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 (
claude-opus-5-5) on the Anthropic API, reasoning medium, output limit 32,768 tokens - Benchmark: The Sinkhole construction, version 1.6.2, the version of this map's round, from the save the human reference game started from; 45 min of game time (81,000 ticks) at speed 40, the length of the person's game; no playbook
- Run 0a79c93b, 2026-10-13: Opus's second game on this map, a new series with no memory of the first (series 20261013T043028-24600200, run 256f1790, net worth 13,921). The map's score for Opus is the mean of the two games.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 16,193 | 13,921 | 41,631 | 2,195 |
| Gold | 6,261 | 1,157 | 39,977 | |
| Stored goods, at the sell price | 9,932 | 12,764 | 1,654 | |
| Population / housing | 144 / 162 | 147 / 148 | 506 / 506 | |
| Popularity | 62 (+1 next month) | 48 | 99 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 13,998 over leaving the game alone, 35% of the person's 39,436, against 11,726 in the first game. The stored goods are 261 iron (6,003) from 26 iron mines, 199 spears (1,990), 164 stone (1,148), 16 metal armour (480), 131 wood (131), 6 bows (90), 6 hops (48), 8 apples (32) and 1 ale (10).
How the game went
The opening, 0 to 9 minutes. Three woodcutters and an iron mine at the start, the marketplace at 0:38 and two hovels at 0:48, 100 wood bought at 1:04 and again at 3:37 and 7:54, and iron mines one or two at a time from 1:40: nine by 4:44, beside two quarries at 4:44 and two ox tethers at 5:48. Apple orchards came from 1:40 (five by 4:05) with a dairy farm at 4:05, and hovels at 2:25 (three) and 7:28 (four). Taxes went to average at 2:07 and down to low at 6:04, rations to half at 5:21 and back to full at 6:35, and taxes to none at 6:38.
Spears, 9 to 25 minutes. Four more iron mines at 8:24 and four at 14:11, then 15:38, 17:10, 18:13 and 20:42: 24 by 20:42. From 11:05 it built poleturner's workshops, which make spears, with an armory to hold them at 11:23 and an armorer's workshop at 11:39; armories followed at 19:48 and 27:06, a chapel at 12:16, and an inn with a brewery at 22:38 and two hops farms at 23:26. From 9:42 to the end it moved taxes between low and none about every two minutes, 18 changes in all, to keep popularity near 55 to 60 while collecting some tax.
More workshops, 25 to 45 minutes. Two iron mines at 25:05 (26 in all), poleturner's workshops in pairs and threes from 26:26 to 34:26 (sixteen), armories at 31:35 and 35:59 (five), and hovels to nineteen. The stockpile could not grow at 29:21. It sold 140 wood, 40 stone and iron late, and bought apples in tens between 30:56 and 41:30. Population stopped at 144 from about 35 minutes, with 24 idle.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 1,750 | 1,704 | 2,346 | 3,597 | 5,405 | 7,267 | 8,851 | 11,273 | 16,193 |
| Gold | 2,000 | 1,360 | 774 | 231 | 190 | 330 | 338 | 89 | 6,099 | 6,261 |
| Iron | 0 | 3 | 24 | 64 | 120 | 188 | 258 | 341 | 181 | 261 |
| Stone | 20 | 20 | 20 | 52 | 68 | 84 | 116 | 100 | 124 | 164 |
| Food | 55 | 27 | 42 | 55 | 34 | 34 | 25 | 35 | 15 | 8 |
| Population | 6 | 43 | 66 | 86 | 106 | 126 | 136 | 144 | 144 | 144 |
| Popularity | 100 | 78 | 69 | 59 | 58 | 58 | 54 | 55 | 59 | 62 |
Up to 40 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; spears, armour and bows are left out, so it reads low. During long waits a row repeats the last reading.
Beside its first game
| This game | First game | |
|---|---|---|
| Iron mines / quarries | 26 / 3 | 22 / 4 |
| Weapon workshops | 16 poleturners, 1 fletcher, 1 armorer | 13 fletchers, 6 poleturners |
| Weapons and armour at the end | 199 spears, 16 metal armour, 6 bows (2,560) | 79 crossbows, 58 pikes, 9 metal armour, 2 bows |
| Iron at the end | 261 (after 250 sold) | 319 |
| Taxes | low and none in turn, 18 changes | low |
| Population / popularity | 144 / 62 | 147 / 48 |
The same plan both times: iron mines, weapon workshops and apples, stopped at 24 idle peasants. This game built four more mines and made spears, and its tax switching held popularity 14 points higher; net worth ended 2,272 higher.
What held it back
- The population stopped at 144 with 24 idle, the limit the 1.6.2 rules describe; the person had 506. Opus said it had "no cheap jobs to give them".
- Weapons over bread. Sixteen poleturner's workshops at about 100 gold each made 199 spears (1,990) in 30 minutes; there was one granary, no bakery, and apples bought at a loss for food.
- Popularity held, not spent. It kept popularity near 55 to 60 by switching taxes, while the person raised it with inns and religion and spent it on rations and fear.
Market
385 wood and 100 apples bought for 2,340 gold; 140 wood, 40 stone and 250 iron sold for 6,170 gold (the tool reported 100 iron; see below): 1,555 net worth lost against the sell price on the purchases (1,155 on wood at 4 gold, worth 1, and 400 on apples at 8, worth 4). Selling at the sell price leaves net worth unchanged. These are units at the market's fixed prices.
Cost and speed
108 turns, 184 tool calls (31 waits), 6.04 million tokens and $2.637 at Anthropic's list prices (preparation $0.156, play $2.376, compaction $0.104). The interview cost $0.044 more, with 72,927 of its 75,314 tokens read from the cache. The agent run took 49.2 real minutes, 12.1 of them waiting for the model; the context was compacted twice (34 seconds). Every one of the 108 requests read the prompt cache, 97.7% of the input tokens.
The interview
Opus put the gap down to popularity, population and "the value engine": it "treated it as a hard limit and kept switching taxes" where the person built popularity and spent it, its population sat at 24 idle "with no cheap jobs to give them", and it "relied on spears and stored raw goods" where the person sold bread at scale. Playing again, it would build inns and religion early and spend the popularity on rations and fear, run a bread chain on the oasis ring, keep idle peasants under 24 with cheap jobs such as water pots, and skip the poleturners. On the benchmark it found the tools very good, noted that one iron sale "sold 250 units when I asked for 100", and said the rules could state plainly that food can be sold for net worth and rations traded for popularity.
For the harness
- The run played on its round's version from a worktree at 1.6.2 (commit 1e52aca), with the game
machine's reader rebuilt to that version; it records version 1.6.2 and that version's fingerprint. Its
host started with this checkout's
round-preload.ts; on Anthropic's API the harness marks the cache itself. 1.6.2 has its own run overlay. market_tradesold 250 iron when asked for 100 lots' worth (20 lots) at 39:38, and reported 100. The recording shows five Sell clicks each taking 50 iron (426, 376, 326, 276, 226, 176) and gold rising 1,150 each time, 5,750 in all; the tool expected 20 a click (unitsPerClick: 20 from 100 in stock) and counted each click once the stock fell and the gold rose by at least that much. With 200 or more in stock a click sells 50 here. Net worth was unchanged, as iron counts at the sell price, but the sale was larger than asked and misreported. The current code has the same per-click table.- Placements that found no room: an apple orchard at 2:42, hovels against the keep at 7:04, a chapel at 7:13 (placed at 12:16), an armory at 10:26 (placed at 11:23), a hops farm at 22:38 (two placed at 23:26), a hovel at 24:12, a woodcutter at 27:25 and stockpile expansion at 29:21; a dairy farm at 8:52 was rejected.
- The game saved correctly at the end ("claude opus 5-5 1-6-2 0a79c9").
