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: Large Barren Desert construction, version 1.5.4, from the save the human reference game on this map 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 4a4cc62f, 2026-10-11
Result
| Claude Haiku 5.5 | The person | Left alone | |
|---|---|---|---|
| Net worth | 5,313 | 9,984 | 5,192 |
| Gold | 2,711 | 8,574 | |
| Stored goods, at the sell price | 2,602 | 1,410 | |
| Population / housing | 32 / 50 | 250 / 250 | |
| Popularity | 93 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth ended 121 above leaving the game alone, but that understates how little the run added: the starting package's waiting part (stone, iron, pitch, ale and more wood, about 1,150), which the left-alone game never receives, had all arrived by 3 minutes, when net worth stood at 6,421. From there it fell to 5,313.
How the game went
The first 3 minutes. Hovels beside the keep, more stockpile, a marketplace, two iron mines and one quarry with an ox tether. That was everything it built in the run. It built no woodcutters; in 1.5.4 the map overview and site search no longer show the desert's cacti as trees.
Feeding, 3 minutes to the end. The population reached 32 by 3 minutes and stayed there, with 24 idle peasants, for the rest of the game. Haiku fed it by buying meat eight times, adjusted taxes five times, went to half rations for four minutes (popularity fell to 47) and paid a small bribe, and otherwise waited: 26 of its 63 tool calls were waits. Net worth fell steadily as gold went into meat.
The end. The stockpile filled up at about 29 minutes. Haiku saw it and decided "the quarry will just idle without any net loss, so expanding storage isn't worth the effort with only 4 minutes remaining", so the stone and iron of the last minutes were not stored.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,516 | 6,421 | 6,263 | 6,294 | 6,281 | 6,067 | 6,100 | 5,942 | 5,860 | 5,669 | 5,337 | 5,313 |
| Population | 2 | 29 | 32 | 32 | 32 | 32 | 32 | 29 | 32 | 32 | 32 | 32 |
| Popularity | 100 | 100 | 94 | 74 | 70 | 75 | 65 | 54 | 69 | 77 | 83 | 93 |
What held it back
- It stopped building at 3 minutes with about 4,800 gold and 24 idle peasants, and never put them to work. The population stayed at 32 for 30 minutes: on every map played the same day, new peasants came only when idle ones got jobs.
- Food bought, not made. No farm can be built here; eight meat purchases lost 1,176 net worth. The person bought wheat and ran mills and bakeries.
- Nothing for popularity but taxes, rations and a bribe: no chapel, inn or good things.
- The full stockpile at the end, which it chose to leave full.
The waiting reminder (new in 1.5.4)
It appeared twice. At 26 minutes, after 3 game minutes of only waiting, Haiku answered by buying 75 meat and then waited again; at 31 minutes, after 5, it replied that food would last and "let the clock run out". The reminder was seen and acted on once, but it did not change how Haiku played.
Cost and speed
34 turns, 63 tool calls, 1.75 million tokens and $0.044, worked out from the list prices on the model profile. The agent run took 29.4 real minutes, 3.6 of them waiting for the model; two compactions took 17 s.
The interview
Haiku said it "never built a real economy" and "played too cautiously", keeping gold "rather than
spending it on productive buildings" and treating population "as something to protect rather than
something to grow". Playing again, it would look for a bread chain without farms, put idle peasants to
work, and build religion and fear buildings. It said it saw the iron, stone and desert layout late, as
screenshots show one area at a time, though it read map_overview twice.
For the harness
- The game saved correctly at the end ("claude haiku 5-5 1-5-4 4a4cc6").
- The full stockpile was shown plainly (
storagewith no empty piles and each good's room); not acting on it was the model's choice.