One episode · Oasis by the Sea

Claude Fable 5.1

Benchmark 1.6.3AnthropicReasoning mediumPlayed by the maintainersFull-budget score

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

Model
claude-fable-5-1
Served via
Anthropic API
Max output
32,768 tokens
Played
16 October 2026
Score
45.2
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
8,826
+7,606 over doing nothing, 42% of the person’s gain of 18,293
Population
82
39% of the person’s gain of 198 · popularity 80
Cost
~$1.93
1.5M tokens; ~ at list prices, the API reports no bill
Time
33 game min
31 min of wall-clock time, 28 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 Fable 5.1
  • 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

8,826net worth
Gold
773
Stored goods, at sell price
8,053
Over the baseline (do nothing)
+7,606
Population / housing
82 / 90
Popularity
80
Food
23
Structures (map-wide)
79
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 stock8,053 gold in goods

GoodUnitsPriceValue
Gold7731773
Iron256235,888
Stone24171,687
Crossbows530150
Bows915135
Wood1011101
Apples23492
Net worth8,826

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

This episodeThe personLeft alone
Net worth8,82619,5131,220
Gold77318,304
Stored goods, at the sell price8,0531,209
Population82202
Housing90202
Popularity80100

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, 1 empty; 1 granary holding 23 food

Buildings56

  • Iron Mine12
  • Ox Tether11
  • Hovel10
  • Apple Orchard5
  • Quarry4
  • Stockpile4
  • Dairy Farm2
  • Fletchers' Workshop2
  • Woodcutter2
  • Armory1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls69

  • find_sites17
  • wait_and_observe15
  • build_structure14
  • market_trade9
  • set_tax4
  • place_near3
  • observe2
  • building_info1
  • expand_storage1
  • go_to_tile1
  • map_overview1
  • set_workshop1

Play

Turns
28
Buildings placed / attempted
46 / 50
Anchor-tool placements
7
Tool errors
1
Raw inputs sent to the game
384
Context compactions
0
Game time
33 min

Compute

Tokens
1.5M
Served from cache
95%
Output tokens
13K
Cost, at list prices
~$1.93
Wall-clock time
31 min
of which inference
5 min
Peak game memory
3,510 MiB

The plan, before play

I understand the task: grow the economy of the "Oasis by the Sea-1" free-build save within ~33 minutes of game time. Net worth (gold + stored goods at sell prices) counts most, then population and popularity. No soldiers or defences.

Opening plan:

  1. Site the granary near the keep/stockpile immediately.
  2. Build 2–3 woodcutters by the nearest trees, and hovels for housing.
  3. Build a marketplace early; consider buying some wood to accelerate construction.
  4. Food: apple orchards and dairy farms on the oasis grass south-west of the keep; keep rations normal.
  5. Raw materials: iron mines on the ore strip north of the keep (iron is worth 23 each) and a quarry + ox tethers on the stone deposit, since both produce high-value stored goods.
  6. Expand stockpile/granary storage before they fill; sell surplus if needed.
  7. Later: set modest taxes once popularity allows; add weapon workshops + armory if wood/iron surplus exists; keep building to the last minute.

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 (drafted by Sonnet 5.5, checked by 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 Fable 5.1 (claude-fable-5-1) on Anthropic's API, reasoning medium, output limit 32,768 tokens
  • Benchmark: Oasis by the Sea construction, version 1.6.3 (commit 1d0c697), 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 9f070d6b, series 20261016T133433-0bba1ea0, 2026-10-16: Fable's game of the 1.6.3 round on this map, a fresh series with no memory of its other games. Its other Oasis game (run c7ad54c2, series 20261016T151706-833a56ad, version 1.5.1) was played later that day.

Result

This game (1.6.3) Its 1.5.1 game The person Left alone
Net worth 8,826 8,450 19,513 1,220
Gold 773 443 18,304
Stored goods, at the sell price 8,053 8,007 1,209
Population / housing 82 / 90 90 / 122 202 / 202
Popularity 80 (+1 next month) 100 (+1 next month) 100
Idle peasants 24 24
Score 45.2 46.0 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 7,606 over leaving the game alone, 42% of the person's 18,293, against 7,230 (40%) in the 1.5.1 game. With 82 people and popularity 80 the score is 45.2 by the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2); the game counts on the website's leaderboard. The 1.5.1 game's 90 people and popularity 100 made 46.0.

The stored goods are 256 iron (5,888), 241 stone (1,687), 14 weapons worth 285 (9 bows and 5 crossbows), 101 wood (101) and 23 apples (92). Iron and stone are 86% of net worth. The town ended with 24 idle peasants, 8 empty places in its hovels and 23 food, which the game's own count calls one month's.

How the game went

Times are the game clock when a call began; a build or buy call keeps the game running for 20 to 80 seconds while it clicks, and the game is paused while the model replies.

The opening, 0 to 4 minutes. Its first calls were map_overview and find_sites for woodcutters. The overview listed two tree groves, 42 trees 62 tiles from the keep and 8 trees 27 tiles away, and its reasoning took trees to be scarce, so it built two woodcutters (on 5- and 12-tree spots) and a marketplace at 0:00, two hovels at 0:19, and bought planks: 60 at 0:40 and 85 at 1:59. Two iron mines, an apple orchard and a dairy farm came at 1:14, two more iron mines and two orchards at 2:51, two more hovels at 3:47. The first iron arrived at 3:50. At 4:13 the stockpile had no empty pile left, and it added three at 4:15. Gold fell from 1,000 to 420.

Mines and a weapons start, 4 to 14 minutes. Low taxes at 4:50, two more iron mines and two hovels at 4:55. At 6:31 it built two fletcher's workshops (100 gold each); a poleturner's workshop was refused for want of 9 gold, and gold touched 66 at 6:54. An armory beside the keep found no free spot (7:26) and went up at 7:53 with the first quarry and a second dairy farm; one fletcher was set to crossbows at 9:11. There were 24 idle peasants from 7:53, with 44 people in housing for 58. Two ox tethers and two iron mines at 9:45; 25 iron sold at 10:44 for 575 gold to buy planks; two more mines at 11:42 and two at 13:39 made twelve, with taxes at none from 13:31. At 14:37 find_sites found no iron mine site within 25 tiles of (418, 333), on the ore strip.

Stone and housing, 14 to 19 minutes. Two quarries and two tethers at 14:37, two orchards at 15:27 (a third found no room), a quarry, a tether and two hovels at 16:45 (housing 90 from 17:46), 20 bread bought at 17:53, and four more tethers at 18:30. The first stone arrived at 13:52; it stayed at 41 from 14:05 to 18:48 and then rose.

Taxes, then waiting, 19 to 33 minutes. It raised taxes to average at 19:13 (64 gold a month, popularity −4 a month), bought 45 apples at 19:41, and waited 90 s, 150 s, 200 s and 280 s. It set taxes back to none at 24:28, placed two ox tethers at 24:40, and built nothing after that: the last 8 min 40 s went on waiting, with 773 gold in hand and wood piling up to 101. Popularity fell from 96 at 19:13 to 54 at 24:32 and climbed back to 80; population stood at 80 from 19:11 and 82 from about 26 minutes. The host added a note after the waits of 4, 3 and 8 minutes in a row ("it may be time to do something else"); the model kept waiting. Its last observe, at 33:09, was answered "Session deadline".

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,380 884 982 1,136 1,712 2,085 2,666 3,629 5,084 6,194 7,309 8,826
Gold 960 420 437 196 937 661 541 229 677 773 773 773
Iron 0 0 7 23 17 40 73 109 142 179 218 256
Stone 25 25 25 25 25 41 41 73 113 144 185 241
Food 50 37 40 41 44 39 31 87 74 58 36 23
Population 3 26 41 47 54 62 76 80 80 82 82 82
Popularity 95 100 99 94 82 82 91 84 60 61 69 80

Each column is the last reading at or before that minute. 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 (the 285 in weapons is in the End value only).

Beside its other games

This game (1.6.3) Its 1.5.1 game
Net worth 8,826 8,450
Iron mines / quarries / ox tethers 12 / 4 / 11 13 / 5 / 4
Woodcutters / hovels 2 / 10 14 / 14
Food 5 orchards, 2 dairy farms 5 orchards, 1 dairy farm
Weapons armory, 2 fletchers: 14 weapons (285) none
Chapel none 1 (built 17:05)
Iron / stone / wood in store 256 / 241 / 101 276 / 169 / 336
Planks bought 340 275
Last building placed 24:40 (2 ox tethers) 27:43 (4 woodcutters)
Population / popularity 82 / 80 90 / 100
Turns, play plus preparation 28, $1.93 39, $2.83
Interview $0.963 $0.128

The two towns have the same shape: twelve or thirteen iron mines on the one ore strip, stone from the western deposit, five orchards, no bread chain, 24 idle peasants at the end. The 1.6.3 game ended 376 higher in net worth (gold +330, stone +504 and weapons +285, against iron −460, wood −235 and apples −48) and the 1.5.1 game ended 0.8 points higher in score: this game's net worth is worth 1.6 points more, its 82 people 0.4 less and its popularity 2.0 less.

The prompts differ in ways that show in the builds. The 1.5.1 rules said weapons and armour add nothing to net worth and gave no weights; the 1.6.3 rules list weapon prices, say net worth counts most, and say "New peasants stop arriving while 24 stand idle". So the 1.5.1 game built no weapon workshop and this one built two. The 1.5.1 game met the idle cap without being told: at 23:57 it noticed 82 people with 24 idle and housing for 122, placed eight woodcutters at 25:02 and 27:43, and population rose to 90 over the next five minutes. It also built a chapel, and spent a small bribe from 28:55 to 32:22 to carry popularity from 72 to 100. This game noted the idle peasants at 18:30 and afterwards placed only ox tethers.

It chose differently on wood: 2 woodcutters and 340 planks bought here, 14 woodcutters and 275 planks bought there. In the 1.5.1 game it ended with 336 wood, in this one 101.

Beside the other models. Among the other models' second games on this map, also 1.6.3, a score of 45.2 would stand third, behind Gemini 4 Argon (68.0) and GPT-6.1 Sol (54.6) and just above Claude Sonnet 5.5 (44.9), which had the higher net worth (10,107 against 8,826) but 26 people. By net worth alone it would be fourth, after Gemini (13,603), Sol (10,453) and Sonnet. Opus (28.9), Luna (25.9), Muse Wonder (23.7), Haiku (21.8), Kimi K3 (20.9) and GLM (15.3) are below. The best score of the earlier 1.5.x round on this map was 52.0 (Opus).

Weapons and armour. It built weapons but no armour. Two fletcher's workshops (200 gold and 40 planks between them) and an armory (5 planks) delivered 9 bows and 5 crossbows, 285 at the sell price, 3.2% of its net worth. No blacksmith's, armorer's or tanner's workshop was tried, and the one poleturner's workshop it asked for was refused for gold (6:31) and not tried again. Between the readings at 28:27 and 33:10 the twelve iron mines added 54 iron (1,242 at the sell price, about 100 a mine) and the two fletchers 3 weapons (60, 30 each). Its reasoning at 10:44 set workshops against mines and chose mines, at about 600 gold a mine for the rest of the game by its own estimate; at 16:14 it passed on a poleturner's workshop as not worth its cost.

What held it back

  • No new production from 16:45. The iron strip was full at 14:37; after the quarry at 16:45 it added only ox tethers (six, the last two at 24:40). Its last two find_sites calls (19:26, 19:30) found no dairy farm or orchard site within 25 tiles of (475, 405) and (425, 400). From 19:41 it built two tethers and nothing else, and it ended with 773 gold and 101 wood unspent, after four long waits and three host notes about waiting.
  • Raw materials only. Iron and stone are 86% of the net worth. Its gold came from taxes (low from 4:50 to 13:31, average from 19:13 to 24:28) and 25 iron sold; there was no bread, flour, ale or other processing. Its logged reasoning never mentions a bakery, mill, wheat farm, church or fear building, and it weighed workshops only against mines. The person named bread, sold through 57 bakeries, as one of its main sources of income.
  • Idle hands and housing. At least 17 peasants were idle in every reading after 7:53 and 23 or 24 in each from 17:54. The rules of this version tell the model that new peasants stop arriving at 24 idle, and its reasoning at 18:30 noted "no new ones arriving"; it placed no hovel after 16:45 (housing 90) and the population stayed at 80 to 82. By the formula the 8 empty places were worth 0.4 points, so this cost little.
  • Planks bought, not cut. 340 planks for 1,360 gold lost 1,020 of net worth against their sell price (12% of the final 8,826) and took 270 game seconds of market clicks (13.5% of the budget); they were about two thirds of the roughly 530 planks its buildings cost. Part of that bought the mines (at 10:44 it put each at about 600 gold), but 101 planks were left in store.
  • Popularity ended at 80, not 100. The raise to average taxes at 19:13 cost 42 points (96 to 54 at 24:32) for about 720 gold; by the formula the gold is worth about 3.2 points and the 20 popularity points under 100 at most 2.0, so the raise was about even or a little ahead.
  • A thin food supply. Apples were the only food from 21:55 ("1 of 1 foods eaten"), with 45 apples and 20 bread bought for 520 gold; food fell from 82 at 21:55 to 23 at the end.

What worked

  • Twelve iron mines by 14:32. They dug 256 iron (5,888), 67% of the net worth; at 10:44 it chose mines over workshops and sold iron for planks to build more.
  • Stone with tethers. Four quarries and eleven ox tethers gave 241 stone (1,687), against 169 from five quarries and four tethers in the 1.5.1 game.
  • Every placement reported as placed is in the final count (12 iron mines, 11 ox tethers, 10 hovels, 5 orchards, 4 quarries, 2 dairy farms, 2 fletchers, 2 woodcutters, the armory and the marketplace; the stockpile counts 4 with the one at the start). Six placements did not go through: a dairy farm (6:31), a second dairy farm (7:53) and an orchard (15:27) for want of room, a hovel and the armory beside the keep for the same reason (the armory went up elsewhere at 7:53), and the poleturner's workshop for gold. No call was refused; the only tool error was the last observe, at the deadline.
  • Storage held after 4:15: the full-storage warning appeared in one reading (4:13) and not again, and no model request failed.
  • The prompt cache held on every gameplay request (below).

Market

340 planks (at 4, worth 1), 20 bread and 45 apples (at 8, worth 4 each) bought for 1,880 gold; 25 iron sold for 575. The purchases lost 1,280 net worth against the sell price (planks 1,020, bread 80, apples 180); selling leaves net worth unchanged. These are units at the market's fixed prices. Two plank purchases stopped short: 85 of 100 at 1:59 (no storage room, until the piles at 4:15) and 5 of 100 at 11:11 ("a purchase did not show in the reader within 5 seconds"). A lot of 5 took about 4 game seconds, so the 340 planks took 270 game seconds, and the nine market calls 362 in all. All calls other than waits took 1,183 of the 2,000 game seconds (build_structure 632 over 14 calls, market_trade 362, the 17 find_sites calls 11 in all), and the waits 754.

Cost and speed

28 turns, 69 tool calls (17 find_sites, 15 waits, 14 build_structure, 9 market_trade, 4 set_tax, 3 place_near, 2 observe, one each of map_overview, expand_storage, building_info, set_workshop and go_to_tile), 1.54 million tokens and $1.929 at the profile's prices ($10 per million input, $50 output, $0.25 cache read, $12.50 cache write): preparation $0.380, play $1.549, no compaction (the context ended at about 74,000 of its 120,000 budget). The interview cost about $0.963 more, with none of its 74,163 tokens read from the cache. The agent run took 30.7 real minutes, 4.6 of them waiting for the model (28 replies, about 10 seconds each). The 1.5.1 game cost $2.825 with 39 turns and one compaction, and its interview $0.128; the two games with their interviews cost about the same ($2.89 and $2.95).

Providers and the prompt cache

Every request went to Anthropic's API with no provider routing. All 28 gameplay requests read the prompt cache, 97.1% of their input tokens (1,455,994 of 1,499,219). The longest gap between a reply and the next request was 3 min 33 s, before the last one, so the cache never lapsed during play.

The interview did not read it. Its single request began at 14:11:58, 5 min 41 s after the last gameplay reply (14:06:17) and 5 min 52 s after that request began, past the 5-minute cache life, so all 73,205 tokens of context were written to the cache again ($0.915 of the $0.963). The run ended at 14:06:44 and the runner's log shows "Run completed" at 14:06:45 and the game saved at 14:11:58, 5 min 13 s later (all times UTC); the logs do not say why the save took that long. In the 1.5.1 game the gap was 4 min 30 s (its save took 3 min 26 s), and 59,889 of its 63,061 tokens were read from the cache.

The interview

Fable put its result at "roughly 6×" the do-nothing baseline and under half the person's net worth, and said the person found a value-multiplying chain (wheat, flour, bread, gold) and scaled it, with fear buildings, while it treated the game as "extract raw materials and hold them": 12 iron mines and a few quarries, "solid but linear". It added three faults of its own: waiting in the last 10 minutes, 24 idle peasants for most of the run, and housing never past 90. Playing again it would build the bread chain early and scale it (it "dismissed workshops as too slow but never evaluated bakeries"), keep peasants employed with hovels and jobs, use fear buildings with a church, build more tethers, quarries and woodcutters in place of buying about 300 planks, and keep building to the end. It found the tools good (find_sites with tile targets, build_structure retries, expand_storage, the stats JSON), but said each turn took 1.5 to 2 minutes of the budget, leaving about 20 decision points, and asked for per-building output. It called its main failure "strategic conservatism".

Against the game: the 24 idle peasants, housing of 90, 700+ gold and 100 wood unused, about 300 planks at a loss of 3 each (340 bought at 4 for a sell price of 1) and the missing bakeries all match, and "the last 10 minutes" is close (its last build was at 24:40, 8 min 40 s before the end, and from 19:41 it built only two tethers). Three statements do not. It built four quarries, not three. Its net worth is 7.2 times the baseline (the growth is 6.2 times). And it says exploratory or inspecting turns were punished heavily: its 28 replies do fall at 20 distinct game times, 1.7 minutes apart on average, but the replies use no game time (the game is paused for each) and inspecting calls cost almost none: the 17 find_sites calls took 11 game seconds in all and building_info and map_overview none. The budget went to building clicks (632 s), market clicks (362 s) and its own waits (754 s). Its wish for per-building output is not met in 1.6.3, which reports stored goods only; every observation since 1.7.0 reports production for each type of producing building (CHANGELOG, 1.7.0). It never traded wheat or built a bakery, so the wheat price it quotes (23) and "bakeries are cheap" are not checked by this run.

For the harness

  • The map probe. Fable's 1.6.3 game ran 1.6.3's own probe, not the stale one built from 1.5.0's sources that the other models' 1.6.3 games on this map ran. It called map_overview once, at 0:00. The overview listed two groves, 42 trees at (477, 396) and 8 at (435, 385), and no cactus patch. The 1.5.1 game's overview (that version's probe) listed four, among them 23 at (349, 398) and 10 at (355, 365), the two patches the Opus 1.6.3 analysis names as cactus; the 1.5.1 game built no woodcutter at either. So the stale probe did not touch this game: what the overview showed it, few trees near the keep (8 at 27 tiles) and the large grove 62 tiles away, was real, and it bought planks on that reading.
  • The interview missed the prompt cache (above): 5 min 41 s from the last reply to the interview, most of it the 5 min 13 s between the end of the run and the save. That made the interview cost about $0.8 more than the 1.5.1 game's.
  • Market clicking takes game time. A lot of 5 units takes about 4 game seconds, so 340 planks used 13.5% of the budget; it is how the tool works, not particular to this run.
  • Waiting notes did not stop the waiting. The host's note ("you have only waited and read for ...") came after 4, 3 and 8 minutes in a row and the model went on; food fell from 52 at 28:27 to 23 at the end, a month's by the game's count.
  • The reader reported itself unavailable on the build at 13:39 (placement errors may be missing); all four placements were made. Fable's games were the first played with the host on the game machine itself, which changes nothing the game plays.
  • The game saved correctly at the end ("claude fable 5-1 1-6-3 9f070d", in this folder).

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 8,826 19,513
Gold 773 18,304
Stored goods, at the sell price 8,053 1,209
Population 82 202
Housing 90 202
Popularity 80 100

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 Fable 5.1

I ended at roughly 6× the "do nothing" baseline but at less than half the person's net worth, with 40% of their population. The core difference is that the person found and scaled a value-multiplying chain (wheat → flour → bread → gold, with wheat bought at the market to keep it running), and built it to an extreme scale: 57 bakeries, 202 people, fear buildings pushing efficiency to 140%. I treated the game mainly as "extract raw materials and hold them": 12 iron mines and 3 quarries produced most of my value, which was solid but linear and capped by the ore and stone sites available. I also spent much of the budget cautiously—waiting instead of building during the last 10 minutes, leaving 24 peasants idle for most of the run, and never pushing housing beyond 90. The person kept converting gold into more jobs and more conversion capacity to the last minute; I stopped reinvesting once the mine sites ran out.

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 Fable 5.1

  • Build the bread chain early and scale it hard: bakeries are cheap in gold terms relative to what they return, and buying wheat (23) to sell bread (flour → bread yields far more than the input) is a genuine arbitrage I did not even consider. I dismissed workshops as too slow but never evaluated bakeries.
  • Never leave idle peasants: 24 idle for most of the run meant no new arrivals and wasted labour. I should have kept adding hovels plus jobs continuously.
  • Use fear-factor buildings for the efficiency bonus, offset with a church/cathedral, rather than avoiding popularity management.
  • Build far more ox tethers and quarries from the start (stone piled up unmoved for a long time), and more woodcutters at the big grove instead of buying ~300 wood at a 3-gold loss each.
  • Keep building through the final minutes instead of waiting; I had 700+ gold and 100 wood unused at the end.

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 Fable 5.1

The tools were good: find_sites with tile targets, build_structure retries and expand_storage removed almost all click-precision problems, and the stats JSON made decisions easy without screenshots. What hurt was the time cost per reply: each turn consumed ~1.5–2 minutes of a 33-minute budget, so there were only ~20 decision points, which punished any exploratory or inspecting turn heavily. A clearer early signal of relative production rates (e.g. per-building output) would have helped me evaluate chains like bakeries versus mines. The instruction set was long but accurate; the key economic insight (bread arbitrage) was not hinted, which is fair for a benchmark.

4Anything else

Interviewer

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

Claude Fable 5.1

My main failure was strategic conservatism, not interface problems: I optimised for safe stored value and under-invested in population and conversion industries. The comparison with the human run is a useful lesson that in this game, labour scale and processing chains, not raw deposits, are the real multiplier.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score8,826Counted

What ran

Benchmark
Oasis by the Sea construction
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 20261016T133433-0bba1ea0