One episode · The Sinkhole

GPT-6.1 Terra

Benchmark 1.7.1OpenAIReasoning 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
65.8
Crusader Bench score on The Sinkhole: 0 is doing nothing, 100 the person’s game
Net worth
28,057
+25,862 over doing nothing, 66% of the person’s gain of 39,436
Population
285
56% of the person’s gain of 502 · popularity 77
Cost
$0.77
7.0M tokens
Time
45 game min
1 h 1 min of wall-clock time, 141 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 · 45 min of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

28,057net worth
Gold
17,492
Stored goods, at sell price
10,565
Over the baseline (do nothing)
+25,862
Population / housing
285 / 290
Popularity
77
Food
489
Structures (map-wide)
303
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 stock10,565 gold in goods

GoodUnitsPriceValue
Gold17,492117,492
Iron287236,601
Bread48941,956
Stone967672
Crossbows1730510
Flour4410440
Bows1715255
Wood1311131
Net worth28,057

Beside a person’s gameThe Sinkhole, the same game time

This episodeThe personLeft alone
Net worth28,05741,6312,195
Gold17,49239,977
Stored goods, at the sell price10,5651,654
Population285506
Housing290506
Popularity7799

The person played The Sinkhole for 44 min 58 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 1189
Idle peasants
24
Popularity next month
+10
Food
+8
Taxes
+1
Religion
+1
Taxes
No taxes, 0 gold a month
Rations
double; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 2 empty; 3 granaries holding 489 food

Buildings264

  • Woodcutter69
  • Bakery39
  • Hovel35
  • Iron Mine29
  • Apple Orchard26
  • Dairy Farm14
  • Fletchers' Workshop14
  • Wheat Farm11
  • Ox Tether6
  • Mill4
  • Stockpile4
  • Church3
  • Granary3
  • Quarry3
  • Armory1
  • Chapel1
  • Keep1
  • Marketplace1

Tool calls314

  • find_sites194
  • build_structure38
  • building_info24
  • market_trade19
  • inspect_building9
  • set_tax8
  • status5
  • expand_storage4
  • set_workshop4
  • map_overview3
  • set_rations2
  • update_plan2
  • flat_view1
  • wait_and_observe1

Play

Turns
141
Buildings placed / attempted
256 / 269
Anchor-tool placements
2
Tool errors
0
Raw inputs sent to the game
1,691
Context compactions
3
Game time
45 min

Compute

Tokens
7.0M
Served from cache
97%
Output tokens
34K
Cost, as billed
$0.77
Wall-clock time
1 h 1 min
of which inference
19 min
Peak game memory
2,907 MiB

The plan, before play

I’ll prioritize net worth while growing population and keeping popularity above 50. I’ll start with woodcutters, housing and food, then expand into profitable production and taxes as workers and resources permit. I’ll monitor access, storage and actual output, 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 145 billed requests, 1 preparation, 141 gameplay and 3 compaction, went 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, $1.25 cache write, half of Sol's; the gameplay bill matches them). Its thinking parts are OpenAI's reasoning summaries, not the full reasoning; 79 of its 141 replies carry one.
  • Benchmark: The Sinkhole construction, weapons and armour in the armory count at the rules' prices; version 1.7.1 (commit 07f2b7a), that benchmark's round: the runner checked out 07f2b7a for it, like the other models' listed games there, so Terra's other games (1.7.3, commit 55bcc41) ran a newer harness. 1.7.1 has no retry for a reply cut off by the provider closing the connection ("terminated"); none was needed (no inference_retry, no failed request). From the save "The Sinkhole start"; 45 min of game time at speed 40; no playbook. Most models' 1.7.1 Sinkhole games were hosted on the Mac; Fable's, DeepSeek's, Kimi's and Terra's on the game machine.
  • Run bdb7fe05, series 20261026T215649-b35cbfef, 2026-10-26: game 5 of GPT-6.1 Terra's six that day, each a fresh series with no memory of any other, valid on its first attempt. Games 1 to 4 (both Oasis games, both desert games) were played earlier that day; game 6 (The Sinkhole, no 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 28,057 41,631 2,195
Gold 17,492 39,977
Stored goods, at the sell price 10,565 1,654
Population / housing 285 / 290 506 / 506 4
Popularity 77 (+10 next month) 99 0
Idle peasants 24 16
Score 65.8 100 0

A full-budget score (2,700.2 game seconds used). Net worth grew by 25,862 over leaving the game alone, 65.6% of the person's 39,436. By the website's formula (80% net-worth share, 10% population, 10% popularity; shares from doing nothing, 2,195 and 4 people, to the person, 41,631 and 506) the score is 65.8: 52.5 points from net worth, 5.6 from population (281 of the person's 502 people above the 4 at the start) and 7.7 from popularity. It is the best of the twelve weapons-counted Sinkhole games on the board, 13.4 above Gemini 4 Argon (52.4) and 15.3 above GPT-6.1 Sol (50.4). Gold is 62.3% of net worth, iron (287, 6,601) 23.5%, bread (489, 1,956) 7.0%, the 34 stored weapons (765) 2.7%. The town ended on no taxes and double rations, with no open job and 5 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.

0:00 to 14:36. The first call (41 s) placed three woodcutters, an orchard, a dairy farm, two hovels and the marketplace; 100 planks were bought at 0:46 and 2:10, three iron mines went up at 1:07. No farmland lay in view, so orchards went 23 to 146 tiles from the keep (median 75) and the 29 iron mines 41 to 179. Average taxes came at 3:39, the armory and first workshops at 3:48 and 4:47, a chapel at 6:06. Popularity fell to 79 by 7:03; extra rations (+4) followed at 7:06 and a church at 9:38 brought religion to +3 from 13:18. Idle peasants first read 24 at 7:39; the bread chain began at 11:08. Net worth stood under the do-nothing 2,195 from 1:07 to 14:25 (low 1,561 at 10:45).

14:36 to 35:34. Mean taxes at 14:36 with popularity at 100; 22 mines by 17:45; first bread 17:45; quarries 19:05 and 20:10 (first stone 25:28). Popularity fell to 73, so high taxes at 25:48. A third church, four mines 126 to 136 tiles south (28:47), a second granary and far-east dairies followed. Net worth passed Argon's and Sol's between 20 and 25 minutes.

35:34 to 45:00. Mean taxes again (popularity 80 to 70 by 38:27), then high; bakeries went from 20 to 39 (35:42 to 40:24). From 41:29 it put up 24 woodcutters in five calls; the 42:06 handoff says "new woodcutters are cheap jobs and can keep peasants arriving if idle count approaches 24". Idle read 15 at 41:16 and 23 at 44:47; population went from 254 to 285.

Game minute 0 5 10 15 20 25 30 35 40 End
Net worth 2,415 1,697 1,710 2,062 3,584 6,492 9,815 14,837 20,438 28,057
Gold 2,000 1,201 1,011 697 1,008 2,187 3,475 5,805 14,173 17,492
Iron 0 5 13 30 84 161 229 312 204 287
Stone 20 20 20 20 20 20 60 108 48 96
Food 55 42 29 100 110 95 144 244 288 489
Population / housing 5 / 10 47 / 58 74 / 90 106 / 122 141 / 154 174 / 186 201 / 218 222 / 250 245 / 282 285 / 290
Popularity 100 91 84 99 85 76 76 80 71 77

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) as the recording logs them; flour, wheat and weapons are left out (about 1,000 at 40:00).

Taxes, rations and popularity. Rations were full to 7:06, extra (+4) to 42:59, double (+8) to the end; half rations were never used. Taxes began at none; each spell runs to the next call:

Set at Level (popularity factor) Popularity, start to end People, start to end Paydays (gold)
3:39 Average (−4) 100 to 97 (low 79) 37 to 93 21 (1,090)
13:17 High (−6) 97 to 100 93 to 106 3 (272)
14:36 Mean (−8) 100 to 73 106 to 179 25 (4,210)
25:48 High (−6) 73 to 80 179 to 224 22 (4,450)
35:34 Mean (−8) 80 to 70 224 to 239 7 (1,893)
38:27 High (−6) 70 to 75 239 to 270 10 (2,508)
43:07 Extortionate (−12) 75 to 70 270 to 283 4 (1,445)
44:36 None (+1) 70 to 77 (low 69) 284 to 285 1 (99)

The 93 paydays brought 15,967 gold (5,362 by 25:00, 9,800 by 35:00), summed from the recording's gold steps with the clicks that shared a payday's frame put back. It raised the rate while popularity stood near 100 and cut it at 73 and 70; the 16:17 handoff says to "reduce tax if popularity approaches 70". The first payday after a change is a blend (43:10 281, then 382).

The end settings. Double rations (42:59) cost no stock that showed: bread rose from 402 to 490 while apples ran out. Extortionate taxes (43:07) paid 382, 388 and 394 against about 270 at high taxes, some 370 gold more, while popularity slid 76 to 69. At 44:36 the reasoning summary reads "I have about 29 seconds to switch to no taxes, and I might gain around 11"; popularity rose 69, 72, 75, 77 in the 21 seconds left and the last payday (44:57) brought 99 against the 394 before it. Extortionate taxes took popularity from 76 to 69 for about 370 more gold; the switch to none gave back 8 of popularity (0.8 points) for about 300 less gold in the last payday (0.6 points).

Weapons

It built an armory (3:48) and 14 fletcher's workshops (4:47 to 32:14): 1,400 gold, 280 wood, 5 wood for the armory. Four were set to crossbows by tile (7:25, 7:38, 7:53, 33:17; all took), ten made bows. At the rules' prices (bows 15, crossbows 30) they made 67 bows and 37 crossbows, 2,115, from 245 wood. 70 were sold for 1,350 gold (20 bows at 28:14, 20 crossbows at 32:02, 30 bows at 39:22) and 34 are held (17 and 17, 765): 2.7% of net worth, 1.55 of the 65.8 points (64.2 with weapons worth nothing).

At wood's sell price of 1 the wing returned 2,115 for 1,400 gold and 530 wood, +185 (0.4 points); at the 4 gold it paid for planks, −1,405 (−2.9). At 43:54 the readout gave 4 weapons a minute for 14 workshops (about 6 gold each) against 15 iron for 29 mines (about 12 each). The 3:39 summary planned "converting wood into bows"; at 33:51 it wrote "To break even, I'd need around 28 minutes if the output is only 0.2 per building" and built no more. The wing covered itself at best; each workshop was also one job at the idle cap.

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 (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 (this) 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

All six ended with 24 idle peasants.

The Sinkhole construction, 1.7.1 Score Net worth Pop. Popularity Gold Cost Turns
1. GPT-6.1 Terra 65.8 28,057 285 77 17,492 $0.77 141
2. Gemini 4 Argon 52.4 23,189 215 56 15,929 $1.45 85
3. GPT-6.1 Sol 50.4 20,384 181 100 13,934 $0.90 111
4. Claude Opus 5.5 34.7 15,424 164 47 2,186 $1.98 69
5. Claude Sonnet 5.5 33.1 12,629 100 100 1,955 $0.71 47
6. Muse Wonder 33.0 14,473 125 57 4,917 $2.16 75
7. Kimi K3.1 Pro 31.8 13,873 134 55 7,969 $1.29 70
8. GPT-6 Luna 26.7 11,136 105 66 4,198 $0.16 155
9. Claude Haiku 5.5 26.3 12,104 74 48 2,935 $0.07 68
10. Claude Fable 5.1 23.1 13,107 50 0 3,133 $2.75 48
11. DeepSeek V4.1 Flash 1017 20.9 11,345 28 19 6,037 $0.14 46
12. GLM 5.3 Flash 15.1 5,680 79 65 1,614 $0.13 101

Terra is first by score, net worth, population and gold, third by popularity, second by turns and sixth lowest by cost. Its Sinkhole map score, the mean of its two unrounded game scores (65.8 here and 59.1 in game 6, no arms, on 1.7.3; game 6 is also first of the twelve no-arms games, Sol's 49.2 next), is 62.4: first of twelve, ahead of Sol (49.8) and Argon (49.7). Sol's map scores on the other two maps (72.3, 87.0) are above Terra's (62.4, 58.7); Terra's 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).

Where the margin came from. The net worth gained since the start (2,415), by source, from each run's own gold steps, goods and replies:

Terra Argon Sol
Net worth gained 25,642 20,774 17,969
Taxes (paydays) 15,967 11,649 9,914
Iron mined, at 23 (stored + sold) 11,546 (287 + 215) 7,797 (139 + 200) 3,197 (39 + 100)
Stone mined, at 7 1,232 2,016 2,282
Planks and food bought, net worth lost −3,040 −1,960 −1,100
Gold spent on buildings −3,150 −700 −500
Remainder (bread, flour, weapons, wood, food eaten) 3,087 1,972 4,176
Population at 10 / 20 / 30 min 74 / 141 / 201 66 / 104 / 149 45 / 98 / 130
Population / housing at the end 285 / 290 215 / 250 181 / 186
Popularity, lowest after 10 min / end 69 / 77 54 / 56 71 / 100
Iron mines / woodcutters / hovels 29 / 69 / 35 19 / 30 / 30 5 / 43 / 22
Orchards + dairy farms / bakeries 26 + 14 / 39 7 + 1 / 57 3 + 0 / 45
Tax changes average 3:39, mean 14:36 low 5:40, mean 25:29 low 4:30, mean 27:23
Rations extra 7:06, double 42:59 extra 18:48, double 25:23 extra 15:37, double 27:09

Against Argon the 4,868 gap in net worth (9.9 of the 13.4 points) is taxes +4,318 and iron +3,749, less 784 stone, 1,080 more lost to purchases and 2,450 more gold in buildings, with 1,115 remainder; population adds 1.4 points and popularity 2.1. Against Sol the 7,673 gap (15.6 points) is taxes +6,053 and iron +8,349, less 1,050 stone, 1,940 purchases, 2,650 buildings and 1,089 remainder; population adds 2.1, popularity −2.3. Terra taxed from 3:39 while they ran low taxes to 20 minutes, collecting 5,362 gold by 25:00 against about 2,250 and 2,150, with 174 people against 127 and 115. It paid for taxes in popularity (down to 73) where Sol held popularity at 100 on double rations and low taxes. GPT-6 Luna (26.7) had 24 mines, 9 woodcutters, no bakery and 105 people.

What held it back

  • Woodcutters. 69 of the 256 placements, 28 after 40:00, yet wood income stayed flat: 13 woodcutters made 39 a minute at 9:39, 45 made 46 at 41:16. It bought 880 planks for 3,520 gold (net worth −2,640, 5.4 points), and 7 of the 13 unplaced buildings were 1 to 20 wood short. The 28:26 handoff says "no diagnosis established".
  • The idle cap. Idle read 24 in 23 of the 75 observations after 10:00 and 20 or more in 55 of the 68 from 7:39 to 41:00; open jobs read 0 but once, with 4 to 40 housing places free. The 16:17 handoff says "24 idle blocks further immigration".
  • Popularity spent, not built. It ran 70 to 80 under mean and high taxes with no inn or ale; the chapel and three churches (1,750 gold) gave religion +3 in 15 readings (13:18 to 23:41) and +1 in the other 53 after 10:00.
  • Bread late. First bakeries at 11:08; 19 of the 39 (with 11 wheat farms and 4 mills) came after 35:42; 489 bread stood unsold.
  • Storage and build time. expand_storage was refused for the armory (25:27) and stockpile (35:02); build_structure took 68.6% of the game clock.

What worked

  • Population early. 47 people at 5:00 against 43 and 33; 141 at 20:00 against 104 and 98. 40 orchards and dairies fed them without a mill; food never read under 28.
  • Taxes under a floor. 15,967 gold; popularity never fell under 69 after 10:00 (Argon's low was 54).
  • Iron. 29 mines delivered 502 iron (11,546), 41% of the final net worth, at 0.5 to 0.6 a mine a minute.
  • Placement. 256 of 269 buildings placed in 38 calls; each refusal came with a status and a remedy.
  • Handoffs. Three compactions (16:17, 28:26, 42:06) cut the context estimate from about 76,000 to 47,000.

Market

19 calls, 238 game seconds (8.8% of the budget). Every trade was checked against the gold, wood, stone, iron and food steps in frames.jsonl, whose figures are used.

Bought Units Gold Net worth lost
Wood planks (10 calls) 880 3,520 2,640
Cheese (2 calls) 100 800 400
Total 980 4,320 3,040
Sold Units, recording (reply) Gold, recording (reply)
Iron (7:14, 10:57, 35:21) 215 (125) 4,945 (2,875)
Stone (36:56) 100 (100) 700 (700)
Bows (28:14, 39:22) 50 (50) 750 (750)
Crossbows (32:02) 20 (20) 600 (600)
Total 385 (295) 6,995 (4,925)

One reply is out of step: the iron sale at 35:21. It asked for 20 lots from 314 in stock; the reply said 100 units and 2,300 gold; the recording shows five clicks, three of 50 (1,150 each) and two of 20 (460): 190 iron and 4,370 gold (gold 6,027 to 10,397, iron 314 to 131). That is the 1.7.1 undercount for sales from 200 or more in stock; the reply's stock and gold were right. The model saw it next turn ("I sold 190 units instead of the expected 100") and wondered about duplicate sales. It is the gold rise from 5,805 (35:00) to 14,173 (40:00) while iron fell from 312 to 204: +8,368 is the iron sale 4,370, stone 700, bows 450 and taxes 2,848. A sale leaves net worth unchanged, so the score was not affected. Every plank and cheese click landed; the other 18 replies match.

The gold closes: 2,000 + 15,967 taxes + 6,995 sales − 4,320 purchases − 3,150 for buildings (14 fletcher's 1,400, three churches 1,500, chapel 250) = 17,492.

Cost and speed

141 turns, 314 tool calls (194 find_sites, 38 build_structure, 24 building_info, 19 market_trade, 38 others), 7.05 million tokens and $0.765 billed (preparation $0.026, play $0.706, compaction $0.032); the interview added $0.007. All 141 gameplay requests read the cache (97.4% of input tokens). The run took 61.0 real minutes, 19.0 waiting for the model (median reply 7.7 s, longest 15.0 s) and 22.9 inside build_structure (Sol's run took 53.5, Argon's 61.2). Against Sol it used 36% more tokens at half the price and cost 15% less.

find_sites came in 50 of the 141 turns, up to 8 at a time (94 turns held one call, 48 only read calls): 0.76 searches per building placed, no game time, 6.2 real minutes. Nine images reached the model all game: the first screenshot, three map overviews, a flat view (two) and three screenshots after compactions.

Of the 2,700 game seconds, build_structure took 1,853 (68.6%; median call 51 s, longest 74 s), the 83 default passes after acting calls 418 (15.5%), market_trade 238 and the other tools about 200 (the measures overlap by about 15 s). It placed 256 of 269 buildings: 7.2 game seconds per building placed here (The Sinkhole), against 5.4 and 5.3 in games 1 and 2 (Oasis by the Sea) and 4.4 and 4.2 in games 3 and 4 (Large Barren Desert); the measure depends on map, model and host. Calls of 7 or 8 placements took 33 to 74 s, a single placement 9 to 10 s.

The interview

It put the gap down to economic design: taxes and generous rations where the person used inns and religion, a much larger bread chain and housing, and "68-plus" woodcutters against seven. Playing again it would build the bread chain earlier, test ale, inns and religion, add housing and jobs together, use fewer woodcutters and sell surplus regularly.

These match the game: 28,057 is 67% of 41,631 and 285 is 56% of 506; 69 woodcutters against 7; extra rations for 36 minutes and taxes the larger share of the gold taken in (15,967 of 22,962); the bread chain from 11:08; two refused expansions; building taking most of the clock. Two points need a note. It would "test" inns and religion early: it built a chapel (6:06) and three churches (9:38, 17:45, 25:56), but never looked up an inn or a brewery. It says the screenshots helped, though 9 images reached it in 141 turns. Fear-factor productivity and water pots come from the interviewer's text; it never searched for either.

For the harness

  • market_trade undercount (35:21). The reply showed about half the iron sold; the model found it from the gold. The replies' sold totals add to 4,925 gold, the recording's to 6,995.
  • No room beside the armory or stockpile (25:27, 35:02), as in Sol's, Sonnet's, GLM's and Kimi's 1.7.1 games. The reply says to sell or demolish; the model sold weapons, iron and stone five times.
  • Far sites. Four not_on_screen refusals (orchard 19:05, dairies 29:47 and 32:14, mine 33:51) carried the remedy to pick an inward tile; the two dairies were in the same far-east corner, 2½ minutes apart.
  • One forced collection by the reader watchdog before timed play; set_workshop by tile worked on all four calls. The game saved at the end ("gpt-6-1 terra 1-7-1 bdb7fe").

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 45 min 44 min 58 s
Net worth 28,057 41,631
Gold 17,492 39,977
Stored goods, at the sell price 10,565 1,654
Population 285 506
Housing 290 506
Popularity 77 99

Leaving the game alone for the same time ends with a net worth of 2,195.

How do you see your result next to the person's? What do you think made the difference?

GPT-6.1 Terra

I built a substantial economy compared with leaving the game alone, but the person’s result was much stronger: my net worth was about two-thirds of theirs, and my population was little over half. Their popularity was also higher.

The biggest difference appears to be economic design. I relied on taxes and generous rations, whereas the person used inns and religion to sustain popularity with much lower rations, leaving more food to sell. They also scaled bread production and housing much further. My 68-plus woodcutters were a particularly poor use of workers and construction effort compared with their seven; I did not diagnose tree competition and travel costs well enough.

2Playing again

Interviewer

How the person played, as they describe it:

  • Early on they built a few inns and kept buying ale for them, which raised popularity by about 8 points. They spent those points on cutting the food rations to none, so the food could be sold instead of eaten.
  • They planted wheat farms and apple orchards and built a bread chain: mills ground the wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They built iron mines and quarries, and by the end a large number of iron mines. A few blacksmiths turned iron into swords, which they think made little difference.
  • Taxes stayed at none most of the time. Religion added popularity, which let them run the fear factor at 3 so that the workers worked faster.
  • The bread made the population very large. Water pots (60 gold each, three workers) gave jobs to more of it.

Their settlement at the end, read from the game:

  • 506 people in 62 hovels, with no free housing and 16 idle; popularity 99, rising 3.
  • 161 bakeries, 19 mills and 31 wheat farms; no apple orchards were left.
  • 16 inns, with ale in the stockpile and no brewery or hops farm.
  • 38 iron mines and 10 quarries with 29 ox tethers; 7 woodcutters.
  • 9 blacksmiths, an armory holding 1 sword, and 24 water pots.
  • A church and a cathedral, and 105 bad things (48 burning stakes, 21 stretching racks, 12 stocks, 9 gallows and others), which made the workers 130% efficient.
  • No taxes and half rations of bread only. The monthly popularity factors were food −4, taxes +1, fear −3, religion +3 and inns +6.
  • 39,977 gold and 1,654 in stored goods: a net worth of 41,631.

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 bread chain earlier, then scale wheat, mills and bakeries according to observed bottlenecks. I’d test purchased ale, inns and religion early, using their popularity to support lower rations and, if affordable, fear-factor productivity. I’d expand housing and jobs aggressively, including water pots when idle peasants constrain growth.

I’d also build fewer woodcutters and check their actual delivery rates before adding more. I’d sell surplus regularly to prevent storage bottlenecks and compare the returns from taxes against food consumption and production rather than assuming generous rations are worthwhile. The person’s final setup is evidence of a better direction, though I’d still verify the timing and costs as the economy develops.

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 objective and equal game-time budget are clear, and the read-only production, storage and popularity breakdowns were especially useful. Tile-based site finding and placement made a complicated map manageable; the screenshots helped interpret terrain and the settlement.

The main friction was that construction and camera movement consume game time, so a large number of individual placements can be costly even when planning is fast. I also found storage expansion difficult when adjacent sites were blocked. I’d welcome clearer feedback on why a particular producer is slow, and more efficient batch placement and storage-management tools. Those would reduce interface overhead without removing the strategic choices.

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 run illustrates that a growing treasury is not enough evidence of an efficient economy. I kept expanding, but did not pivot decisively enough when the return from additional woodcutters and my food policy became questionable. The person’s approach shows how much more was possible by combining popularity, production efficiency and population growth.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score28,057Counted

What ran

Benchmark
The Sinkhole construction
Benchmark version
1.7.1
Fingerprint
6ee823bf5cb0
Harness commit
07f2b7a
Prompt / tools SHA-256
3b0fa8a / f75ebb8
Menu guide
Images 118089d
Save
The Sinkhole start
Game time per episode
45 min
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 20261026T215649-b35cbfef