Written by Claude (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: Claude Haiku 5.5 (
claude-haiku-5-5) on Anthropic's API, reasoning medium, output limit 32,768 tokens - Benchmark: Oasis by the Sea construction, version 1.5.0, from the save the human reference game started from; 33 min 20 s of game time (60,000 ticks) at speed 40, the length of the person's game; no playbook
- Run 70634a1c, series 20261011T141021-5ef84787, 2026-10-11
Result
| Claude Haiku 5.5 | The person | Left alone | |
|---|---|---|---|
| Net worth | 5,113 | 19,513 | 1,220 |
| Gold | 1,482 | 18,304 | |
| Stored goods, at the sell price | 3,631 | 1,209 | |
| Population / housing | 61 / 82 | 202 / 202 | |
| Popularity | 67 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 3,893 over leaving the game alone, about a fifth of the person's growth (18,293). Most of it was stored goods, not gold: 240 stone, 54 iron, 513 wood and 49 apples.
How the game went
Opening, 0 to 4 minutes. Four woodcutters, two apple orchards and three hovels, the first iron mine at 3 minutes, a marketplace, and 50 wood bought, its only trade of the game. Housing stayed at 34 from 3 to 8 minutes with every place taken, and it put rations to half for two minutes when food ran low.
Building out, 4 to 12 minutes. Two quarries with ox tethers, a dairy farm, two more orchards, more woodcutters, a second iron mine at 9 minutes, and three hovels against the keep at 8 minutes. Housing reached 58 and population 50 at 12 minutes.
Slowing down, 12 minutes to the end. Three more quarries (to five), three more hovels and a chapel, and otherwise waiting: 43 of its 136 tool calls were waits. Taxes were off for most of the game, so gold stood still at 800 for about ten minutes and at 1,015 for about five. At 25 minutes it set high taxes; popularity fell from 84 to 43 by 30 minutes and some peasants left, so it removed the tax, paid a large bribe for a minute and ended at 67.
| Game minute | 0 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,270 | 1,185 | 1,380 | 1,642 | 2,061 | 2,708 | 2,984 | 3,318 | 3,906 | 4,728 | 5,113 |
| Population | 3 | 34 | 34 | 50 | 54 | 54 | 56 | 61 | 61 | 60 | 61 |
| Housing | 10 | 34 | 34 | 58 | 58 | 66 | 66 | 66 | 82 | 82 | 82 |
What held it back
- The population stopped near 61 with 24 peasants idle. It reached 24 idle at 10 minutes and grew slowly from there, though housing had room and popularity was mostly above 60. GLM 5.3 Flash's run on the same save the same day stopped at 24 idle too, which fits a limit on how many peasants wait at the campfire: more people seem to come only when the idle ones get work. Haiku noticed at 26 minutes that "something's capping growth even though workers are available" but did not find what.
- Only two iron mines. Iron sells at 23, the best price of anything it made. At 9 minutes a search near the keep offered two iron mine spots and it built one. At 20 minutes it planned another "near the ore deposit by (421,350)" but searched while the camera was on its quarries, about 35 tiles away; the empty result said nothing fit in that view and pointed to the map overview, and Haiku built a quarry instead. At 23 minutes a search for hovel spots at the keep listed free spots on iron ore, and it built hovels.
- Workers went into wood. Nine woodcutters filled the stockpile with 513 wood, worth 1 each; it expanded storage twice for it and never sold or used most of it.
- Little gold. With taxes off for most of the game and nothing sold, gold ended at 1,482; the late high tax cost popularity and people.
- One food. Apples with a little cheese, so food variety added nothing to popularity for most of the game.
What worked
- It hardly bought anything: one purchase of 50 wood, which lost 150 net worth.
- Five quarries made 240 stone, worth 1,680, its largest single asset.
- It was fast and cheap: the 33 min 20 s of game time took 33.3 real minutes.
Cost and speed
76 turns, 136 tool calls, 3.82 million tokens and $0.080, worked out from the list prices on the model profile (Anthropic's API does not report what it bills). The agent run took 33.3 real minutes, 6.8 of them waiting for the model; three compactions took 23 s in all.
At 25 game minutes, the length of the earlier benchmark versions, it stood at 3,523 net worth for $0.075 after 26.8 real minutes. The three published Haiku episodes of version 1.1, on the same endpoint and settings, ended at 4,711, 5,116 and 5,536 after their 25 minutes (5,121 on average): this run's final 5,113, eight minutes later, matches that average. The 1.1 episode 1 built 13 iron mines and held 165 iron at the end, against 2 mines and 36 iron here at the same game time; it cost $0.097 and took 28.7 real minutes to reach 25 game minutes.
Beside GLM 5.3 Flash on the same save
| Claude Haiku 5.5 | GLM 5.3 Flash | |
|---|---|---|
| Net worth | 5,113 | 6,200 |
| Ending | Full budget | Ended itself 5 s early |
| Gold / goods | 1,482 / 3,631 | 4,755 / 1,445 |
| Population / housing | 61 / 82 | 64 / 210 |
| Iron mines / quarries / woodcutters | 2 / 5 / 9 | 7 / 2 / 11 |
| Net worth lost to purchases | 150 | 1,201 |
| Cost | $0.080 | $0.145 |
| Real time | 33.3 min | 43.8 min |
GLM spent hard, bought food and sold what it made; Haiku built less, bought almost nothing and kept what it made. Both hit the same wall of 24 idle peasants.
The interview
Haiku put the gap down to an economy that "never compounded": goods sat in the stockpile while the person sold bread made from wheat. Playing again, it would start a wheat, mill and bakery chain in the first ten minutes, buy wheat when the chain stalled, build a church early and plan housing and jobs together. It named the late high tax as its worst mistake. One detail is off: it said its stored goods were mostly wood, but by value they were mostly stone and iron.
For the harness
- Site search covers only the current view. Haiku searched for iron mine spots from the wrong part of
the map and took the empty result as "no room", and six placements failed with
not_on_screen. - In the interview it said pixel positions in build results sometimes did not match the tiles; not checked here.
