One episode · Oasis by the Sea (no arms)

Claude Fable 5.1

Benchmark 1.7.3No arms: weapons and armour count nothingAnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-fable-5-1
Served via
Anthropic API
Max output
32,768 tokens
Played
16 October 2026
Score
40.5
Crusader Bench score on Oasis by the Sea (no arms): 0 is doing nothing, 100 the person’s game
Net worth
7,664
+6,444 over doing nothing, 35% of the person’s gain of 18,293
Population
86
41% of the person’s gain of 198 · popularity 82
Cost
~$2.15
1.9M tokens; ~ at list prices, the API reports no bill
Time
33 game min
27 min of wall-clock time, 34 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

7,664net worth
Gold
425
Stored goods, at sell price
7,239
Over the baseline (do nothing)
+6,444
Population / housing
86 / 114
Popularity
82
Food
3
Structures (map-wide)
100
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 stock7,239 gold in goods

GoodUnitsPriceValue
Gold4251425
Iron204234,692
Stone27371,911
Wood6281628
Apples248
Net worth7,664

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 worth7,66419,5131,220
Gold42518,304
Stored goods, at the sell price7,2391,209
Population86202
Housing114202
Popularity82100

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
28 stockpile piles, 3 empty; 1 granary holding 2 food

Buildings67

  • Woodcutter18
  • Hovel13
  • Iron Mine8
  • Ox Tether7
  • Stockpile7
  • Apple Orchard5
  • Quarry5
  • Dairy Farm1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls69

  • find_sites23
  • build_structure13
  • wait_and_observe12
  • set_tax6
  • place_near4
  • set_rations4
  • expand_storage3
  • market_trade2
  • inspect_building1
  • map_overview1

Play

Turns
34
Buildings placed / attempted
53 / 55
Anchor-tool placements
11
Tool errors
1
Raw inputs sent to the game
346
Context compactions
1
Game time
33 min

Compute

Tokens
1.9M
Served from cache
96%
Output tokens
14K
Cost, at list prices
~$2.15
Wall-clock time
27 min
of which inference
4 min
Peak game memory
3,416 MiB

The plan, before play

My understanding: I have ~33 game minutes on the Oasis by the Sea free-build map. The score is net worth (gold + stored goods at sell prices) first, then population and popularity. No soldiers or defences. The start package (1000 gold, 50 wood, 25 stone, 50 bread) arrives over the first ~25 seconds.

Opening plan:

  1. Place the granary near the keep/stockpile immediately.
  2. Build 2–3 woodcutters by the nearest trees, then hovels for housing.
  3. Build a marketplace early; buy wood with gold to accelerate construction if it pays back.
  4. Iron mines on the ore strip just north of the keep (iron is worth 23 each — strongest raw-material value), plus a quarry with ox tethers on the stone deposit if reachable.
  5. Food: apple orchards and dairy farms on the oasis grass south-west; keep popularity above 50 so peasants keep arriving, then set low taxes once popularity allows.
  6. Expand stockpile/granary storage before it fills; sell surplus if storage runs short; keep building to the last minute.

Commentary during play3

  1. Wood 95. Place 3 orchards (30 wood), a dairy farm, and more iron mines.

  2. Everything is set; storage has plenty of room and popularity is rising. I'll let the remaining time run out, checking periodically.

  3. Popularity is 81 and climbing, so the bribe is no longer needed — switch to no taxes to stop spending gold for the final minute and a half.

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 (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 d8879c7c, series 20261016T214423-f9ec3818, 2026-10-16: Fable's no-arms game of the 1.7.3 batch, a fresh series with no memory of its others. Its weapons-counted game on this version (run 774922a5, series 20261016T211319-db0beedb) was played earlier that day; its Oasis games from earlier rounds are run 9f070d6b (1.6.3) and run c7ad54c2 (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 7,664 7,559 8,826 8,450 19,513 1,220
Gold 425 883 773 443 18,304
Stored goods, at the sell price 7,239 6,676 8,053 8,007 1,209
of which weapons and armour 0 45 285 0
Population / housing 86 / 114 84 / 122 82 / 90 90 / 122 202 / 202
Popularity 82 (+1 next month) 57 (+1) 80 (+1) 100 (+1) 100
Idle peasants 24 24 24 24
Score 40.5 37.5 45.2 46.0 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 6,444 over leaving the game alone, 35.2% of the person's 18,293, against 6,339 (34.7%) 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 40.5: 28.18 points from net worth, 4.14 from 86 people and 8.20 from popularity 82. That is 3.1 above the weapons game, 4.7 under the 1.6.3 game and 5.4 under the 1.5.1 game. The stored goods are 204 iron (4,692), 273 stone (1,911), 628 wood (628) and 2 apples (8); iron and stone are 86% of net worth. The town ended with 24 idle peasants, 28 free places in its hovels and 3 food.

How the game went

Times are the game clock when a call began, read from the recording (the run clock quoted in observations reads 4 to 6 seconds later). A build call keeps the game running 15 to 83 seconds; the game is paused while the model replies.

0 to 5 minutes. Two woodcutters and an iron mine at 0:02 (78 s; a second mine was one wood short). It saw the granary standing and never asked for one. Marketplace at 1:32, 100 planks for 400 gold at 2:16 (76 s of clicking), then three iron mines (3:32) and two hovels (4:17). First iron at 4:34; two stockpiles at 5:03, when no pile was empty.

5 to 13 minutes. Three orchards and a dairy farm (6:06), three iron mines (7:09). With 17 food it set half rations (7:51) and average taxes (7:59); popularity fell from 97 to 80 by 9:21, and it set rations back to full (9:22) and taxes to low (9:29). At 11:18, the eighth and last iron mine, a fifth orchard and two woodcutters; a dairy farm and a hovel call (12:41) found no room.

13 to 21 minutes. Two quarries, two ox tethers and three hovels at 13:03 and again at 15:34; a fifth quarry and two tethers at 17:56; three hovels at 19:38 (housing 114). Taxes to none at 15:14. Dairy and orchard searches came back empty from 15:25 to 15:34, quarry searches at 19:38. The first stone arrived at 17:42, 4 min 39 s after the first quarries were ordered.

21 to 27 minutes. Idle peasants read 19 at 19:36 and 24, with no open job, at every reading from 21:43. It noted that 24 idle stop new arrivals and placed four woodcutters at 21:45, 24:17 and 26:25 (the last call ended at 27:04); the population went 74, 78, 82, 86. Food fell from 65 (17:35) to 25 (24:07), a "Food is low" warning, and half rations at 24:08 took popularity from 86 to 59 by 28:43.

28 to 33 minutes. Full rations at 28:38, a large bribe at 28:45, a small one at 29:02, two stockpiles at 29:09, compaction at 29:33, waits of 120 and 90 seconds, taxes to none at 31:49. Gold fell from 790 to 425, popularity rose from 60 to 82, and food ended at 3.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,407 1,189 1,024 1,238 1,807 2,464 3,204 3,856 4,739 5,777 6,735 7,664
Gold 987 780 600 630 595 770 790 790 790 790 692 425
Iron 0 0 2 14 34 54 78 101 126 151 176 204
Stone 25 25 25 25 25 25 41 65 113 161 209 273
Food 50 40 27 22 44 56 66 50 28 35 33 3
Population 4 10 21 26 42 45 61 74 78 84 86 86
Popularity 95 100 100 85 74 63 69 78 86 70 69 82

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; the last column is the game's own figure.

Weapons

It left them alone. None of its 64 placements was an armory or a weapon workshop, set_workshop was never called, its two market_trade calls bought planks and sold nothing, and no weapon or armour is in the stored goods or building list at the end. The logs mention weapons once, in the hand-off written at the compaction (29:33): "weapons/selling not pursued". None of its 24 reasoning blocks, 3 text replies or its opening plan names an armory, a workshop or a weapon. The rules it read say weapons and armour count nothing in the armory and bring their gold when sold, and print no weapon prices.

Its weapons-counted game placed an armory (15:44) and one fletcher's workshop (17:09; 100 gold and 20 wood by the table in prompt/game-mechanics.md), and four other workshop orders failed for 25 gold. It ended with 3 bows worth 45, for about 131 of gold and wood: roughly 85 of net worth, 0.4 points. So weapons do not explain the 3.1 points between the two games, which split into 0.46 from net worth, 0.10 from population and 2.50 from popularity (82 against 57). Nor do they explain the move from its earlier rounds: the 1.6.3 game held 285 in weapons (1.2 points), the 1.5.1 game, whose rules gave them no weight, none. The four games (1.5.1, 1.6.3, weapons game, this one) differ in iron mines (13, 12, 11, 8), stone (169, 241, 25, 273) and popularity (100, 80, 57, 82).

Beside its other games and the other models

No arms (this) 1.7.3, weapons counted 1.6.3 1.5.1
Iron mines / quarries / ox tethers 8 / 5 / 7 11 / 0 / 0 12 / 4 / 11 13 / 5 / 4
Woodcutters / hovels 18 / 13 30 / 14 2 / 10 14 / 14
Food buildings 5 orchards, 1 dairy farm 6 orchards 5 orchards, 2 dairy farms 5 orchards, 1 dairy farm
Weapon workshops / armories 0 / 0 1 / 1 2 / 1 0 / 0
Iron / stone / wood in store 204 / 273 / 628 246 / 25 / 606 256 / 241 / 101 276 / 169 / 336
Planks bought 140 190 (200 sold) 340 275
Last building placed 29:09 (2 stockpiles) 27:30 (6 woodcutters) 24:40 27:43
Turns, play plus preparation 34, $2.15 33, $2.16 28, $1.93 39, $2.83

The weapons game built 30 woodcutters and a chapel but no quarry, and changed taxes eight times between high and none. This game ended 105 higher in net worth: stone +1,736 and wood +22, against iron −966, gold −458, apples −184 and weapons −45. Against the 1.6.3 game it is 1,162 lower (iron −1,196, gold −348, weapons −285, apples −84; wood +527, stone +224) and against the 1.5.1 game 786 lower (iron −1,656, apples −132, gold −18; stone +728, wood +292). Iron, from four or five fewer mines, is more than the whole of both gaps.

Beside the other models. Of the eight 1.7.3 games so far this has the highest score (next: Opus no arms 37.7, Fable weapons 37.5, Sonnet weapons 36.5) and the second-highest net worth, after Sonnet's weapons game (7,832, 240 of it in weapons). By model, the no-arms game scored higher for Haiku (26.9 against 23.0), Opus (37.7, 32.9) and Fable (40.5, 37.5), and lower for Sonnet (31.4, 36.5). Among the 1.6.3 round's second games 40.5 would stand fifth of eleven, after Gemini 4 Argon (68.0), GPT-6.1 Sol (54.6), Fable's own 45.2 and Sonnet (44.9); against the first round, seventh, after Opus (52.0), Muse Wonder (51.4), Gemini (51.0), Fable (46.0), Sonnet (43.6) and Sol (43.4). Those rounds ran other versions and, from 1.6.0, counted weapons.

What held it back

  • Eight iron mines, not twelve. At the end a mine made about 1 iron a minute (23 gold-equivalent, 12 per worker), a woodcutter 3.5 wood. The 1.6.3 game put 12 mines on the same ore strip, the 1.5.1 game 13. Its three iron searches, all around (419, 341), gave four sites at 0:02, four at 6:06 (three built; (420, 350) was left), one at 10:28, and none followed. It wrote "with only one spot left" (10:28), "no extra iron mines nearby" (15:34), and the hand-off said "all ore spots used"; hovel searches at 13:03, 15:34 and 19:38 listed ore ground at (430, 344) and (430, 343), where a mine was never tried.
  • Jobs ran out, and wood took them. Open jobs read 0 in every observation and 24 stood idle, the arrival cap, from 21:43, with housing not the limit (114 places for 74 people). A woodcutter is one job: the twelve placed from 21:45 were followed by 12 more people, for 36 wood. Wood ended at 628 (8% of net worth); at 31:47 the 18 cutters made about 62 a minute against 191 from eight mines. After 19:38 its only searches were for woodcutter sites.
  • Gold sat idle, then went on bribes. Gold stood at 790 from 15:23 to 29:08 (13 min 45 s): taxes were none and every building it placed cost wood only. The gold-priced buildings in the rules (chapel 250, inn 100) went untried; at 13:03 it wrote "I'll skip the church for now". The bribes took 365 gold (1.6 points) and carried popularity from 60 to 82, at most 2.2 points. At the +1 a month it earned at no taxes it would have reached about 70 unaided (an estimate from the monthly change in the observations), so the bribe bought about 1.2 points for 1.6.
  • Half rations, then thin food. Food was apples and a little cheese from five orchards and one dairy farm: 65 stored at 17:35, 3 at the end. Half rations (24:08 to 28:38) lifted the stock from 25 to 43 but cost 27 popularity points, which the bribes then paid for. It built no wheat farm, mill, bakery or inn; its reasoning names wheat once (15:34, "no oasis for wheat") and none of the others.
  • Nothing built in the last six minutes but two stockpiles (29:09). Wood rose from 256 to 628 and the 28 free places in the hovels stayed empty.

What worked

  • Stone with ox tethers. Five quarries and seven tethers, first ordered at 13:03 after it had judged the 50-tile distance marginal at 10:28, gave 273 stone (1,911, 25% of net worth), 16 to 19 a minute at the end; the weapons game built none and ended with 25. Nothing arrived before 17:42.
  • Early mines on bought planks. Three mines at 3:32 and eight by 11:18 gave 204 iron (4,692, 61% of net worth).
  • Popularity and population. Popularity never fell under 59 and ended 25 above the weapons game; population 86 is the higher of its two 1.7.3 games.
  • Warnings and placements. Of six warnings, four were followed in the next call by a rations or tax change (9:22, 24:08, 28:38, 31:49); the other two were the half rations it had chosen (26:23) and food with 3¾ minutes left (29:30). All 64 placements reported as placed are in the final count; three did not go through (iron mine 0:02, dairy farm 11:18, hovel call 12:41), each with a named remedy. No call was refused and no model request failed.

Market

140 planks (4 each, worth 1) bought for 560 gold: 100 at 2:16 (76 s) and 40 of 60 asked at 10:28 (38 s; stopped, "a purchase did not show in the reader within 5 seconds"). Nothing sold. The purchases lost 420 of net worth against the sell price, 5.5% of the final; selling leaves net worth unchanged. These are units at the market's fixed prices. The two calls took 114 game seconds, 5.7% of the budget.

Cost and speed

34 turns, 69 tool calls (23 find_sites, 13 build_structure, 12 waits, 6 set_tax, 4 place_near, 4 set_rations, 3 expand_storage, 2 market_trade, one map_overview, one inspect_building), 1.92 million tokens and $2.152 at the profile's prices ($10 per million input, $50 output, $0.25 cache read, $12.50 cache write): preparation $0.399, play $1.687, compaction $0.066. The agent run took 27.1 real minutes, 3.9 of them waiting for the model (about 7 s a reply); 8 waits ran fast-forwarded (555 game seconds in 267). The context was compacted once, at 29:33 (11 s). All 34 requests read the prompt cache, 97.2% of input tokens, with no provider routing. The interview cost about $0.079, with 35,616 of its 37,927 tokens read from the cache; it began 1 min 46 s after the last gameplay reply.

Of the 2,000 game seconds, building took 927 (build_structure 722 over 13 calls, place_near 111, expand_storage 94): 14.5 s for each of the 64 buildings placed, 46% of the budget. Waits took 735, the market 114, set_tax and set_rations 76, the find_sites calls and the inspection 32, and 11 host top-ups of 5 s 55. By the same count the weapons game took 15.8 s a building (71, 1,121 s), the 1.6.3 game 13.7 (53, 728 s) and the 1.5.1 game 11.2 (62, 697 s). All four of these games ran with the host on the game machine (since 2026-10-16); the other models' 1.5.x and 1.6.x games, hosted on the Mac, took about 3 to 10 s a building on the same versions, so part of the time is the host's location, not the model or the version.

The interview

Fable put its net worth at under half the person's and called its game "an extraction economy" against the person's conversion-and-sale one: its value was stored raw goods, theirs gold from bread (57 bakeries, sold automatically). It named its own faults (bribes, 24 idle peasants, 86 people in housing for 114). Playing again it would build wheat, mills and bakeries early, keep housing ahead and jobs open, use a church in place of bribes and gallows for worker speed, cut woodcutters to construction needs and sell surplus wood. It found the tools strong (find_sites, tile targets, production per building), and said its compaction hand-off had "already decided" nothing essential was left, so the last minutes went on waiting.

Against the game these match: 94% of its net worth in raw goods (7,239 of 7,664) and 94% of the person's in gold (18,304 of 19,513); 18 woodcutters at 1 each; 365 gold in bribes; 24 idle; 86 people for 114 places; no mill or bakery; production per building in every observation since 1.7.0; the hand-off reads "nothing essential". These do not match or cannot be checked. Housing was never short, jobs were. "Sell surplus wood for building gold" has no use here: no building it placed cost gold, 790 gold sat unspent for 13¾ minutes, and selling wood leaves net worth unchanged (its own hand-off says so). Cutting woodcutters would have removed what kept the population rising. "Punishes surveying" does not hold: find_sites, map_overview and inspect_building took 32 game seconds, building 927. The idle end did not start at the compaction: the last build call (26:25) ended at 27:04, two and a half minutes before the 29:33 hand-off, which wrote it down. It did not consider auto-sell, but the rules it read mention the market's auto-buy and auto-sell; no tool sets them. A bakery turning cheap wheat into bread "with a large value multiplier" is not checked: the rules list wheat 8, flour 10 and bread 4 at the sell price, and the run never traded wheat or built a mill. The 57 bakeries are from the interview prompt.

For the harness

  • The granary line. The rules' Start paragraph still tells the model to place the granary; the save has one. Its opening plan began "Place the granary near the keep/stockpile immediately", and its first reasoning at 0:02 saw one standing, so no call was rejected.
  • The hand-off. The compaction summary is the model's own. Here it declared "nothing essential" with 3 min 45 s left, counted 6 ox tethers (there were 7) and about 12 hovels (13), and gave "all ore spots used" for iron, which no search after 10:28 checked.
  • Placements moved by the retry. Four placements came back "The target was blocked": quarries moved 6 and 7 tiles (to (388, 387) at 13:03 and (374, 389) at 17:56), tethers 3 and 2 tiles.
  • Auto-trade. The rules mention auto-buy and auto-sell; no tool sets them, and the interview notes that market_trade offers only manual lots.
  • The only tool error was the final wait, answered "Session deadline" at 33:17. The run ended during a fast wait and the host pressed the speed down three times. The game saved correctly ("claude fable 5-1 1-7-3 d8879c").

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 7,664 19,513
Gold 425 18,304
Stored goods, at the sell price (weapons and armour not counted) 7,239 1,209
Population 86 202
Housing 114 202
Popularity 82 100

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

My 7,664 is a clear step above leaving the game alone (1,220), but it is less than half the person's 19,513. The composition tells the story: almost all of my value sat in stored raw goods (wood at 1 each, stone at 7, iron at 23), while the person's value was almost entirely gold earned by selling a processed product. I ran an extraction economy; they ran a conversion-and-sale economy. Bread sells for 4, and a bakery turns cheap bought wheat (via flour) into bread with a large value multiplier — 57 bakeries feeding an auto-selling marketplace is a money pump that scales with population and workers, whereas my 18 woodcutters produced a good worth 1 each. I also spent gold on bribes to hold popularity, capped my own growth by letting 24 idle peasants sit at the campfire with no jobs, and stopped at 86 population with 114 housing, while they used fear-factor buildings (free efficiency) and religion to keep popularity at 100 with 202 people fully employed. The difference was strategy, not execution: I never evaluated the value-added of each chain, and spent too much time on sites that produced low-value goods.

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

I would build the wheat→mill→bakery chain early and let the marketplace auto-sell bread, buying wheat when farms can't keep up, since the gold-per-worker of that chain dwarfs woodcutting. I would build hovels far more aggressively and keep housing ahead of population, building jobs so that the 24-idle cap never stalls arrivals. I'd put up a church/cathedral for religion popularity instead of paying bribes, and use gallows/gibbets for worker efficiency since popularity could absorb the penalty. I'd keep iron mines and quarries (iron at 23 is still good) but cut woodcutters to only what construction needs, and I'd sell surplus wood for building gold rather than hoarding it. Overall: think in gold per worker-minute, not in "fill every resource site."

3The benchmark

Interviewer

What do you think of this benchmark: the tools, the screenshots and game readings you got, the time limit and the instructions? What helped you, what got in your way, and what would you change?

Claude Fable 5.1

The tools were strong: find_sites, build_structure by tile, expand_storage and the reader stats removed most of the pixel-hunting pain, and the production-per-building figures were genuinely useful. The time limit of 33 game minutes is tight enough that early decisions dominate, which rewards planning over reaction — fair, but it punishes surveying. What got in my way was mostly myself: context compaction left me with a handoff that had already decided "nothing essential left," so the final minutes were wasted waiting. A tool that estimates value-added per chain (or just a reminder that bread auto-sell exists via the marketplace panel) would have helped; the market_trade tool only exposed manual lots, so I didn't consider auto-sell. The instructions were clear and the scoring was well explained.

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 is a useful lesson: the reader hinted at the right answer (sell prices listed in the rules, "turning goods into goods worth more than their inputs") but I pattern-matched to a generic "grab every resource" opening and never revisited it once the economy was running. The person's build — 57 bakeries, mass fear-factor buildings — is a very game-specific exploit of the pricing table, and finding it needs either prior knowledge or a willingness to do the arithmetic early. I did neither, and the score reflects it honestly.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score7,664Counted

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 20261016T214423-f9ec3818