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 Opus 5.5 (
claude-opus-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 596c46a2, 2026-10-12
Result
| Claude Opus 5.5 | The person | Left alone | |
|---|---|---|---|
| Net worth | 8,757 | 9,984 | 5,192 |
| Gold | 2,513 | 8,574 | |
| Stored goods, at the sell price | 6,244 | 1,410 | |
| Population / housing | 58 / 58 | 250 / 250 | |
| Popularity | 59 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 3,565 over leaving the game alone, about three quarters of the person's 4,792. Almost all of the end value beyond gold is what its mines and quarries dug: 506 stone (3,542) and 99 iron (2,277). It paid for that in gold: 4,960 went on the market, 4,320 of it on food, and it ended with the least gold of any run on this map.
How the game went
The opening, 0 to 2 minutes. Four iron mines on the eastern ore in its first turn, two more stockpile piles for the starting package at 24 seconds, four hovels and a marketplace, then 20 lots of wood (100 units) at 1:34 to pay for five quarries about 100 tiles west of the stockpile with four ox tethers beside them. Taxes went to 6 at 1:34 and back to 4 at 3:46.
Building, 2 to 14 minutes. Three more tethers by the quarries and two hovels at about 5 minutes, then a chain of stockpile piles east toward the iron mines from 6:42 to about 8:30 (five piles placed, the last about 11 tiles from the mines); a west chain toward the quarries found no room. Five more quarries and four tethers at 10:49, five more tethers at 13:03 and 13:51: 10 quarries and 16 tethers in all. Population reached the 58 places of its six hovels and keep at 14 minutes and stayed there, with four food types bought to keep everyone on full rations.
Waiting, 15 to 33 minutes. It built nothing more (an expand_storage at 17:02 found no room), took
14 turns in the last 18 game minutes, and spent them buying food in rounds of three to six lots of each
type, moving taxes between 4 and 5, and waiting 60 to 200 seconds at a time. Meanwhile the quarries and
mines kept digging. Stone came in at about 6 a minute up to 15 minutes and about 21 a minute after,
once the second five quarries and their tethers were working:
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,546 | 6,032 | 6,087 | 6,137 | 6,222 | 6,017 | 6,237 | 6,716 | 6,924 | 7,701 | 8,757 |
| Gold | 4,330 | 4,648 | 4,522 | 4,366 | 4,070 | 3,427 | 3,211 | 2,929 | 3,107 | 2,879 | 2,513 |
| Stone | 0 | 50 | 50 | 66 | 98 | 130 | 162 | 240 | 250 | 354 | 506 |
| Iron | 0 | 15 | 23 | 29 | 37 | 45 | 53 | 62 | 66 | 81 | 99 |
| Population | 2 | 24 | 35 | 48 | 56 | 58 | 58 | 58 | 58 | 58 | 58 |
| Popularity | 100 | 84 | 68 | 61 | 55 | 60 | 57 | 64 | 60 | 59 | 59 |
During long waits a row repeats the last reading; the last turn was at 30:08, before a final 200-second wait in which the food ran down from 71 to 4.
What held it back
- Every peasant was fed from the market. 540 units of food over 26 purchases cost 4,320 gold and 2,160 net worth against the sell price. Opus said in the interview it capped the population at 58 on purpose, because "taxes from an idle peasant didn't cover their food".
- Nothing was made from what it bought. The town was mines, quarries, hovels and storage: no inn, chapel, mill or bakery, so population and popularity stayed far below the person's.
- The quarries were about 100 tiles from storage, and the west stockpile chain that would have shortened the walk found no room. The tethers were beside the quarries, as the 1.5.6 rules describe, and with ten quarries and sixteen tethers the stone still came in at about 21 a minute.
- It stopped building at 14 minutes with about 3,400 gold in hand.
What worked
- Ten quarries with sixteen tethers beside them and four iron mines, the most production of any run on this map: 506 stone and 99 iron at the end against GLM 5.3 Flash's 148 and 17.
- Room for the starting package at 24 seconds.
- Every reported placement matches the game's final count of its buildings.
Cost and speed
66 turns, 128 tool calls (15 waits), 3.60 million tokens and $2.012 (preparation $0.155, play $1.756, compaction $0.101), worked out from the list prices on the model profile. The interview cost $0.041 more, with 58,013 of its 60,386 tokens read from the cache. The agent run took 37.1 real minutes, 10.0 of them waiting for the model; the context was compacted twice (34 seconds).
Beside the others on 1.5.6
| Opus, 1.5.6 | GLM 5.3 Flash, 1.5.6 | Claude Haiku 5.5, 1.5.6 | Claude Sonnet 5.5, 1.5.6 | |
|---|---|---|---|---|
| Net worth | 8,757 | 6,655 | 6,412 | 6,252 |
| Gold / goods | 2,513 / 6,244 | 4,560 / 2,095 | 3,428 / 2,984 | 3,299 / 2,953 |
| Population / housing | 58 / 58 | 70 / 98 | 32 / 42 | 27 / 114 |
| Popularity | 59 | 66 | 51 | 24 |
| Iron mines / quarries | 4 / 10 | 4 / 7 | 4 / 0 | 4 / 0 |
| Last building | 14 min | 29 min | 7 min | 6 min |
| Net worth lost to purchases | 2,640 | 2,890 | 1,000 | 1,160 |
| Cost | $2.012 | $0.107 | $0.034 | $0.415 |
Opus and GLM spent about the same net worth at the market; Opus's ten quarries and the tethers beside them turned it into more than three times GLM's stone and nearly six times its iron. It also ended above GLM's 1.5.4 run on this map (8,232), the highest before it, at about 19 times the cost of GLM's 1.5.6 run.
The interview
Opus said its goods column "makes my net worth look better than my economy really was": most of it was "stone and iron collected by slow production" while it "lost gold the whole time buying food". It put the difference down to "the model of value": it never looked for a chain that turns bought goods into something worth more, as the person's bakeries did with bought wheat. Playing again, it would test such a chain early, push popularity with inns, a church and bad things so taxes can run higher, put storage near the industry early, and "build big early rather than cautiously". It read the rule that buying lowers net worth "too conservatively, as 'avoid buying'", and asked for each building's output per minute.
For the harness
- Selecting a Stockpile moves the view back to the first stockpile. Placing the eastern chain by
tile, 11 placements came back
not_on_screen("The view moved while the building was being selected"; camera centre 506, 373). The remedy,go_to_tileand place again, cannot work: Opus followed it at 7:16 and was moved back again. It got the chain placed by zooming out and by screen pixel. Runs that grow storage withexpand_storagefrom the first stockpile do not meet this; a chain toward far industry does. - The game saved correctly at the end ("claude opus 5-5 1-5-6 596c46").
