One episode · Large Barren Desert (no arms)

Claude Haiku 5.5

Benchmark 1.7.3No arms: weapons and armour count nothingAnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-haiku-5-5
Served via
Anthropic API
Max output
32,768 tokens
Played
17 October 2026
Score
15.6
Crusader Bench score on Large Barren Desert (no arms): 0 is doing nothing, 100 the person’s game
Net worth
5,617
+425 over doing nothing, 9% of the person’s gain of 4,792
Population
46
17% of the person’s gain of 246 · popularity 68
Cost
~$0.04
2.2M tokens; ~ at list prices, the API reports no bill
Time
33 game min
20 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 Haiku 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

5,617net worth
Gold
2,093
Stored goods, at sell price
3,524
Over the baseline (do nothing)
+425
Population / housing
46 / 50
Popularity
68
Food
5
Structures (map-wide)
41
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 stock3,524 gold in goods

GoodUnitsPriceValue
Gold2,09312,093
Iron91232,093
Stone1387966
Ale2010200
Pitch2010200
Wood45145
Meat5420
Net worth5,617

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

Beside a person’s gameLarge Barren Desert, the same game time

This episodeThe personLeft alone
Net worth5,6179,9845,192
Gold2,0938,574
Stored goods, at the sell price3,5241,410
Population46250
Housing50250
Popularity68100

The person played Large Barren Desert for 33 min 33 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
July 1178
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
12 stockpile piles, 2 empty; 1 granary holding 5 food

Buildings21

  • Hovel5
  • Iron Mine4
  • Quarry4
  • Stockpile3
  • Ox Tether2
  • Granary1
  • Keep1
  • Marketplace1

Tool calls78

  • wait_and_observe29
  • market_trade11
  • find_sites9
  • set_tax9
  • build_structure7
  • inspect_building4
  • place_near3
  • building_info2
  • center_on1
  • expand_storage1
  • map_overview1
  • observe1

Play

Turns
40
Buildings placed / attempted
10 / 10
Anchor-tool placements
8
Tool errors
1
Raw inputs sent to the game
279
Context compactions
1
Game time
33 min

Compute

Tokens
2.2M
Served from cache
95%
Output tokens
16K
Cost, at list prices
~$0.04
Wall-clock time
20 min
of which inference
4 min
Peak game memory
3,548 MiB

The plan, before play

Understanding of the task

I'm growing the economy of a Large Barren Desert Free Build settlement for 33.3 game minutes. Net worth counts most, then population and popularity. Net worth is gold plus stored goods at marketplace sell prices (wood 1, stone 7, iron 23, pitch 10, food 4 to 8). Buildings count only through what they produce. Recruiting soldiers and building walls or other defences are not allowed.

Key constraints:

  • There is no oasis grass, so no farms of any kind. Food has to come from elsewhere, so I'll rely on the marketplace and on rations/taxes, and I'll check whether any food source is viable.
  • Stone is about 100 tiles west and iron about 60 tiles east, so raw-material income will be slow to set up.
  • Woodcutters near the trees are the nearest income.
  • Buying wood at the marketplace (4 gold per plank) lowers net worth, so buy only when it accelerates buildings that pay back.

Opening plan

  1. Place the granary if prompted. Then place 2–3 woodcutters beside trees near the stockpile.
  2. Build hovels for housing, since each adds 8 people. Keep popularity above 50 so peasants arrive.
  3. Build a marketplace early for trading and for converting surplus.
  4. Set up stone (quarry plus ox tether) and iron (iron mine) at the distant deposits once wood and housing are running. Use the stockpile and check travel distance first.
  5. Expand storage before piles fill. Keep taxes low until popularity is secure, then raise them for steady gold.
  6. Review status and inventories every few minutes. Remove bottlenecks and keep idle peasants low.

Commentary during play18

  1. The quarries have workers and stone piles beside them, but no ox is visible at the tethers. I'll inspect the tether to see whether it has an ox.

  2. The quarry workers are carrying stone but nothing reaches the stockpile, and no oxen are visible. Stone is stuck, so I'll stop adding quarries. Iron is the working income, so I'll look for more iron mine sites beside the existing mines.

  3. Stone is now arriving (8 delivered), and the new iron mine is placed. Food has fallen to 39, so I'll buy meat.

  4. Stone and iron are both flowing now. Popularity is 59, so I can afford low taxes for some gold income.

  5. Popularity is falling to 54 at low taxes, so I'll return to no taxes. Food is at 36, so I'll buy more meat.

  6. Food is at 66 and the iron and stone flows are steady. I'll let time pass and check the economy again.

  7. Food fell by about 25 in 90 seconds, so I'll buy another batch of meat and keep waiting.

  8. Popularity is 64 and stone is building up. Idle peasants are capping population, so I'll check which cheap buildings use stone rather than wood.

  9. Hovels cost 6 wood and quarries cost 20. Iron mines are worth far more per building (about 18 gold a minute against 5 for stone), so I'll look for another iron site.

  10. No more iron sites are in range. I'll raise taxes back to low, since popularity is 64, and keep the food stocked.

  11. Food is down to 27, so I'll buy a large batch of meat.

  12. Popularity has dropped to 50, which is the threshold where peasants start leaving. I'm returning taxes to none.

  13. Food is down to 32 again, so I'll buy meat and let popularity recover.

  14. Food use is about 20 a minute. I'll keep buying in larger batches and let time pass.

  15. Popularity has recovered to 63. I'll try low taxes again for a short while and buy a little more meat.

  16. Popularity is sliding toward 50 again, so I'm returning taxes to none and buying food.

  17. With under four minutes left, I'll buy enough meat to carry the population to the end.

  18. Food is at 34, which covers the last minute and a half. I'll let the remaining time run.

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 Haiku 5.5 (claude-haiku-5-5) on the Anthropic API, reasoning medium, output limit 32,768 tokens
  • Benchmark: Large Barren Desert 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 45c5de42, series 20261017T144844-41ded8e2, 2026-10-17: Haiku's no-arms game on this map, a fresh series with no memory of its others, played just after its weapons-counted game (run 15f95969, series 20261017T142805-482f85c6). Its earlier desert games are run e6c76e0e (1.5.6) and a37e8611 (1.6.3). 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 1.5.6 game The person Left alone
Net worth 5,617 5,669 5,721 6,412 9,984 5,192
Gold 2,093 2,409 2,097 3,428 8,574
Stored goods, at the sell price 3,524 3,260 3,624 2,984 1,410
of which weapons and armour 0 1,055 785 0 (not offered)
Population / housing 46 / 50 26 / 26 34 / 34 32 / 42 250 / 250 4
Popularity 68 (+1 next month) 100 100 51 100 0
Score 15.6 18.9 20.1 26.6 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 425 over leaving the game alone, 8.9% of the person's 4,792, against 477 (10.0%) in the weapons game. By the website's formula (80% net worth share, 10% each population and popularity) the score is 15.6: 7.10 points from net worth, 1.71 from 46 people and 6.80 from popularity 68, the lowest of the four desert games above. The stored goods are 91 iron (2,093), 138 stone (966), 20 ale (200), 20 pitch (200), 45 wood and 5 meat (20). The town ended with 24 idle peasants, 4 free places in its hovels and 5 food. The 5,192 of leaving the game alone leaves out about 1,150 of the starting package, which waits for storage room (docs/benchmark.md); this game took it in (stone, iron, pitch and ale were in the stockpile by 1:17), so against the whole package it ended about 725 lower.

How the game went

Times are the game clock when a call began, read from the recording. The run clock quoted in the observations is read after the call and any wait that follows it, so it reads later by that much.

The opening, 0 to 5 minutes. Its first call (0:00) asked find_sites for woodcutter spots and was told there were no trees within 12 tiles. Three hovels followed at 0:08, the marketplace at 0:19 and two stockpile piles at 0:33. map_overview, first called at 0:50, listed stone 83 to 106 tiles west, iron 57 to 69 tiles east, and no trees or farmland. It put two iron mines on find_sites tiles at once (0:50), then a quarry (1:27) and an ox tether (1:50) on the western stone, high taxes (2:10) and a second quarry (2:35). At 4:02 it added a third iron mine and two more quarries, and a second tether at 4:46. High taxes took popularity from 100 to 65 by 4:42; low taxes followed at 4:43.

Stone that did not come, 5 to 9 minutes. Two hovels at 5:10 made housing 50. From 7:16 there were 24 idle peasants and no open job, and the population stood at 46 from 8:27. No stone reached the stockpile until 8:33, seven minutes after the first quarry. Its two inspect_building calls at the tether's tile (6:50, 7:27) returned the quarry's panel with the tool's warning that it was the building drawn in front. The compaction hand-off (about 7:26) called the cause unresolved ("Do not add more quarries until this works"); at 7:59 it wrote "Stone is stuck, so I'll stop adding quarries" and built a fourth iron mine, its last building.

Waiting and meat, 9 to 33 minutes. 17 replies and no building: nine meat purchases, six tax changes and waits of 45 to 150 seconds. At 15:16 it read that idle peasants capped the population, searched for iron sites around (560, 370), found none within 25 tiles and went back to waiting. The wait begun at 31:35 ended early with "Food is low: 14 in the granaries for 46 people on full rations"; it waited out the last 31 seconds and the game ended with 5 food.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,576 6,016 5,877 5,751 5,595 5,558 5,546 5,477 5,317 5,261 5,151 5,617
Gold 4,350 5,023 4,813 4,497 4,084 3,764 3,512 3,239 2,839 2,407 2,093 2,093
Iron 0 15 19 25 32 41 49 57 65 73 81 91
Stone 0 50 50 58 66 82 90 98 106 122 130 138
Food 39 39 53 57 67 58 58 49 49 69 60 5
Population 2 28 38 46 46 46 46 46 46 46 46 46
Popularity 100 89 60 57 57 63 52 55 62 54 60 68

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; ale and pitch (400) are left out, so it reads low. The last column is the true net worth.

Where the starting package went. No building cost gold and nothing was sold, so taxes are the remainder of the gold: 5,000 + 693 − 3,600 = 2,093.

Net worth
Starting package at the sell price (5,000 gold, 55 meat, about 245 wood, 50 stone, 15 iron, 20 pitch, 20 ale) 6,560
Iron mined: 76 (15 to 91) +1,748
Stone quarried: 88 (50 to 138) +616
Taxes +693
Food eaten: 500 units (450 bought for 3,600 gold, 50 of the starting 55 meat at 4) −3,800
Wood used in buildings (about 245 to 45) −200
Final 5,617

Weapons

It left them alone. It built no armory and no fletcher's, poleturner's, blacksmith's or armorer's workshop, sold nothing, and held no weapon or armour at the end. None of its 78 tool calls touched them: all 11 trades were meat purchases. A search of the reasoning and text of its 40 replies, its preparation reply, its tool arguments and its compaction hand-off for weapon, armory, armour, workshop and the weapon names finds nothing, so the rule that sold weapons bring their gold never came into play. Its weapons-counted game built five workshops and two armories between 1:50 and 19:06.

Beside its other games and the other models

No arms (this) 1.7.3, weapons 1.6.3 1.5.6
Net worth without weapons 5,617 4,614 4,936 6,412
Weapon workshops / armories 0 / 0 5 / 2 3 / 1 not offered
Iron mines / quarries / ox tethers 4 / 4 / 2 3 / 0 / 0 3 / 2 / 2 4 / 0 / 0
Stone / iron in store 138 / 91 50 / 59 138 / 63 50 / 91
Meat bought, units / gold 450 / 3,600 250 / 2,000 325 / 2,600 250 / 2,000
Last building called 7:59 19:06 7:08 7:16
Score 15.6 18.9 20.1 26.6

Leaving weapons out of the count did not lift this model's score. The 1.7.3 pair is a net-worth tie (5,669 and 5,617); the weapons game's 1,055 of arms (swords 360, armour 270, bows 225, spears 200) is the difference. Without them it stands at 4,614, and this game's extra 1,003 is 32 more iron (736) and 88 more stone (616), less 316 gold, 25 wood and 8 meat. By the costs and inputs in prompt/game-mechanics.md, that wing cost 600 gold and about 100 wood and used about 21 iron and 50 wood, 1,233 in all, to make 1,055, about 180 below building none. The weapons game still scored 3.3 more: popularity 100 against 68 (+3.2) and net worth (+0.9), less 26 people against 46 (−0.8). Across the four desert games the score fell 26.6, 20.1, 18.9, 15.6 and the last has no weapons counted, so in these games weapons do not explain the fall. The meat bought follows the people fed (32, 34, 26 and 46 people; 250, 325, 250 and 450 meat), and this game fed the most.

Of the four no-arms desert games played so far, Haiku is third by score:

Haiku (this) Sonnet 5.5 Opus 5.5 Fable 5.1
Net worth / score 5,617 / 15.6 6,407 / 28.7 8,808 / 67.1 5,337 / 11.6
Quarries / ox tethers 4 / 2 11 / 12 11 / 35 3 / 8
Stone at the end 138 466 760 194
Wood bought 0 160 450 505
Population / popularity 46 / 68 75 / 55 99 / 29 58 / 70

Haiku bought no wood and had the fewest oxen per quarry. Opus and Fable built weapon workshops anyway and sold goods (Opus 1,070 in pikes, armour and stone; Fable 2,925 in bows, spears, swords and armour); Sonnet built none.

What held it back

  • Jobs, then nothing built. Four mines, four quarries and two tethers gave 22 jobs for 46 people; 24 stood idle from 7:16. It named the cap at 4:02 ("jobs are the real bottleneck") and at 15:16, yet called no building after 7:59: the last 25 minutes passed with 45 wood and gold falling from 4,657 to 2,093. Its hand-off called wood "the binding resource" and noted "Buying wood costs 4 each", and the rules offer buying wood; every trade was meat. Its one iron search after 7:59 was around (560, 370); map_overview had listed ore at (561, 380) and (562, 408), and find_sites at 4:02 had returned quarry spots it did not use. Each mine delivered about 0.7 iron a minute (16 gold).
  • Food bought at a loss. 450 meat cost 3,600 gold, 72% of the starting 5,000, and was worth 1,800. On full rations (never changed) the 46 people ate about 17 a minute (35 on hand at 31:30, 6 at 33:15). At 29:24 its reasoning said "10 lots" to cover about 80 units and the call was 8 lots (40); 5 food, about 18 seconds' worth, was left.
  • Stone: seven minutes to the first delivery, then two oxen for four quarries. Stone arrived in lots of 8, one or two a 3-minute window: 88 in 25 minutes (616). After it flowed (9:47: "Stone and iron are both flowing now") it added no quarry or tether.
  • Nothing for popularity but taxes. One food, no inn or chapel. Low taxes took popularity to 54, 54, 50 and 54, each time answered by no taxes (7:17, 10:51, 18:32, 26:41). It ended at 68; the weapons game ended at 100.

What worked

  • Iron first, by tile. Two mines at 0:50 from map_overview and find_sites with no screenshot, four by 7:59; the one it inspected was staffed 2/2. First iron at 4:11; 76 mined, 1,748 of net worth (31%).
  • Taxes. 693 gold, more than the 425 of growth: without it net worth would have ended at 4,924, below leaving the game alone. Popularity never went under 50 and the population never fell after 8:27.
  • Placements and warnings. 18 of 18 placed and all are in the final count; no call was refused. The popularity warning on the wait begun at 4:33 ("fell from 76 to 65") was answered at 4:43 by lower taxes.

Market

450 meat bought in 11 calls, 30 to 50 at a time from 3:01 to 29:24, for 3,600 gold at 8 each; nothing sold. The purchases lost 1,800 of net worth against the sell price (4). These are units at the market's fixed prices. The 90 clicks took 113 game seconds.

Cost and speed

40 turns, 78 tool calls (29 waits, 11 market_trade, 9 find_sites, 9 set_tax, 7 build_structure, 4 inspect_building, 3 place_near, 6 others), 2.19 million tokens and $0.042 at the profile's prices (preparation $0.004, play $0.036, compaction $0.002); the weapons game took 36 turns and $0.038. The interview cost about $0.001 more, 60,928 of its 62,834 tokens read from the cache. The agent run took 20.3 real minutes, 4.0 of them waiting for the model (longest reply 10 seconds); the context was compacted once (17 seconds). All 40 requests read the prompt cache, 96.6% of the input tokens, with no provider routing.

Waits took 1,628 of the 2,000 game seconds (81%) and acting calls 339 (17%): market_trade 113, build_structure 91, inspect_building 48, set_tax 28, place_near 28, expand_storage 11. build_structure ran 7 calls for 91 game seconds and placed 10 buildings, 9.1 seconds a building (7.2 counting the 8 more placed by place_near and expand_storage: 130 seconds for 18). The weapons game: 7.8 seconds (78 seconds, 10 buildings). Haiku's 1.6.3 and 1.5.6 games, hosted on the Mac, took 8.6 (112 seconds, 13) and 3.9 (16 seconds, 4). This game and its weapons game ran with the host on the game machine; none of Haiku's earlier games did.

The interview

Haiku put the gap down to population and the economy under it, to having no wood source ("The map has no trees, so I had only the 65 starting planks") and never buying wood, to two quarries that sat idle for several minutes, and to meat bought at 8 and sold at 4. Playing again it would buy wheat and build a mill and a bakery, put up a church and an inn early, then hovels, mines and quarries, buy wood on purpose and avoid taxes above low while popularity is near 50. It found find_sites, inspect_building and the production window useful, found oxen hard to see, and asked for plain notes on maps with no trees or oasis grass.

Claims checked against the run:

  • Match: 46 people in 50 housing at popularity 68; 24 idle with no open jobs; "about 425 above doing nothing"; meat at 8, sold at 4; wood never bought; 5 wood for 20 gold; waiting took 81% of the budget.
  • "Only the 65 starting planks": 65 was the first reading, before the package arrived. Wood stood at 227 at 0:49 and the rules say about 245.
  • "Two quarries", "only two quarries and four iron mines": four quarries (two called by 2:35, four by 4:02); stone arrived from 8:33.
  • "Wood-limited mines": the last iron search (15:16) found no site, and 45 wood stood unspent from 8:52.
  • "The instructions favoured woodcutters and oasis farms": holds for the system prompt's opening playbook ("Wood first: two or three woodcutters", "Food on oasis grass") and its own opening plan. The map rules say there is no oasis grass but not that there are no trees; find_sites (0:00) and map_overview (0:50) did.
  • Not testable here: the bread chain from bought wheat; this game never traded wheat.

For the harness

  • No tether was ever inspected. Both inspect_building calls at the tether's tile (405, 366) returned the quarry's panel with the "drawn in front" warning, so no tether's panel was read. Stone took seven minutes to arrive and the logs do not show why.
  • The opening playbook is generic. It tells every map's model to build woodcutters first and farm oasis grass; here the game's first call was a woodcutter search with no trees to find, and the map rules are silent about trees.
  • The map probe was current: map_overview said "Tree groves (woodcutters): none on this map" and listed cacti as "no wood".
  • The 1.7.0 wait warnings fired: popularity on the wait begun at 4:33, food and a reminder about three minutes of waiting on the wait begun at 31:35. The reply to the food warning did not buy.
  • At about 7:00 the game's garbage collector stalled for 20 seconds and the reader forced a collection (the run's only one); no call failed.
  • The game saved correctly at the end ("claude haiku 5-5 1-7-3 45c5de").

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 33 s
Net worth 5,617 9,984
Gold 2,093 8,574
Stored goods, at the sell price (weapons and armour not counted) 3,524 1,410
Population 46 250
Housing 50 250
Popularity 68 100

Leaving the game alone for the same time ends with a net worth of 5,192.

How do you see your result next to the person's? What do you think made the difference?

Claude Haiku 5.5

My settlement finished at a net worth of 5,617 against the person's 9,984. I had 46 people in 50 housing and popularity 68, against their 250 people, 250 housing and popularity 100. The gap is mostly population and the economy built on it. I spent most of the run with 24 idle peasants and no open jobs, so housing and workers were never the limit; my buildings were. I only ended about 425 above doing nothing, which is a weak result.

I see three causes. First, I found no wood source. The map has no trees, so I had only the 65 starting planks, and each building used up wood I could not replace. That capped how many producers I could place, and I never bought wood at the market to break the cap. Second, my two quarries sat idle for several minutes, and I never worked out why until stone finally started moving. Third, I treated food as a cost to cover by buying meat at 8 each, selling at 4. That kept the population alive but drained gold steadily, and I never built anything that produced food. The person's bread chain, bought wheat, and churches and inns for popularity show a route that does not depend on oasis grass: buy the wheat, mill it, bake it, sell the bread.

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, and so did inns.
  • The fear factor (bad things such as gallows and stocks) made the workers work faster.

Their settlement at the end, read from the game:

  • 250 people in 30 hovels, with no free housing; popularity 100.
  • 95 bakeries and 12 mills, and no wheat farms.
  • 11 inns, which reached everyone with ale, and no brewery or hops farm.
  • 13 quarries and 7 iron mines with 37 ox tethers; no woodcutters.
  • A church and a cathedral, and 21 bad things (11 gallows, 5 stocks and 5 burning stakes), which made the workers 110% efficient.
  • Low taxes and no rations. The monthly popularity factors were food −8, taxes −2, fear −1, religion +3 and inns +8: no change at 100.

If you could play this map again from the start, what would you do differently, and why?

Claude Haiku 5.5

I would start by buying wheat and building a mill and a bakery, rather than waiting on wood-limited mines. Next I would put up a church and an inn early for popularity, then hovels to fill housing, and only then the iron mines and quarries. I would check each quarry's output within the first few minutes and fix the ox tether if stone did not arrive. I would also buy wood on purpose, since 5 wood costs 20 gold and a building that produces more than its cost pays back. I would avoid running taxes above low while popularity sat near 50, because popularity fell fast each time I raised them.

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 Haiku 5.5

The reading tools were useful. The stats, find_sites and inspect_building gave me what I needed to spot idle buildings, and the production window showed when stone and iron were actually moving. The screenshots were less useful for diagnosing ox delivery, because oxen were hard to see. The instructions favoured woodcutters and oasis farms in a way that did not fit this map, and the early guidance left me without a food plan. The time limit was fine for a 33-minute game. I would change the guidance to say plainly when a map has no trees or oasis grass, and to recommend a bread or purchase-based food chain for that case.

4Anything else

Interviewer

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

Claude Haiku 5.5

I used too little of the early game, and I spent too long in waiting loops buying meat. Looking back, the most useful thing I did was to buy food in batches and keep popularity above 50. The least useful was building only two quarries and four iron mines and then stopping, because wood was never reopened as a constraint I could buy my way past.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score5,617Counted

What ran

Benchmark
Large Barren Desert construction (no arms)
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
Prompt / tools SHA-256
e61f644 / f75ebb8
Menu guide
Images 118089d
Save
Large Barren Desert 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 20261017T144844-41ded8e2