | 28 / 19 | 21 mines, 10 wheat farms | 46 / $0.139 |
| Sinkhole, no arms (1.7.3) | 9,050 | 25.7 | 148 / 89 | 63 orchards, 20 mines | 54 / $0.111 |
Map means: Oasis 27.2, desert 39.6, Sinkhole 23.3; overall 30.0, sixth of the ten listed models, between Muse Wonder (31.1) and Claude Fable 5.1 (26.0).
| Sinkhole, no arms | Net worth | Score | People / popularity | Orchards |
|---|---|---|---|---|
| GPT-6.1 Sol | 20,113 | 49.2 | 146 / 100 | 2 |
| Gemini 4 Argon | 20,104 | 47.1 | 181 / 72 | 2 |
| Claude Fable 5.1 | 18,294 | 41.8 | 124 / 68 | 24 |
| Claude Opus 5.5 | 16,889 | 39.3 | 146 / 67 | 19 |
| Claude Sonnet 5.5 | 15,246 | 35.3 | 106 / 68 | 7 |
| GPT-6 Luna | 13,769 | 31.5 | 119 / 57 | 16 |
| Muse Wonder | 12,364 | 30.2 | 106 / 75 | 4 |
| DeepSeek V4.1 Flash 1017 | 9,050 | 25.7 | 148 / 89 | 63 |
| Claude Haiku 5.5 | 8,243 | 23.8 | 82 / 100 | 11 |
| GLM 5.3 Flash | 8,272 | 23.6 | 143 / 85 | 5 |
Orchards are those standing at the end. This game is eighth by score and net worth, 4.5 behind Muse Wonder and 1.9 ahead of Haiku. Its population is second to Argon's, popularity third, gold the lowest; population and popularity are 46% of its score.
What held it back
- Jobs set the population. 148 people were 124 jobs (63 orchards, 3 dairies, 40 for the mines, 17 woodcutters, 1 smith) plus the 24 idle the benchmark names; 46 places stood empty.
- The tax episode. Level 8 brought 334 gold over six paydays (26.7 s apart); the bribe cost 748 over
- Popularity sat under 50 for 73 s and 4 people left; the last six bribe paydays, at 99 to 100, cost 387. At 11:07 it put a month at 15 game seconds.
- The last tax step. Level 6 at 44:05 ("Risk minimal since popularity 100") paid 259 gold (0.5 points) and cost 11 popularity (1.1): 26.2 without it.
- One crop on ten-tile plots. The readout's per-orchard figure was 2.2 to 3.1 apples a minute with 7 to 12 orchards and 0.9 to 1.5 with 33 to 61; at 30:30 it wrote "dropped to 1/min due to distance maybe" and placed 24 more. About 1,600 apples came in (estimated from the readouts); late on the town ate about 40 food a minute against 95 delivered, and 683 stood unsold.
- No second chain. It set the wheat chain aside at 0:01 ("Yet apple/dairy simpler") and 23:32 ("Chain may or may not add"); no mill, bakery, inn, church or quarry stood.
What worked
- Iron early. 20 mines by 17:12 (the pair: 21 by 33:28, per its analysis) mined about 300 iron; 187 held, 102 sold.
- Jobs and popularity. 63 orchards at 5 wood each made 63 jobs; people went from 69 (17:20) to 148, with popularity at 99 or 100 from 15:00 to 44:04 and no church or inn.
- Storage and placement. Three granaries (15 wood) held the 435 food above one granary's 250; 126 of 135 placements held and all 132 buildings stand: no demolitions.
Market
14 calls took 447 game seconds (16.6%). Bought: planks, 8 calls, 655 units for 2,620 gold (replies: 650,
2,600), 1,965 of net worth (4.0 points). Sold: 20 stone (8:54), 102 iron (17:28, 23:32) and 11 swords
(40:53, 42:19, 43:54): 2,816 gold, net worth unchanged but for the swords (+330). Against the recording
(recording/frames.jsonl and inputs.jsonl) every sale matches, none starting above 54 in stock, so the
50-a-click undercount did not arise; seven of eight purchases match click for click. The 13:13
purchase replied 10 clicks, 50 units, −200 but 11 landed: gold −220, 55 units. Gold reconciles: 2,000 +
593 taxes − 748 bribe + 2,816 sales − 2,620 planks − 200 smith = 1,841.
Cost and speed
54 turns, 177 tool calls (113 find_sites, 20 build_structure, 14 market_trade, 30 others), 2.60
million tokens, $0.111 billed (play $0.102); the interview $0.002 more. 48.0 real minutes, 7.8 waiting
for the model; 54 of 54 requests read the cache (95.5%). find_sites took no game time. Of 2,700 game
seconds build_structure took 1,941 (71.9%),
market_trade 447, the 26 gaps between an acting call and the next reply 152. It placed 126 buildings
in 1,941 s: 15.4 s each, against 15.4 for its Sinkhole pair (1.7.1, 71 in 1,096 s), 11.8 and 10.2 on
Oasis, 11.9 and 11.2 on the desert (1.7.3), all with the host on the game machine; maps differ, so no
general rate.
The interview
It put the gap down to allocation: 63 orchards ("about 1.4 apples/min each") on 10×10 plots against the person's wheat, mills and 161 bakeries; "roughly 124 jobs"; taxes at none until the last minute. Playing again it would start with a wheat, mill and bakery chain; it named anchoring on apples its main error. These match the game: 1.4 apples a minute (readouts, 42:17 to 44:19), plot size 10, 148 / 194 / 24 idle / 124 jobs, popularity at 100. These do not:
- "Raised them only in the last minute, so that produced no income": level 8 and a bribe ran between 8:39 and 17:18, and level 6 paid 259 gold.
- "Measured progress by number of farms": it priced per-worker values at 21:41 (8.8) and 36:02 (5.2).
For the harness
find_siteslisted two tilesbuild_structurecould not reach: it offered (526,407) at 28:23 and (518,425) at 38:11; the builds at 28:54 and 38:11 returnednot_on_screen.- Placement on 1.7.3. Of 135 requests, 7 were
not_placed(allretrySkipped: no_free_spot_nearby, remedyfind_sitesorgo_to_tile, nonearestFit) and 2not_on_screen; 5 moved 10 or 11 tiles, inside an orchard's reach of 11. Five of the six orchard misses lay 6 to 10 tiles from an orchard just placed, four listed by a different search. The 1.7.1 pair had 5 of 76 not placed with the same fields; the logs cannot say what its 12-tile retry would have done here. market_tradecounted a purchase one click short at 13:13 (a click it did not see within 5 seconds), as in its Sinkhole pair (cheese, 32:27) and its desert weapons game (meat, 14:22).
