One episode · Large Barren Desert

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
17 October 2026
Score
19.1
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
5,865
+673 over doing nothing, 14% of the person’s gain of 4,792
Population
66
25% of the person’s gain of 246 · popularity 53
Cost
~$1.46
2.6M tokens; ~ at list prices, the API reports no bill
Time
33 game min
25 min of wall-clock time, 46 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

5,865net worth
Gold
47
Stored goods, at sell price
5,818
Over the baseline (do nothing)
+673
Population / housing
66 / 66
Popularity
53
Food
0
Structures (map-wide)
84
Attempt
1

The settlement at the endcentred on the keep, zoomed out

The settlement at the end of episode 1, zoomed out over the keep

Final stock5,818 gold in goods

GoodUnitsPriceValue
Gold47147
Iron107232,461
Stone26671,862
Crossbows3330990
Ale2010200
Pitch2010200
Spears91090
Bows11515
Net worth5,865

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

This episodeThe personLeft alone
Net worth5,8659,9845,192
Gold478,574
Stored goods, at the sell price5,8181,410
Population66250
Housing66250
Popularity53100

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
9
Popularity next month
−7
Food
−8
Taxes
+1
Taxes
No taxes, 0 gold a month
Rations
full; no food in the granary
Worker efficiency
100%
Storage
20 stockpile piles, 7 empty; 1 granary holding 0 food

Buildings55

  • Fletchers' Workshop13
  • Ox Tether12
  • Hovel7
  • Quarry7
  • Stockpile5
  • Iron Mine4
  • Poleturner's Workshop3
  • Armory1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls121

  • market_trade47
  • wait_and_observe18
  • set_workshop13
  • find_sites12
  • build_structure10
  • building_info5
  • inspect_building5
  • expand_storage4
  • set_tax3
  • center_on1
  • map_overview1
  • observe1
  • status1

Play

Turns
46
Buildings placed / attempted
48 / 51
Anchor-tool placements
4
Tool errors
1
Raw inputs sent to the game
747
Context compactions
1
Game time
33 min

Compute

Tokens
2.6M
Served from cache
96%
Output tokens
21K
Cost, at list prices
~$1.46
Wall-clock time
25 min
of which inference
5 min
Peak game memory
3,776 MiB

The plan, before play

My understanding of the task

I'm scored on the settlement as it stands when 2,000 game seconds (about 33 minutes) run out. Net worth counts most: gold plus stored goods at their sell price. Population and popularity count less. No farm can go anywhere on this map, so food can only come from the starting meat and the marketplace. Construction and buying both lower net worth, so a building only pays off if it produces more than it costs. Soldiers and defences are not allowed.

Opening plan

  1. Marketplace and housing first. I'll build a marketplace and 3–4 hovels away from the signpost. I'll also check map_overview for trees and for the iron near the keep, and put down 1–2 woodcutters if there are trees close by.
  2. Iron mines. The iron ore lies about 60 tiles east. I'll build several iron mines there, since iron sells for 23 a unit and the miners carry it themselves. I may add a stockpile nearby later if the walk proves too long.
  3. Turning wood into weapons. I'll build an armory, then poleturners making spears and possibly fletchers making bows. Wood sells for 1 and buys for 4, while a spear is worth 10, so turning stored or bought wood into weapons adds value. Later, if iron production is strong, a blacksmith or armorer can turn iron (23) into swords or metal armour (30).
  4. Food and popularity. I'll keep rations at normal or above, with meat at first and cheap apples or bread bought when needed. Food variety helps popularity. An inn can use the 20 ale, and a chapel or church adds religion. Once popularity is comfortably above 50, I'll raise taxes to low or average for steady gold.
  5. Growth. I'll add hovels as workers are needed and give idle peasants jobs. I'll expand the stockpile and armory before they fill, and sell surplus only when space runs out. Late in the run I'll stop building anything that can't pay back its cost before the end, and make sure value sits in stored goods and gold.

Commentary during play1

  1. Wood is out and food is low, so I'll buy both.

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: Large Barren Desert 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 5fd53315, series 20261017T155149-42bb4004, 2026-10-17: Opus's weapons-counted game of the 1.7.3 batch on this map, a fresh series with no memory of any other game. Its no-arms game (run c175751b, series 20261017T161903-73851a75) was played right after.

Result

This game (1.7.3) Its 1.7.3 no-arms game Its 1.6.3 game Its 1.5.6 game The person Left alone
Net worth 5,865 8,808 7,659 8,757 9,984 5,192
Gold 47 926 1,711 2,513 8,574
Stored goods, at the sell price 5,818 7,882 5,948 6,244 1,410
Population / housing 66 / 66 99 / 114 55 / 98 58 / 58 250 / 250 4
Popularity 53 (−7 next month) 29 (−10) 0 (−16) 59 (−2) 100
Idle peasants 9 16 0 4
Score 19.1 67.1 43.3 67.6 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 673 over leaving the game alone, 14% of the person's 4,792, and ended about 600 below the starting package (about 6,500 by the rules, all of it in store by 1:21). By the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2) the score is 19.1: 11.2 from net worth, 2.5 from population and 5.3 from popularity. This game counts on the website's leaderboard. It is 48.0 below its no-arms game, 24.2 below its 1.6.3 game and 48.5 below its 1.5.6 game. The stored goods are 107 iron (2,461), 266 stone (1,862), 33 crossbows (990), 20 ale and 20 pitch (400), 9 spears (90) and 1 bow (15): iron and stone are 74% of net worth, the weapons 19%. The town ended with no food.

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 runs during a build or buy call and is paused while the model replies.

Mines and a weapons wing, 0 to 8 minutes. The first call (0:09) placed four hovels and the four iron mines find_sites listed. At 1:22 came the marketplace, an armory, three poleturner's workshops and a hovel; at 2:17, with 9 idle peasants, four fletcher's workshops ("Crossbows look like a strong profit margin"), 100 planks and, at 3:03, average taxes. Five more fletchers followed at 4:02 and four at 6:48. At 4:02 its reasoning put quarries aside: "Quarries are too far at 100 tiles while iron mines seem like the better investment." Taxes went to low at 7:46, popularity having gone from 100 to 62. Idle peasants stood at 24 from 5:46.

Waiting on the workshops, 8 to 18 minutes. It built twice: two quarries and four ox tethers at 10:31 ("cheap to build with wood and puts the idle workforce to use") and two hovels at 11:30, which took housing to 66. Otherwise it waited 40 to 90 seconds at a time and bought food. Its reasoning at 8:55 and 13:19 called the fletchers slow. The first stone came at 16:15, 5¾ minutes after the quarries were ordered. The population stood at 58 from 13:12 to 18:20 with 23 or 24 idle peasants and 8 free places. The context was compacted at 14:57.

Stone and the end, 18 to 33 minutes. Three quarries and three tethers at 18:08, two quarries and a tether at 19:19, four tethers at 22:40, the last building. Idle peasants fell from 24 to 10 and the population reached 66 by 20:47. Popularity was under 50 from 26:42 to 29:43 and 12 people left (66 to 54); taxes went to none at 29:09 and the people returned by 32:16. Wood ran out at 30:29 and gold was 47 at 30:42. Food reached 0 at 32:40, and popularity fell from 64 to 53 in the last 40 seconds.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,606 4,913 3,992 3,119 2,850 2,921 3,254 3,264 3,517 3,569 4,379 5,865
Gold 4,370 3,960 2,783 1,574 1,105 1,084 1,032 880 653 267 287 47
Iron 0 15 25 35 45 54 64 72 80 89 97 107
Stone 0 50 50 50 50 50 74 82 122 154 250 266
Food 41 39 48 78 65 45 38 28 32 36 27 0
Population 2 28 44 48 52 58 58 66 66 66 54 66
Popularity 100 100 76 59 54 54 54 52 51 49 51 53

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, ale and pitch are left out, so it reads low (the armory held 41 pieces at 30:18).

Weapons

It built an armory, 13 fletcher's and 3 poleturner's workshops, and no blacksmith or armorer. Its opening plan had weapons from the start ("wood sells for 1 and buys for 4, while a spear is worth 10"). The armory and poleturners went up at 1:22, the fletchers at 2:17, 4:02 and 6:48 (a fifth, 18 wood short, was refused); the 13 were set to crossbows at 3:11, 6:04 and 8:17, and the poleturners stayed on spears. A blacksmith (200 gold) was weighed at 5:05 and 10:07 and dropped as not paying back, so the iron stayed iron.

What they made. The first crossbow reached the armory between 5:46 and 6:04. In most readouts a fletcher made 0.2 to 0.3 crossbows a minute (one every 3 to 5 minutes) and a poleturner 0.7 to 1.0 spears: 73 crossbows, 64 spears and 1 bow in all, 138 pieces worth 2,845 at the rules' prices. It sold 40 crossbows and 55 spears for 1,750 from 10:07 on, to keep room, though the armory never held more than 44 of its 50 in a reading (a second armory found no room at 8:10). The other 1,095 stood in the armory at the end (33 crossbows, 9 spears, a bow): 18.7% of net worth and 18.3 of the 19.1 points; with weapons worth nothing the score would be 0.8.

Cost. 1,600 gold for the 16 workshops, 295 wood for them and the armory, and 285 wood in the weapons (219 in crossbows, 64 in spears, 2 in the bow): about 580 wood, 64% of the 902 its buildings and weapons used. The pieces returned 2,845 for that: about +665 with the wood at its store value of 1, about −1,075 at the 4 gold the planks cost (670 were bought). A fletcher made about 6 gold a minute from 0.6 wood, a payback of about 22 minutes on its 100 gold and 20 wood at store value, and none within the game at 4. From 30:29 the workshops had no wood; in the last three minutes they made 2 crossbows and no spears.

What else. The 1,600 gold kept would count 1:1. Quarries and tethers cost wood only: the no-arms game's 11 quarries and 35 tethers took 395 wood and mined 730 stone (5,110), against this game's 216 (1,512) from 200 wood.

Beside its other games and the other models

Its no-arms game. The two ended 2,943 apart:

This game No-arms game Difference
Gold 47 926 +879
Stone 266 (1,862) 760 (5,320) +3,458
Iron 107 (2,461) 94 (2,162) −299
Weapons and armour in the armory 1,095 0 −1,095
Ale and pitch 400 400 0
Net worth 5,865 8,808 +2,943

The stone is more than the whole gap. The no-arms game placed its first quarries at 2:20 (this one at 10:31), had 10 by 12:36 (this one 2), and ended with 11 quarries and 35 tethers against 7 and 12. Its first stone came at 9:24 against 16:15, and over the last 15 minutes it mined 36 a minute against 13. Its gold was 879 higher: about 2,200 more in taxes (up to 107 people at average and low taxes, 30 to 85 gold a month, against 66 people at 23 to 28) and 600 less spent on workshops and chapels, against 1,240 more spent on goods and 680 less sold (see Market). The weapons rule moved 1,095 toward this game, and the no-arms town's three unsold pieces would be worth 66 if counted, so on one pricing the gap is 3,009. The rule does not explain the gap; what each town built does. At 2:17, with 9 idle peasants, this game turned to crossbows; at 2:20 the no-arms game, with 13 idle, turned to quarries.

Its earlier games.

This game No-arms game 1.6.3 1.5.6
First quarry placed 10:31 2:20 3:41 1:39
Iron mines / quarries / tethers 4 / 7 / 12 4 / 11 / 35 4 / 10 / 21 4 / 10 / 16
Hovels 7 13 11 6
Weapon buildings armory, 13 fletchers, 3 poleturners armory, 4 poleturners, armorer armory, 10 workshops none offered
Stone / iron kept 266 / 107 760 / 94 490 / 46 506 / 99
Planks / food bought 670 / 555 450 / 820 530 / 395 160 / 540

The two games near 67 put quarries first; the two below put workshops first (1:22 and 2:40, ahead of quarries at 10:31 and 3:41). The weapons rule differs among all four, so the logs show the order of building, not why.

The other models (net worth, score; weapons counted, then no arms):

Weapons game Workshops Weapons held Quarries No-arms game Quarries
Haiku 5.5 5,669, 18.9 5 1,055 0 5,617, 15.6 4
Sonnet 5.5 6,448, 27.6 0 0 0 6,407, 28.7 11
Opus 5.5 5,865, 19.1 16 1,095 7 8,808, 67.1 11
Fable 5.1 4,689, 1.3 17 1,540 0 5,337, 11.6 3
GLM 5.3 Flash 4,116, −9.8 18 1,185 1 not played

The other three pairs ended within 650 of each other; Opus's is the exception, and its weapons held sit between Haiku's and Fable's. On Oasis by the Sea in this batch it scored 32.9 and 37.7.

What held it back

  • Stone started late. Quarries at 10:31 and stone at 16:15, with 2 quarries until 18:08 and 7 and 12 tethers at the end; at 10:07 it built them to employ idle peasants.
  • A weapons wing that returned about what it cost: 580 wood and 1,600 gold for 2,845 (see Weapons).
  • Wood bought at 4. 670 planks cost 2,680 gold and 2,010 of net worth. Twice it asked for more wood than it held (100 needed, 84 on hand at 6:48; 100 and 78 at 18:08), and three placements were refused; at 6:48 the purchase ran after the build in the same reply.
  • Housing and the idle cap. No hovel after 11:30; the population sat at 58 for five minutes with 24 idle and 8 free places, and ended at its 66 places. The no-arms game had 114.
  • Food at 8. 555 units cost 4,440 gold and 2,220 of net worth. Food ran out at 32:40 and popularity lost 11 points in the last 40 seconds (1.1 score points).

What worked

  • Iron by tile in the first call. Four mines (80 wood) mined 92 iron, 0.7 to 0.9 each a minute: 2,116, 36% of net worth.
  • Selling weapons kept it liquid at no cost in net worth. The gold warning at 19:35 (429 left) was answered in the next reply with 15 crossbows and 5 spears sold (+500).
  • Warnings and placement. The food warning at 27:45 was answered at 27:46 with 40 food. Of 51 placements 48 went through, no call was refused, and the run holds six images.

Market

670 planks (4 each, worth 1), 190 apples, 205 bread and 160 cheese (8 each, worth 4) bought for 7,120 gold; 55 spears and 40 crossbows sold for 1,750. The purchases lost 4,230 net worth against the sell price (planks 2,010, food 2,220); selling leaves net worth unchanged. The 47 calls were 264 lots (1.6 game seconds a lot).

Gold This game No-arms game
Start 5,000 5,000
Planks −2,680 −1,800
Food −4,440 −6,560
Workshops, chapels −1,600 −1,000
Weapons and stone sold +1,750 +1,070
Taxes (what remains) +2,017 +4,216
End 47 926

Taxes are not logged; they are the remainder. The set_tax readouts agree: 23 to 28 gold a month here, 18 to 85 in the no-arms game.

Cost and speed

46 turns, 121 tool calls (47 market_trade, 18 waits, 13 set_workshop, 12 find_sites, 10 build_structure, 21 others), 2.57 million tokens and $1.464 at the profile's prices ($4 per million input, $20 output, $0.20 cache read, $5 cache write): preparation $0.175, play $1.239, compaction $0.050. The interview cost about $0.039 more, with 66,111 of its 68,149 tokens read from the cache. The agent run took 25.1 real minutes, 4.8 of them waiting for the model; the context was compacted once (15 seconds). All 46 requests read the prompt cache, 96.7% of the input tokens. Tool calls held 1,900 of the 2,000 game seconds: waits 1,002, market 422, build_structure 264, set_workshop 99. The 10 build calls took 264 game seconds for 48 buildings placed, 5.5 seconds each (the no-arms game: 24 calls, 601 seconds, 76 placed, 7.9). None of its earlier games ran with the host on the game machine; this one did.

The interview

Opus said it had added only about 670 over leaving the game alone, against a person with almost four times its population, and listed four causes: food treated as a cost where the person ran a bread engine, housing "at 66 for the entire run", 13 fletchers making about 0.25 crossbows a minute each that "barely paid back", and quarries that came late. Playing again it would build quarries and tethers in the first minutes, check a wheat-to-bread chain's margins, use inns and a chapel with no rations, build housing earlier and skip the fletchers. It praised tile placement, find_sites, market_trade and the production readouts, and asked for a price and yield reference. Its closing words: "My main mistake was strategic, not mechanical."

Against the game, its figures hold (673 over leaving the game alone, 66 against 250 people, food bought at 8 and worth 4, 0.2 to 0.3 crossbows a fletcher, stone at 19 a minute at 25:24 and 32 at 30:18) and so does the 8-action limit per reply (harness/server/session.ts). Three statements do not. Housing was not 66 all run: 10, then 42 from 0:21, 50 from 2:11 and 66 from 11:42. The stored goods were not mostly the starting package: its ale, pitch, first 50 stone and 15 iron are 1,095 of 5,818, while mined stone and iron are 3,628 and weapons 1,095. And the stats after compaction (also in the no-arms interview) were not stale: gold was 1,016 after the trades of 13:36 to 13:56, then 1,084 at 14:56 and 1,152 at 15:38. Its wheat price of 23 is not from this game, which traded no wheat; the rules give only the sell price, 8. The no-arms game, played next with no memory of this one, built its quarries first.

For the harness

  • Context after compaction. The kept tail held the 13:36 reply's three trade results (gold 1,302, 1,136, 1,016) beside the 14:56 wait result (1,084). The trade results carry no game time, and Opus read the difference as stale stats, waited 40 seconds (14:58) and called status (15:38). The no-arms game did the same at 25:23. The handoff also counted 6 hovels (there were 7).
  • The armory boxed in. The second armory found no free ground touching the first ("on any side") at 8:10, as in its 1.6.3 game, after workshops were placed within a few tiles of it.
  • A yield reference. The mechanics table lists the mill as "turns stockpiled wheat into flour" and gives no yield; Opus asked for one.
  • The game saved correctly at the end ("claude opus 5-5 1-7-3 5fd533").

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 5,865 9,984
Gold 47 8,574
Stored goods, at the sell price 5,818 1,410
Population 66 250
Housing 66 250
Popularity 53 100

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 Opus 5.5

I finished at 5,865 net worth. Leaving the game alone would have ended at 5,192, so I added only about 670 over the run. The person reached 9,984, with almost four times my population and popularity at 100. My stored goods look large (5,818), but most of that was the starting package plus slow-growing stone, iron and weapons. Meanwhile I bled gold steadily buying food at 8 to feed people, and that food was only worth 4 once stored.

I think the difference comes down to three things:

  • Food and popularity. I treated food as a cost to bear. The person built an engine around it: buy wheat, mill it into flour and bake bread at scale with 95 bakeries. At the same time they kept popularity at 100 with inns, religion and no rations.
  • Population. I left housing at 66 for the entire run. They built 250 houses' worth, which supplied workers for everything else.
  • Weapon workshops. I put a lot of wood into 13 fletchers on crossbows, which produced only about 0.25 a minute each, so that investment barely paid back.
  • Quarries came late. They became my best producer only in the last third of the run, after a slow ramp-up with long ox trips.

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 Opus 5.5

  • Quarries and tethers early. Stone is valued at 7, quarries cost almost nothing in net worth, and they reached around 20+ stone a minute with enough tethers. I would build many quarries and plenty of tethers in the first minutes. I would also put a stockpile near the deposit, if the game allows one there.
  • Wheat-to-bread chain. I would check the margins: wheat buys at 23, but flour sells at 10 and bread at 4. At those prices the chain only adds value if one unit of wheat yields several breads, so I would verify the yield before scaling. Even without a profit, my own bread would replace the food I was buying at a loss.
  • Popularity instead of food purchases. I would build inns using the starting ale and a chapel or church, and run no rations instead of buying food. That frees popularity for taxes and growth.
  • Much more housing, much earlier. More people means more workers and more tax.
  • Skip the fletcher spam. Instead I would add bad things for worker efficiency where the popularity budget allows.

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

The tools were good. Tile-based placement, find_sites, market_trade and the production stats made the economy readable without fighting the UI. The per-building production numbers in particular quickly showed me that the fletchers were weak.

What got in my way was mostly my own planning, plus one confusing thing. After context compaction, the trades from my first reply came back already done, while the stats looked stale; that made it hard to tell what had really happened. The 8-action limit per reply made the many repeated small trades tedious.

I would like a market-wide price/yield reference, such as how much flour a unit of wheat makes. Without it I couldn't judge which processing chains add value. The instructions were clear and fair.

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 main mistake was strategic, not mechanical. I locked into "make weapons from bought wood" early and never stepped back to ask what actually scales on a map with no farmland. Food and popularity turned out to be the core of the economy, not a side cost.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score5,865Counted

What ran

Benchmark
Large Barren Desert construction
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
Prompt / tools SHA-256
5476515 / 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 20261017T155149-42bb4004