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").
