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: 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 4c18ab9b, series 20261014T034730-ecdb864e, 2026-10-14: Opus's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261012T154553-38bd30ef, played 1.5.1). The map's score for Opus is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 6,789 | 10,054 | 19,513 | 1,220 |
| Gold | 44 | 2,471 | 18,304 | |
| Stored goods, at the sell price | 6,745 | 7,583 | 1,209 | |
| Population / housing | 55 / 90 | 107 / 138 | 202 / 202 | |
| Popularity | 20 (−2 next month) | 82 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 5,569 over leaving the game alone, 30% of the person's 18,293, against 8,834 in the first game; with 55 people and popularity 20 the score is about 28.9, against 52.0. The stored goods are 175 iron (4,025), 185 stone (1,295), weapons worth 988 (31 pikes, 8 crossbows and 19 spears), 317 wood (317), 29 apples (116) and 1 cheese (4).
How the game went
The opening, 0 to 9 minutes. Two woodcutters, an iron mine and a hovel at the start, the marketplace at 0:45, 100 wood bought at 1:00 and 3:53, two stockpile piles at 1:35, iron mines in twos and threes from 1:50 (eleven by 9:37), apple orchards from 2:10 (five) with a dairy farm at 5:39, hovels at 2:10, 4:32 and 10:55, and an armory and three poleturner's workshops at 7:22 to 8:19. Taxes went to average at 3:03, low at 8:32 and none at 9:25. Popularity fell from 100 at 3 minutes to 59 at 9.
Weapons and stone, 9 to 21 minutes. Woodcutters in threes and fours at 9:37 and 10:25 (eleven in all), a chapel at 12:14, five more poleturner's workshops at 12:36 and 13:42 (eight, set to pikes), quarries and tethers in twos from 15:29 (seven quarries, six tethers by 19:37), 20 iron sold at 11:57. Taxes moved between none, low and average, and rations to half at 15:04 and back to full at 18:00. The chapel's religion factor (+2) showed from 15 to 23 minutes. The population reached 90 at 21 minutes.
Food runs short, 21 to 33 minutes. Six fletcher's workshops at 21:41 and 23:47 (set to crossbows), 20 iron sold at 23:40, and no other building. With apples and a little cheese for food it ran half rations from 20:20 to 25:50 and again from 28:07, and twice set a small bribe (21:17, 24:36) that it could not keep up; gold rose above 500 only once after 6 minutes, after an iron sale, and was 44 from 27. The religion factor was gone after 23 minutes. Popularity went under 50 at about 27 minutes and fell to 20, and the population from 90 to 55.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,355 | 984 | 936 | 1,301 | 1,939 | 1,892 | 2,396 | 3,250 | 3,432 | 3,945 | 4,760 | 6,789 |
| Gold | 947 | 600 | 349 | 222 | 264 | 145 | 145 | 286 | 287 | 44 | 44 | 44 |
| Iron | 0 | 0 | 10 | 35 | 60 | 62 | 82 | 106 | 104 | 125 | 146 | 175 |
| Stone | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 49 | 81 | 113 | 153 | 185 |
| Food | 47 | 37 | 29 | 19 | 29 | 16 | 37 | 16 | 19 | 19 | 14 | 30 |
| Population | 3 | 20 | 43 | 57 | 63 | 70 | 76 | 90 | 90 | 80 | 77 | 55 |
| Popularity | 95 | 100 | 79 | 59 | 63 | 57 | 52 | 58 | 51 | 49 | 40 | 20 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons are left out, so it reads low.
Beside its first game
| This game (1.6.3) | First game (1.5.1) | |
|---|---|---|
| Net worth | 6,789 | 10,054 |
| Iron mines / quarries / tethers | 11 / 7 / 6 | 12 / 5 / 11 |
| Food | 5 apple orchards, a dairy farm | 13 bakeries, 2 mills, 4 orchards, 2 dairy farms |
| Weapon workshops | 8 poleturners, 6 fletchers, 2 armories | none |
| Population / popularity | 55 / 20 | 107 / 82 |
| Cost | $2.02 | $3.06 |
The first game built a bread chain (13 bakeries), fed 107 people on extra rations and ended with 186 food in store; this one built no bakery, put its gold into fourteen weapon workshops, and ran out of food and popularity in the last twelve minutes. Net worth ended 3,265 lower and the score 23 points lower.
What held it back
- No bread. Five orchards and a dairy farm for up to 90 people; half rations for most of the last 13 minutes, and the food factor at −3 at the end.
- Popularity lost, then people. Under 50 from about 27 minutes, 20 at the end; 35 people left.
- Gold into weapon workshops. Fourteen workshops made 988 in weapons, and gold ran down to 44, so food could not be bought.
Market
225 wood bought for 900 gold, and 40 iron sold for 920: 675 net worth lost against the sell price on the wood (4 gold, worth 1). Selling at the sell price leaves net worth unchanged. These are units at the market's fixed prices.
Cost and speed
78 turns, 134 tool calls (19 waits), 4.26 million tokens and $2.023 at Anthropic's list prices (preparation $0.154, play $1.769, compaction $0.100). The interview cost about $0.035 more, with 39,826 of its 41,887 tokens read from the cache. The agent run took 36.0 real minutes, 8.7 of them waiting for the model; the context was compacted twice (31 seconds). All 78 requests read the prompt cache, 97.5% of the input tokens.
The interview
Opus said "food was the root problem": its orchards "never fed the population", half rations cost −4 a month, a small bribe "only slowed the fall", and once popularity fell under 50 people left. It named the person's bread chain that fed and sold, steady popularity from religion, and scale, against its own "weapons chain that makes thin margins". Playing again, it would build bread first and buy wheat for it, build a church and cathedral, use the fear factor, keep popularity over 50 and keep more value moving. It found the tools good, named the signpost exclusion zone and the market's selling steps as surprises, and asked for the popularity breakdown to show religion even at zero, so a lapse like its own would show.
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.
- The chapel's religion factor (+2) appeared in readings from 15 to 23 minutes and then left the list; why it lapsed is not in the logs.
- One iron sale at 23:25 was refused before clicking: with 120 in stock the game sells 20 a click, more than the 10 asked ("so it stopped"); 20 were sold at 23:40.
- Hovels at 4:32 and 20:33 were refused with "Too close to signpost to build."; other placements that did
not go through: an apple orchard at 5:01, a poleturner's workshop at 7:22 (placed at 8:19) and hovels
at 17:20 (partly) and 19:50. Of 19
set_workshopcalls, 13 set a product, 3 found it already set and 3 opened another building. - The game saved correctly at the end ("claude opus 5-5 1-6-3 4c18ab").
