One episode · The Sinkhole (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
59.1
Crusader Bench score on The Sinkhole (no arms): 0 is doing nothing, 100 the person’s game
Net worth
25,877
+23,682 over doing nothing, 60% of the person’s gain of 39,436
Population
267
52% of the person’s gain of 502 · popularity 58
Cost
$0.73
7.2M tokens
Time
45 game min
59 min of wall-clock time, 144 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

25,877net worth
Gold
21,632
Stored goods, at sell price
4,245
Over the baseline (do nothing)
+23,682
Population / housing
267 / 274
Popularity
58
Food
95
Structures (map-wide)
284
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 stock4,245 gold in goods

GoodUnitsPriceValue
Gold21,632121,632
Iron109232,507
Flour7310730
Stone647448
Apples694276
Bread264104
Hops138104
Wood50150
Wheat2816
Ale11010
Pikes100
Net worth25,877

No arms: weapons and armour count 0 here, so the table adds up to the net worth.

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

This episodeThe personLeft alone
Net worth25,87741,6312,195
Gold21,63239,977
Stored goods, at the sell price4,2451,654
Population267506
Housing274506
Popularity5899

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
−4
Food
+1
Taxes
−8
Religion
+3
Ale from the inn
±0
Taxes
Mean taxes, 320 gold a month
Rations
full; 2 of 2 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 3 empty; 1 granary holding 95 food

Buildings245

  • Woodcutter79
  • Hovel33
  • Iron Mine29
  • Ox Tether22
  • Apple Orchard21
  • Bakery17
  • Dairy Farm8
  • Poleturner's Workshop8
  • Wheat Farm6
  • Hops Farm4
  • Stockpile4
  • Quarry3
  • Mill2
  • Armory1
  • Brewery1
  • Cathedral1
  • Chapel1
  • Church1
  • Granary1
  • Inn1
  • Keep1
  • Marketplace1

Tool calls295

  • find_sites164
  • build_structure39
  • market_trade27
  • building_info17
  • inspect_building14
  • set_tax10
  • set_workshop7
  • status5
  • set_rations4
  • map_overview3
  • expand_storage2
  • wait_and_observe2
  • update_plan1

Play

Turns
144
Buildings placed / attempted
239 / 253
Anchor-tool placements
0
Tool errors
0
Raw inputs sent to the game
1,631
Context compactions
3
Game time
45 min

Compute

Tokens
7.2M
Served from cache
97%
Output tokens
27K
Cost, as billed
$0.73
Wall-clock time
59 min
of which inference
19 min
Peak game memory
3,568 MiB

The plan, before play

I’ll prioritize net worth while growing population and maintaining popularity, without recruiting troops or building defenses. I’ll open with woodcutters, housing and food, then expand profitable production, storage and taxation as workers and resources permit.

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 with no other fallbacks (all 148 billed requests went to OpenAI), reasoning medium, output limit 32,768 tokens. 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; 101 of its 144 replies carry one.
  • Benchmark: The Sinkhole construction (no arms): weapons and armour in store count nothing 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 fired and no request failed). 45 min of game time at speed 40; no playbook; host on the game machine. Kimi K3.1 Pro's games played this commit, Sol's, Argon's and Luna's here an earlier one (e0e0eb4).
  • Run 85c60e4d, series 20261026T225945-9a2d33f2, 2026-10-26 (from 23:00 UTC; it ended just after midnight): game 6 of 6, the last of Terra's six, each a fresh series with no memory of any other, valid on its first attempt. Its weapons-counted pair is game 5 (run bdb7fe05, 1.7.1, commit 07f2b7a, that benchmark's round), so the pair differs in version as well as in the rule. This game counts on the website's leaderboard.

Result

This game The person Left alone
Net worth 25,877 41,631 2,195
Gold 21,632 39,977
Stored goods, at the sell price (weapons and armour not counted) 4,245 1,654
Population / housing 267 / 274 506 / 506 4
Popularity 58 (−4 next month) 99 0
Idle peasants 24 16
Score 59.1 100 0

A full-budget score (2,700.1 game seconds used). Net worth grew by 23,682 over leaving the game alone, 60.1% 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 59.1: 48.0 points from net worth, 5.2 from population (263 of the person's 502 people above the 4 at the start) and 5.8 from popularity (episode.json records arms_counted: false). Gold is 83.6% of net worth. The town ended on mean taxes (320 gold a month), full rations, 24 idle peasants, no open job and 7 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 5:55, wood, housing, first mines. The ore lies 52 to 88 tiles east of the keep, the nearest grove 39 tiles south. The first call (49 s) placed two woodcutters, two hovels, an orchard, a dairy farm and the marketplace; planks were bought at 0:54 and 3:31, iron mines went up at 1:14 and 3:53 (three each), the first iron came at 4:16. Average taxes at 2:09 took popularity from 100 to 75. Net worth stood under the do-nothing 2,195 from 1:03 to 11:20.

5:55 to 17:00, pikes and wood. No taxes at 5:55; the armory and two poleturner's workshops at 6:53, two more at 8:09; idle peasants first read 24 at 9:17; a brewery, an inn and four woodcutters at 9:42; average taxes at 11:02. Ten placements failed 2 to 16 wood short, seven of them iron mines (11:11 to 15:44).

17:00 to 36:00, bread, iron sales, religion. A mill and three bakeries at 17:55; planks at 17:34, 18:49 and 22:28, the last purchase of the game; the first pikes sold at 21:16, a church at 21:41; the first stone arrived at 23:19 (quarry placed 15:44). expand_storage was refused at 24:42; it sold 100 iron at 24:58, 30:41 and 34:16. A cathedral at 25:57 brought religion to +3; high taxes at 31:27 took popularity from 78 to 62 by 36:00.

36:00 to 45:00, woodcutters and the finish. From 36:08 it placed 32 woodcutters, 4 tethers and 6 bakeries and sold planks from 36:55. With about four minutes left it set extra rations (40:36) and mean taxes (40:45), then full rations at 43:27; popularity ran from 70 to 58.

Game minute 0 5 10 15 20 25 30 35 40 End
Net worth 2,415 1,559 2,016 3,374 4,554 6,590 9,033 13,987 19,189 25,877
Gold 2,000 1,128 814 1,249 1,430 1,567 4,299 11,741 17,477 21,632
Iron 0 3 28 65 112 175 158 43 24 109
Iron mines placed 0 6 8 12 17 25 28 28 29 29
Woodcutters placed 0 6 9 20 20 27 32 44 61 79
Population / housing 5 / 10 46 / 58 72 / 90 97 / 122 127 / 154 155 / 170 186 / 218 218 / 242 241 / 258 267 / 274
Popularity 100 80 93 82 84 75 77 65 67 58

Each column is the last reading at or before that minute; mines and woodcutters count when the placing call returned. Before the end net worth counts gold, wood, stone, iron and food (at 4) as the recording logs them, leaving out flour, wheat, hops and ale (860 at the end).

Taxes, rations and popularity. Taxes began at none; rations were full except 13:37 to 18:40 and 40:36 to 43:27 (extra, +4 to +6 with variety). Each spell runs to the next call:

Set at Level (popularity factor; gold a month on setting) Popularity, start to end People, start to end Paydays (gold)
0:00 None (+1) 100 to 100 5 to 25 0
2:09 Average (−4; 20) 100 to 75 25 to 49 9 (255)
5:55 None (+1) 75 to 97 49 to 79 1 (9)
11:02 Average (−4; 63) 97 to 79 79 to 90 6 (349)
13:29 None (+1), 16 s 79 to 80 90 to 92 0
13:45 Average (−4; 73) 80 to 80 (high 94) 92 to 133 15 (1,268)
20:29 Low (−2; 79) 80 to 76 (low 73) 133 to 165 14 (1,246)
26:39 Average (−4; 132) 76 to 78 165 to 197 11 (1,557)
31:27 High (−6; 196) 78 to 62 197 to 223 10 (2,065)
36:00 Average (−4; 178) 62 to 69 223 to 245 11 (2,084)
40:45 Mean (−8; 294) 69 to 58 (high 71) 245 to 267 10 (3,049)

The 87 paydays brought 11,882 gold (2,847 by 25:00, 6,311 by 35:00), summed from the recording's gold steps with the two frames that shared a market click corrected (22:43, 38:43). From 10:00 to 40:45 popularity stayed between 62 and 97.

The end settings. Mean taxes paid 297 to 320 a month. At the 0.796 a head the average spell paid, the ten paydays would have brought about 2,065 against 3,049: roughly 980 gold (2.0 points) more, while popularity fell from 69 to 58. At 43:27 it went back to full rations with food at 89 and falling about 43 a minute; that removed the +5 food factor, and popularity fell 12 in the last 90 s (1.2 points).

Without weapons

At 6:53 it looked up the Fletchers', Poleturner's and Armory entries; its reasoning summary reads "the workshop is allowed". It built the armory and eight poleturner's workshops (two at 6:53, two at 8:09, three at 23:20, one at 26:48). set_workshop by tile took for six (pikes); a seventh at 9:30 came back not_a_workshop and was not retried, so two shops made spears. The eight made 106 weapons in 229 workshop-minutes (66 pikes, 40 spears) and sold 105 for 1,570 gold (pikes at 18, spears at 10).

Wood at 1 Wood at 4
Eight workshops, 100 gold each −800 −800
Wood: 80 in the workshops, 5 in the armory, 172 in the weapons (257) −257 −1,028
105 weapons sold +1,570 +1,570
Net +513 −258

Planks cost 4 to buy until 22:28 and brought 1 when sold from 36:55; the town sold 530 and ended with 50. The wing came out between 1.0 points ahead and 0.5 behind, nearer the first: 76 of the 106 weapons came after the last purchase, and the last four shops were built with 83 to 170 wood in stock. Four other models built none on this benchmark; Terra's desert no-arms game built sixteen and ended 532 behind.

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 (bdb7fe05, 1.7.1) 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 (this) 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 and cost $4.07 and 830 turns together; game 5 played 1.7.1, the others 1.7.3. The no-arms game scored 2.6 above its weapons-counted pair on Oasis, 15.7 above on the desert and 6.7 below on the Sinkhole.

Against game 5 (same map; 1.7.1 there, 1.7.3 here). Same iron, fewer taxes:

Game 5 (1.7.1, weapons counted) Game 6 (1.7.3, no arms) Difference
Score / net worth 65.8 / 28,057 59.1 / 25,877 −6.7 / −2,180
Gold / stored goods 17,492 / 10,565 21,632 / 4,245 +4,140 / −6,320
Taxes (paydays) 15,967 (93) 11,882 (87) −4,085
Iron mined, at 23 11,546 (502) 11,707 (509) +161
Stone mined, at 7 1,232 1,008 −224
Net worth lost to purchases −3,040 −1,500 +1,540
Gold spent on buildings −3,150 −2,650 +500
Remainder (food, flour, weapons, wood) 3,087 3,015 −72
Population / popularity at the end 285 / 77 267 / 58 −18 / −19
Bakeries / woodcutters / hovels 39 / 69 / 35 17 / 79 / 33
Rations extra from 7:06, double from 42:59 full; extra 8 of 45 min
Religion chapel and 3 churches, +3 from 13:18 chapel, church, cathedral, +3 from 26:39
Taxes at the end none (extortionate 43:07 to 44:36) mean

Game 5 set mean taxes at 14:36 with popularity at 100 (it fell to 73 by 25:48), offset by extra rations from 7:06 and religion +3 from 13:18, on a bread chain begun at 11:08; its paydays reached 5,362 by 25:00 against 2,847 here. This game had religion 0 until 22:27 and too little food for extra rations, and ran average and low taxes through those minutes. The rest of the gap is 1,540 less lost to purchases and 500 less in buildings.

# The Sinkhole construction (no arms), 1.7.3 Score Net worth Pop. Popularity Gold Cost Turns
1 GPT-6.1 Terra 59.1 25,877 267 58 21,632 $0.73 144
2 GPT-6.1 Sol 49.2 20,113 146 100 13,753 $0.83 104
3 Gemini 4 Argon 47.1 20,104 181 72 16,308 $0.62 31
4 Kimi K3.1 Pro 43.3 18,293 169 74 11,115 $1.31 66
5 Claude Fable 5.1 41.8 18,294 124 68 11,803 $3.33 44
6 Claude Opus 5.5 39.3 16,889 146 67 9,027 $1.82 61
7 Claude Sonnet 5.5 35.3 15,246 106 68 7,254 $0.75 52
8 GPT-6 Luna 31.5 13,769 119 57 4,822 $0.15 132
9 Muse Wonder 30.2 12,364 106 75 5,081 $1.87 58
10 DeepSeek V4.1 Flash 1017 25.7 9,050 148 89 1,841 $0.11 54
11 Claude Haiku 5.5 23.8 8,243 82 100 2,060 $0.06 54
12 GLM 5.3 Flash 23.6 8,272 143 85 3,476 $0.12 67

Terra is first of twelve by score (9.9 above Sol, 12.0 above Argon), net worth, population (86 above Argon) and gold, 11th by popularity (Luna's 57 is lower), first by turns, sixth from the lowest by cost.

Where the margin came from. Net worth gained since the start (2,415), by source, from each run's gold steps, goods and replies (Sol's and Argon's checked against their recordings):

Terra Sol Argon
Net worth gained 23,462 17,698 17,689
Taxes (paydays) 11,882 7,933 8,814
Iron mined, at 23 11,707 (509) 8,280 (360) 9,039 (393)
Stone mined, at 7 1,008 (144) 2,688 (384) 3,024 (432)
Net worth lost to purchases −1,500 −2,000 −1,590
Gold spent on buildings −2,650 −500 −2,596 (with bribes)
Remainder 3,015 1,297 998
Iron mines placed by 10 / 20 / 30 min 8 / 17 / 28 5 / 8 / 16 5 / 11 / 22
Woodcutters at 15 min 20 3 5
Population at 10 / 20 / 30 min 72 / 127 / 186 42 / 93 / 122 58 / 98 / 134
Population / housing at the end 267 / 274 146 / 146 181 / 210
Popularity at 20 / 30 / 40 min / end 84 / 77 / 67 / 58 70 / 83 / 79 / 100 63 / 79 / 58 / 72

Terra's remainder: weapons sold 1,570, food and flour made net of eaten 1,420, wood 25. Against Sol the 5,764 gap in net worth (11.7 of the 9.9 points) is taxes +3,949 and iron +3,427, less 1,680 stone and 2,150 more spent on buildings, with 500 less lost to purchases and 1,718 more remainder; population adds 2.4 points and popularity takes back 4.2. Against Argon the 5,773 (11.7) is taxes +3,068, iron +2,668 and remainder +2,017, less 2,016 stone (36 net from the rest); population adds 1.7 and popularity takes back 1.4. Iron per mine was alike (17.6, 17.1 and 16.4), so the gain is the number and timing of mines, which rested on wood: 20 woodcutters at 15 minutes against 3 and 5. The lead over Argon grew from 641 at 35:00 to 3,975 at 40:00 (Sol: 3,294 and 4,703).

Terra Sol Argon Luna
Score / net worth 59.1 / 25,877 49.2 / 20,113 47.1 / 20,104 31.5 / 13,769
Population / popularity 267 / 58 146 / 100 181 / 72 119 / 57
Taxes at the end mean, 320 mean, 175 "downright cruel", 289 average, 95
Rations at the end full extra full full
Iron mines / iron mined 29 / 509 21 / 360 24 / 393 27 / 337
Woodcutters / hovels 79 / 33 8 / 17 16 / 25 10 / 16
Quarries / tethers 3 / 22 4 / 15 3 / 8 0 / 0
Bakeries / orchards 17 / 21 24 / 2 31 / 2 0 / 16
Inns / religious buildings 1 / 3 5 / 0 3 / 4 0 / 2
Gold from sales 12,400 7,320 10,210 0
Idle peasants 24 19 23 24
Turns / cost 144 / $0.73 104 / $0.83 31 / $0.62 132 / $0.15

Against Sol it used 57% more tokens (7.21 million against 4.60) at half the list price and cost 11% less ($0.731 against $0.825).

Its board position, complete. Map scores are the mean of a model's two unrounded game scores; overall is the mean of the three maps. Terra's Sinkhole score is 62.4 (65.8 and 59.1): first of twelve, 12.6 above Sol (49.8) and 12.7 above Argon (49.7). Its Oasis score (62.4) and desert score (58.7) are both third; overall it is third of twelve at 61.2, 8.6 behind Sol and 4.4 behind Argon, 22.7 ahead of Opus.

# Model Overall Oasis Desert Sinkhole
1 GPT-6.1 Sol 69.7 72.3 87.0 49.8
2 Gemini 4 Argon 65.6 76.8 70.3 49.7
3 GPT-6.1 Terra 61.2 62.4 58.7 62.4
4 Claude Opus 5.5 38.5 35.3 43.1 37.0
5 Kimi K3.1 Pro 32.1 40.9 17.8 37.6
6 Claude Sonnet 5.5 32.1 33.9 28.1 34.2
7 Muse Wonder 31.1 38.0 23.9 31.6
8 DeepSeek V4.1 Flash 1017 30.0 27.2 39.6 23.3
9 Claude Fable 5.1 26.0 39.0 6.4 32.5
10 GPT-6 Luna 25.3 33.8 13.0 29.1
11 Claude Haiku 5.5 22.4 25.0 17.2 25.1
12 GLM 5.3 Flash 3.7 21.1 −29.3 19.3

What held it back

  • Popularity at the end. 58, 11th of 12, against Sol's 100 (4.2 points); mean taxes and full rations took it from 70 to 58 in the last 90 seconds.
  • Wood, early. Ten placements failed for wood (seven iron mines, 11:11 to 15:44) while 13 to 20 woodcutters gave 36 to 63 a minute. The 500 planks cost 2,000 gold and 1,500 of net worth (3.0 points).
  • Stone. Three quarries and 22 tethers (110 wood, 22 jobs) delivered 144 stone against Sol's 384 and Argon's 432.
  • A thin bread chain. First bakeries at 17:55; 17 at the end (Sol 24, Argon 31, the person 161), 73 flour left unbaked; extra rations for 8 of 45 minutes.
  • Religion and the inn for little. The chapel read religion 0 until the church (22:27); religion cost 1,750 gold (3.6 points of net-worth share) for +3 from 26:39. The inn read +2 in four readings (17:10 to 18:28) and 0 in the other 77; the brewery gave 0.3 to 0.7 ale a minute with 13 hops unused. It never inspected either.
  • The idle cap. Idle read 24 in 22 of the 81 readings after 10:00, 20 or more in 68; no reading showed an open job.

What worked

  • Iron. 29 mines mined 509 iron (11,707), 45.2% of the final net worth, at 0.61 a mine-minute from each placing call's return; 8 mines stood by 10 minutes and 17 by 20.
  • Taxes. 11,882 gold over 87 paydays, 5,571 in the last ten minutes.
  • Jobs. 267 people, 86 more than any other model, 243 at work. After 36:08 it placed 42 jobs (32 woodcutters, 4 tethers, 6 bakeries) and the number at work rose by 41; its 43:04 summary calls woodcutters "the fastest option". The 79 woodcutters cost 237 wood and cut most of the 1,845 wood the buildings used.
  • Placement and handoffs. 239 of 253 buildings placed in 39 calls, each of the 14 refusals with a remedy. Three compactions cut the context estimate from about 78,000 to 45,000, and their figures matched the game.

Market

27 calls, 249 game seconds (9.2%), 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 (0:54, 3:31, 17:34, 18:49, 22:28) 500 2,000 1,500
Sold Units, recording (reply) Gold, recording (reply)
Iron (24:58, 30:41, 34:16, 38:39) 400 (400) 9,200 (9,200)
Stone (35:43) 100 (100) 700 (700)
Apples (34:31) 100 (100) 400 (400)
Planks (36:55, 39:52, 40:53, 42:50, 44:26) 530 (500) 530 (500)
Pikes (6 sales) 65 (65) 1,170 (1,170)
Spears (5 sales) 40 (40) 400 (400)
Total 1,235 (1,205) 12,400 (12,370)

One reply is out of step: the planks at 39:52 began from 218 in stock; the recording shows five clicks (50, then four of 20), 130 sold for 130 where the reply said 100 and 100, its stock (88) and gold right. That is the 1.7.3 undercount for sales from 200 or more in stock. The four iron sales began from 175, 172, 130 and 100 and match their replies, as do the other 22 calls; all five plank purchases landed in full. Selling at the sell price leaves net worth unchanged for iron, stone, apples and planks; only the weapons add (1,570). Iron fell from 175 (25:00) to 24 (40:00) because 400 were sold against about 250 mined; nothing consumed it. The gold closes: 2,000 + 11,882 taxes + 12,400 sales − 2,000 purchases − 2,650 for buildings (workshops 800, inn 100, religion 1,750) = 21,632. No gold was spent after 27:34. It sold to free storage space, which never ran out (2 empty piles at the fewest).

Cost and speed

144 turns, 295 tool calls (164 find_sites, 39 build_structure, 27 market_trade, 65 others), 7.21 million tokens and $0.731 billed (preparation $0.026, play $0.678, compaction $0.027); the interview added $0.006. All 144 gameplay requests read the cache (97.5% of input tokens). The run took 59.4 real minutes, 18.5 waiting for the model. 101 replies held one call and 43 held three to seven; find_sites came in 45 turns. Seven images reached the model in play.

Of the 2,700 game seconds, build_structure took 1,624 (60.2%; median call 44 s, longest 76 s), the 98 default passes after acting calls 492, market_trade 249, inspect_building 148, set_workshop 53 and the two waits 68 (one fast-forwarded: 30 game seconds in 11 real). It placed 239 of 253 buildings: 6.8 game seconds per building placed here (The Sinkhole), against 7.2 in game 5 (The Sinkhole, 1.7.1), 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.

The interview

It put the gap down to the economy's design: taxes and generous rations where the person used inns, religion and fear, 79 woodcutters and 17 bakeries against 7 and 161, and "a low-value raw material". Playing again it would build the bread chain, ale, inns and religion earlier and add housing and cheap jobs together.

These match the game: the totals, 79 and 17 against 7 and 161, and taxes as a main source (11,882 of the 24,282 gold taken in). These do not. It says it "treated it too conservatively" (popularity), but it spent it and ended at 58, 11th of 12. It would "test imported ale and inns early", yet it had built an inn (paid 10:55), a brewery, four hops farms, a chapel (religion 0 for 17 minutes), a church and a cathedral, and bought no ale. It would "test fear-factor buildings"; it never looked one up. It reads the rules as prohibiting "unproductive military construction"; they bar soldiers and defences, and the workshops it built are allowed. The delivered output by building and the worker efficiency it asks for are in every observation (efficiency 100% in all); consumption is not.

For the harness

  • market_trade undercount (39:52): the plank sale from 218 sold 130 where the reply said 100; the model did not notice.
  • set_workshop miss (9:30): not_a_workshop asked for a pixel from a screenshot; the model had taken none and left that shop on spears.
  • Far ore: two mines came back not_on_screen (344,581 at 28:45; 288,278 at 34:44), each beside one placed in the same call; find_sites had listed both tiles, and 288,278 also failed for Kimi K3.1 Pro and GPT-6 Luna.
  • expand_storage (24:42, 32:20) said no free ground touches the stockpile or granary; storage never filled.
  • No provider errors, stalled replies or refused calls, and no forced collection by the reader watchdog (forced 0 in results.json). The game saved at the end ("gpt-6-1 terra 1-7-3 85c60e").

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 25,877 41,631
Gold 21,632 39,977
Stored goods, at the sell price (weapons and armour not counted) 4,245 1,654
Population 267 506
Housing 274 506
Popularity 58 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

My result was well behind the person’s: 25,877 net worth versus 41,631, with roughly half the population and much lower popularity. It was a substantial improvement over leaving the game alone, but not a competitive use of the full time.

The biggest difference appears to be the economic model. I maintained food consumption and funded growth partly through taxes, while the person used purchased ale and religion to support low rations, sold the resulting bread surplus, and used fear to raise productivity. I also had 79 woodcutters and only 17 bakeries near the end; the person had seven woodcutters and 161 bakeries. I invested too heavily in a low-value raw material rather than scaling a higher-value production chain.

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 a marketplace and bread chain early, then expand wheat, mills and especially bakeries as their actual throughput allows. I’d test imported ale and inns early, using the popularity to reduce rations while monitoring whether the food and ale economics remain profitable. I’d add religion and carefully test fear-factor buildings for their productivity benefit.

I’d expand housing and jobs much more aggressively, including cheap jobs where they enable further population growth. I’d keep enough wood production for construction, but buy or sell strategically rather than staffing dozens of woodcutters indefinitely. I would also expand iron and stone production where transport and storage permit, and sell surpluses frequently.

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 read-only production, inventory and popularity breakdowns were especially helpful: they made it possible to distinguish a built economy from one actually delivering goods. Tile-based site finding and placement were also valuable on a difficult map. The fixed game-time budget makes comparisons meaningful, and the rules clearly prohibit unproductive military construction.

The main difficulty was learning the relative profitability of systems while the clock was running. Building counts alone did not reveal the bread chain’s potential, and transport, staffing and storage could obscure bottlenecks. More explicit in-game visibility into production inputs, worker efficiency, consumption and delivered output by building would make experimentation easier. The action and observation delays also made frequent small corrections costly, so batching was important.

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 person’s approach shows that popularity is an economic resource, not just a condition to maintain. I treated it too conservatively and relied too much on familiar resource production. If replaying, I’d run earlier, measured experiments on rations, ale, fear and bread rather than extrapolating from the opening economy.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score25,877Counted

What ran

Benchmark
The Sinkhole construction (no arms)
Benchmark version
1.7.3
Fingerprint
65c524ff3653
Harness commit
55bcc41
Prompt / tools SHA-256
7ed945e / 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 20261026T225945-9a2d33f2