One episode · Oasis by the Sea (no arms)

Claude Sonnet 5.5

Benchmark 1.7.3No arms: weapons and armour count nothingAnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-sonnet-5-5
Served via
Anthropic API
Max output
32,768 tokens
Played
16 October 2026
Score
31.4
Crusader Bench score on Oasis by the Sea (no arms): 0 is doing nothing, 100 the person’s game
Net worth
6,567
+5,347 over doing nothing, 29% of the person’s gain of 18,293
Population
43
20% of the person’s gain of 198 · popularity 60
Cost
~$0.32
1.1M tokens; ~ at list prices, the API reports no bill
Time
33 game min
21 min of wall-clock time, 22 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 Sonnet 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

6,567net worth
Gold
1,165
Stored goods, at sell price
5,402
Over the baseline (do nothing)
+5,347
Population / housing
43 / 82
Popularity
60
Food
84
Structures (map-wide)
49
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 stock5,402 gold in goods

GoodUnitsPriceValue
Gold1,16511,165
Iron208234,784
Apples844336
Stone257175
Wood1071107
Net worth6,567

No arms: weapons and armour count 0 here, so the table adds up to the net worth.

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

This episodeThe personLeft alone
Net worth6,56719,5131,220
Gold1,16518,304
Stored goods, at the sell price5,4021,209
Population43202
Housing82202
Popularity60100

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
15
Popularity next month
+3
Taxes
+1
Religion
+2
Taxes
No taxes, 0 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
12 stockpile piles, 3 empty; 1 granary holding 84 food

Buildings33

  • Iron Mine10
  • Hovel9
  • Apple Orchard4
  • Stockpile3
  • Woodcutter2
  • Chapel1
  • Dairy Farm1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls46

  • wait_and_observe12
  • build_structure10
  • find_sites10
  • set_tax8
  • market_trade2
  • building_info1
  • expand_storage1
  • inspect_building1
  • map_overview1

Play

Turns
22
Buildings placed / attempted
28 / 34
Anchor-tool placements
2
Tool errors
1
Raw inputs sent to the game
223
Context compactions
0
Game time
33 min

Compute

Tokens
1.1M
Served from cache
94%
Output tokens
6.0K
Cost, at list prices
~$0.32
Wall-clock time
21 min
of which inference
2 min
Peak game memory
3,452 MiB

The plan, before play

Plan: place the granary first. Then build woodcutters by the trees, hovels for housing, and farms on the oasis grass (apple orchards first for easy food). Add a marketplace, then quarries and iron mines to sell raw goods. Raise taxes once popularity allows, and keep expanding until the end.

Commentary during play1

  1. Popularity is falling fast; step down to 4.

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. The drafter is the same model as the player.

  • Model: Claude Sonnet 5.5 (claude-sonnet-5-5) on the Anthropic API, reasoning medium, output limit 32,768 tokens
  • Benchmark: Oasis by the Sea construction (no arms), version 1.7.3 (commit b967c65), 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; weapons and armour in store count nothing, and weapons sold at a marketplace bring their gold; no playbook
  • Run 1d0a2c40, series 20261016T194728-2f79fee8, 2026-10-16: Sonnet's no-arms game of the 1.7.3 batch, a fresh series with no memory of its other games. Its weapons-counted game (run 1fefeb89, series 20261016T192138-297b5b78) was played just before. This game counts on the website's leaderboard.

Result

This game (1.7.3, no arms) 1.7.3, weapons counted 1.6.3 game 1.5.0 game The person Left alone
Net worth 6,567 7,832 10,107 8,633 19,513 1,220
Gold 1,165 1,053 1,324 1,147 18,304
Stored goods, at the sell price 5,402 6,779 8,783 7,486 1,209
Population / housing 43 / 82 55 / 90 26 / 98 60 / 74 202 / 202
Popularity 60 (+3 next month) 50 (+1) 49 (+1) 84 (+2) 100
Idle peasants 15 16 0 24
Score 31.4 36.5 44.9 43.6 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 5,347 over leaving the game alone, 29% of the person's 18,293, against 6,612 (36%) in the weapons game. By the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2) the score is 31.4: 23.4 from net worth, 2.0 from population, 6.0 from popularity. The stored goods are 208 iron (4,784), 84 apples (336), 25 stone (175) and 107 wood (107); iron is 73% of net worth. The weapons game's 6,779 includes 240 in weapons, which counted there. The town ended with 15 idle peasants and 39 empty places in its hovels.

How the game went

Times are the game clock when a call began (the recording's clock; the run clock in the observations reads a few seconds later). The game is paused while the model replies.

The opening, 0 to 4 minutes. Its first call placed a granary and was rejected: one already stood. map_overview listed 8 trees 27 tiles from the keep and 42 trees 62 tiles away. At 0:33 it took wood to be scarce, placed two woodcutters on 8-tree spots, a hovel and an iron mine, and meant to lean on iron. Taxes went to high at 1:40 and popularity fell from 99 to 83 by 2:55, with 18 people in housing for 18 and 14 idle. A marketplace went up at 3:18, low taxes at 3:43, and 55 planks were bought at 3:55 (100 asked; the stockpile was full).

Mines and orchards, 4 to 13 minutes. An orchard, two mines and a hovel at 5:03, two stockpiles at 5:43, three orchards at 6:29, four mines and three hovels at 8:21. Two of those mines were not placed, one plank short each, with 981 gold in hand. Popularity fell to 46 by 10:45 and taxes went to none at 10:47; by 12:33 the population was 18, down from 26. At 12:35 it bought 60 planks, and at 13:10 placed a dairy farm, a seventh mine and a chapel (250 gold).

Waiting, 14 to 33 minutes. A wait of 99 s at 15:07, average taxes at 16:47 (popularity 59 to 47), the last three mines at 17:08, taxes back to none at 19:50, four hovels at 22:38 (housing 82), its last building. Then four waits (160, 80, 152 and 155 s) and tax changes: high at 26:12 (popularity 71 to 53 by 27:46), low at 27:48 (41 at 30:31), none at 30:33 (60 at the end).

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,407 1,381 1,263 1,469 1,901 1,956 2,478 3,300 3,986 4,725 5,619 6,567
Gold 987 1,045 901 996 1,070 580 630 802 802 877 1,104 1,165
Iron 0 0 3 9 21 38 58 84 114 142 171 208
Stone 25 25 25 25 25 25 25 25 25 25 25 25
Food 50 37 17 18 39 64 73 83 85 87 81 84
Population 4 18 20 26 21 27 38 41 52 52 47 43
Popularity 95 83 62 53 48 55 54 53 66 64 43 60

Each column is the last reading at or before that minute. The net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them, which were all its stored goods.

Weapons

It left weapons alone. It built no armory and no workshop of any kind, made no set_workshop call, held no weapon or armour at the end and sold none. Its 22 replies and their visible reasoning never name a weapon, a workshop or the armory; neither do its preparation plan or its interview answers. The rules it read said that weapons count nothing in the armory and that sold at a marketplace they bring their gold.

Its other 1.7.3 game is the comparison. There it placed an armory and two fletcher's workshops (call at 14:47), which delivered 8 bows and 4 crossbows from about 17:46: 240 at the sell price, 3% of 7,832. The workshops and armory cost 200 gold and 45 planks, and the weapons took 28 planks (bows 2, crossbows 3): about 273 spent for 240 held. Together the workshops delivered 0.7 weapons a minute, 5 to 9 gold a minute each, against about 23 for an iron mine. That game ended 1,265 higher: iron +368, apples +396, wood +373 and weapons +240, less 112 in gold. With its weapons counted as nothing it would have scored 35.4, still 4.1 above this game; the weapons are about 1 of the 5.1 points between them.

Beside its other games and the other models

This game 1.7.3, weapons 1.6.3 game 1.5.0 game
Net worth 6,567 7,832 10,107 8,633
Iron mines / hovels / orchards 10 / 9 / 4 10 / 10 / 7 12 / 11 / 6 10 / 8 / 4
Woodcutters 2 10 4 4
Also built dairy farm, chapel armory, 2 fletchers wheat farm, mill, bakery 2 wheat farms, mill, 2 bakeries, dairy farm
Iron in store at 12 min / at the end 21 / 208 20 / 224 56 / 300 61 / 271
Planks bought 115 155 250 290
Peak population / at the end 52 / 43 63 / 55 63 / 26 60 / 60

All four games rest on iron mines and apples, with no taxes at the end. The two earlier games bought 250 and 290 planks and held 56 and 61 iron at 12 minutes; both 1.7.3 games held about 20, and their tenth mines went up at 17:08 and 18:24. Neither built the bread chain. The 1.6.3 game built no weapons and scored 44.9, so weapons do not explain the fall to 36.5 and 31.4. With one game on each version I cannot tell the harness version from the model's own variation.

Among the other models' second games on this map (1.6.3), 31.4 would stand behind Gemini 4 Argon (68.0), GPT-6.1 Sol (54.6), Fable 5.1 (45.2) and Sonnet's own 44.9, and ahead of Opus (28.9), Luna (25.9), Muse Wonder (23.7), Haiku (21.8), Kimi K3 (20.9) and GLM (15.3). In the first round it would stand above Kimi (31.1) and Haiku (26.6) and below GLM (33.8). In this batch so far, Haiku scored 23.0 with weapons and 26.9 without; Sonnet 36.5 and 31.4, the other way.

What held it back

  • Wood, then mines late, with gold unspent. Gold stood between 901 and 1,070 at every reading to minute 12, and it bought 115 planks in all. Five mines stood at 10:45, seven at 15:05, ten at 19:48; a mine costs 20 planks (80 gold to buy), and ten of them delivered 9.7 to 10.7 iron a minute (23 gold each at the sell price). Peasants waited: 11 to 14 were idle at every reading from 2:55 to 8:19.
  • Taxes against popularity. Eight changes; readings under 50 at 10:45 (46), 19:48 (47) and 30:31 (41). After the first, people fell from 26 to 18. From 26:12 gold rose by 363 (802 to 1,165, 1.6 points by the formula) while people fell from 52 to a low of 38 (31:51) and ended at 43 (0.5 points) and popularity from 71 to 60 (1.1): about even.
  • Nothing built in the last 10 min 42 s, with 802 to 1,165 gold and 59 to 107 wood in hand. Its last find_sites for iron was at 16:58 (three sites, all used); it never searched for a wheat farm, mill, bakery, quarry or inn. Its reasoning passed on the bread chain at 12:35 ("takes too long") and on a quarry and more woodcutters at 15:07.
  • A fixed number of jobs. Population minus idle peasants was 28 at 26:11 and at the end, and open_jobs read 0 in every reading; if every mine was staffed (two workers each) they made 20 of the
    1. At 24 idle the game stops new arrivals, and the town held at 51 to 52 from 23:15 to 28:57.
  • One product, one food. Iron is 89% of the goods. Apples were the only food eaten from 22:36; the variety bonus (+1) showed only in readings with two foods (6:27, 8:19, 16:46, 19:48).

What worked

  • Ten iron mines: 208 iron (4,784), at about one a minute each, the best-paying building it had (orchards about 4 apples, 16 gold, a minute; woodcutters 2 to 6 planks).
  • No hunger. Rations full all game; food 17 was the low (6:27), and apples replaced the opening bread by 10:45.
  • Quick reaction to popularity warnings: taxes lowered at once after those at 19:48, 27:46 and 30:31; none at 30:33 lifted popularity from 41 to 60 by the end.
  • Placement. All 30 placements reported as placed are in the final count (10 mines, 9 hovels, 4 orchards, 2 woodcutters, 2 stockpiles, marketplace, dairy farm, chapel). Six did not go through at first (granary, a hovel, three mines, the dairy farm); the mines and dairy farm were placed later. No call was refused, no model request failed, and the prompt cache held on all 22.

Market

115 planks bought for 460 gold, nothing sold: 345 net worth lost against the sell price (4 to buy, 1 to sell). The first purchase stopped at 55 of 100 ("no storage room"). Its reasoning at 10:47 and 12:35 spoke of selling iron; it sold none. The 23 lots of 5 took 91 game seconds (4.5% of the budget).

Cost and speed

22 turns, 46 tool calls (12 waits, 10 build_structure, 10 find_sites, 8 set_tax, 2 market_trade, 4 others), 1.11 million tokens and $0.321 at the profile's prices ($2 per million input, $10 output, $0.10 cache read, $2.50 cache write): preparation $0.077, play $0.244, no compaction (context about 64,000 of 120,000). The interview cost about $0.019 more, 62,552 of its 64,685 tokens read from the cache. The agent run took 20.9 real minutes, 1.6 of them waiting for the model; fast waits saved about 4.7. All 22 requests read the cache (97.0% of input tokens). Of the 2,000 game seconds, the 12 waits took 1,197 (60%), builds 474, set_tax 92 (8 calls), market_trade 91, expand_storage 33, find_sites 12. The weapons game cost $0.409 in 26 turns.

The interview

Sonnet put its net worth at "about a third" of the person's and called its economy "small and flat": stored iron, no growing chain, taxes swinging popularity, idle peasants (82 housing, 43 people), no mills, bakeries or wheat farms, and a slow start short of wood. Playing again it would spend the starting gold on wood at once, build bread and a church early, hold taxes steady, add jobs for idle peasants and sell iron and bread to fund production. It praised find_sites, tile placement and the text stats; it named reading in text mode, calls cut short "because of the minimum turn length", idle peasants while open_jobs read 0, and a scoring that favours compounding. It called itself "too passive".

Against the game: the one-third (34%), the iron, the building counts, no iron sold, no bread chain, 82 housing for 43, eight tax changes, waits up to 300 s, one inspect_building and "5 wood costs 20 gold" all match. It saw four images in the whole game, the last at 2:55, because each later wait set screenshot: false. Not matching: "20 or more idle peasants" holds only at 22:36 to 27:46 (20, 24, 24); the last two readings were 16 and 15. "No religion" is wrong: a chapel stood from the call at 13:10 and the religion factor read +2 at 19:48, 30:31 and in the result, though the interview never mentions it. "Very few buildings" by 10 minutes overstates (19 placements began by 10:00), though wood was short. The logs hold no minimum-turn note: seven replies that ran the game and ended without observe or wait_and_observe got a 5-second host pass, and the two waits that ended early (at 27:46 and 30:31) did so on popularity warnings. open_jobs is defined in its guide as places no worker has taken, so 0 meant every place was filled. Every reading already lists the popularity factors (tax −4, food +1, religion +2 at 19:48); net worth appears in no observation. "Sell iron and bread regularly and spend the gold" sits against its last 10 minutes, with up to 1,165 gold unspent.

For the harness

  • The granary call. The rules' Start paragraph tells the model to place the granary, but this save starts with one, so the first call (14 game seconds) was rejected, as in its weapons game (0:01).
  • No waiting note. The note after 3 game minutes of waiting without a build, trade, tax or ration change never came: tax changes reset it, and the longest run of waiting was about 160 s, though nothing was built for 10 min 42 s.
  • The religion factor read 0 in six of eight in-game readings after the chapel and +2 in two; why is not in the logs.
  • map_overview listed two groves (42 and 8 trees) and no cactus patch, so the stale probe of the 1.6.3 round did not touch this game.
  • The planks refusals (8:21, 10:56) named until waits and market_trade as the remedy; it bought planks at 12:35 and never used an until wait.
  • The game saved correctly at the end ("claude sonnet 5-5 1-7-3 1d0a2c").

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 6,567 19,513
Gold 1,165 18,304
Stored goods, at the sell price (weapons and armour not counted) 5,402 1,209
Population 43 202
Housing 82 202
Popularity 60 100

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 Sonnet 5.5

My net worth was 6,567 against the person's 19,513, about a third. Most of mine was stored iron: 5,402 in goods, against their 1,209. They held 18,304 in gold, and they had 202 people to my 43. My economy was small and flat. I had about 10 iron mines, 4 orchards, 1 dairy farm and 2 woodcutters. The iron piled up in the stockpile and I never sold it. Selling would not have changed net worth. The real gap is that I never built anything that kept growing.

What made the difference:

  • Population. Popularity swung around 50 because I raised and lowered taxes, and 20 or more idle peasants sat at the campfire. I had 82 housing but only 43 people.
  • Processing chain. I never built mills, bakeries or wheat farms. They turned cheap wheat into bread, which sells steadily, and they gave jobs to hundreds of workers.
  • Low early growth. I spent roughly the first 10 minutes with very few buildings and with wood as my bottleneck. The first purchased wood came late.
  • Taxes. I mostly ran no taxes or low taxes. I had too few people for taxes to matter, and I had no religion or ale to offset them.

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 Sonnet 5.5

  • Opening. Spend the starting 1,000 gold on wood at once, since 5 wood costs 20 gold. Build the marketplace, several woodcutters and hovels in the first minute.
  • Food and housing. Go straight to wheat farms, mills and bakeries on the oasis grass, and add more orchards and dairy farms for food variety. Keep housing slightly ahead of population.
  • Popularity. Build a church early and use rations to keep popularity high. Then hold taxes steady instead of flipping between levels.
  • Idle workers. Treat idle peasants as a sign I need more jobs. I would add the bread chain and quarries with tethers.
  • Selling. Sell iron and bread regularly and spend the gold on more production.

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 Sonnet 5.5

The tools worked well. find_sites, tile-based placement and the text stats saved a lot of time. The game is paused while I think, which is good. Things that got in the way:

  • Reading the settlement state in text mode left me blind to layout problems.
  • Several calls were cut short, or ran without an observation I had asked for, because of the minimum turn length.
  • I could not tell why idle peasants stayed idle while open_jobs read 0.
  • The scoring favours compounding economies, and an early mistake costs a lot in a 33-minute run.

I would like the stats to show a clear breakdown of net worth and the popularity factors.

4Anything else

Interviewer

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

Claude Sonnet 5.5

I was too passive. I used long waits with no screenshots and did not check what was limiting growth, for example why the mines did not absorb the idle peasants. I should have worked out a production chain with more output early on. I also changed taxes too often.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score6,567Counted

What ran

Benchmark
Oasis by the Sea construction (no arms)
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
Prompt / tools SHA-256
b740d60 / f75ebb8
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 20261016T194728-2f79fee8