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 the Anthropic API, reasoning medium, output limit 32,768 tokens - Benchmark: Large Barren Desert 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 57a2cd90, series 20261014T083631-0973b922, 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 20261012T113644-1024a7b0, played 1.5.6). The map's score for Opus is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 7,659 | 8,757 | 9,984 | 5,192 |
| Gold | 1,711 | 2,513 | 8,574 | |
| Stored goods, at the sell price | 5,948 | 6,244 | 1,410 | |
| Population / housing | 55 / 98 | 58 / 58 | 250 / 250 | |
| Popularity | 0 (−16 next month) | 59 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 2,467 over leaving the game alone, 51% of the person's 4,792, against 3,565 in the first game. The stored goods are 490 stone (3,430), 46 iron (1,058), 17 swords (510), 15 metal armour (450), 20 pitch (200), 8 bows (120), 9 ale (90) and 9 spears (90). The pitch and some of the ale came with the start.
How the game went
Mines and a weapons wing, 0 to 6 minutes. Four iron mines in its first turn, three hovels, two stockpile piles, a marketplace at 1:08, then an armory at 1:18 with poleturner's, blacksmith's, armorer's and fletcher's workshops around it by 5:26: ten weapon workshops in all, six of them poleturners, and an inn. Planks were bought from 3:08 to feed them.
Quarries, 3 to 22 minutes. Ten quarries between 3:41 and 20:48, 21 ox tethers by 21:57, eleven hovels and a chapel. The stone lies about 90 tiles from the stockpile and arrived slowly at first, then at about 22 a minute from 18 minutes. The population grew to 95 by 24 minutes, with taxes off from 12:17 and popularity held at 52 on half rations.
A full armory. The armory held 38 of its 50 places by 9 minutes, and a second one found no room (6:23). From 9:44 Opus sold spears and swords every few minutes to keep the workshops delivering: 130 spears and 15 swords for 1,750 gold. It bought 530 planks and 395 apples and cheese in all.
The last four minutes. At 29:36, with 18 food on half rations, it set mean taxes (popularity −8 a month) to collect from the frequent paydays. Ninety seconds later popularity was 14, falling 10 more a month, and 10 people had gone; it judged a bribe not worth the gold and kept the taxes. The game ended with popularity 0, no food and 55 people.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,741 | 5,159 | 3,799 | 3,397 | 3,677 | 3,413 | 3,633 | 3,616 | 3,721 | 4,111 | 4,867 | 7,659 |
| Gold | 4,460 | 4,109 | 2,801 | 2,244 | 2,211 | 1,958 | 1,668 | 1,128 | 688 | 638 | 922 | 1,711 |
| Iron | 0 | 14 | 18 | 23 | 26 | 29 | 31 | 34 | 36 | 39 | 43 | 46 |
| Stone | 0 | 50 | 50 | 50 | 74 | 82 | 146 | 202 | 274 | 330 | 410 | 490 |
| Food | 50 | 80 | 40 | 42 | 83 | 46 | 55 | 60 | 63 | 62 | 21 | 0 |
| Population | 2 | 27 | 47 | 60 | 64 | 76 | 79 | 85 | 94 | 95 | 95 | 55 |
| Popularity | 100 | 92 | 78 | 79 | 57 | 52 | 52 | 52 | 52 | 52 | 47 | 0 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; weapons, ale and pitch are left out, so it reads low.
Beside its first game
| This game (1.6.3) | First game (1.5.6) | |
|---|---|---|
| Net worth | 7,659 | 8,757 |
| Buildings | 10 quarries, 21 tethers, 4 iron mines, 11 hovels, armory and 10 weapon workshops, inn, chapel | 10 quarries, 16 tethers, 4 iron mines, 6 hovels |
| Iron / stone kept | 46 / 490 | 99 / 506 |
| Population / popularity | 55 (95 at most) / 0 | 58 / 59 |
| Bought | 395 food, 530 planks | food and wood, 4,960 gold in all |
| Cost | $1.44 | $2.01 |
The quarries did as well as in the first game. The difference is the weapons wing: iron went into swords and armour instead of the stockpile, and planks bought at 4 to feed the poleturners are worth 1 each. The town grew larger than the first game's (95 people against 58) until the last four minutes.
What held it back
- The weapons chain lost value. 530 planks for 2,120 gold (worth 530), and the armory was nearly full from 9 minutes, so the workshops depended on selling weapons at 10 a spear to keep going.
- Food bought at a loss: 395 apples and cheese for 3,160 gold, worth 1,580.
- No room to grow. At 29 minutes 24 of its 95 people were idle and only 3 places were free.
The tax raise at the end cost popularity (52 to 0) and 40 people, but by the formula it probably raised the score. Mean taxes brought about 780 gold in the last 3½ minutes, about 13 points of the score. Popularity and population count 10% each, and even holding the 29-minute values (52 and 95 people) they would have added about 7 points; with food running out both were falling anyway. Without the raise the score would have been about 37 at best, against 43.3. Opus itself judged that the raise "clearly lowered my score".
Market
395 food (205 apples, 190 cheese) and 530 planks bought for 5,280 gold; 130 spears and 15 swords sold for 1,750. The purchases lost 3,170 net worth against the sell price (food 8 for 4, planks 4 for 1); selling leaves net worth unchanged. These are units at the market's fixed prices.
Cost and speed
44 turns, 113 tool calls (17 waits), 2.44 million tokens and $1.441 at Anthropic's list prices (preparation $0.167, play $1.216, compaction $0.058). The interview cost about $0.352 more, none of its 66,767 tokens read from the cache (see For the harness). The agent run took 33.3 real minutes, 6.8 of them waiting for the model; the context was compacted once (18 seconds). All 44 requests read the prompt cache, 96.7% of the input tokens.
The interview
Opus said its net worth came mostly from stone, and that the person won with a self-funding wheat, flour and bread chain and with popularity from inns, a church and a cathedral, while it bought food at a loss and sat at 52 popularity with no taxes. It called its late tax raise a mistake, a gamble on a wrong estimate of how fast popularity would fall. Playing again it would start quarries and tethers in the first minutes, process bought wheat into bread, treat inns and churches as investments, look at the fear factor, avoid an end-game tax spike, and stop buying wood for spears. It found the placement tools and the stats with popularity factors and storage room useful; it lost reasoning across compaction, could not see production rates, and asked for a short popularity forecast. Its armory got boxed in early with no warning while it placed buildings around it.
For the harness
- A stale map probe on the game machine. Like every game of this batch on Oasis by the Sea and
Large Barren Desert, this game ran a
crusader_probebuilt from 1.5.0's sources. It was built on 2026-10-13 at 21:28 UTC as a 1.5.0 game started. The 1.6.3 sync then copied sources that matched by hash, and Ninja found nothing to rebuild. The probe's only change since 1.5.0 is 1.5.4's check that tells trees from cacti, somap_overviewcounted cacti as tree groves.find_sitescounts trees from the reader's tile data and was right. Everything else this game played was 1.6.3, and the game stands as played. Opus calledmap_overviewonce and built no woodcutter. - No warning while popularity fell. The 90-second wait after the tax raise returned with
popularity at 14 and
game_eventsempty; nothing interrupted the wait. A warning when popularity, food or gold drops sharply has been proposed. - The interview missed the prompt cache. Its last reply came 5.9 minutes before the interview (a 120-second wait ran into the deadline, then the game saved), past the 5-minute cache life, so all 65,521 tokens of context were written to the cache again, most of its $0.35 cost.
- The armory found no room for a second one at 6:23 and was boxed in by the workshops placed around it; the "Armory full" warning came at 27:28.
- The game saved correctly at the end ("claude opus 5-5 1-6-3 57a2cd").
