One episode · Oasis by the Sea

Claude Fable 5.1

Benchmark 1.5.1AnthropicReasoning 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
46.0
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
8,450
+7,230 over doing nothing, 40% of the person’s gain of 18,293
Population
90
43% of the person’s gain of 198 · popularity 100
Cost
~$2.83
2.0M tokens; ~ at list prices, the API reports no bill
Time
33 game min
33 min of wall-clock time, 39 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

8,450net worth
Gold
443
Stored goods, at sell price
8,007
Over the baseline (do nothing)
+7,230
Population / housing
90 / 122
Popularity
100
Food
35
Structures (map-wide)
92
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 stock8,007 gold in goods

GoodUnitsPriceValue
Gold4431443
Iron276236,348
Stone16971,183
Wood3361336
Apples354140
Net worth8,450

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

This episodeThe personLeft alone
Net worth8,45019,5131,220
Gold44318,304
Stored goods, at the sell price8,0071,209
Population90202
Housing122202
Popularity100100

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
20 stockpile piles, 3 empty; 1 granary holding 35 food

Buildings65

  • Hovel14
  • Woodcutter14
  • Iron Mine13
  • Apple Orchard5
  • Quarry5
  • Stockpile5
  • Ox Tether4
  • Chapel1
  • Dairy Farm1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls98

  • find_sites23
  • build_structure22
  • wait_and_observe14
  • go_to_tile12
  • market_trade9
  • set_tax6
  • building_info5
  • center_on2
  • expand_storage2
  • observe2
  • map_overview1

Play

Turns
39
Buildings placed / attempted
58 / 66
Anchor-tool placements
4
Tool errors
1
Raw inputs sent to the game
404
Context compactions
1
Game time
33 min

Compute

Tokens
2.0M
Served from cache
95%
Output tokens
20K
Cost, at list prices
~$2.83
Wall-clock time
33 min
of which inference
7 min
Peak game memory
3,499 MiB

The plan, before play

Understanding

I have ~33 minutes of game time (about 68 game months at speed 40) on the Oasis by the Sea free-build map. The score is net worth (gold + stored goods at sell prices), population and popularity at the end. No soldiers or defences. Weapons add nothing. Buying goods loses net worth (buy price > sell price); construction also costs; production, taxes and food surplus raise it.

Key levers in 33 minutes:

  • Iron is worth 23/unit and an iron ore strip is right next to the keep — iron mines are likely the highest-value raw producer, with no ox tethers needed. Stone (7) from a quarry 50 tiles away is slower to pay off.
  • Population needs hovels + popularity > 50; food variety (apples, cheese, bread) and later ale/religion raise popularity enough to also levy modest taxes for gold.
  • Woodcutters early for building material; starting 50 wood goes fast (hovel 6, woodcutter 3, orchards 5, iron mine 20, mill 20, quarry 20).

Opening plan

  1. Place the Granary near the keep/stockpile (setup phase).
  2. Immediately: 2–3 woodcutters by the western grove (via find_sites), 1–2 hovels on plain ground away from the signpost, apple orchards / dairy farm on the oasis grass south-west.
  3. As wood arrives: iron mines on the ore strip north of the keep (several, as workers allow), more hovels, more farms (apples + dairy for variety, then wheat → mill → bakery if time).
  4. Marketplace fairly early so I can sell surplus/iron if stockpile fills and buy a little wood if it clearly accelerates the mines' payoff.
  5. Expand stockpile before piles fill; expand granary as food grows. Keep rations full; once popularity is comfortably above 50 with food variety, set low/average taxes for steady gold. Consider a chapel + inn later for popularity, allowing higher taxes.
  6. Monitor idle peasants vs. jobs; add hovels when idle = 0 and housing is full. In the last minutes avoid new construction (it only lowers net worth) and consider lowering bribes/taxes to maximise popularity and keep population.

Commentary during play2

  1. Place marketplace, then go to the oasis farmland and place orchards.

  2. Popularity 99; switching to no taxes keeps it rising (+1) without the bribe cost for the final months.

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 1.5.1 (commit fe97546), the version the other models' first games on this map used (five of the nine others played 1.5.1 and four 1.5.0, which differ only in how Kimi K3's reasoning level is sent), 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 c7ad54c2, series 20261016T151706-833a56ad, 2026-10-16: Fable's game of this map's first round, played after its 1.6.3 game that afternoon (run 9f070d6b, series 20261016T133433-0bba1ea0), as a fresh series with no memory of it

Result

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

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 7,230 over leaving the game alone, 39.5% of the person's 18,293, against 41.6% in the 1.6.3 game. The score is the project website's formula (80% net worth, 10% each population and popularity): 31.6 for net worth, 4.3 for population and 10.0 for popularity. The game counts on the website's leaderboard; among the first games on this map it would stand fourth of ten, behind Claude Opus 5.5 (52.0), Muse Wonder (51.4) and Gemini 4 Argon (51.0) and ahead of Claude Sonnet 5.5 (43.6). The mean of Fable's two Oasis games is 45.6. Of the stored value, 6,348 is 276 iron from thirteen iron mines, 1,183 is 169 stone from five quarries, 336 is wood and 140 is 35 apples. The town ended with 24 idle peasants and 32 empty places in its hovels.

How the game went

The opening, 0 to 4 minutes. The save already held the granary. The first two replies only read (map_overview, then find_sites for a woodcutter, an iron mine and a hovel), which costs no game time. At 0:01 it placed two woodcutters at (420, 385) and (417, 385), an iron mine at (419, 351) and a hovel; the marketplace followed at 0:33, and 75 wood were bought at 1:00 (15 clicks, 41 game seconds). Two apple orchards and a dairy farm went down at 1:41 (an iron mine in the same call came back not_on_screen); two iron mines and two hovels at 2:21; two stockpiles (8 piles, 12 in all) at 2:58. Low taxes at 3:32 (+14 gold a month, −2 popularity a month) and 100 more wood at 3:39 took gold from 700 to 348. Three iron mines stood at 3 minutes, and the first 2 iron reached the stockpile by 3:31.

Iron mines and food, 4 to 9 minutes. Four iron mines at 4:56 and a fifth with two hovels at 5:30 made eight by 6:06. Food in the granary fell with the town, from 32 at 4:56 to 13 at 7:25 with 47 people; the third orchard came at 6:19 and the fourth and fifth at 6:59 (the one at (463, 410) found no free spot at 6:19 and was placed on that tile at 6:59 after the camera moved), and 30 bread bought at 7:26 took food from 13 to 52. At 8:12 it placed two quarries on the stone deposit 50 tiles west of the keep, with two ox tethers placed by pixel. Net worth fell to 904 at 6 minutes, with gold at 387.

Wood and the last mines, 9 to 15 minutes. Wood was short: 50 more were bought at 9:06 and again at 13:10, and 1 was in stock at 12:21. Four woodcutters went to the east grove at 10:06, three iron mines and a hovel at 11:00, a twelfth mine at 14:08 and a thirteenth with two hovels at 14:41. Population met its housing at 66 at 13:57, with 24 idle. Popularity fell from 100 at 3 minutes to 75 at 15:20 on low taxes. The context was compacted at 15:23.

Quarries, a chapel and no taxes, 15 to 22 minutes. Two quarries and a tether at 15:28, 15 cheese at 16:35, and a chapel (250 gold) with two hovels at 17:05. A quarry and tether at 18:20 came back not_on_screen, and went down at 19:12 after a camera move, the quarry 12 tiles from its target. At 19:43, with popularity at 59, it went to no taxes, and three hovels at 20:34 brought housing to 122. Population stood at 82 from 20:09. The chapel's religion factor (+2) first showed in the 22:18 reading.

At the idle cap, 22 to 28 minutes. Low taxes again at 22:20 against the chapel's +2, and 20 bread at 22:32. Population stayed at 82 with 24 idle until about 25:00. At 23:57 it sold 100 wood and, in its reasoning, raised a possible cap at the campfire of 24; it added two stockpiles at 24:26 (20 piles in all) and placed four woodcutters at 25:02. A second call of four at 25:40 came back not_selected for all four after 92 game seconds; the same four were placed at 27:43. Population went from 82 to 86 by 26:15 and to 90 by 28:46.

Popularity, 28 to 33 minutes. No taxes at 28:22, a small bribe (−54 gold a month) at 28:55, and 30 cheese at 29:07. Popularity went from 72 to 100 by 32:20 (79 at 29:50, 96 at 31:47) and the bribe was ended at 32:22. Nothing was built after 28:22 (the last 5 minutes). Gold fell from 1,101 at 28:53 to 443.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,374 1,106 904 1,304 1,862 2,658 3,458 4,523 5,517 6,727 7,719 8,450
Gold 954 700 387 327 336 350 268 487 486 883 780 443
Iron 0 1 8 25 46 70 103 134 168 202 235 276
Stone 25 25 25 25 25 41 57 73 96 121 153 169
Food 50 42 25 54 73 82 87 79 77 54 67 35
Population 3 19 35 49 51 66 77 82 82 86 90 90
Popularity 95 100 96 91 87 77 66 61 73 74 80 100

Each column is the last reading at or before that minute. Rations stayed at full all game.

Beside its other game

Both games are the same kind of town: iron mines, five apple orchards, a few quarries and no food chain, with 24 idle peasants at the end. They reached about 45 by different routes.

This game (1.5.1) Its 1.6.3 game
Score: net worth / population / popularity 46.0: 31.6 / 4.3 / 10.0 45.2: 33.3 / 3.9 / 8.0
Net worth 8,450 8,826
Gold 443 773
Iron at the end 276 (6,348) 256 (5,888), and 25 sold for 575
Stone at the end 169 (1,183) 241 (1,687)
Wood at the end 336 101
Weapons at the end none 9 bows, 5 crossbows (285)
Apples at the end 35 (140) 23 (92)
Iron mines / quarries / ox tethers 13 / 5 / 4 12 / 4 / 11
Woodcutters / hovels 14 / 14 2 / 10
Orchards / dairy farms 5 / 1 5 / 2
Weapon buildings none 2 fletcher's workshops, 1 armory
Chapel 1 (250 gold) none
Population / housing 90 / 122 82 / 90
Popularity 100 80
Taxes low 3:32 to 19:43 and 22:20 to 28:22, a small bribe 28:55 to 32:22, none otherwise low 4:50 to 13:31, average 19:13 to 24:28, none otherwise
Bought at the market 275 wood, 50 bread, 45 cheese (1,860 gold) 340 wood, 20 bread, 45 apples (1,880 gold)
Last building placed by 28:22 by 25:04
Turns / tool calls / cost 39 / 98 / $2.825 28 / 69 / $1.929

Where the net worth came from. Iron was the same in both: 276 here, and 256 stored plus 25 sold (281) in the 1.6.3 game, from 13 and 12 mines. The 376 difference is made of iron +460, stone −504, wood +235, apples +48, weapons −285 and gold −330. The 1.6.3 town had four quarries with eleven tethers against five quarries with four tethers here, and from 15 minutes to the end it gained 200 stone to this game's 128. It also held 285 in weapons, which this game could not (below), and 330 more gold. This game held 235 more wood, from 14 woodcutters against 2. Iron was 75% of this game's net worth and 67% of the other's.

How each got to about 45. This game led at every 3-minute mark from 9 to 30 minutes in the table above (by 410 at 30 minutes, less the 225 to 285 in weapons that the 1.6.3 rows leave out) and finished 376 behind. In the last 3 min 20 s the bribe took 337 gold from this game while the other spent none, and this game's stone grew by 16 to the other's 56. The 376 is 1.6 points of score at the net worth weight; it was made up on the other two parts, with 8 more people (+0.4) and popularity 100 against 80 (+2.0), for a lead of 0.8. The bribe in all cost about 420 gold (1.8 points at the net worth weight): popularity was 72 when it began and 100 at the end. The 1.6.3 game ended on 80 after it ran average taxes (−4 a month) from 19:13 to 24:28, which took popularity from 96 to 56, and then waited at no taxes from 24:40 to the end, popularity climbing from 56 to 79. Its reasoning at 28:26 judged that a bribe would cost more net worth than the popularity was worth. This game went from low taxes to none at 28:22 and to a small bribe at 28:55. The prompts differ on this: this one asks for "the highest net worth, population and popularity you can reach", the 1.6.3 one says net worth counts most, then population and popularity.

What the prompts said about weapons and idle peasants.

  • The 1.5.1 rules say workshops "deliver only to an armoury, which is not part of this economic benchmark, so they add nothing to net worth" (the 1.6.0 changelog says no armory could be built before it); Fable built no weapon building. The 1.6.3 rules say weapons are stored value; Fable built two fletcher's workshops and an armory there (200 gold and 45 wood), and the 14 weapons were worth 285 at the end.
  • The 1.6.3 rules add that new peasants stop arriving while 24 stand idle; the 1.5.1 rules do not. The 1.6.3 game stood at 80 to 82 people with housing for 90 from 19:42 and placed nothing but ox tethers after 16:45, though its reasoning at 18:30 mentions the 24 idle and no new arrivals. This game, with no such line, noted a cap of 24 at 23:57 and placed eight woodcutters from 25:02; population rose by 8.

Tool and behaviour differences visible in the two logs.

  • find_sites here lists the current view only; in 1.6.3 it takes a map tile and falls back to the nearest ground of the building's kind (15 of that game's 17 calls named a tile). Here Fable moved the camera with go_to_tile 12 times (114 game seconds, 12 screenshots) to look at other ground; there, once.
  • A tile target off screen came back not_on_screen three times here (1:41, 18:20 twice) and had to be placed again after a camera move. In the 1.6.3 game the harness moved the camera itself (14 placements carry view: "moved_to_tile") and none came back off screen.
  • place_near was not used here (3 calls in 1.6.3: two for hovels beside the keep, one for the armory) and set_workshop does not exist in 1.5.1 (1 call in 1.6.3).
  • No wait reminder appears here. The 1.6.3 game's waits of 3, 4 and 8 game minutes with no action each drew "You have only waited and read for N game minutes in a row".
  • Placement evidence reads cost or structure_count here (own_buildings in 1.6.3).
  • map_overview here lists two cactus patches as tree groves, 23 trees at (349, 398) and 10 at (355, 365), beside the real groves (51 at (477, 399) and 9 at (435, 385)). The 1.6.3 game's lists only the real ones (42 at (477, 396), 8 at (435, 385)) and draws cacti in its colour legend. Fable called it once in each game; here it built no woodcutter near either cactus patch (all 14 stand between x 417 and 472).
  • The prompts differ in the objective line, the score wording, the weapons rule, the idle-peasant line, the quarry and tether text and the armory rules. Each log has one game_speed event at speed 40 and no fast wait.

Beside the other models on this map

The first-round games on this map, the other models' figures from their own runs:

Fable, 1.5.1 Opus 5.5, 1.5.1 Muse Wonder, 1.5.1 Gemini 4 Argon, 1.5.1 Sonnet 5.5, 1.5.0 GPT-6.1 Sol, 1.5.1
Net worth 8,450 10,054 9,603 9,231 8,633 7,401
Gold / goods 443 / 8,007 2,471 / 7,583 787 / 8,816 2,867 / 6,364 1,147 / 7,486 2,058 / 5,343
Population / housing 90 / 122 107 / 138 103 / 146 154 / 242 60 / 74 130 / 130
Popularity 100 82 97 84 84 100
Iron mines / quarries / woodcutters 13 / 5 / 14 12 / 5 / 8 12 / 5 / 11 13 / 4 / 10 10 / 0 / 4 10 / 4 / 4
Bakeries / mills 0 / 0 13 / 2 9 / 2 17 / 3 2 / 1 16 / 2
Score 46.0 52.0 51.4 51.0 43.6 43.4
Cost $2.83 $3.06 $2.49 $1.25 $0.72 $0.95

The three games ahead of it all ran bread chains (13, 9 and 17 bakeries) and held 103 to 154 people; Fable ran none and held 90. Its goods (8,007) were more than Opus's (7,583), but Opus had 2,028 more gold, which makes the 1,604 gap. Fable stored the most iron of the round (276; Sonnet 271, Wonder 225, Opus and Gemini 178), the least stone of the three above it (169 against 336, 289 and 265), and the least gold of the six. Its popularity of 100 matched Sol's, the highest. It finished ahead of Sonnet, whose net worth was 183 higher, on population (90 against 60) and popularity (100 against 84).

What held it back

  • Population stalled behind 24 idle peasants. It stood at 82 from 20:09 to about 25:00, with housing for 98 and then 122, and all 24 idle in every reading from 20:34 to the end. The 1.5.1 rules do not say that new peasants stop arriving while 24 stand idle (1.5.6 added it). The eight woodcutters of 25:02 to 28:22 came with 8 more people, and the town ended at 90 of 122, with 32 places empty and 24 idle.
  • Popularity ran down on low taxes. From 3:32 it fell by 2 a month on low taxes, from 100 to 59 by 19:43, with apples as the only food most of the time; the tax brought 14 to 49 gold a month. It recovered on no taxes and the chapel.
  • One food. Five orchards and one dairy farm for up to 90 people. Orchards were searched for in four views; wheat farms and dairy farms were each asked for once, in one view (7:18). Granary food fell from 80 at 23:56 to 35 at the end, with 2 months of food left. The 95 bread and cheese bought cost 760 gold: bread when the granary was nearly empty (7:26, 22:32), cheese for the variety factor (16:35, 29:07).
  • Wood bought. 275 wood cost 1,100 gold, which is 825 of net worth lost against the sell price. The handoff note calls it worthwhile for the iron mines; wood was still 1 in stock at 12:21.
  • Game time went into actions. Tools other than waits took 1,260 of the 2,000 game seconds (63%): build_structure 649 s over 22 calls, market_trade 325 s over 9, go_to_tile 114 s over 12. The waits took 618 s. A call that placed nothing took 92 s (25:40). Two failed placements sat through a wait before they could be redone: the quarry and tether of 18:20 (placed at 19:12) and the second four woodcutters of 25:40 (placed at 27:43).
  • Nothing built in the last 5 minutes while gold stood at 1,036 to 1,101 from 27:53 to 29:06; it went on the bribe (about 420) and cheese (240).
  • No processing chain. No mill, bakery or wheat farm; it never called building_info on them.

What worked

  • Thirteen iron mines by 14:41, 276 iron stored and none sold: 75% of the net worth, the most iron stored in any first-round game. It had 175 wood bought by 3:39 and eight mines placed by 6:06.
  • Storage ahead of need. Two stockpiles were added at 2:58 and two at 24:26, and the stats never showed storage full, with 3 piles empty at the end.
  • The chapel against low taxes. From 22:20 to 28:22 the chapel's +2 held low taxes' −2: popularity stayed at 73 to 75, and gold rose from 487 to 1,101 by 28:53 after 160 spent on bread.
  • Jobs for the idle. Eight woodcutters cost 24 wood and came with 8 more people; the wood they and the earlier ones cut went from 135 at 27:20 to 336, worth 201 at the sell price.
  • Popularity 100 at the end, equal to the highest in the round.
  • Food never ran out. The 30 bread at 7:26 lifted the granary from 13 to 52 when the town was at 47 people.
  • The rules kept. No weapons (they count for nothing on 1.5.1), no soldiers, no walls. Of 66 build_structure placements, 58 were placed and 8 were not (below); every placement reported as placed is in the final count of buildings.

Market

275 wood, 50 bread and 45 cheese bought for 1,860 gold, and 100 wood sold for 100: 1,205 net worth lost against the sell price, 825 on wood (4 gold, worth 1), 200 on bread and 180 on cheese (8 gold, worth 4). Selling leaves net worth unchanged. The 1,205 is 16.7% of the 7,230 it grew. No iron or stone was sold. These are units at the market's fixed prices; a trade's reported gold change here includes any tax that lands during it (the 100 wood at 3:39 are reported as −352 for 400).

Cost and speed

39 turns, 98 tool calls (23 find_sites, 22 build_structure, 14 waits, 12 go_to_tile, 9 market_trade, 6 set_tax, 5 building_info, 2 center_on, 2 expand_storage, 2 observe, 1 map_overview), 2.00 million tokens and $2.825 at the profile's prices ($10 per million input tokens, $50 output, $0.25 cache reads, $12.50 cache writes, taken from third-party pages citing Anthropic): preparation $0.373, play $2.340, compaction $0.113. By kind, cache writes were 41% of the play cost ($0.96), output 40% ($0.93) and cache reads 19% ($0.45). The interview cost $0.128 more, with 59,889 of its 63,061 tokens read from the cache. The agent run took 33.5 real minutes, 6.9 of them waiting for the model; the context was compacted once (22 seconds). Fable called neither update_plan nor notebook_write; after the compaction it played from its handoff note, which matched the game on every count checked (13 iron mines, 6 woodcutters, 9 hovels, housing 82, 3 stockpiles, gold 389) and gave the chapel's 250 gold, the one figure it marked unverified, correctly. The model was shown 19 images in the game, the overview map among them (the 1.6.3 game: 5). The 1.6.3 game cost $1.929 and ran 30.7 real minutes, 4.6 of them waiting for the model.

Providers and the prompt cache

Every request went to Anthropic's API; there is no provider routing. All 39 gameplay requests read the cache, 95.9% of their input tokens (1.80 of 1.87 million), against 97.1% in the 1.6.3 game's 28. The first request after the compaction read 27,546 tokens and wrote 4,435, where the last one before it had read 68,543; the compaction request itself read 71,527 of 74,455. The interview read 59,889 of its 61,091 prompt tokens and cost $0.128. In the 1.6.3 game the interview read none and cost $0.963. The gap from the last gameplay reply to the interview request was 4 min 30 s here and 5 min 41 s there, taken from the reply's end to the interview's start in events.jsonl and interview.json; the cache lasts 5 minutes.

The interview

Fable said the person's result was more than twice its own and that "most of the gap is structural": it stored value where the person turned wheat into flour and bread and sold it ("I treated the market only as a place to buy wood and dump surplus"); it hit the 24-idle cap and did not understand it for a long time; it skipped the fear factor's worker bonus; its food strategy was weak (it never found room for wheat farms and did not think of buying wheat); and it swung taxes between low and none. Playing again it would build the bread economy from the start, watch idle peasants rather than housing, build a church and a cathedral and add gallows and gibbets, keep the iron mines and sell iron and stone, and stop "unforced net-worth losses". It found find_sites by tile, build_structure's cost evidence, expand_storage, set_tax's gold-per-month and market_trade's net worth change precise; what got in the way was game time it could not see, the missing 24-idle rule, a compaction it was not ready for (it had written nothing to the notebook), no hint that buying inputs substitutes for farmland, and a religion factor that came and went. It asked for a per-tool game time in each result, a stats line "idle at cap", and a coverage figure for religion.

Several claims do not match the game:

  • It put the bribes at about 500; by the gold readings they cost about 420 (1,101 at 29:06, less 240 for cheese, to 443 at the end: a payment of 27, seven of 54 and one of 13).
  • It put cheese and bread at about 500; they cost 760 gold at the buy price (bread 50 units for 400, cheese 45 for 360), and 380 of net worth.
  • It said religion and no taxes would have made the popularity free. The chapel's religion factor (+2) was in the readings from 22:18 to 27:41 and absent from 28:53 on; the final reading lists it at 0.
  • It said it never found room for wheat farms and that find_sites "returned nothing". Wheat farms and dairy farms were each searched once, at 7:18 in the view around (464, 396), and neither had a spot there. It did not look for wheat farms elsewhere, and never called building_info for the mill, bakery or wheat farm.
  • It spoke of "wheat bought at 23". It never bought or priced wheat in this game; the figure matches wheat's buy price in Claude Opus 5.5's game on this map (a4c1769c), and is also iron's sell price here.
  • It said it lost "roughly a quarter of the run to overhead". Tools other than waits took 63% of the game seconds (above); what it counted as overhead is not stated.

What checks out: its two examples of time consumed (25:02 to 27:41 for a 30 s wait after two builds, which includes the 92 s failed call; 22:20 to 23:55 for a 60 s wait after a tax change and a purchase), the chapel's 250 gold, its 13 iron mines, 8,007 of 8,450 in stored goods, and 24 idle in every reading from May 1198 (20:34) to October 1200, about two and a half game years. Every reply's last result ends with the game time left, but not the time each tool took.

For the harness

  • Version and host. The run played on its round's version, 1.5.1 (commit fe97546), and records it and that version's fingerprint. It is one of the first Fable games, played with the host on the game machine itself; nothing the game plays changed.
  • Off-screen tile targets. Three placements (1:41, 18:20 twice) came back not_on_screen with a go_to_tile remedy; each was placed again after a camera move. In the 1.6.3 game the host moved the camera itself.
  • not_selected for four woodcutters (25:40). All four came back unselected after 92 game seconds and 69 real; the same four placed at 27:43 with no change. The remedy asks for a right-click and an observe, and the log shows neither being needed.
  • Moved placements. The tile-map retry moved five placements: hovels at (419, 378), (425, 369), (429,
    1. and (399, 365) by up to 8 tiles, and a quarry by (−12, −6) to (374, 389). Two results (5:30, 20:34) carried reader_unavailable; all their placements are in the final count.
  • Memory watchdog. The reader forced a collection twice (about 2:00 and 17:39 of game time), each after 20 s with none, taking about 30 ms; the game clock kept running between the memory samples.
  • Cache and interview. The interview came 4 min 30 s after the last gameplay reply and read the cache; the 1.6.3 game's came after 5 min 41 s and wrote 73,205 tokens fresh.
  • No refused calls and no stalled replies. The game saved correctly at the end ("claude fable 5-1 1-5-1 c7ad54", 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 8,450 19,513
Gold 443 18,304
Stored goods, at the sell price 8,007 1,209
Population 90 202
Housing 122 202
Popularity 100 100

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 8,450 net worth, 90 population and 100 popularity; the person reached 19,513, 202 population and 100 popularity. My result is clearly ahead of leaving the game alone (1,220), but it is less than half of what the person achieved, and most of the gap is structural rather than a matter of execution speed.

The biggest differences:

  1. I stored value; they converted it to gold. Almost all my net worth (8,007 of 8,450) sat in the stockpile as iron, stone and wood. The person had only 1,209 in goods and 18,304 in gold. The difference is a production chain that multiplies value: wheat bought at 23 becomes flour and then bread, sold at the market, with 57 bakeries running at 140% efficiency. I treated the market only as a place to buy wood and dump surplus, not as the sink of a profit engine.

  2. I hit the idle-peasant cap and did not understand it for a long time. My population sat at 82–90 with exactly 24 idle peasants for several game years. I only realised late that no new peasants arrive while 24 wait at the campfire, so the way to grow population is to create jobs, not just housing. I built hovels (housing 122) when I should have been building job buildings by the dozen. The person's 57 bakeries are, among other things, 57 jobs.

  3. Fear factor. I looked up good things and rejected them because they lower productivity, but never considered the inverse: bad things raise worker efficiency to 140% and the popularity penalty (−4) is easily covered by religion (+3) and no taxes (+1). That is a large, cheap multiplier I left on the table.

  4. Weak food strategy. I never found room for wheat farms (the oasis was crowded with palms, and find_sites returned nothing), so I ran on apples plus bought cheese/bread for variety. The person simply bought wheat. I did not think of buying the raw input to feed a processing chain.

  5. Taxes. I oscillated between low taxes and no taxes, chasing popularity. The person ran no taxes the whole time and still ended at 100 popularity, because religion covered it, and made the gold through bread instead.

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

  • Open the same way but with a target chain in mind: granary, 3 woodcutters, 2–3 hovels, then a marketplace very early.
  • Build the bread economy from the start: a few wheat farms if the oasis allows, otherwise buy wheat; mills first, then bakeries as fast as wood and peasants allow, and keep adding bakeries continuously. Set the market to auto-sell bread (or sell manually every turn). Bread at 4/unit from flour at 10/unit looked unattractive on paper, but the volume per bakery and the 140% efficiency make it work; I should have tested the chain rather than dismissing it.
  • Watch the idle count, not the housing count. Whenever idle peasants approach 24, add job buildings. Hovels only when idle is low and housing is full.
  • Build a church early and a cathedral once gold allows, then add gallows/gibbets in quantity for +40% efficiency, keeping net popularity change ≥ 0.
  • Keep iron mines and quarries — 13 mines were a good call and produced steadily — but also sell iron and stone regularly rather than letting them sit, since gold and goods count the same and selling keeps stockpile space free.
  • Don't buy luxury food for +1 variety; spend that gold on bakeries.
  • Stop making unforced net-worth losses: I spent ~250 on a chapel late, ~500 on bribes in the final months to go from ~79 to 100 popularity, and ~500 on cheese/bread. Religion and no taxes would have done it for free.

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

What helped: find_sites with tile targets was excellent — placing by tile without needing a screenshot removed almost all click-targeting risk. build_structure with cost evidence, expand_storage, set_tax returning the gold-per-month figure, and market_trade reporting net-worth change were all precise and trustworthy. The stats JSON with popularity factors and storage room was the main thing I actually steered by.

What got in the way:

  • Time accounting was opaque. Several replies consumed far more game time than I asked for (e.g. a wait_and_observe(30) after two build calls ate ~2.7 minutes; a 60 s wait after trades took ~1.6 minutes). I lost roughly a quarter of the run to overhead I could not see or predict. A per-tool game-time cost in the result would help a lot.
  • The 24-idle cap is a critical game rule that none of the status output or guidance mentioned. One line in the stats ("idle at cap — no immigration") would have changed my play.
  • The context compaction mid-run meant I was playing the second half from a handoff note; the notebook/plan survived but I had not written to the notebook, which is on me.
  • find_sites for farms returned nothing on the palm-crowded oasis; I would have liked a hint that buying inputs is a legitimate substitute for farmland.
  • The religion factor appearing and disappearing from the popularity breakdown confused me; a coverage percentage would be clearer.

The 33-minute budget at speed 40 is reasonable — enough to build a real economy, short enough that strategy matters more than grinding.

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

The gap to the human player is mostly knowledge: the bread-selling loop, the fear-factor multiplier and the idle-peasant cap are all things an experienced player knows and I had to infer from manual snippets and reasoning. I made a reasonable but conservative plan (iron is worth 23, so mine iron) and executed it, but never stepped back to ask what the highest-throughput conversion of gold→goods→gold on this map was. Treating the marketplace as part of the production chain rather than a safety valve is the single biggest lesson I would carry into a second attempt.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score8,450Counted

What ran

Benchmark
Oasis by the Sea construction
Benchmark version
1.5.1
Fingerprint
e5d9a165549e
Harness commit
fe97546
Prompt / tools SHA-256
2cd353b / 81ddda6
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 20261016T151706-833a56ad