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. The writer is the same model as
the player.
- Model: Claude Opus 5.5 on the Anthropic API, reasoning medium, output limit 32,768 tokens
- Benchmark: The Sinkhole construction, version 1.6.2, from the save the human reference game on this map started from; 45 min of game time at speed 40, the length of the person's game; no playbook
- Run 256f1790, 2026-10-13
Result
| Claude Opus 5.5 | The person | Left alone | |
|---|---|---|---|
| Net worth | 13,921 | 41,631 | 2,195 |
| Gold | 1,157 | 39,977 | |
| Stored goods, at the sell price | 12,764 | 1,654 | |
| Population / housing | 147 / 162 | 506 / 506 | 4 |
| Popularity | 48 | 99 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 11,726 over leaving the game alone, about 30% of the person's growth. Nearly all of it is stored: 319 iron from 22 iron mines (7,337), 148 weapons and armour in three armories (79 crossbows, 58 pikes, 9 metal armour and 2 bows, 3,714), and 190 stone from four quarries (1,330). The granary held 8 food at the end.
How the game went
The opening, 0 to 7 minutes. Three woodcutters and an iron mine in the first turn, a marketplace and hovels, iron mines at 1:45 and 2:26, orchards and a dairy farm, a quarry with two ox tethers at 3:13, and three more iron mines and a chapel at 5:48. It bought 200 wood and 50 apples, raised taxes to average at 1:06 and tried half rations from 4:24 to 6:33; popularity fell from 100 to 63 by 10 minutes.
Weapons, 7 to 19 minutes. An armory and three fletchers at 7:10, then two more fletchers at 10:19
and 12:21, a poleturner and four more at 13:56, three fletchers at 16:34 and another poleturner at
18:02, each set at once with set_workshop (crossbows and pikes, 19 calls, all set). Woodcutters in
fours fed them (18 in the end). Gold stayed near 200 from 10 to 25 minutes; it sold 30 stone and 20
iron to keep going.
Mines and armories, 19 to 45 minutes. Iron mines in fours at 19:11, 19:50 and 26:47, a mill and a
bakery, a second armory at 22:17 and a third at 30:18 with expand_storage, an armourer at 24:38, more
hovels, three more quarries and three more fletchers at 35:41. Taxes went between none and low
eleven more times. Iron rose from 46 at 20 minutes to 319, weapons from 23 to 148, and net worth from
2,405 to 13,921.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 2,015 | 1,290 | 1,435 | 2,405 | 3,943 | 5,003 | 8,310 | 10,312 | 13,921 |
| Gold | 2,000 | 1,711 | 294 | 209 | 216 | 220 | 359 | 1,014 | 698 | 1,157 |
| Iron / stone | 0 / 20 | 1 / 20 | 20 / 20 | 22 / 22 | 46 / 38 | 86 / 54 | 94 / 70 | 167 / 94 | 235 / 126 | 319 / 190 |
| Weapons and armour | 0 | 0 | 0 | 8 | 23 | 46 | 64 | 94 | 117 | 148 |
| Population | 5 | 35 | 54 | 74 | 89 | 103 | 114 | 140 | 147 | 147 |
| Popularity | 100 | 76 | 63 | 65 | 54 | 56 | 63 | 56 | 53 | 48 |
During long waits a row repeats the last reading.
What held it back
- Value held, not earned. 19 fletchers and poleturners turned wood into crossbows and pikes that count at their sell price, and its iron and stone stayed in the stockpile; gold stayed near or under 1,000 from 10 minutes to the end, so building waited on it.
- Bought food and wood. 500 wood and 130 apples at the market cost about 2,000 net worth against the sell price; the town ate apples alone and ended with 8 food in the granary.
- Popularity about 55. Taxes switched between none and low, with a chapel but no inn and one food; the town reached 147 and stopped there with 24 idle.
What worked
- The largest store of weapons of the round, made from its own wood and set with
set_workshopworkshop by workshop, with two more armories added byexpand_storagebefore the first filled. - Mining at scale alongside it: 22 iron mines and four quarries with five ox tethers.
- Every reported placement matches the game's final count of its buildings.
Cost and speed
97 turns, 174 tool calls (27 waits), 5.35 million tokens and $2.470 (preparation $0.153, play $2.221, compaction $0.096), worked out from the list prices on the model profile. The interview cost $0.040 more, with 61,505 of its 63,792 tokens read from the cache. The agent run took 47.7 real minutes, 10.7 of them waiting for the model; the context was compacted twice (30 seconds in all).
Beside the others on 1.6.2
Scores by the project website's formula (80% net worth, 10% each population and popularity, each from doing nothing at 0 to the person's game at 1):
| Net worth | Gold / goods | Population | Popularity | Score | Cost | |
|---|---|---|---|---|---|---|
| GPT-6.1 Sol | 20,610 | 14,557 / 6,053 | 183 | 79 | 48.8 | $0.995 |
| Claude Sonnet 5.5 | 16,810 | 10,777 / 6,033 | 83 | 68 | 38.0 | $0.752 |
| Claude Opus 5.5 | 13,921 | 1,157 / 12,764 | 147 | 48 | 31.4 | $2.470 |
| GPT-6 Luna | 11,177 | 1,764 / 9,413 | 108 | 52 | 25.5 | $0.138 |
| Kimi K3 | 9,164 | 2,356 / 6,808 | 91 | 52 | 21.1 | $1.662 |
| GLM 5.3 Flash | 5,084 | 1,992 / 3,092 | 78 | 79 | 15.2 | $0.114 |
| Claude Haiku 5.5 | 3,312 | 1,716 / 1,596 | 37 | 51 | 8.0 | $0.055 |
The interview
Opus said its total "rested on stored goods" in "a narrow raw-materials and weapons economy". It named
three differences: the person scaled through popularity, turned food into gold, and spent faster,
while it bought food and wood "at twice their sell value" and treated weapon workshops "as a value
engine, but they were slow". Playing again, it would put popularity first, build and sell a bread
chain, keep hiring, mine early and stop paying a premium. It found the tools good, blamed its own
strategy and the loss of detail at compaction, and noted one trade reported not_traded that left it
unsure. It asked for popularity factors that show what religion, inns or fear would add.
For the harness
- An apple purchase at 37:40 went through but was reported as not traded. The reader showed food +3 and gold −19 in one sample (5 apples bought, 2 eaten, part of the month's taxes), which neither exact check matched; GPT-6 Luna's run had the same twice. Fixed in a worktree for the next version: a purchase also counts when the stock rose and the gold fell in one sample.
- The game saved correctly at the end ("claude opus 5-5 1-6-2 256f17").
