One episode · Large Barren Desert

GPT-6.1 Terra

Benchmark 1.7.3OpenAIReasoning mediumPlayed by the maintainersFull-budget score
Model
openai/gpt-6.1-terra
Served via
OpenRouter · openai, azure
Max output
32,768 tokens
Played
26 October 2026
Score
50.8
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
7,559
+2,367 over doing nothing, 49% of the person’s gain of 4,792
Population
151
60% of the person’s gain of 246 · popularity 53
Cost
$0.46
4.5M tokens
Time
33 game min
39 min of wall-clock time, 97 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 Terra
  • 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

7,559net worth
Gold
2,653
Stored goods, at sell price
4,906
Over the baseline (do nothing)
+2,367
Population / housing
151 / 154
Popularity
53
Food
310
Structures (map-wide)
159
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 stock4,906 gold in goods

GoodUnitsPriceValue
Gold2,65312,653
Stone24571,715
Bread31041,240
Iron46231,058
Crossbows2430720
Flour1710170
Wood313
Net worth7,559

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

This episodeThe personLeft alone
Net worth7,5599,9845,192
Gold2,6538,574
Stored goods, at the sell price4,9061,410
Population151250
Housing154250
Popularity53100

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
−4
Taxes
−6
Religion
+2
Taxes
High taxes, 150 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 7 empty; 3 granaries holding 310 food

Buildings131

  • Ox Tether63
  • Hovel18
  • Bakery12
  • Fletchers' Workshop10
  • Quarry9
  • Chapel4
  • Iron Mine4
  • Stockpile4
  • Granary3
  • Armory1
  • Keep1
  • Marketplace1
  • Mill1

Tool calls238

  • market_trade73
  • find_sites49
  • wait_and_observe30
  • build_structure24
  • set_tax16
  • building_info15
  • set_workshop10
  • inspect_building7
  • set_rations4
  • status3
  • update_plan3
  • expand_storage2
  • map_overview2

Play

Turns
97
Buildings placed / attempted
123 / 123
Anchor-tool placements
5
Tool errors
1
Raw inputs sent to the game
1,409
Context compactions
1
Game time
33 min

Compute

Tokens
4.5M
Served from cache
97%
Output tokens
19K
Cost, as billed
$0.46
Wall-clock time
39 min
of which inference
14 min
Peak game memory
3,540 MiB

The plan, before play

I’ll prioritize net worth, while growing population and maintaining popularity. With no farmland, I’ll establish housing and a marketplace, secure food through trade, and develop iron production and profitable workshops as workers and resources allow. I’ll monitor storage, food, and taxes and adjust as the economy grows.

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 Terra (openai/gpt-6.1-terra) on OpenRouter, served by OpenAI or Azure (no other fallbacks; all 99 billed requests were billed to OpenAI), reasoning medium, output limit 32,768 tokens; played on 2026-10-26. Costs are what OpenRouter billed (list prices $1 per million input tokens, $5 output, $0.05 cached input, $1.25 cache write, half of Sol's). Its thinking parts are OpenAI's reasoning summaries, not the full reasoning; 46 of its 97 replies carry one.
  • Benchmark: Large Barren Desert construction, weapons and armour in the armory counted at the rules' prices; version 1.7.3 (commit 55bcc41, 1.7.3 relocked with a retry for a reply cut off by the provider closing the connection ("terminated"); play is unchanged); no inference_retry event is in events.jsonl or logs.jsonl and no request failed. From the save the human reference game started from; 2,000 game seconds (33 min 20 s) at speed 40; no playbook; host on the game machine. Kimi K3.1 Pro's games played this commit, the other models' earlier 1.7.3 ones.
  • Run 00c22e8c, series 20261026T202811-8cb67492, 2026-10-26: game 3 of GPT-6.1 Terra's six, a fresh series with no memory of any other, valid on its first attempt. Games 1 and 2 (Oasis by the Sea, with and without arms) were played earlier that day; game 4 (this map, no arms) and games 5 and 6 (The Sinkhole, with and without arms) followed it. All six games were played on 2026-10-26 (game 6 ended just after midnight UTC, on 2026-10-27). This game counts on the website's leaderboard.

Result

This game The person Left alone
Net worth 7,559 9,984 5,192
Gold 2,653 8,574
Stored goods, at the sell price 4,906 1,410
Population / housing 151 / 154 250 / 250 4
Popularity 53 (−4 next month) 100
Idle peasants 24
Score 50.8 100 0

A full-budget score (all 2,000 game seconds). Net worth grew by 2,367 over leaving the game alone, 49.4% of the person's 4,792. By the website's formula (80% net-worth share, 10% population, 10% popularity; shares from doing nothing, 5,192 and 4 people, to the person, 9,984 and 250) the score is 50.8: 39.5 points from net worth, 6.0 from population (147 of the person's 246 people above the 4 at the start) and 5.3 from popularity. The stored goods are 245 stone (1,715), 310 bread (1,240), 46 iron (1,058), 24 crossbows (720), 17 flour and 3 wood; gold is 35% of net worth, stone 23%, bread 16%, iron 14%, crossbows 9.5%. The town ended on high taxes (150 gold a month), full rations, 24 idle peasants, no open job and 3 free housing places.

How the game went

Times are the recording's game clock when a call began; the run clock in the observations, the source of the idle, popularity and production readings quoted, reads a few seconds later. The game is paused while the model replies.

Opening, 0:00 to 3:00. map_overview showed no farmland or trees. The first build call (26 s) placed the marketplace, two hovels and four iron mines, every site find_sites offered; three stockpiles came at 0:31 and an armory, four fletcher's workshops and two hovels at 0:50. Its 0:31 summary: "Crossbows have a good buy and sell value, so they seem worthwhile." It built a chapel (2:11), set average taxes (2:25) and, with 24 people and 44 food, bought 75 apples, 75 cheese and 100 planks (2:33 to 2:57, 1,600 gold). The first payday came at 2:37 (9 gold), the first iron at 3:16.

Quarries, 3:42 to 10:00. Six more workshops made ten (3:58, 7:28). Eight quarries and 13 tethers went up between 4:41 and 9:05; the first stone arrived at 10:33. It bought 100 meat and 25 bread, sold iron, pitch and stone for 1,240 gold (8:12 to 8:25) and had 68 people at 9:00, 24 of them idle (first reached at 8:50).

The bread chain, 9:40 to 18:00. At 9:40 it first looked up the mill and bakery, bought wheat (10:03) and placed a mill and two bakeries (10:06); twelve bakeries stood by 17:23, still one mill. Its 13:44 summary: "10 wheat can produce 80 bread, which is quite profitable." Four chapels stood by 12:38; religion read +2 from 13:43.

Jobs by ox tether, 18:00 to 30:05. The rules say new peasants stop arriving while 24 stand idle; idle read 20 or more in 49 of 75 readings and open jobs were 0 in all but five. Its 24:58 summary: "I need more jobs since I’ve got 24 idle right now". From 18:32 it placed 34 more tethers in seven calls (63 in all) and its last hovel (20:32); taxes ran at high (18:02), mean (20:30), high (22:02). The one compaction came at 21:05.

The last 7 minutes, 26:47 to 33:20. Five waits (45 to 81 s), four tax changes and one build call (five tethers, 30:05). The bought foods ran out (cheese by 28:52, apples and meat by 29:52), the variety factor (+3 from 7:50) fell to 0 and popularity went from 66 to 53. Gold rose from 947 to 2,653.

The dip and the climb. On the recording's count (timeline below) net worth went from 4,661 (3:00) to 1,649 (18:00) and ended at 7,559. The game's own figure, summed from the observations' goods lists (gold plus every good at its sell price), was 5,955 at 1:25, 2,051 at 16:26 (the low) and 5,539 at 28:43: below the do-nothing 5,192 for about 25 minutes. Early on the town earned little (first payday 2:37, first stone 10:33) while it bought food and planks at two to four times their sell price and spent 1,600 gold on workshops and chapels; after 16:26 taxes, quarries and crossbows outran the market loss. The remainder line is what is left over: the logs have no consumption figure.

1:25 to 16:26 16:26 to end
Net worth at the start of the period 5,955 2,051
Taxes (monthly paydays) +1,598 +4,730
Iron and stone mined, at sell price +1,783 +4,345
Crossbows made, at sell price +870 +1,350
Gold spent on workshops and chapels −1,600 0
Market purchases, loss against sell price −4,535 −3,215
Wood used by buildings and crossbows −657 −404
Remainder (food eaten net of bread baked) −1,363 −1,298
Net worth at the end of the period 2,051 7,559
Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,471 4,661 3,778 2,910 2,424 1,792 1,649 2,191 3,031 3,886 5,241 7,559
Gold 4,280 3,159 2,238 1,886 1,300 831 915 585 929 947 1,781 2,653
Iron 0 15 24 5 4 2 1 7 16 26 36 46
Stone 0 50 50 0 32 0 1 39 61 109 173 245
Food 32 190 148 209 180 221 164 277 320 382 342 310
Population 2 27 49 68 82 95 116 126 133 146 146 151
Popularity 100 96 91 84 74 82 92 89 78 70 62 53

Each column is the last reading at or before that minute. Before the end the net worth row counts gold, wood, stone, iron and food (at 4); crossbows, flour, wheat, pitch and ale are left out, so it reads about 800 low at 30:00.

Weapons

It built the armory and ten fletcher's workshops (four at 0:50, three at 3:58, three at 7:28) and set each to crossbows within about a minute and a half (ten set_workshop calls, 79.7 game seconds; no bow appears in any goods list). The ten made 74 crossbows, 1.0 to 3.3 a minute together in the readouts: 50 sold in eight sales for 1,500 gold and 24 held, worth 720, 9.5% of net worth and 12.0 of the 50.8 points. Its 25:31 summary doubted the venture: "my investment in fletchers isn’t profitable as the costs outweigh the gains". It kept all ten.

Cost and return Net worth
Ten workshops: 1,000 gold, 200 wood −1,200
Armory 5 wood, crossbow inputs 222 wood −227
74 crossbows at 30 +2,220
Net, wood at its sell price (1) +793
Net, wood at the 4 gold it cost to buy −488

The town had no trees and bought 1,035 of its planks, so the last line applies: the wing came out 488 behind (8.1 points), and each workshop also gave one job. Sol's five fletchers made 34 bows (510), 163 below even in Sol's analysis; Luna's wing (thirteen fletchers and a blacksmith) held 525.

Beside its other games and the other models

GPT-6.1 Terra, 2026-10-26 Net worth Score Pop. / popularity Key buildings Turns Cost
1. Oasis, weapons counted (8b331985) 12,230 61.1 132 / 65 11 iron mines, 17 woodcutters, 14 fletchers, 10 bakeries, 3 quarries, 22 tethers 158 $0.73
2. Oasis, no arms (189029b2) 12,722 63.7 164 / 53 10 iron mines, 21 woodcutters, 9 fletchers, 15 bakeries, 5 quarries, 43 tethers 137 $0.75
3. Desert, weapons counted (this) 7,559 50.8 151 / 53 4 iron mines, 10 fletchers, 12 bakeries, 9 quarries, 63 tethers 97 $0.46
4. Desert, no arms (fd082c2a) 8,439 66.5 162 / 59 4 iron mines, 16 poleturners, 4 bakeries, 4 inns, 11 quarries, 68 tethers 153 $0.64
5. Sinkhole, weapons counted (bdb7fe05) 28,057 65.8 285 / 77 29 iron mines, 69 woodcutters, 39 bakeries, 26 orchards, 14 dairy farms, 14 fletchers 141 $0.77
6. Sinkhole, no arms (85c60e4d) 25,877 59.1 267 / 58 29 iron mines, 79 woodcutters, 17 bakeries, 21 orchards, 8 dairy farms, 8 poleturners, 22 tethers 144 $0.73

Against the person's growth the desert game reached 49.4%, the Oasis games 60.2% and 62.9%; all three ended with 24 idle peasants.

# Large Barren Desert, 1.7.3 Score Net worth Pop. Popularity Gold Cost Turns
1 GPT-6.1 Sol 75.6 9,169 104 51 2,505 $0.60 72
2 Gemini 4 Argon 63.5 8,369 134 52 1,089 $1.45 39
3 GPT-6.1 Terra 50.8 7,559 151 53 2,653 $0.46 97
4 Muse Wonder 37.5 6,907 87 55 1,335 $1.28 42
5 Claude Sonnet 5.5 27.6 6,448 32 55 3,263 $0.39 30
6 Claude Opus 5.5 19.1 5,865 66 53 47 $1.46 46
7 Claude Haiku 5.5 18.9 5,669 26 100 2,409 $0.04 36
8 GPT-6 Luna 5.7 4,792 80 93 1,740 $0.10 94
9 Claude Fable 5.1 1.3 4,689 50 78 839 $2.38 28
10 DeepSeek V4.1 Flash 1017 0.7 4,874 58 38 2,548 $0.10 29
11 Kimi K3.1 Pro −6.8 4,220 80 63 2,178 $0.71 26
12 GLM 5.3 Flash −9.8 4,116 56 60 1,348 $0.08 46

Terra is third of twelve by score and net worth, first by population (Argon has 134), second by gold, tied eighth by popularity, first by turns and sixth lowest by cost. It is 24.8 points behind Sol, 12.7 behind Argon (810 of net worth, 13.5 points, less 17 more people and a point of popularity) and 13.3 above Muse Wonder. Its desert map score, the mean of its two unrounded game scores (50.8 here, 66.5 in game 4), is 58.7: third of twelve, behind Sol (87.0) and Argon (70.3) and 15.6 above Opus 5.5 (43.1). With 62.4 on Oasis and 62.4 on The Sinkhole, its overall score, the mean of the three maps, is 61.2: third of twelve, behind GPT-6.1 Sol (69.7) and Gemini 4 Argon (65.6); on The Sinkhole alone it is first of twelve (Sol 49.8, Argon 49.7).

Terra Sol Luna
Score / net worth 50.8 / 7,559 75.6 / 9,169 5.7 / 4,792
Population / popularity 151 / 53 104 / 51 80 / 93
Taxes at the end high, 150 a month high, 104 average, 64
Iron mines / quarries / ox tethers 4 / 9 / 63 4 / 8 / 20 4 / 8 / 8
Mills / bakeries 1 / 12 2 / 12 0 / 0
Chapels / inns 4 / 0 2 / 3 1 / 1
Weapon workshops; weapons held 10; 720 5; 510 14; 525
Market purchases: gold, net worth lost 12,625; 7,750 6,110; 4,145 7,120; 4,060
Idle peasants at the end 24 24 24
Turns / cost 97 / $0.46 72 / $0.60 94 / $0.10

Sol's town was smaller (12 hovels, 104 people) and 1,610 richer. By Sol's analysis it paid in about 3,900 of taxes (Terra 6,328), mined 84 iron and 424 stone (Terra 96 and 560) and made 510 of bows (Terra 2,220). Terra took in about 5,400 more but paid out about 7,000 more: market loss 3,605, building gold 700, and about 2,700 more of wood used and food eaten for 47 more people. On the recording's count its low was 1,649 (18:00), Sol's 3,185 (24:00).

What held it back

  • The market bill. Purchases lowered net worth by 7,750 against sell prices (on this map 1,000 of net worth is 16.7 points): food 4,645, planks 3,105; Sol's cost 4,145 (table above). The map has no farmland or trees, so part was unavoidable, but 5,280 gold went on apples, cheese and meat. By my balance (55 food at the start, 730 bought, about 640 bread baked, 310 left) the town ate about 1,100 units, about 700 of them apples, cheese and meat at 8 gold, while the wheat chain made bread for about 4 (the bread figure is my sum of the production windows, not a game figure).
  • Popularity bought with food, not buildings. The rules name food variety, ale from an inn and religion. Terra never called building_info for the Inn and no summary mentions an inn or ale. Sol's three inns, about 300 gold by my subtraction from Sol's analysis, held +6 against its high tax; Terra's four chapels (1,000 gold) read +2 and the variety factor ended with the stock. It ended at 53 with −4 coming, Sol at 51 with 0.
  • Four iron mines. 96 iron (2,208). find_sites found no further site at 3:42, 8:50, 21:18 or 22:24, while map_overview at 22:24 still listed ore patches of 35, 18, 16 and 6 tiles; the logs do not show what blocked them. Sol and Luna also placed four.
  • Tethers made jobs, not stone. The quarries are 93 to 106 tiles from the keep. Stone averaged 30 a minute from 15:00 to 21:05 with 20 to 39 tethers and 24 after, with 39 to 63. The 43 tethers after 15:00 cost 215 wood (about 860 gold) but population rose by 56 while the new buildings added 52 jobs, so the tethers did serve as jobs.
  • Cash and housing. Gold stayed between 244 and 1,311 from 13:00 to 27:00 (warnings at 15:39, 18:25, 24:37). No hovel after 20:32 and nothing built after 30:05: the end had 151 of 154 housing, 24 idle, no job open.

What worked

  • A town that grew with no farms. 151 people, the most on this board, in 18 hovels; 70 paydays brought in 6,328 gold, the first at 2:37, six and a half minutes before Sol's.
  • The bread chain. 115 bought wheat (2,645 gold) became about 640 bread, about 4 gold a unit against the market's 8; 310 bread stood in store at the end.
  • Spending popularity. It stayed at 74 or more until 25:31 on taxes of levels 5 to 7 and ended at 53, three above the 50 below which the rules say peasants leave.
  • Placement. All 123 buildings asked were placed in 24 build_structure calls.

Market

The 73 replies add up to 12,585 gold bought and 5,845 sold; the recording adds a bread click (40 gold) and 15 stone (105), giving:

Bought Units Gold Net worth lost
Wood planks 1,035 4,140 3,105
Wheat 115 2,645 1,725
Apples 235 1,880 940
Cheese 230 1,840 920
Meat 195 1,560 780
Bread 70 560 280
Total 1,880 12,625 7,750
Sold Units Gold
Stone 365 2,555
Crossbows 50 1,500
Iron 65 1,495
Pitch 20 200
Ale 20 200
Total 520 5,950

The gold closes: 5,000 (at 0:32, the starting package's gold in) + 6,328 taxes + 5,950 sales − 12,625 purchases − 2,000 for workshops and chapels = 2,653.

I checked every trade against the gold, stone, iron, wood and food steps in frames.jsonl. No sale began from 200 or more in stock (the largest was 109 stone), so the known 1.7.3 undercount did not arise. Seventy replies agree once paydays (every 26.7 game seconds) are removed; three do not:

  • 9:40 bread. The reply was not_traded, 0 units. At 9:43 gold rose by only 16 (a payday of about 56 less a 40-gold click) and food by 5: one lot of 5 bread was bought, a click that landed in a payday frame. Its 21:05 handoff still calls it a failed purchase.
  • 19:46 stone. Reply: 45 units for 315. Recording: 70 + 8 × 35 = 350, 50 units; the first click sold 10.
  • 23:19 stone. Reply partly_traded, 10 units for 70. Recording: a second +70 at 23:23, 20 units for 140.

What the food bought. The 8,485 gold of food kept the stock at 127 or more after 3:00, with no stock-out; it carried the variety factor (+2 from 3:42, +3 from 7:50), which let taxes run at levels 5 to 7 with popularity at 74 or more until 25:31; and it fed 151 people, the most on this board. Population came from housing and jobs while popularity stayed above 50, so food was the condition, not the cause. Buying it at twice its sell price lowered net worth by 4,645 at the moment of purchase, 2,640 of that on the three variety foods; the food was then eaten.

Cost and speed

97 turns, 238 tool calls (73 market_trade, 49 find_sites, 30 wait_and_observe, 24 build_structure, 16 set_tax, 15 building_info, 10 set_workshop, 7 inspect_building, 14 others), 4.48 million tokens and $0.456 billed (preparation $0.026, play $0.421, compaction $0.008); the interview added $0.006. All 97 gameplay requests read the cache (97.9% of input tokens); the one compaction (21:05, 12.7 s) cut the context estimate from 76,428 to 45,472. The run took 38.8 real minutes, 13.6 waiting for the model (median reply 8.2 s, longest 13.5 s); Sol's took 35.2 and 11.7, Luna's 48.3 and 21.8. Against Sol's $0.602 it used 32% more tokens (4.48 against 3.38 million) at half the list price and cost 24% less. Four images reached the model; all 30 waits ran without a screenshot, nine fast-forwarded (407.7 game seconds in 148.3 real seconds).

Of the 2,000 game seconds, market_trade took 544 (27%; median call 6 s, longest 24 s), build_structure 537 (24 calls, median 22 s, longest 35 s), the 30 waits 504, the 41 default 5 s passes after acting calls 209 (10.5%), set_workshop 80, inspect_building 51, set_tax 37, expand_storage 20 and set_rations 9; the read tools took none. build_structure placed 123 buildings of 123 asked: 4.4 game seconds per building placed here (Large Barren Desert), against 5.4 in Terra's Oasis weapons game (118 of 127 in 637 s) and 5.3 in its Oasis no-arms game (139 of 150 in 733 s). The measure depends on map, model and host, so it is not set beside other models.

The interview

It put the gap down to scale and focus: one mill and twelve bakeries, with resources and workers spent on quarries, oxen and workshops, against the person's bread business with bought wheat, religion and ale; keeping food variety was expensive on a map with no farms. Playing again it would build imported-wheat bread early and much larger, add housing with jobs, test church, inns and bought ale, try fear-factor buildings and add tethers only on observed deliveries. It asked for per-building output, goods in transit, quarry backlog and a live net-worth total.

These match the game: 7,559 against 9,984, gold 2,653 against 8,574, stored goods 4,906, one mill and twelve bakeries, quarries 93 to 106 tiles out, the variety food, popularity 53, 24 idle. Its 13:44 finding that the wheat chain paid and its 25:31 doubt about the workshops fit the closing lesson (test profitability, scale the best chain sooner). Not mentioned: the crossbows made, the dip to 2,051 and the variety lapse at 28:52. It would "test" inns and fear-factor buildings; in the game it never looked up either. The person's figures come from the interviewer's text and I did not check them.

For the harness

  • market_trade replies out of step with the game. Three replies differ from the recording (9:40, 19:46, 23:19). At 9:40 the model was told nothing was bought and carried that into its handoff.
  • No net-worth reading. At 28:52 the model's summary put net worth near 6,000; the observation's gold and goods sum to 5,748.
  • The game saved correctly at the end ("gpt-6-1 terra 1-7-3 00c22e", recorded in episode.json).

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 7,559 9,984
Gold 2,653 8,574
Stored goods, at the sell price 4,906 1,410
Population 151 250
Housing 154 250
Popularity 53 100

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 Terra

I improved on leaving the game alone, but the person finished substantially ahead: 7,559 versus 9,984 net worth, with a much larger and happier population. My result also had far less liquidity; most of my value was still in stored goods.

The biggest difference appears to be scale and focus. I established a working bread chain but built only one mill and 12 bakeries, then spent substantial resources and workers on quarries, oxen and workshops. The person scaled bread production dramatically, kept wheat coming, and used religion and ale to sustain a large population without rations. I maintained food variety for much of the run, which was expensive on a map with no farms, and finished with popularity only 53.

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 Terra

I would develop imported-wheat bread production early and expand it much more aggressively, measuring whether mills and bakeries keep pace and selling surplus bread to fund further growth. I would build housing alongside jobs, aiming for the population cap rather than letting 24 peasants remain idle.

I would also test church, cathedral, inns and purchased ale early enough to establish whether their popularity supports no rations and profitable taxes. I would test fear-factor buildings and inspect their effect on productivity. I’d still use the mineral deposits, but add ox tethers based on observed deliveries rather than assuming that more tethers will necessarily help.

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 Terra

The benchmark’s fixed game-time budget, clear net-worth scoring and prohibition on military construction made the objective understandable. The read-only inventory, production history, building inspection and tile-based placement were especially helpful. The historical interface guide and fresh screenshots gave useful context without requiring manual menu navigation for every building.

The main difficulty was distinguishing slow production and travel from bottlenecks soon enough to make good investments. Long-distance quarry deliveries and rolling production windows made it hard to judge the return on additional oxen. I would welcome clearer per-building output, in-transit goods and quarry backlog readings, plus a live net-worth total. Those would help compare strategies without removing the economic decisions.

4Anything else

Interviewer

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

GPT-6.1 Terra

The no-farm constraint made this a useful test of trade and processing rather than a conventional farm economy. My main lesson is that confirming a production chain works is not enough: I should have tested its profitability, scaled the best chain sooner, and reevaluated food and popularity together rather than treating imports mainly as a recurring expense.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score7,559Counted

What ran

Benchmark
Large Barren Desert construction
Benchmark version
1.7.3
Fingerprint
65c524ff3653
Harness commit
55bcc41
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 20261026T202811-8cb67492