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 Sonnet 5.5 (
claude-sonnet-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 a275cfee, 2026-10-12. A first start of the same run, stopped by the operator at 7.5 game minutes, is not counted.
Result
| Claude Sonnet 5.5 | The person | Left alone | |
|---|---|---|---|
| Net worth | 5,567 | 9,984 | 5,192 |
| Gold | 2,728 | 8,574 | |
| Stored goods, at the sell price | 2,839 | 1,410 | |
| Population / housing | 32 / 114 | 250 / 250 | |
| Popularity | 92 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth ended 375 above leaving the game alone. About 1,150 of the end value is the part of the starting package that waits for storage room (stone, iron, pitch, ale and more wood), which the left-alone game never receives; Sonnet made room for it at 8 minutes. The rest of the account: the four iron mines dug 63 iron (about 1,450 at the sell price) and taxes brought about 450 gold, while 2,720 gold went on bread and apples, of which food worth about 200 was left at the end.
How the game went
Housing and food, 0 to 7 minutes. Thirteen hovels and a marketplace placed by 4 minutes (housing 114), and 200 bread and apples bought at 2 minutes for 1,600 gold. The stockpile was full from 27 seconds. Sonnet took the game's list of goods still to come for figures that "seem off, possibly stale", and did not act on the full stockpile until 7 minutes, when it decided to "expand the stockpile to properly receive the starting goods (stone, iron, pitch, ale)" and added two piles. The rest of the package came in at once: net worth rose from 4,579 at 6 minutes to 5,599 at 9.
Mines, 9 to 12 minutes. The population stopped at 24, all of them idle, from 4 minutes. At 9
minutes Sonnet guessed the cause, writing that immigration might halt "when there are idle unemployed
peasants already in the population", and that it "should focus on creating more jobs". It read
map_overview, went to the iron 60 tiles east and built four iron mines from find_sites (80 wood).
Eight miners came and the population rose to 32, with 24 still idle. At 12 minutes it went back for
more mines: find_sites found none in the view, and four tiles it chose itself failed (two with no
room, two not on ore). It did not try the 16-tile deposit further south, a quarry or more wood.
Waiting, 14 minutes to the end. At 14½ minutes it wrote that gold "remains the main score driver", that popularity also counts "by an unknown amount", and that it would "keep things simple … wait in chunks, and buy food toward the end". From then on it waited up to five minutes at a time, changed taxes twice and bought food twice, with 2,700 to 3,600 gold, 87 wood and 24 idle peasants. Its last building was at 10 minutes.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,486 | 4,592 | 4,579 | 5,599 | 5,435 | 5,435 | 5,435 | 5,548 | 5,548 | 5,566 | 5,653 | 5,567 |
| Population | 2 | 22 | 24 | 24 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 |
| Popularity | 100 | 90 | 77 | 93 | 100 | 100 | 100 | 100 | 100 | 66 | 77 | 92 |
During its five-minute waits the table repeats the last reading; popularity fell from 100 to 66 between 20 and 25 minutes, with taxes at average and the apples gone.
What held it back
- It stopped building at 10 minutes with gold, empty housing and 24 idle peasants. It never bought wood, though wood is the only thing that ran short: the map has no trees, and hovels and mines used 158 of its 245.
- No quarries. It judged the stone, about 100 tiles west, too far and never tried; the person ran 13 quarries and GLM 3.
- Food bought, not made. No farm can be built here; four purchases of 340 bread and apples lost 1,360 net worth against the sell price. The person bought wheat and ran mills and bakeries.
- Score read as gold. The rules say the score weighs net worth, population and popularity without giving weights; Sonnet took gold as the main part and kept it rather than spend it.
What worked
- The four iron mines paid well: 63 iron, about 1,450 net worth, for 80 wood. In its interview Sonnet thought the mines "nearly useless" because they were far from the stockpile; the iron was the largest gain of its run.
- It worked out the idle-peasant stall during the run and tested it with jobs, but did not take it further.
- No placement went off screen, and the first
find_sitesround placed all four mines.
The waiting reminder (new in 1.5.4)
It appeared four times, at 19:39, 25:03, 29:58 and in the last second, after 7, 5, 4 and 3 game minutes of waiting. Since a reminder can only come when a wait ends, Sonnet's five-minute waits made the first one late. After each of the first three it made a small change (100 bread and higher taxes, lower taxes, 40 apples) and waited again. It answered the reminder but did not change its plan.
Cost and speed
26 turns, 45 tool calls (13 waits), 1.29 million tokens and $0.290, worked out from the list prices on the model profile; the interview cost about $0.020 more. The agent run took 28.2 real minutes, 2.5 of them waiting for the model; there was no compaction.
Beside the other desert runs on 1.5.4
| Claude Sonnet 5.5 | GLM 5.3 Flash | Claude Haiku 5.5 | |
|---|---|---|---|
| Net worth | 5,567 | 8,232 | 5,313 |
| Gold / goods | 2,728 / 2,839 | 7,496 / 736 | 2,711 / 2,602 |
| Population / housing | 32 / 114 | 47 / 90 | 32 / 50 |
| Popularity | 92 | 49 | 93 |
| Iron mines / quarries / inns / chapels | 4 / 0 / 0 / 0 | 4 / 3 / 1 / 1 | 2 / 1 / 0 / 0 |
| Last building | 10 min | 18 min | 3 min |
| Stockpile made room for the package | 8 min | by 3 min | by 3 min |
| Net worth lost to purchases | 1,360 | 1,147 | 1,176 |
| Cost | $0.290 | $0.062 | $0.044 |
| Real time | 28.2 min | 32.9 min | 29.4 min |
GLM kept building to 18 minutes and sold what it mined; Sonnet and Haiku stopped early and fed a town of 32 with bought food. On Oasis by the Sea, where iron lay beside the keep and trees were plentiful, Sonnet scored highest of the six models (8,633).
The interview
Sonnet called its result "only about 375 above doing nothing" and said "I played too cautiously and stayed passive after the first few minutes … The run reads to me as a failure to act on that, not as a map limit." Playing again, it would buy wheat for a bread chain (it had "dismissed this early because the rules said there was no farmland"), build quarries and mines in bulk with ox tethers, use the starting gold as capital, raise popularity with inns, a church and fear buildings, and stop waiting in long blocks. It asked for a reason when population stops growing and an income figure per building. It blamed camera drift for failed placements; the log shows none: the five that failed had no room or no ore.
For the harness
- The game saved correctly at the end ("claude sonnet 5-5 1-5-4 a275cf").
- The reminder comes only when a wait ends; with waits of up to 300 game seconds, a model can first hear it after nearly 8 game minutes instead of 3.
