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 1.5.6, 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 78f13779, 2026-10-12
Result
| Claude Sonnet 5.5 | The person | Left alone | |
|---|---|---|---|
| Net worth | 6,252 | 9,984 | 5,192 |
| Gold | 3,299 | 8,574 | |
| Stored goods, at the sell price | 2,953 | 1,410 | |
| Population / housing | 27 / 114 | 250 / 250 | |
| Popularity | 24 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 1,060 over leaving the game alone. About 1,150 of the end value is the part of the starting package that waits for storage room, which Sonnet made room for in its first minutes; the iron its four mines dug (77 units, about 1,770) fell short of the 2,320 gold spent on the 290 apples it bought and ate.
How the game went
The opening, 0 to 6 minutes. Hovels beside the keep, a marketplace, more stockpile piles as soon as the stockpile filled ("Stockpile's full, so I should expand storage to let the rest of the starting goods come in"), thirteen hovels in all (housing 114) and four iron mines on the eastern ore by about 5 minutes. A second round of mines at 6:41 found no room (two spots blocked, one not on ore). Taxes went up and down from the first seconds, with half rations for a minute at 2 minutes.
Waiting, 6 to 33 minutes. The population stopped at 32 with 24 idle by 6 minutes. Sonnet named the limit ("peasants only arrive up to 24 idle") and wrote "I should build more mines to absorb that idle labor", but built nothing more after 6 minutes. It bought 100 apples at about 4 and 11 minutes, moved taxes between none and average four more times, then waited 5 game minutes at a time from 13 minutes. The waiting reminder came at 23:02 and 28:15; after each it bought apples (50, then 40) and waited again. At 28 minutes it raised taxes to average with 10 food left and waited out the run: the food ran out, popularity fell from 82 to 24 and five people left in the last minutes.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,501 | 6,247 | 5,918 | 6,110 | 6,236 | 5,920 | 5,920 | 6,020 | 6,114 | 6,114 | 6,019 | 6,252 |
| Population | 2 | 20 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 27 |
| Popularity | 100 | 83 | 77 | 61 | 57 | 48 | 48 | 59 | 70 | 70 | 82 | 24 |
During long waits the table repeats the last reading.
What held it back
- It stopped building at 6 minutes with 3,000 to 4,000 gold, 87 wood, 24 idle peasants and 82 empty places, and never tried a quarry.
- One food, bought late. No farm can be built here. Four purchases of 290 apples cost 2,320 gold and 1,160 net worth against the sell price, and the last one left food at 10 for the final 5 minutes.
- Nothing for popularity but taxes: no inn or chapel. The end, with average taxes and no food, cost 58 points of popularity and five people.
What worked
- Room for the starting package in the first minutes (in its 1.5.4 run, at 8 minutes) and four iron mines by 5 minutes, which dug 77 iron.
- A second Marketplace was refused before the menu (
already_built, new in 1.5.5), so the view did not jump.
Cost and speed
29 turns, 54 tool calls (14 waits), 1.61 million tokens and $0.415, worked out from the list prices on the model profile. The interview cost $0.196 more: none of its 75,920 tokens were read from the cache, most likely because the run's last request, before a 290-second final wait, came more than five minutes before it. The agent run took 28.9 real minutes, 3.3 of them waiting for the model; there was no compaction.
Beside its run on 1.5.4 and the others on 1.5.6
| Sonnet, 1.5.6 | Sonnet, 1.5.4 | GLM 5.3 Flash, 1.5.6 | Claude Haiku 5.5, 1.5.6 | |
|---|---|---|---|---|
| Net worth | 6,252 | 5,567 | 6,655 | 6,412 |
| Gold / goods | 3,299 / 2,953 | 2,728 / 2,839 | 4,560 / 2,095 | 3,428 / 2,984 |
| Population / housing | 27 / 114 | 32 / 114 | 70 / 98 | 32 / 42 |
| Popularity | 24 | 92 | 66 | 51 |
| Iron mines / quarries | 4 / 0 | 4 / 0 | 4 / 7 | 4 / 0 |
| Last building | 6 min | 10 min | 29 min | 7 min |
| Net worth lost to purchases | 1,160 | 1,360 | 2,890 | 1,000 |
Sonnet built the same town as on 1.5.4 (thirteen hovels, a marketplace and four iron mines) and ended 685 higher, about what making room for the starting package five minutes sooner is worth. It stopped building sooner than on 1.5.4 and ended with the lowest popularity of the round.
The interview
Sonnet said it "barely grew the economy" and "left the game almost idle for the last 20 minutes", that it "never created jobs" for the idle 24 and "hoarded 3,000+ gold while the clock ran". Playing again, it would buy wheat for a mill and bakery, build inns and a church, "keep jobs ahead of housing so the idle count stays under 24", and make quarries and mines productive with ox tethers. It said the rules and the playbook pushed it toward farms and woodcutters; the run had no playbook, and the desert rules say no farm can be built.
For the harness
- The game saved correctly at the end ("claude sonnet 5-5 1-5-6 78f137").
- The interview missed the prompt cache, most likely after the run's long final wait (more than five minutes since the last request), at about ten times the cost of its cached 1.5.4 interview.
