One episode · Large Barren Desert (no arms)

GPT-6.1 Terra

Benchmark 1.7.3No arms: weapons and armour count nothingOpenAIReasoning 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
66.5
Crusader Bench score on Large Barren Desert (no arms): 0 is doing nothing, 100 the person’s game
Net worth
8,439
+3,247 over doing nothing, 68% of the person’s gain of 4,792
Population
162
64% of the person’s gain of 246 · popularity 59
Cost
$0.64
7.4M tokens
Time
33 game min
46 min of wall-clock time, 153 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

8,439net worth
Gold
5,041
Stored goods, at sell price
3,398
Over the baseline (do nothing)
+3,247
Population / housing
162 / 162
Popularity
59
Food
18
Structures (map-wide)
167
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 stock3,398 gold in goods

GoodUnitsPriceValue
Gold5,04115,041
Stone26271,834
Iron53231,219
Ale2710270
Bread12448
Meat3412
Apples248
Cheese144
Wood313
Net worth8,439

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 worth8,4399,9845,192
Gold5,0418,574
Stored goods, at the sell price3,3981,410
Population162250
Housing162250
Popularity59100

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
−8
Religion
+1
Ale from the inn
+4
Taxes
Mean taxes, 194 gold a month
Rations
full; 4 of 4 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 5 empty; 1 granary holding 18 food

Buildings137

  • Ox Tether68
  • Hovel19
  • Poleturner's Workshop16
  • Quarry11
  • Bakery4
  • Inn4
  • Iron Mine4
  • Stockpile4
  • Armory1
  • Chapel1
  • Church1
  • Granary1
  • Keep1
  • Marketplace1
  • Mill1

Tool calls173

  • market_trade74
  • find_sites36
  • build_structure24
  • building_info10
  • inspect_building9
  • set_tax8
  • wait_and_observe4
  • set_rations2
  • update_plan2
  • expand_storage1
  • map_overview1
  • observe1
  • status1

Play

Turns
153
Buildings placed / attempted
131 / 133
Anchor-tool placements
3
Tool errors
0
Raw inputs sent to the game
1,442
Context compactions
2
Game time
33 min

Compute

Tokens
7.4M
Served from cache
98%
Output tokens
20K
Cost, as billed
$0.64
Wall-clock time
46 min
of which inference
19 min
Peak game memory
3,560 MiB

The plan, before play

I’ll prioritize net worth while growing population and maintaining popularity. With no farmland, I’ll establish housing, a marketplace, storage and iron production, then expand profitable industry and manage food purchases and taxes as the economy grows. I’ll verify staffing, production and storage throughout, and avoid military construction.

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 156 billed requests, 1 preparation, 153 gameplay and 2 compaction, were billed to OpenAI), reasoning medium, output limit 32,768 tokens; played on 2026-10-26. Costs are what OpenRouter billed (list prices $1 and $5 per million input and output tokens, half of Sol's). Its thinking parts are OpenAI's reasoning summaries, not the full reasoning; 74 of its 153 replies carry one.
  • Benchmark: Large Barren Desert construction (no arms): weapons and armour count nothing in the armory and bring their gold if sold; 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 unchanged; no inference_retry event is in events.jsonl or logs.jsonl and no request failed, so it did not fire). 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' 1.7.3 games earlier ones.
  • Run fd082c2a, series 20261026T210849-99fcf8d0, 2026-10-26: game 4 of GPT-6.1 Terra's six, a fresh series with no memory of any other, valid on its first attempt. Games 1 to 3 (both Oasis games, then this map with weapons counted) were played earlier that day; 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 8,439 9,984 5,192
Gold 5,041 8,574
Stored goods, at the sell price (weapons and armour not counted) 3,398 1,410
Population / housing 162 / 162 250 / 250 4
Popularity 59 (no change next month) 100
Idle peasants 24
Score 66.5 100 0

A full-budget score (2,000.1 game seconds used). Net worth grew by 3,247 over leaving the game alone, 67.8% 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 66.5: 54.2 points from net worth, 6.4 from population (158 of the person's 246 people above the 4 at the start) and 5.9 from popularity. episode.json records arms_counted: false. Gold is 59.7% of net worth, stone (262, 1,834) 21.7%, iron (53, 1,219) 14.4%; no spear is stored. The town ended on mean taxes (194 gold a month), full rations (4 of 4 foods eaten, 18 food stored), 24 idle peasants, no open job and no free housing.

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.

Opening, 0:00 to 3:24. map_overview showed no farmland, oil or trees, stone 83 to 106 tiles west of the keep and iron 57 to 69 tiles east. The first build call (26 s) placed the marketplace, two hovels and the four iron mines find_sites offered; three stockpiles, a chapel, three quarries and four more hovels followed by 1:25. It set high taxes (2:02), bought 30 each of cheese, apples and bread (2:10 to 2:34, 720 gold) and 100 planks (3:02). The first payday came at 2:10 (4 gold), the first iron at 3:17.

The spear works, 3:24 to 5:28. An armory and seven poleturner's workshops at 3:24, five more at 4:15 and four more with an inn and two hovels at 5:28: sixteen, 1,600 gold. Gold fell from 4,055 (3:02) to 1,840 (6:18); the first sale was 15 spears at 7:35.

Stone and church, 6:17 to 15:00. Mean taxes came at 6:30, the first stone at 7:27, the church (500 gold) at 8:04. Idle peasants read 20 at 8:55 and 24 from 15:10, the number at which the rules say new peasants stop arriving; its 12:59 summary had said "my growth is capped at 24" and eight tethers followed.

Inns, tethers and the bread test, 14:30 to 29:37. Inns three and four came at 14:30 and extortionate taxes at 15:51. A mill and four bakeries came at 16:46; it bought 10 wheat at 17:10 and 10 at 20:51, the only wheat of the game. Nine tether calls from 15:23 to 29:37 added 44 (68 in all), with quarries at 19:27 and 22:07 (11 in all); the last hovel came at 27:01.

The last 4 minutes, 29:20 to 33:20. Taxes went 7, 6, 7 (29:21, 30:49, 31:06) and rations half, then full (29:29 to 30:58). Nothing was built after 29:37 (162 of 162 housed, 24 idle, no open job in any reading after 4:40 but one). The last purchases were small (31:25 to 31:55); a food-low warning came at 32:51 (46 left, 29 s to go); the last spears were sold at 33:09.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,486 5,309 3,209 2,570 2,422 2,227 2,539 2,219 3,458 4,711 6,224 8,439
Gold 4,290 4,055 1,894 1,312 1,261 1,006 1,615 908 1,890 2,442 3,318 5,041
Iron 0 15 24 10 4 12 10 18 27 35 43 53
Stone 0 50 50 52 76 48 22 30 38 94 182 262
Food 33 130 91 150 111 136 127 138 145 189 153 18
Population 2 26 47 66 81 99 114 125 140 151 160 162
Popularity 100 91 74 74 67 79 88 92 90 77 65 59

Each column is the last reading at or before that minute; before the end the net worth row leaves out ale, pitch, flour and wheat (about 300 at 30:00).

The dip and the climb. By the game's own figure, summed from the observations' goods lists (gold plus every good at its sell price, spears at 0), net worth was 5,824 at 2:33, under the do-nothing 5,192 from 3:59 to 27:36 and lowest at 2,381 (15:23); from there it rose 6,058. The logs have no consumption figure, so the remainder is what is left over.

2:33 to 15:23 15:23 to end
Net worth at the start 5,824 2,381
Taxes (paydays) +2,039 +7,518
Iron and stone mined, at sell price +1,467 +4,421
Spears sold (gold; they count nothing in store) +840 +2,040
Gold spent on buildings −2,500 0
Market purchases, loss against sell price −3,440 −4,195
Wood used by buildings and spears −553 −588
Remainder (food eaten net of bread baked, ale drunk) −1,296 −3,138
Net worth at the end 2,381 8,439

Without weapons

The rules say weapons "count nothing" in the armory and "sold at a marketplace, it brings its gold". It built an armory and sixteen poleturner's workshops to sell spears. They make spears unless told otherwise, so no set_workshop call was needed. Its 1:25 reasoning summary planned "profitable workshops for converting wood into bows and other weapons"; none says why poleturners rather than fletchers (game 3 used fletchers).

The sixteen made 288 spears, all sold in 13 sales (2,880 gold, each sale agreeing with the recording's gold steps; never more than 30 in the armory). The readout gave 8.7 to 11 a minute together from 11:35, about 0.6 a workshop; wood stood at 2 or less for only 24 s after 5:00, so the workshops, not wood, set the pace.

Wood at 1 Wood at 4
Sixteen workshops, 100 gold each −1,600 −1,600
Wood: 160 in the workshops, 5 in the armory, 288 in the spears −453 −1,812
288 spears sold at 10 +2,880 +2,880
Net +827 −532

The town bought 1,115 planks and ended with 3, so the right-hand column applies: the wing came out 532 behind (8.9 points). At 4 a spear brought 6 and the 2,260 of fixed cost needed 377 spears; at 1 the wing paid back between 23:52 and 26:28. By 15:23 it accounted for −1,009 to −1,756 of the 3,443 fall in net worth since 2:33. Each workshop was also one job, 16 of the 138 working people; a tether is a job for 5 wood and the model placed 68, so 16 tethers cost 80 wood. Its 19:27 summary put the payback at 11 minutes, "but that feels marginal given taxes"; it looked up workshop sites again and built none. Sol built no weapon works here; Luna sold 14 maces (420 gold).

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 (00c22e8c) 7,559 50.8 151 / 53 4 iron mines, 10 fletchers, 12 bakeries, 9 quarries, 63 tethers 97 $0.46
4. Desert, no arms (this) 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

Games 5 and 6 (The Sinkhole, with and without arms) were played after this one. All six games ended with 24 idle peasants. Over the three maps its scores are Oasis 62.4, desert 58.7 and The Sinkhole 62.4, and 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).

Against game 3 (same map, model and day) the score is 15.7 higher: net worth +880 (+14.7 points), 11 more people (+0.4), 6 more popularity (+0.6). The 880 is gold +2,388 and goods −1,508 (bread −1,192, crossbows −720, flour −170, ale +270, stone and iron +280, other food +24); the gold is taxes +3,233 (9,561 against 6,328), sales +660, purchases −755 and buildings −750. Game 3 had four chapels, no inn and 12 bakeries on 115 bought wheat; this game has a chapel, a church, four inns and 4 bakeries on 20 wheat, and ended on mean taxes (194 a month) against game 3's high (150). Game 3's end would score 38.8 under this rule (6,839 without its 720 of crossbows); this end holds no weapon, so it scores the same either way.

# Large Barren Desert (no arms), 1.7.3 Score Net worth Pop. Popularity Gold Cost Turns
1 GPT-6.1 Sol 98.5 10,337 105 85 3,652 $0.69 77
2 DeepSeek V4.1 Flash 1017 78.5 9,384 90 50 5,522 $0.14 36
3 Gemini 4 Argon 77.0 9,071 136 69 2,454 $1.17 20
4 Claude Opus 5.5 67.1 8,808 99 29 926 $1.75 56
5 GPT-6.1 Terra 66.5 8,439 162 59 5,041 $0.64 153
6 Kimi K3.1 Pro 42.5 6,998 100 84 1,900 $0.82 32
7 Claude Sonnet 5.5 28.7 6,407 75 55 668 $0.50 33
8 GPT-6 Luna 20.2 5,855 79 61 2,224 $0.08 74
9 Claude Haiku 5.5 15.6 5,617 46 68 2,093 $0.04 40
10 Claude Fable 5.1 11.6 5,337 58 70 1,946 $2.62 30
11 Muse Wonder 10.3 5,357 66 50 4,929 $1.31 28
12 GLM 5.3 Flash −48.7 1,577 65 92 513 $0.07 41

Terra is fifth of twelve by score and net worth, first by population (Argon has 136), second by gold, first by turns (Sol 77) and sixth from the lowest by cost. It is 0.6 behind Opus (369 less net worth, 6.2 points, against 5.6 for 63 more people and 30 more popularity), 10.5 behind Argon and 32.0 behind Sol. Its desert map score, the mean of its two unrounded game scores, is 58.7: third of twelve, behind Sol (87.0) and Argon (70.3), ahead of Opus (43.1) and DeepSeek (39.6).

Terra Sol Luna
Score / net worth 66.5 / 8,439 98.5 / 10,337 20.2 / 5,855
Population / popularity 162 / 59 105 / 85 79 / 61
Taxes at the end mean, 194 a month low, 62 average, 63
Iron mines / quarries / ox tethers 4 / 11 / 68 4 / 7 / 39 4 / 11 / 11
Mills / bakeries 1 / 4 1 / 8 0 / 0
Chapels and churches / inns 2 / 4 0 / 2 2 / 0
Market purchases: gold; net worth lost 13,380; 7,875 4,160; 2,795 7,260; 3,845
Idle peasants at the end 24 24 24
Turns / cost 153 / $0.64 77 / $0.69 74 / $0.08

Sol's town was 57 people smaller and 1,898 richer: it sold nothing and ended on 570 stone and 104 iron (6,382) at low taxes and 85 popularity. Terra mined as much (552 stone and 88 iron against 520 and 89) and took 6,549 more in taxes, but lost 5,080 more net worth in purchases and spent 2,550 more on buildings.

What held it back

  • The market bill. Purchases lowered net worth by 7,875 against sell prices at the moment of purchase (on this map 1,000 of net worth is 16.7 points): food 3,780 (945 units at 8 gold, then eaten), planks 3,345, ale and wheat 750.
  • The spear works. 532 gold and 8.9 points behind, a third of the wood it used (453 of 1,347), and 1,600 gold out between 3:24 and 5:28.
  • The bread chain stayed at 20 wheat. The four bakeries delivered about 160 bread (my sum of the readout's windows; the food balance after 18:09 agrees). That is about 8 bread a wheat, twice the 4 of its 30:48 handoff: 460 gold of wheat replaced about 1,280 of bought bread. It bought no wheat after 20:51 and the bakeries delivered nothing in the last three minutes.
  • Four iron mines. 88 iron (2,024) was mined. find_sites found nothing within 25 tiles at 0:49, 15:23 and 19:27 while map_overview lists four ore patches (62, 25, 18 and 16 tiles), two holding the mines; the logs do not show what blocked the rest. Sol and Luna also placed four.

Would the town have run short? Yes, within about 20 seconds of the end: food read 189 (27:00), 153 (30:00) and 18 at the end, falling 56 to 59 a minute over the last 60 s with the bakeries idle. It ran the stock down on purpose; its 31:45 summary counted seconds of cheese to the end.

What worked

  • A town that grew with no farms. 162 people, the most on this board; 71 paydays brought 9,561 gold. With 24 idle from 15:10, each added person came with a job: 63 jobs from 44 tethers, 4 quarries, the mill and 4 bakeries for 63 more people (99 to 162).
  • Spending popularity. Four inns (400 gold, 80 wood, 45 ale for 900) carried the inn factor to +8 and taxes ran at level 8 from 15:51 to 29:21: a payday of 222 at 159 people against 190 to 194 at level 7. Its 26:28 summary worked out a fall of 28 from 79 to 51 by the end; popularity read 59 with no change from 31:07 to the end, above the 50 below which peasants leave.
  • Placement and cash. 131 of 133 buildings were placed in 24 calls, both refusals (10:07, 10:41) naming the remedy. Gold never fell below 892 after 3:00.

Market

The 74 replies add up to 13,340 gold bought and 6,610 sold; the recording adds one lot of 5 apples (40 gold) that the 27:53 reply missed, giving:

Bought Units Gold Net worth lost
Wood planks 1,115 4,460 3,345
Cheese 285 2,280 1,140
Apples 285 2,280 1,140
Meat 240 1,920 960
Bread 135 1,080 540
Ale 45 900 450
Wheat 20 460 300
Total 2,125 13,380 7,875
Sold Units Gold
Spears 288 2,880
Stone 340 2,380
Iron 50 1,150
Pitch 20 200
Total 698 6,610

The gold closes: 5,000 (the starting package, in by 0:32) + 9,561 taxes + 6,610 sales − 13,380 purchases − 2,750 for buildings (workshops 1,600, church 500, inns 400, chapel 250) = 5,041. The 9,561 is the recording's 71 paydays (4 to 222 gold): 9,491 as read, 9,561 with the clicks that shared a payday's frame put back.

I checked every trade against the gold, wood, stone, iron and food steps in frames.jsonl. No sale began from 200 or more in stock (the largest was 118 stone), so the 1.7.3 undercount did not arise. One reply is out of step, against three in game 3:

  • 27:53 apples. The reply was not_traded (0 clicks, "did not show in the reader within 5 seconds") after a 24 s call, the longest of the 74. The recording shows a payday of +217 and, 0.3 s later, −40 with food +5: one lot of 5 bought. Apples fell 4 by 28:31 while cheese and meat fell 9 each, which fits it. The model observed (28:22) and bought 25 more.

In five other calls a click shared a payday's frame (9:35, 12:47, 25:38, 26:04, 31:25) and each reply still matches; the other 73 agree.

Cost and speed

153 turns, 173 tool calls (74 market_trade, 36 find_sites, 24 build_structure, 39 others), 7.43 million tokens and $0.640 billed (preparation $0.026, play $0.596, compaction $0.018). All 153 gameplay requests read the cache (98.4% of input tokens). Two compactions (16:45 and 30:48, 27 s together) cut the context estimate from about 75,700 to 45,500. The run took 46.1 real minutes, 18.7 waiting for the model (median reply 7.0 s, longest 19.3 s); Sol's took 37.6 and 13.1, game 3's 38.8 and 13.6. Against Sol it used twice the tokens at half the list price and cost 7% less; against game 3, 66% more tokens and 40% more cost. 148 of its 153 replies carried one call (game 3: 57 of 97); five carried 4 to 6 read-only calls. Its 6:17 summary says the trades use the same interface and "it has to be one at a time".

Of the 2,000 game seconds, market_trade took 621 (31%; median call 7 s), build_structure 556 (24 calls, median 22 s), the 117 default 5 s passes after acting calls 591 (29.6%; game 3's 41 took 209), the 4 waits 105 and the other tools 120. build_structure placed 131 of 133 buildings asked: 4.2 game seconds per building placed here (Large Barren Desert), against 4.4 in game 3 (Desert) and 5.4 and 5.3 in games 1 and 2 (Oasis by the Sea); the measure depends on map, model and host.

The interview

It put the gap down to the bread chain: it "did not scale" it and tested it "too late" and "at too small a scale". Playing again it would build mills and bakeries in stages from the start, add religion and inns, test fear-factor buildings, measure quarry deliveries before building tethers and sell all weapons.

These match the game: 8,439 against 9,984 (15.5% less), 162 against 250 people, 59 against 100, a small and late wheat test, 945 food units bought, every spear sold. It says its economy "leaned on quarries, iron and spear sales"; taxes were the larger source, 9,561 of the 16,171 gold taken in, spear sales 2,880. It does not mention the loss on the workshops or the dip to 2,381, and it would "test" fear-factor buildings that it never looked up. The person's figures come from the interviewer's text and I did not check them.

For the harness

  • One market_trade reply out of step. 27:53 told the model nothing was bought when 5 apples were; its 30:48 handoff records "observation confirmed no stock increase", which the stock figures above do not bear out.
  • Reader watchdog. One forced collection at 22:07 after a 20.1 s stall (forcedCollections 1 in episode.json); the game stayed up.
  • Warnings (1.7.0) fired once, food low at 32:51. The game saved correctly ("gpt-6-1 terra 1-7-3 fd082c").

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 8,439 9,984
Gold 5,041 8,574
Stored goods, at the sell price (weapons and armour not counted) 3,398 1,410
Population 162 250
Housing 162 250
Popularity 59 100

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 net worth substantially over doing nothing, but finished well behind the person: about 15% less net worth, with a smaller population and much lower popularity. My economy leaned on quarries, iron and spear sales. Those produced value, but I did not scale the more profitable bread chain.

The biggest difference appears to be the person’s combination of imported wheat, many bakeries, no rations and enough religious and ale popularity to sustain a large workforce. I tested wheat processing too late and at too small a scale. I also spent resources feeding people instead of turning more of the food chain’s output into sale revenue.

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 establish the marketplace and housing early, then continuously buy wheat and build mills and bakeries in stages, checking that flour supply keeps up and selling bread regularly. I’d invest earlier in a church, cathedral and enough inns to support no rations without losing popularity, then expand housing and jobs together.

I’d also test fear-factor buildings early, balancing their efficiency benefit against their popularity penalty. Quarries and mines would supplement the bread economy, but I’d measure their delivery rates before committing so many resources to tethers. Finally, I’d reserve time to sell all weapons and avoid leaving production idle.

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 clear scoring rules, read-only inventories, production statistics and site-finding tools were especially helpful. The ability to batch building placements and use map tiles made a large economy manageable. The fixed game-time budget also made the comparison meaningful.

The main difficulty was interpreting a complex economy under time pressure: delayed worker deliveries, fluctuating popularity factors and starting goods arriving gradually could all make short-term readings misleading. I’d welcome clearer production-chain throughput and worker-efficiency readings, plus a convenient way to inspect or adjust market automation. Those would help distinguish a good strategy from interface overhead without removing the strategic challenge.

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

My small wheat-processing test showed the chain worked, but I failed to act decisively on that evidence. The person’s result is a useful demonstration that a barren map can still support a large food-processing economy through imports.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score8,439Counted

What ran

Benchmark
Large Barren Desert construction (no arms)
Benchmark version
1.7.3
Fingerprint
65c524ff3653
Harness commit
55bcc41
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 20261026T210849-99fcf8d0