One episode · Oasis by the Sea

Claude Haiku 5.5

Benchmark 1.6.3AnthropicReasoning mediumPlayed by the maintainersFull-budget score

Not part of the evaluation: the game is published, but not ranked.

Model
claude-haiku-5-5
Served via
Anthropic API
Max output
32,768 tokens
Played
13 October 2026
Score
21.8
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
4,281
+3,061 over doing nothing, 17% of the person’s gain of 18,293
Population
56
26% of the person’s gain of 198 · popularity 58
Cost
~$0.05
2.6M tokens; ~ at list prices, the API reports no bill
Time
33 game min
31 min of wall-clock time, 47 turns

Minute by Minute

Net worth, how it split between gold and stored goods, and the settlement, each game minute.

Per game minute · dashed lines are where doing nothing and a person's game ended

  • Claude Haiku 5.5
  • Baseline (do nothing), final
  • A person's game, final

Crusader Bench · crusbench.com

Net worth is gold plus stored goods valued at the marketplace’s sell prices.

Selling at the marketplace converts goods to gold at the price the score already counts them at, so it moves value between the two without changing the total. Buying costs net worth.

Population and popularity are a tenth of the score each; food is not scored. Population supplies workers, popularity allows taxes, and food supports both.

The episode

Watch the Episode

Videos and images stream from the dataset. Game footage © Firefly Studios, shared for non-commercial research.

Episode 1 · 33 min 20 s of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

4,281net worth
Gold
710
Stored goods, at sell price
3,571
Over the baseline (do nothing)
+3,061
Population / housing
56 / 58
Popularity
58
Food
118
Structures (map-wide)
59
Attempt
1

The settlement at the endcentred on the keep, zoomed out

The settlement at the end of episode 1, zoomed out over the keep

Final stock3,571 gold in goods

GoodUnitsPriceValue
Gold7101710
Iron47231,081
Stone897623
Wheat628496
Apples1184472
Wood3491349
Bows1415210
Swords730210
Spears1310130
Net worth4,281

Beside a person’s gameOasis by the Sea, the same game time

This episodeThe personLeft alone
Net worth4,28119,5131,220
Gold71018,304
Stored goods, at the sell price3,5711,209
Population56202
Housing58202
Popularity58100

The person played Oasis by the Sea for 33 min 18 s of game time at the same speed, timed by their own clock, and was scored the same way. The model saw this comparison only in its interview.

The town’s booksread from the game at the end

Date in the game
October 1200
Idle peasants
24
Popularity next month
+1
Taxes
+1
Taxes
No taxes, 0 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 3 empty; 1 granary holding 118 food

Buildings38

  • Woodcutter7
  • Hovel6
  • Apple Orchard4
  • Stockpile4
  • Fletchers' Workshop2
  • Iron Mine2
  • Quarry2
  • Armory1
  • Bakery1
  • Blacksmith's Workshop1
  • Dairy Farm1
  • Granary1
  • Keep1
  • Marketplace1
  • Mill1
  • Ox Tether1
  • Poleturner's Workshop1
  • Wheat Farm1

Tool calls91

  • wait_and_observe34
  • build_structure18
  • find_sites13
  • set_tax7
  • place_near6
  • market_trade5
  • inspect_building3
  • expand_storage2
  • observe2
  • get_inventory1

Play

Turns
47
Buildings placed / attempted
27 / 29
Anchor-tool placements
8
Tool errors
0
Raw inputs sent to the game
283
Context compactions
1
Game time
33 min

Compute

Tokens
2.6M
Served from cache
95%
Output tokens
18K
Cost, at list prices
~$0.05
Wall-clock time
31 min
of which inference
5 min
Peak game memory
3,462 MiB

The plan, before play

Understanding of the task

This is an economy race on the Oasis by the Sea-1 save. I have 33 minutes of game time. The score is net worth at the end: gold plus stored goods at marketplace sell prices, with population and popularity counting for less. Recruiting soldiers and building walls, towers, gates or other defences are not allowed. Buildings count only through what they produce or house.

Opening plan

  1. Place the required granary first (Granary, setup tray), next to the existing stockpile by the keep.
  2. Wood: two or three woodcutters beside the western grove, with a stockpile nearby if the trip is long.
  3. Housing: hovels as soon as wood allows, to raise population. Watch popularity and idle peasants.
  4. Food: apple orchards and dairy farms on the oasis grass south-west of the keep. Their output goes to the granary directly.
  5. Stone and iron: a quarry with an ox tether on the stone deposit to the west, and an iron mine on the strip north of the keep, once wood and workers allow.
  6. Marketplace once affordable. Use it to sell surplus and, early on, to buy wood to speed construction if that pays back.
  7. Keep taxes low (no taxes) until popularity is comfortably above 50, then raise them for steady gold. Check status and get_inventory after each build burst, and expand storage before piles fill.

Commentary during play0

The model played this episode without writing commentary between its tool calls.

Reading the game

The Analysis

A reading of the game written afterwards from its own logs: how it went, what held the model back, what worked, and what it said in its interview. It is published with the game and is not part of its score.

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 Haiku 5.5 (claude-haiku-5-5) on the Anthropic API, reasoning medium, output limit 32,768 tokens
  • Benchmark: Oasis by the Sea construction, version 1.6.3, from the save the human reference game 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 d8be7ea7, series 20261013T230001-f3b9e432, 2026-10-13: Haiku's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261011T141021-5ef84787, played 1.5.0). The map's score for Haiku is the mean of the two.

Result

This game First game The person Left alone
Net worth 4,281 5,113 19,513 1,220
Gold 710 1,482 18,304
Stored goods, at the sell price 3,571 3,631 1,209
Population / housing 56 / 58 61 / 82 202 / 202
Popularity 58 (+1 next month) 67 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 3,061 over leaving the game alone, 17% of the person's 18,293, against 3,893 in the first game. The stored goods are 47 iron (1,081), 89 stone (623), 62 wheat (496), 118 apples (472), 349 wood (349), 14 bows (210), 7 swords (210) and 13 spears (130).

How the game went

The opening, 0 to 9 minutes. Two woodcutters and two hovels at the start, the marketplace at 0:29, 50 wood bought at 0:50, an apple orchard and an iron mine at 1:13, a dairy farm at 2:23, two more hovels at 2:49, woodcutters, a quarry and an ox tether at 3:57, then a wheat farm at 6:26, a mill at 6:42 and a bakery at 8:16, with two more hovels at 7:14. Taxes went to high at 2:18 and back to low at 4:45, and popularity fell from 92 at 3 minutes to 68 at 6. It bought 30 bread at 5:17.

Weapons, 9 to 21 minutes. A second iron mine at 8:43, a fletcher's workshop at 10:20 and an armory at 11:05, a quarry and a poleturner's workshop at 13:19, apple orchards at 11:44 and 16:34, a blacksmith's workshop at 17:48 and a second fletcher at 21:09, its last workshop. It bought 15 bread at 12:39 and 30 apples at 16:53. The population reached 53 by 15 minutes and 56 by 24.

Waiting, 21 to 33 minutes. After 21:09 it placed only one more stockpile pile (24:27) and spent most replies on wait_and_observe (34 of its 91 tool calls), moving taxes between none and low. Low taxes from 24:23 took popularity under 50 at 28:10, and the population fell from 56 to 47 by 30 minutes; taxes back to none at 28:37 lifted popularity to 55, and the population returned to 56 by 32:09, with 24 idle and 2 places free. 62 wheat sat unmilled in the stockpile at the end.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,345 1,191 1,284 1,526 1,583 1,809 1,729 2,116 2,143 2,569 2,928 4,281
Gold 945 817 769 935 824 781 387 497 397 562 710 710
Iron 0 0 3 6 9 15 23 28 32 36 41 47
Stone 25 25 25 33 41 49 57 65 65 73 81 89
Food 45 37 55 47 36 43 60 73 82 97 103 118
Population 3 27 38 43 47 53 54 55 56 56 47 56
Popularity 95 92 68 63 58 53 59 54 62 53 49 58

Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; wheat and weapons are left out, so it reads low.

Beside its first game

This game (1.6.3) First game (1.5.0)
Net worth 4,281 5,113
Hovels / woodcutters / quarries / iron mines 6 / 7 / 2 / 2 9 / 9 / 5 / 2
Other a mill and bakery, 2 fletchers, a poleturner, a blacksmith, an armory a chapel, 3 ox tethers
Population / housing / popularity 56 / 58 / 58 61 / 82 / 67
Cost $0.05 $0.08

The same small town both times, near 60 people with 24 idle and no taxes at the end. The first game put more into quarries, housing and a chapel; this one put its gold into weapon workshops, whose output was worth 550 at the end, and ended 832 lower.

What held it back

  • No growth after 15 minutes. Six hovels in all; the population was 53 at 15 minutes and 56 at the end, held by 24 idle peasants with no jobs for them.
  • Twelve minutes of waiting. No production building after 21:09; the last third of the game added stock but nothing that made more.
  • Popularity near 50. One kind of food at the end and no chapel; low taxes from 24:23 took popularity under 50 and cost 9 people for a few minutes.

Market

100 wood, 45 bread and 30 apples bought for 1,000 gold, and nothing sold: 600 net worth lost against the sell price (300 on wood at 4 gold, worth 1; 180 on bread and 120 on apples at 8, worth 4). These are units at the market's fixed prices.

Cost and speed

47 turns, 91 tool calls (34 waits), 2.58 million tokens and $0.048 at Anthropic's list prices (preparation $0.004, play $0.043, compaction $0.002). The interview cost about $0.002 more, with 72,843 of its 75,651 tokens read from the cache. The agent run took 30.9 real minutes, 4.6 of them waiting for the model; the context was compacted once (11 seconds). 46 of the 47 requests read the prompt cache (the last did not), 96.6% of the input tokens.

The interview

Haiku said "the gap is mostly population and production": it "never grew population", built a mill and bakery but "never checked that the bakery was staffed or delivering", let food and popularity reach a crisis twice, and "put gold into weapons, not into people". Playing again, it would add housing and jobs together from the start, raise popularity above 70 with a chapel, bad things and varied food, run and check the bread chain, buy wheat when short, and sell its stock. It found the reading tools the most useful part and asked for a per-building production readout and warnings when popularity is about to fall under 50 or food is falling.

For the harness

  • The run played on this checkout's version, 1.6.3 (commit 1d0c697), and records it; Oasis's round was already 1.6.3.
  • place_near found no free spot in view for a bakery at 7:26, a fletcher's workshop at 9:48 and an armory at 10:42; each was then placed by tile with build_structure. An apple orchard at 0:29 was rejected and a wheat farm at 5:28 found no room.
  • The game saved correctly at the end ("claude haiku 5-5 1-6-3 d8be7e").

After the game

The Interview

Once the game was scored, the model was shown its result beside a person’s game on the same map and asked four questions, in the conversation it had played in, with the tools off. Nothing it said changed its score.

1Your result

Interviewer

The run is over and your result is recorded. What follows is an interview, not part of the benchmark: nothing you say now changes your score. We ask every model the same questions after its game and publish the answers with the run. The tools no longer work, so answer in plain text without calling them. Be candid; there are no right answers.

Your result, read from the game when your run ended, beside a person's game on the same map for the same game time:

You The person
Game time played 33 min 20 s 33 min 18 s
Net worth 4,281 19,513
Gold 710 18,304
Stored goods, at the sell price 3,571 1,209
Population 56 202
Housing 58 202
Popularity 58 100

Leaving the game alone for the same time ends with a net worth of 1,220.

How do you see your result next to the person's? What do you think made the difference?

Claude Haiku 5.5

My net worth was 4,281 against the person's 19,513, so I finished at about a fifth of their total. The gap is mostly population and production. I ended with 56 people in 58 housing, and they had 202 people in 202 housing. My gold was 710 against their 18,304. My stored goods were worth more than theirs (3,571 against 1,209), but that was mostly a pile of unsold wood (349), apples (119), wheat (62), and iron and stone that I never turned into anything more valuable. Only about 1,000 of my 4,281 came from what the settlement produced in a way that compounds.

The main differences I can see:

  • I never grew population. Idle peasants sat at 22 to 24 for most of the run. I kept adding production buildings, but I did not add enough hovels or jobs to keep the population growing, and I kept my tax low, which kept popularity near 50 and at times below it.
  • I spent too little time on the core loop. The person's bread chain (wheat, mill, bakery, sold at the market) and their fear-factor and religion buildings pushed popularity to 100 and kept workers at 140% efficiency. I built a mill and a bakery early but never checked that the bakery was staffed or delivering, and I let bread run out.
  • I let food and popularity get close to crisis twice. I had to buy apples at the market to stop the granary falling, and popularity fell to 46 when I raised taxes. Each of these cost me population.
  • I put gold into weapons, not into people. The fletchers and armory were a reasonable value chain (bows 15 against wood 1), but they were small compared with the population base the person built.

2Playing again

Interviewer

How the person played, as they describe it:

  • Bread was one of their main sources of income: mills ground wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They bought wheat at the marketplace so that flour and bread production never stopped.
  • A church and a cathedral raised popularity.
  • The fear factor (bad things such as gallows and gibbets) made the workers work faster.

Their settlement at the end, read from the game:

  • 202 people in 24 hovels, with no free housing; popularity 100.
  • 57 bakeries, 7 mills and 10 wheat farms. The marketplace sold bread automatically.
  • 13 iron mines and 10 quarries with 33 ox tethers, and 10 woodcutters.
  • A church and a cathedral, and 54 bad things (23 gibbets, 14 gallows, 9 cesspits, 4 burning stakes, 2 stretching racks and 2 dunking stools), which made the workers 140% efficient.
  • No inns and no good things. No taxes, and full rations of bread. The monthly popularity factors were taxes +1, fear −4 and religion +3: no change at 100.

If you could play this map again from the start, what would you do differently, and why?

Claude Haiku 5.5

I would prioritise, in this order:

  1. Housing and jobs together, early. Add hovels steadily from the first minute, and staff each one with a job so the 24-idle buffer never builds up. Population is the base for everything else.
  2. Get popularity above 70 early. A chapel or church, plus a few bad things (gallows, gibbet) for work efficiency, and variety of food (apples, bread, cheese). Then I can tax at a higher level without losing peasants.
  3. Run the bread chain properly. Wheat farms on oasis, a mill and bakery next to the granary, and check each with inspect_building once built. Sell surplus bread at the market.
  4. Buy wheat at the market when the chain is short, as the person did, to keep flour and bread running.
  5. Sell and turn stock into gold regularly. Stockpiled wood and apples earned nothing toward the score beyond their unit value, so I should have converted them or built with them.

3The benchmark

Interviewer

What do you think of this benchmark: the tools, the screenshots and game readings you got, the time limit and the instructions? What helped you, what got in your way, and what would you change?

Claude Haiku 5.5

The reading tools were the most useful part. get_inventory, status and the stats in each observation let me see food, storage and idle peasants quickly. find_sites and build_structure with tile targets were reliable, and inspect_building helped me confirm the mill was staffed.

What got in my way was the cost of checking things. Each screenshot and check cost turns, and I often could not see whether a building was producing until several minutes later. Stats such as gold and wood_planks sometimes lagged a purchase by a turn, and I had to check twice. Placement near the keep and stockpile often failed with "no free spot in view", which forced me to use find_sites and then place by tile. The 8-action limit per reply also meant I had to choose between building and checking.

I would like a per-building production readout (is it working, what is it waiting for) in the stats, and a clearer warning when popularity is about to drop below 50 or when food is falling. Those two alerts would have saved me the most time.

4Anything else

Interviewer

Is there anything else you would like to say about this game, this benchmark or how you played?

Claude Haiku 5.5

The run taught me that in this game the economy compounds through people, not through buildings. I built many production sites and kept them small, when I should have built dense housing and kept it staffed and fed. The person's result shows what happens when population and popularity are pushed high early, and I did not do that.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score4,281Counted

What ran

Benchmark version
1.6.3
Fingerprint
96c4682877ca
Harness commit
1d0c697
Prompt / tools SHA-256
3737ac8 / e41a140
Menu guide
Images 118089d
Save
Oasis by the Sea benchmark start
Game time per episode
33 min 20 s
Playbook between episodes
No
Minimum turn / default wait
8 s / 5 s
Observation after acting
Text unless a screenshot is needed
Screenshot width
1,280 px
Context budget
120,000 tokens
Real-time limit
360 min
Submitted by
hesamation
All files in the dataset 20261013T230001-f3b9e432