One episode · Oasis by the Sea

Claude Opus 5.5

Benchmark 1.7.3AnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-opus-5-5
Served via
Anthropic API
Max output
32,768 tokens
Played
16 October 2026
Score
32.9
Crusader Bench score on Oasis by the Sea: 0 is doing nothing, 100 the person’s game
Net worth
7,290
+6,070 over doing nothing, 33% of the person’s gain of 18,293
Population
62
29% of the person’s gain of 198 · popularity 34
Cost
~$1.14
2.2M tokens; ~ at list prices, the API reports no bill
Time
33 game min
28 min of wall-clock time, 40 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 Opus 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

7,290net worth
Gold
450
Stored goods, at sell price
6,840
Over the baseline (do nothing)
+6,070
Population / housing
62 / 74
Popularity
34
Food
3
Structures (map-wide)
71
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 stock6,840 gold in goods

GoodUnitsPriceValue
Gold4501450
Iron223235,129
Stone16171,127
Crossbows1530450
Wood1221122
Apples3412
Net worth7,290

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

This episodeThe personLeft alone
Net worth7,29019,5131,220
Gold45018,304
Stored goods, at the sell price6,8401,209
Population62202
Housing74202
Popularity34100

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
7
Popularity next month
+1
Taxes
+1
Taxes
No taxes, 0 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
12 stockpile piles, 0 empty; 1 granary holding 3 food

Buildings50

  • Iron Mine10
  • Hovel8
  • Woodcutter6
  • Ox Tether5
  • Quarry5
  • Apple Orchard4
  • Fletchers' Workshop4
  • Stockpile3
  • Armory1
  • Dairy Farm1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls73

  • build_structure18
  • find_sites18
  • set_tax9
  • wait_and_observe9
  • market_trade8
  • building_info4
  • set_workshop4
  • expand_storage1
  • inspect_building1
  • map_overview1

Play

Turns
40
Buildings placed / attempted
45 / 56
Anchor-tool placements
2
Tool errors
1
Raw inputs sent to the game
414
Context compactions
1
Game time
33 min

Compute

Tokens
2.2M
Served from cache
96%
Output tokens
14K
Cost, at list prices
~$1.14
Wall-clock time
28 min
of which inference
4 min
Peak game memory
3,500 MiB

The plan, before play

The goal is the highest possible net worth when the run ends, which is gold plus stored goods at sell price. Population and popularity also count, but less. I have about 33 game minutes, I can't build soldiers or defences, and every minute of growth counts.

Opening plan:

  1. Granary: Place the required granary right away, near the keep and stockpile.
  2. Wood: Build 2–3 woodcutters by the western grove, close to the stockpile.
  3. Housing: Build 2–3 hovels away from the signpost and the keep's courtyard, so population can grow.
  4. Food: Put apple orchards and dairy farms on the oasis grass south-west of the keep. They feed the granary directly and add food variety.
  5. Iron: Put iron mines on the ore strip just north of the keep. Iron sells for 23 a unit, which makes it the best value per worker. Later, maybe add a blacksmith or armorer and an armory to turn iron into goods worth more.
  6. Stone: Build quarries with ox tethers on the stone deposit about 50 tiles west.
  7. Taxes and popularity: Once popularity is comfortably above 50 (food variety, later a chapel and maybe an inn), raise taxes for steady gold. Keep rations at full.
  8. Market and storage: Build a marketplace for flexibility. Buy only when it clearly speeds up growth, and avoid buying late in the run, since buying lowers net worth. Keep adding stockpiles so production never stalls.
  9. Late game: Stop spending on construction that won't pay back before the end. Keep taxes as high as popularity allows, and store goods rather than spend them.

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. The checker is the same model as the player.

  • Model: Claude Opus 5.5 (claude-opus-5-5) on the Anthropic API, reasoning medium, output limit 32,768 tokens
  • Benchmark: Oasis by the Sea construction, version 1.7.3 (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; no playbook. Weapons and armour in the armory count toward net worth at the rules' prices, as since 1.6.0.
  • Run 5aa57408, series 20261016T201053-354922a4, 2026-10-16: Opus's weapons-counted game of the 1.7.3 batch, a fresh series with no memory of any other game. Its no-arms game (run f95496e6, series 20261016T204131-27075351) was played right after.

Result

This game (1.7.3) Its 1.7.3 no-arms game Its 1.6.3 game Its 1.5.1 game The person Left alone
Net worth 7,290 7,540 6,789 10,054 19,513 1,220
Gold 450 1,363 44 2,471 18,304
Stored goods, at the sell price 6,840 6,177 6,745 7,583 1,209
Population / housing 62 / 74 79 / 106 55 / 90 107 / 138 202 / 202
Popularity 34 (+1 next month) 63 (+1) 20 (−2) 82 (+1) 100
Idle peasants 7 24 0 24
Score 32.9 37.7 28.9 52.0 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 6,070 over leaving the game alone, 33% of the person's 18,293. With 62 people and popularity 34 the score is 32.9 by the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2); this game counts on the website's leaderboard. It is 4.8 below its no-arms game, 4.0 above its 1.6.3 game and 19.1 below its 1.5.1 game.

The stored goods are 223 iron (5,129), 161 stone (1,127), 15 crossbows (450), 122 wood (122) and 3 apples (12). Iron is 70% of net worth, iron and stone together 86%. The town ended with 12 empty places in its hovels, no empty stockpile pile and 3 food, which the game counts as no month's.

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; a build or buy call keeps it running for 12 to 101 seconds while it clicks.

The opening, 0 to 5 minutes. Its first reasoning saw the granary already built and took trees to be scarce (a 42-tree grove 62 tiles from the keep, one of 8 trees at 27). The first build call, at 0:04, placed an iron mine, two woodcutters at the big grove and a marketplace the game refused ("Too close to signpost"); it ran 101 s. The marketplace went up at 1:54, and 100 planks bought at 2:12 stopped at 75 for want of storage room. Two hovels, two iron mines and a dairy farm followed at 3:34, two stockpile piles at 4:57 and average taxes at 5:28. The town stood at its 10 places until the first hovels at 3:55.

Mines and thin food, 5 to 16 minutes. Four orchards (5:44 to 11:02), 25 apples bought at 6:57, 25 cheese at 12:15, and ten iron mines by 12:15, the last it placed. Popularity fell from 99 at 5:45 to 57 at 11:44 under average taxes; a warning at 11:00 led to no taxes at 11:23. Five hovel placements at 12:42 and 13:43 were refused or found no room, and the population stood at its housing for 4 min 50 s of the 7 min 50 s from 12:44 to 20:34. Two mines were refused at 14:49 ("must be built on Iron ore"); at 15:23 it sold 20 iron for 460 and at 15:37 bought 100 planks.

Weapons and stone, 16 to 25 minutes. At 16:39 an armory and three fletcher's workshops went up (a mine was refused again) and were set to crossbows from 17:41. Two quarries and two tethers came at 18:17, two hovels and a fourth fletcher at 20:13. Food fell to 14 at 21:47; 25 bread bought at 21:49 left 57 gold. Taxes went to average at 22:51, the context was compacted at about 24:50, and the last building, an ox tether, was placed at 25:00.

Waiting, 25 to 33 minutes. Taxes went to none at 26:22 and 25 bread was bought at 26:29. Waits of 60 and 150 s followed (the host noted at 30:38 that it had only waited and read for 3 minutes), taxes went to low at 30:39, and a warning ended the next wait at 32:36 after 108 s: popularity had fallen from 50 to 33. Taxes went to none at 32:38; the deadline came during the last wait.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,412 1,276 1,110 1,327 1,497 1,930 2,249 2,889 3,701 4,829 5,532 7,290
Gold 992 860 705 667 470 290 238 257 171 260 260 450
Iron 0 1 4 15 30 54 66 96 127 159 187 223
Stone 25 25 25 25 25 25 33 41 73 105 129 161
Food 50 41 23 33 23 44 38 23 20 26 0 3
Population 4 10 26 34 39 46 58 61 74 69 72 62
Popularity 95 100 96 75 57 68 58 58 60 44 55 34

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 450 in crossbows is in the End value only).

Weapons

It built an armory and four fletcher's workshops, no other workshop and no armour. Its opening plan said it might add a blacksmith or armorer and an armory later; at 12:42 it weighed iron into swords against more mines, and at 16:39 (gold 438, wood 141, 22 idle peasants) it chose fletchers, expecting about a crossbow a minute from each. It priced the blacksmith at 100 gold; the table in prompt/game-mechanics.md says 200 gold and 20 wood. The armory and three fletchers went up in the call that began at 16:39 (gold 438 to 238) and were set to crossbows between 17:41 and 18:17; a fourth, placed one tile from its target in the call that began at 20:13, was set at 20:52. No crossbow was in the armory at 20:15 and two were at 20:53. From 21:51 the readouts gave 0.3 crossbows a workshop a minute (1.0 to 1.3 for the four; one window, at 23:40, gave 0.1 a workshop); at 22:51 its reasoning said to "skip crossbows since they're too slow to produce", and it built no more. The end value is 15 crossbows, 450 at the rules' 30 each: 6.2% of net worth and 2.0 of the 32.9 points (30.9 with weapons worth nothing).

The cost, from the same table: 400 gold and 80 wood for the workshops, 5 wood for the armory and 45 wood in the crossbows (3 each): 400 gold and 130 wood. The crossbows returned 450 for 530, about 80 less than keeping both as gold and wood at store value (0.4 points; about 470 less with wood at the 4 gold it paid for planks, though 122 wood was left over). A workshop made about 9 gold a minute; an iron mine made 23 (1.0 to 1.1 iron a minute in every readout from 19:11). The 400 gold could have stayed as gold, which counts 1:1; bought 50 bread (8 gold each) when the granary held 14 and gold was 257 (21:47); or paid for a chapel (250 gold), which its reasoning never returns to after the opening plan and its no-arms game placed at 16:38.

Beside its other games and the other models

This game (1.7.3) No-arms game (1.7.3) 1.6.3 game 1.5.1 game
Iron mines / quarries / tethers 10 / 5 / 5 8 / 6 / 5 11 / 7 / 6 12 / 5 / 11
Woodcutters / hovels 6 / 8 8 / 12 11 / 10 8 / 16
Food 4 orchards, dairy 4 orchards, 2 dairy, wheat farm 5 orchards, dairy 13 bakeries, 2 mills, 4 orchards, 2 dairy
Weapon buildings armory, 4 fletchers none 2 armories, 8 poleturners, 6 fletchers none
Chapel none 1 1 none
Planks bought 265 40 225 285
Turns / cost 40 / $1.14 58 / $1.49 78 / $2.02 101 / $3.06

Against its no-arms game this one ended 250 lower: 913 less gold, 392 less stone, 144 less wheat, 136 less wood and 12 less apples, against 897 more iron and 450 in crossbows. Its 17 fewer people and 29 fewer popularity points are 3.8 of the 4.8 score points between them. That game bought 640 gold of goods against 1,860 here, built a chapel and no workshop, and fell under 50 popularity for 1 min 46 s (about 5 minutes here). Weapons added 2.0 points here, so without them the gap would be 6.8.

Against the 1.6.3 game, with 14 weapon workshops (988 in weapons, 1,400 gold), this one spent 400 gold on workshops and ended 501 higher in net worth with 7 more people and 14 more popularity points; neither built bread. The 1.5.1 game had no weapons and scored 19.1 more (12.1 points of net worth, 2.3 of population, 4.8 of popularity) with a 13-bakery bread chain, 107 people and popularity 82; with this game's crossbows counted for nothing the gap would be 21.1, so weapons do not explain it.

Among the first six games of the 1.7.3 batch (Haiku, Sonnet and Opus, each in both versions) 32.9 is third, behind Opus no-arms 37.7 and Sonnet 36.5. The weapons game scored higher than its no-arms game for one model in three (Sonnet 36.5 against 31.4; Haiku 23.0 against 26.9; Opus 32.9 against 37.7), with weapons worth 240, 810 and 450. Among the 1.6.3 round's second games on this map it would stand fifth; the versions differ.

What held it back

  • Taxes against popularity. Four raises (5:28, 14:34, 22:51, 30:39), each followed by 2 to 4 points lost a month: 99 to 57 by 11:44, 68 to 54 by 19:11, 65 to 44 by 26:23, 50 to 33 by 32:39. The tax paid 20 gold a month at 5:36, 56 at 23:02 and 44 at 30:47. Popularity was under 50 for about 5 minutes (25:31 to 28:03, and from 30:50); people left, 74 to 65 by 28:00 and 62 at the end. Against the 30:40 reading the last raise left the end with 190 more gold (+0.8 points), 16 less popularity (−1.6) and 12 fewer people (−0.6).
  • Buying wood and food. 1,860 gold of goods bought lost 1,195 of net worth against the sell price, 5.2 points; the 265 planks (1,060 gold) lost 795 of it. It had six woodcutters, and 122 wood was left.
  • Three mines never placed. Ten mines by 12:15; three later attempts (14:49, 16:39) used spots from a hovel's and a fletcher's search and were refused. It never asked find_sites for a mine after 11:42, and its handoff said none were left; its 1.5.1 game placed 12 and its 1.6.3 game 11. At about 1.0 iron a minute a mine placed by 16:00 would add about 350 by the end, if the strip had room.
  • Thin food and a housing cap. Four orchards and a dairy; no wheat, mill or bakery (a wheat farm search at 11:33 found nothing within 25 tiles of (450, 380)). Food was 3 at 26:23, 30:40 and the end. Housing stood at 74 from 20:34 and the population at 74 from 23:50; wood was 71 to 124 from 28:00, and a hovel is 6 wood for 8 places (0.4 points).
  • The last 8 minutes. After the tether at 25:00 it built nothing, with 428 gold at 26:23. The 23:39 search had listed a second quarry site, (377, 393), unused; a quarry is 20 wood and gave 2.1 stone (about 15 gold) a minute at 32:39.

What worked

  • Iron and stone. Ten mines gave 223 iron in store (5,129; 20 more sold), 70% of net worth; five quarries and five tethers gave 161 stone (1,127), 10.7 a minute at 32:39.
  • No screenshots. The run holds three images (the first screenshot, the overview, the host's after compaction); all nine waits asked for none, and every placement was by tile. Every placement reported as placed is in the final count. Of 56 placements in 18 calls, 11 did not go through; no call was refused, and the only tool error was the last wait.
  • Warnings and the handoff. It acted within 25 s on three of four warnings (11:00, 21:47, 32:36) and left the first (7:23) for four minutes. The handoff at compaction held buildings, tiles, rates and next steps; its next calls followed (taxes to low at 24:53, the tether at 25:00).

Market

265 planks (4 each, worth 1), 25 apples, 25 cheese and 50 bread (8 each, worth 4) bought for 1,860 gold; 20 iron sold for 460. The purchases lost 1,195 net worth against the sell price (planks 795, bread 200, apples 100, cheese 100); selling leaves net worth unchanged. The 100 planks at 15:37, paid for by the iron, went to the armory, fletchers and quarries (65 and 50 wood in the next two calls), not to the two mines it had planned. These are units at the market's fixed prices.

Cost and speed

40 turns, 73 tool calls (18 find_sites, 18 build_structure, 9 set_tax, 9 waits, 8 market_trade, 11 others), 2.19 million tokens and $1.135 at the profile's prices ($4 per million input, $20 output, $0.20 cache read, $5 cache write): preparation $0.164, play $0.927, compaction $0.044. The interview cost about $0.036 more, with 40,771 of its 43,070 tokens read from the cache. The agent run took 27.9 real minutes, 4.1 of them waiting for the model; the context was compacted once (13 s). All 40 requests read the prompt cache, 97.3% of the input tokens. Of the 2,000 game seconds, the 18 build calls took about 827 (median 43 s), the market calls 271 and the waits 588; fast-forwarding the waits saved 133 s of real time.

The interview

Opus put its result at "about six times" the baseline and under half the person's, and named three causes: no processing chain, food and popularity (apples alone, taxes near 50, housing at 74, "20 people" idle) and no fear factor. Playing again it would build food first and a bread export, a chapel and zero taxes, gallows and gibbets, and housing early. It praised tile placement, find_sites, the production readout and the warnings, disliked action calls costing "about 30–60 seconds" and refused placements, and asked for a tool for the market's auto-trade thresholds and a popularity outlook. Its error was "strategic, not mechanical": it read net worth as stockpiling raw goods.

Against the game, the figures match (7,290 and 19,513, 62 and 202, popularity 34 and 100, worker efficiency 100%, housing 74 from 20:34, "about 1.3 crossbows a minute" for the four fletchers, and the last raise costing 16 points for roughly 150 gold: 50 to 34, with +150 at 32:39 and +190 at the end). Two statements do not. Food did not hold back popularity or population as it says: no reading lists a negative food factor, taxes were the only negative one, and the population fell when popularity went under 50. Batching was not learned late: the first call asked for four placements, and calls averaged 3.1. The "20 people" idle holds at 24:51 and 30:40 (20, 19) but not at the end (7), and "tax income cost more than it brought" is not checked, since total tax gold is not logged.

For the harness

  • The granary line. The rules' Start paragraph says to place the required granary; the save has one (docs/benchmark.md). Here no call tried: its first reasoning saw it built.
  • find_sites spots refused for the signpost. At 13:43 three of the four hovel spots it listed near (440, 340) were refused "Too close to signpost", though docs/tools.md says the tile map holds the no-build zone. Spots on plain ground west of the keep (14:49, 20:13) were accepted.
  • Ore spots from other searches. The iron_ore group in a hovel's or a fletcher's search lists building-sized spots on ore ground; the three refused mines used them, and the refusal's remedy named a mine search the model did not run.
  • Storage fills without a warning. 0 empty piles at 32:39 (3 at 30:40), expand_storage unused since 4:57; the wait warnings cover popularity, food and gold only.
  • A repeated request. Its 1.5.1 interview also asked to reach the marketplace's auto-sell through a tool; the game has the setting, the harness has no tool.
  • The game saved correctly at the end ("claude opus 5-5 1-7-3 5aa574").

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 7,290 19,513
Gold 450 18,304
Stored goods, at the sell price 6,840 1,209
Population 62 202
Housing 74 202
Popularity 34 100

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 Opus 5.5

I finished at 7,290 net worth against the person's 19,513. That's about six times the do-nothing baseline, but well under half of what they reached. They also ended with more than three times my population and full popularity, while I was at 34. Most of my value sat in raw stock: iron, stone, wood and a few crossbows. Theirs was almost all gold, made by turning cheap inputs into a product the market buys.

I think the gap came from three things:

  • No processing chain. I treated raw materials as the end product. They ran a large chain (wheat to flour to bread, sold) and made it as big as the market would carry.
  • Food and popularity. My granary was nearly empty for most of the late game, on apples alone, and I set taxes against a popularity that was already near 50. Peasants left, I had only 74 housing, and 20 people stood idle. They kept popularity at 100 with religion, fed everyone well, and grew to 202 people.
  • Efficiency. I never used the fear factor. Their 140% worker efficiency boosted every building at once.

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 Opus 5.5

  • Food first, and a surplus. I would build wheat farms on the oasis grass with mills and bakeries early, and keep rations reliably full. In this run, food was what held back both popularity and population.
  • A bread export economy. I would grow the bakery count steadily, buy wheat when farms can't keep up, and have the market sell bread automatically. My fletchers turned out about 1.3 crossbows a minute, which was a poor return by comparison.
  • Religion over taxes. I would build a chapel or church early and keep taxes at zero. Population and popularity both count in the score, and in my run the tax income cost more than it brought.
  • Bad things for worker efficiency. Gallows and gibbets are cheap ways to multiply output across the whole town.
  • More housing early. Housing was capped at 74 for a long time. Add hovels as soon as popularity allows.
  • Less management overhead. I lost time to blocked placements and to the signpost restriction. Next time I would plan districts with map_overview once at the start.

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 Opus 5.5

What helped:

  • Tile-based placement, find_sites and the production stats in every observation. Production per building and storage room made the bottlenecks clear.
  • The warnings, like the popularity drop that ended a wait early, were useful.

What got in the way:

  • Each action call costs a lot of game time, about 30–60 seconds by my estimate. Batching matters a great deal and I learned it late.
  • Placement refusals ("too close to signpost", "must be built on iron ore") cost several turns.
  • Context compaction partway through meant I worked from my own handoff note. It held up, but some strategic awareness was lost.

What I would change: a tool to set the market's auto-sell and auto-buy thresholds would help, since it seems to have been central to the person's strategy. A quick summary of the popularity outlook would also help.

4Anything else

Interviewer

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

Claude Opus 5.5

My biggest error was strategic, not mechanical. I took "net worth = stored goods" to mean "stockpile raw goods". The real lesson is that a well-fed, happy, growing workforce feeding a value-adding chain beats extraction alone. Near the end I also made choices that hurt my popularity score for small gains: raising taxes while food was gone cost about 16 popularity points for roughly 150 gold. I would avoid that next time.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score7,290Counted

What ran

Benchmark
Oasis by the Sea construction
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
Prompt / tools SHA-256
5bfa08c / 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 20261016T201053-354922a4