One episode · Oasis by the Sea (no arms)

Claude Opus 5.5

Benchmark 1.7.3No arms: weapons and armour count nothingAnthropicReasoning 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
37.7
Crusader Bench score on Oasis by the Sea (no arms): 0 is doing nothing, 100 the person’s game
Net worth
7,540
+6,320 over doing nothing, 35% of the person’s gain of 18,293
Population
79
38% of the person’s gain of 198 · popularity 63
Cost
~$1.49
3.1M tokens; ~ at list prices, the API reports no bill
Time
33 game min
29 min of wall-clock time, 58 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

7,540net worth
Gold
1,363
Stored goods, at sell price
6,177
Over the baseline (do nothing)
+6,320
Population / housing
79 / 106
Popularity
63
Food
6
Structures (map-wide)
83
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 stock6,177 gold in goods

GoodUnitsPriceValue
Gold1,36311,363
Iron184234,232
Stone21771,519
Wood2581258
Wheat188144
Apples6424
Net worth7,540

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 worth7,54019,5131,220
Gold1,36318,304
Stored goods, at the sell price6,1771,209
Population79202
Housing106202
Popularity63100

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
Religion
±0
Taxes
No taxes, 0 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
20 stockpile piles, 4 empty; 1 granary holding 6 food

Buildings55

  • Hovel12
  • Iron Mine8
  • Woodcutter8
  • Quarry6
  • Ox Tether5
  • Stockpile5
  • Apple Orchard4
  • Dairy Farm2
  • Chapel1
  • Granary1
  • Keep1
  • Marketplace1
  • Wheat Farm1

Tool calls92

  • find_sites28
  • build_structure22
  • wait_and_observe16
  • set_tax9
  • market_trade4
  • building_info3
  • expand_storage2
  • inspect_building2
  • map_overview2
  • observe2
  • get_inventory1
  • go_to_tile1

Play

Turns
58
Buildings placed / attempted
48 / 55
Anchor-tool placements
4
Tool errors
2
Raw inputs sent to the game
316
Context compactions
1
Game time
33 min

Compute

Tokens
3.1M
Served from cache
97%
Output tokens
17K
Cost, at list prices
~$1.49
Wall-clock time
29 min
of which inference
5 min
Peak game memory
3,518 MiB

The plan, before play

I understand the task. I have about 33 minutes of game time to grow the Oasis by the Sea settlement as far as possible. Net worth counts most at the end: gold plus stored goods at their sell price, with weapons in the armory counting nothing. Population and popularity count for less. Soldiers, walls and other defences are not allowed. Buying lowers net worth, construction costs it, and taxes, production and processing raise it.

Opening plan:

  1. Granary and wood: Place the required granary near the keep and stockpile right away. Then build 2–3 woodcutters by the western grove.
  2. Housing and food:
    • Build 2–3 hovels away from the keep (outside the signpost exclusion).
    • Put apple orchards and dairy farms close together on the oasis grass south-west of the keep, for food and food variety.
    • Later add wheat farms with a mill and bakery.
  3. Raw materials: Build iron mines on the ore strip just north of the keep, since iron sells for 23. When wood allows, add quarries with ox tethers on the stone deposit about 50 tiles west.
  4. Market: Build a marketplace to sell surplus and to buy a little wood early if that speeds up useful building.
  5. Popularity and income: Keep rations normal. Add an inn and hops farm with a brewery, plus a chapel, to raise popularity. Then set low to average taxes for steady gold while popularity stays above 50.
  6. Throughout:
    • Keep idle peasants busy and housing growing.
    • Add stockpiles and granaries before they fill.
    • Late in the run, stop building, which costs net worth, and let goods and gold pile up.

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 (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; no playbook. Weapons and armour in store count nothing toward net worth; sold at a marketplace, they bring their gold.
  • Run f95496e6, series 20261016T204131-27075351, 2026-10-16: Opus's no-arms game, a fresh series with no memory of its others. Its weapons-counted game on this version (run 5aa57408, series 20261016T201053-354922a4) was played earlier that day; its Oasis games from earlier rounds are run 4c18ab9b (1.6.3) and run a4c1769c (1.5.1). 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 1.5.1 game The person Left alone
Net worth 7,540 7,290 6,789 10,054 19,513 1,220
Gold 1,363 450 44 2,471 18,304
Stored goods, at the sell price 6,177 6,840 6,745 7,583 1,209
of which weapons and armour 0 450 988 0
Population / housing 79 / 106 62 / 74 55 / 90 107 / 138 202 / 202
Popularity 63 (+1 next month) 34 (+1) 20 (−2) 82 (+1) 100
Idle peasants 24 7 0 24
Score 37.7 32.9 28.9 52.0 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 6,320 over leaving the game alone, 34.5% of the person's 18,293, against 6,070 (33.2%) in the weapons game. By the website's formula (80% net worth share, 10% each population and popularity, the net-worth share clipped to −1..2) the score is 37.7: 27.64 points from net worth, 3.79 from 79 people and 6.30 from popularity 63. That is 4.8 above the weapons game and 14.3 under the 1.5.1 game. The stored goods are 184 iron (4,232), 217 stone (1,519), 258 wood, 18 wheat (144) and 6 apples (24); iron and stone are 76% of net worth, gold 18%. The town ended with 24 idle peasants and 27 free places in its hovels.

How the game went

Times are the game clock when a call began, read from the recording (the run clock quoted in observations reads 3 to 5 seconds later). A build call keeps the game running 0 to 105 seconds while it clicks; the game is paused while the model replies (under 2 game seconds passed in any of its 58 replies).

0 to 9 minutes. After map_overview and two find_sites it placed three woodcutters on the 42-tree grove the overview put 62 tiles from the keep, and an iron mine, in one call at 0:03 that ran 105 seconds. It saw the granary standing and never asked for one. Two hovels at 1:56, average taxes at 2:28. The marketplace costs 5 wood and it had 4 (2:47), so it waited; the woodcutters had delivered nothing by 3:17. At 3:56 there were 24 people in 26 places, 18 of them idle with no open job. Two orchards, a dairy farm and two woodcutters at 3:59; popularity fell from 98 (2:43) to 64 by 6:54, and taxes went to low at 6:56. Iron mines at 7:04 and 7:33, the marketplace at 8:27 and 40 planks (160 gold) at 8:45.

9 to 17 minutes. Two iron mines at 9:20 and two stockpile piles at 9:41 (4 to 12 piles); three hovels and a dairy farm at 10:23 (housing 58), no taxes at 11:15; two more iron mines at 11:59, two quarries at 12:44, two tethers at 13:19. A wheat farm at 11:31 found no room. At 15:27 a chapel was refused ("Too close to signpost to build.") while two hovels in the call stood (housing 74). At 16:38 the chapel went up at (398, 360) for 250 gold, with the eighth iron mine. The first stone reached the stockpile at 16:56, 3 min 46 s after the quarries were placed.

17 to 33 minutes. Quarries three to six and tethers three to five at 17:24, 19:54, 20:26 and 21:50, and a wheat farm on the tile refused at 11:31. At 22:29 a warning read 21 food for 74 people; it bought 25 bread and 20 meat. Average taxes at 23:50, four hovels at 24:11 (housing 106), and three woodcutters at 25:30, its last production buildings. After them: taxes to none at 27:05 (a warning: popularity 58 to 47), two stockpile piles at 28:27, 15 apples at 31:26, and waits of 40, 60, 60, 90 and 120 seconds. Wood rose from 104 (28:25) to 258.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,419 1,346 1,468 1,697 2,014 2,450 2,928 3,759 4,401 5,529 6,419 7,540
Gold 999 1,011 1,122 1,198 1,235 1,317 1,174 1,319 1,042 1,452 1,483 1,363
Iron 0 0 3 6 17 33 56 79 105 130 155 184
Stone 25 25 25 25 25 25 41 65 89 121 161 217
Food 50 39 19 28 39 43 41 32 64 43 20 6
Population 4 17 26 34 41 53 61 68 74 79 77 79
Popularity 95 96 70 61 56 57 56 53 63 47 54 63

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; wheat (144 at the end) is left out, so it reads slightly low, and the last column is the true net worth.

Weapons

It left them alone. It built no armory and no fletcher's, poleturner's, blacksmith's, armorer's or tanner's workshop, called no set_workshop, sold nothing, and held no weapon or armour at the end (no such line in the stored goods or the building list). None of its 92 tool calls touched them: its three building_info calls were for the Marketplace, the Apple Orchard and the Chapel. It wrote about weapons only in its opening reply, which restates the rule (weapons in the armory count nothing); none of its 50 logged reasoning blocks after that, nor its hand-off, mentions weapons, an armory or a workshop.

In its weapons-counted game it did build them: an armory and three fletcher's workshops at 16:39 and a fourth at 20:13, all set to crossbows, which made 15 crossbows worth 450. By the table in prompt/game-mechanics.md the workshops and armory cost 400 gold and 85 wood and the crossbows 45 wood: about 530 of gold and wood for 450 in the armory, roughly 80 of net worth (0.35 points) below building none. So weapons do not explain the 4.8-point gap between the two games, which splits into 1.09 points from net worth, 0.86 from population and 2.90 from popularity. Without its crossbows the weapons game had 6,840, 700 under this one, with 17 fewer people and 29 fewer popularity points.

Beside its other games and the other models

No arms (this) 1.7.3 weapons 1.6.3 1.5.1
Net worth without weapons 7,540 6,840 5,801 10,054
Weapon workshops / armories 0 / 0 4 / 1 14 / 2 0 / 0
Iron mines / quarries / ox tethers 8 / 6 / 5 10 / 5 / 5 11 / 7 / 6 12 / 5 / 11
Hovels / woodcutters 12 / 8 8 / 6 10 / 11 16 / 8
Food buildings 4 orchards, 2 dairy farms, wheat farm 4 orchards, dairy farm 5 orchards, dairy farm 13 bakeries, 2 mills, 4 orchards, 2 dairy farms
Bought at the market (gold) 640 1,860 900 3,880
Net worth lost buying 360 1,195 675 2,635
Cost $1.49 $1.14 $2.02 $3.06

The 1.5.1 game is the only one with a bread chain: it bought 100 wheat for 2,300 gold, ran 13 bakeries and ended with 107 people, popularity 82, 184 bread and 2,471 gold, though its purchases cost 2,635 of net worth. Its rules said weapons add nothing and no tool offered the Armory, so it is the nearest to this game in rules, and this game scored 14.3 under it (10.99 points from net worth, 1.41 from population, 1.90 from popularity). So for Opus weapons do not account for the move from the 1.5.1 round: with none, a 1.7.3 game still stands 14.3 under. They may account for part of the gap to the other two: the 1.6.3 and 1.7.3 weapons games scored 28.9 and 32.9 against 37.7, and their workshops cost 1,400 and 400 gold. One game of each kind proves little.

Beside the other models. Among the 1.6.3 round's second games on this map, 37.7 would stand fifth of eleven, after Gemini 4 Argon (68.0), GPT-6.1 Sol (54.6), Fable (45.2) and Sonnet (44.9); against the first round it would be eighth, below Luna (39.0). Of the six 1.7.3 games played so far it is the highest score, and its net worth is second to Sonnet's 7,832 (240 of it in weapons). Haiku scored 23.0 with weapons and 26.9 without, Sonnet 36.5 and 31.4, Opus 32.9 and 37.7.

What held it back

  • Wood, not gold, limited the first 9 minutes. At every observation from 1:53 to the first purchase (8:45) wood read 4 to 40 while gold read 1,000 to 1,258. The marketplace was first weighed at 2:47 and placed at 8:27; the weapons game placed its marketplace at 1:54 and bought 75 planks at 2:12. The run does not show that earlier buying would have paid: that game was lower at 6 minutes (1,110 against 1,468) and, without its crossbows, 700 lower at the end.
  • Jobs ran out. From 15:26 no reading showed fewer than 18 idle peasants; 24, the cap at which new peasants stop arriving, read in 8 of 38 readings, and open jobs read 0 in 37. Searches came back empty for iron mines near (415, 340) at 17:24, orchards near (440, 395) at 21:40 and (400, 420) at 21:50, and a quarry near (385, 380) at 25:30; it searched for no iron mine after 17:24, though the 21:50 overview listed 116 ore tiles in four patches. Population stood at its 74 places from 22:20 until the hovels of 24:54.
  • Food stayed thin. Apples and cheese from 4 orchards and 2 dairy farms, with 6 food at the end. Its opening plan said to add wheat farms with a mill and bakery, and an inn; no mill, bakery, inn or hops farm was built, and its logged reasoning names none (only an inn's ale chain, 15:27). The one wheat farm (done 22:29) made 18 wheat, never milled.
  • A chapel that did nothing. 250 gold (1.1 points) for a religion factor that read 0 at every observation from 17:21 (+2 in Opus's 1.6.3 game and Sonnet's no-arms game); why is not in the logs.
  • Almost nothing built in the last 7 minutes. From 26:13 it placed only two stockpile piles; 258 wood (a mine or quarry is 20 wood and no gold) and 1,363 gold ended unspent.

What worked

  • Eight iron mines and six quarries. 184 iron (4,232, 56% of net worth, about 1 iron a minute a mine) and 217 stone (1,519, 10.7 a minute at 31:29 from six quarries and five tethers).
  • Taxes and popularity. Popularity never went under 46. The one late average-tax stretch (23:50 to 27:05) took gold from 1,042 to 1,483 (+441, nothing bought meanwhile) at the cost of 16 popularity points and 7 people (79 to 72, popularity under 50 from 26:43 to 28:29); both recovered by the end. Taxes ran at average for about 7¾ minutes, low for 9½ and none for 16, and brought roughly 1,250 in all (end gold less the 1,000 start, plus 890 spent).
  • Warnings answered. The drop at 27:03 was met with no taxes at 27:05. The food warning at 22:29 was met with bread and meat, and popularity rose from 52 to 63 by 23:56 (four foods eaten, food factor +3), fading as the stock ran out.
  • Placements held. All 52 placements reported as placed are in the final count; four did not go through (an orchard 5:49, the wheat farm 11:31, the chapel 15:27, a quarry 20:26). One call was refused (9:12, below) and no model request failed.

Market

40 planks (4 each, worth 1; 8:45), 25 bread and 20 meat (8 each, worth 4; 22:30 and 22:54) and 15 apples (31:26) bought for 640 gold; nothing sold. The purchases lost 360 of net worth against the sell price (planks 120, bread 100, meat 80, apples 60), 4.8% of the final; selling leaves net worth unchanged. These are units at the market's fixed prices. The four market calls took 89 game seconds.

Cost and speed

58 turns, 92 tool calls (28 find_sites, 22 build_structure, 16 waits, 9 set_tax, 4 market_trade, 13 others), 3.14 million tokens and $1.491 at the profile's prices ($4 per million input, $20 output, $0.20 cache read, $5 cache write): preparation $0.164, play $1.274, compaction $0.054. The interview, which began 43 s after the run ended, cost about $0.044, with 62,684 of its 65,259 tokens read from the cache. The agent run took 29.3 real minutes, 4.9 of them waiting for the model; the context was compacted once, at 16:34 (16 s). All 58 requests read the prompt cache, 97.5% of the input tokens, with no provider routing. Of the 2,000 game seconds the 22 build calls took 806 (40%), the 16 waits 723, set_tax 84 (about 9 s a call) and the host's 5-second top-up after 18 actions made without a screenshot 90. The weapons game cost $1.135 with 40 turns.

The interview

Opus put the person's net worth at about 2.6 times its own and named three causes: no processing chain (the person's 57 bakeries; it built no mill or bakery and treated wheat as stock), the 24-idle-peasant cap, and popularity (tax swings, food nearly out, food bought at a loss, no fear buildings). Playing again it would build wheat, mills and bakeries early, make jobs before the cap, place a church early and away from the signpost, try cheap bad things and cut time lost to camera moves. It praised find_sites, tile-targeted building and the stats JSON; it disliked the game-time cost of off-screen placements and the 5-second top-up, detail lost in compaction, and no way to tell a stalled producer, and asked for a game-seconds estimate for camera moves and for marketplace auto-buy and auto-sell. Its biggest mistake, it said, was strategic: raw stockpiles count directly, and it missed that population, popularity and a processing chain compound.

Against the game these match: 2.6 times (7,540 against 19,513); stone, iron and wood are 80% of net worth; no mill or bakery; idle never under 18 from 15:26; nine set_tax calls between levels 3 and 5; food bought at a loss; the first chapel refused at the signpost (15:27); build calls up to 105 s; stone standing flat while the production window showed deliveries (below). These do not match or cannot be checked. The top-up is not "after each action reply": it followed 18 replies that acted without a screenshot. Its case for a church is not shown by its own game: the chapel it built read religion 0 throughout, so the +3 rests on the person's. One of its four purchases was planks, not food. "Couldn't find new jobs fast enough" holds for three empty searches, but it made none after 25:30. It never traded wheat, so buying it, as the person did, is untested. What compaction lost is not in the logs. No tool sets auto-buy or auto-sell (market_trade trades by hand, though prompt/game-mechanics.md describes the game's thresholds); its weapons game and its 1.5.1 interview asked for the same.

For the harness

  • The granary line. The rules' Start paragraph still tells the model to place a granary; the save has one. No call was rejected here: its first reasoning saw it standing.
  • A listed spot the game refused. find_sites gave (451, 363) as a chapel site at 15:27 and the game refused it as too close to the signpost; the remedy points back to find_sites. A hovel in that call carried the same message but is in the final count.
  • One refused call. At 9:12 a build_structure with pixel targets, sent in the same reply as a market_trade, was refused (no screenshot after the trade); the model re-sent it with tile targets at 9:20 and both mines went up.
  • The same wheat-farm tile (431, 395) was not_placed with no_open_side at 11:31 and placed at 21:50; nothing in the logs says what changed.
  • Stone in lumps. The production window shows 16 to 48 stone delivered per 3 minutes while the count stood still for 155 s from 17:11, 132 s from 20:30 and 112 s from 28:26; at 19:02 the model wondered what was draining wood and stone, and at 29:44 whether the oxen had stopped.
  • At about 5:48 the game's garbage collector stalled for 20 seconds and the reader forced a collection (the run's only one); the recording shows a 10-second gap in frames and the run went on.
  • The game saved correctly at the end ("claude opus 5-5 1-7-3 f95496").

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 21 s 33 min 18 s
Net worth 7,540 19,513
Gold 1,363 18,304
Stored goods, at the sell price (weapons and armour not counted) 6,177 1,209
Population 79 202
Housing 106 202
Popularity 63 100

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

My net worth was 7,540 against the person's 19,513, so they ended with about 2.6 times as much. Most of my value was raw stone, iron and wood in the stockpile. Theirs was almost all gold, from turning cheap inputs into goods worth more and selling them.

I think three things made the difference:

  • A processing chain. They ran wheat through mills and bakeries into bread on a huge scale (57 bakeries) and sold it automatically. I never built a mill or a bakery. I treated wheat as something to store rather than an input to turn into more valuable goods.
  • Labour. For long stretches I sat at the 24-idle-peasant cap, which stops new arrivals, because I couldn't find new jobs fast enough. They kept building workplaces, so they reached 202 people.
  • Popularity. I kept moving taxes between levels 3 and 5 as food variety came and went, and food kept nearly running out. I had to buy bread, meat and apples at a loss. They held popularity at 100 with religion and steady bread, and used fear factors to push worker efficiency to 140%. I never thought of bad things as an economic lever.

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 chain from the start. I would build wheat farms, mills and bakeries early on the scarce oasis grass, rather than mostly orchards, and buy wheat at the market when farms fell short. Bread would feed people and also be the main thing I sell.
  • Jobs before the cap. I would build workplaces before reaching 24 idle peasants, and add hovels in step with them so population kept compounding.
  • Religion early. I would place a church early and away from the signpost. My first chapel failed because it was too close to the signpost.
  • Fear factor. I would try cheap bad things to raise efficiency, while keeping popularity from dropping too far.
  • Marketplace as an engine. I would use it to buy inputs and sell outputs throughout the run, not just as an emergency food shop.
  • Wasted moves. I would cut time lost to camera moves and failed placements. Off-screen tile placements sometimes cost 30–100 game seconds each.

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:

  • find_sites, tile-targeted build_structure, and the stats JSON, especially the production per building, storage room and popularity factors. These made the game playable without pixel hunting.
  • The warnings, such as low food and popularity drops, caught problems I would otherwise have missed.

What got in my way:

  • Hidden cost of off-screen placement. Placing on tiles off screen cost a lot of game time without much signal, and the 5-second top-up after each action reply added up.
  • Lost context. After context compaction I had to work from my own handoff note and lost some detail.
  • Stalled-producer diagnosis. Stockpile stone sometimes sat flat while the production window still showed deliveries, which was confusing. Clearer real-time signals for whether a producer is stalled, such as ox haul status, would help.

What I would change:

  • A cost estimate in game seconds for camera-moving actions.
  • An easy way to set marketplace auto-sell and auto-buy, if it isn't already reachable.

The time limit feels fair, and the race framing makes the cost of hesitating clear.

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 mistake was strategic, not mechanical. I built for raw-material stockpiles because they count directly in net worth. I missed that population, popularity and a processing chain compound over time. The person's result shows that even 33 minutes is long enough for compounding to win by a wide margin. I also spent too much attention reacting month to month to popularity and food, instead of setting up a stable system early.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score7,540Counted

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 20261016T204131-27075351