One episode · Large Barren Desert (no arms)

Claude Opus 5.5

Benchmark 1.7.3No arms: weapons and armour count nothingAnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-opus-5-5
Served via
Anthropic API
Max output
32,768 tokens
Played
17 October 2026
Score
67.1
Crusader Bench score on Large Barren Desert (no arms): 0 is doing nothing, 100 the person’s game
Net worth
8,808
+3,616 over doing nothing, 75% of the person’s gain of 4,792
Population
99
39% of the person’s gain of 246 · popularity 29
Cost
~$1.75
3.1M tokens; ~ at list prices, the API reports no bill
Time
33 game min
29 min of wall-clock time, 56 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

8,808net worth
Gold
926
Stored goods, at sell price
7,882
Over the baseline (do nothing)
+3,616
Population / housing
99 / 114
Popularity
29
Food
0
Structures (map-wide)
128
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 stock7,882 gold in goods

GoodUnitsPriceValue
Gold9261926
Stone76075,320
Iron94232,162
Ale2010200
Pitch2010200
Metal armour100
Pikes200
Net worth8,808

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 worth8,8089,9845,192
Gold9268,574
Stored goods, at the sell price7,8821,410
Population99250
Housing114250
Popularity29100

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
16
Popularity next month
−10
Food
−8
Taxes
−2
Religion
±0
Taxes
Low taxes, 59 gold a month
Rations
full; no food in the granary
Worker efficiency
100%
Storage
36 stockpile piles, 14 empty; 1 granary holding 0 food

Buildings83

  • Ox Tether35
  • Hovel13
  • Quarry11
  • Stockpile9
  • Iron Mine4
  • Poleturner's Workshop4
  • Chapel2
  • Armorer's Workshop1
  • Armory1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls132

  • market_trade40
  • build_structure24
  • find_sites23
  • wait_and_observe15
  • set_tax9
  • building_info5
  • set_workshop4
  • go_to_tile3
  • inspect_building3
  • expand_storage2
  • center_on1
  • map_overview1
  • observe1
  • status1

Play

Turns
56
Buildings placed / attempted
76 / 85
Anchor-tool placements
4
Tool errors
0
Raw inputs sent to the game
870
Context compactions
2
Game time
33 min

Compute

Tokens
3.1M
Served from cache
96%
Output tokens
25K
Cost, at list prices
~$1.75
Wall-clock time
29 min
of which inference
6 min
Peak game memory
3,655 MiB

The plan, before play

I understand the task. This is a 33-minute game-time race on the Large Barren Desert map, and the end state is judged on net worth first, then population and popularity. No farms can be built and no military or defences are allowed. Net worth goes up through taxes, produced stone and iron, and weapons I make and sell. Buying goods and paying for buildings lower it.

Opening plan:

  1. Starting buildings: build a Marketplace early so I can trade, a few hovels for housing, and woodcutters if there are trees near the stockpile. I'll check the map once with map_overview.
  2. Iron: put up several iron mines on the ore strips about 60 tiles east, then add a second stockpile there or close by. At 23 gold a unit, iron is the most valuable raw good.
  3. Stone: later, add quarries with ox tethers on the western deposits if workers and time allow.
  4. Weapons: build poleturners and fletchers, plus an armory, to turn cheap wood into spears, pikes and bows that sell for 10–18 gold. Once iron is coming in, add a blacksmith or armorer to make swords or armour, which sell for 30. Sell the weapons regularly, since they count nothing while they sit in the armory.
  5. Food and popularity: with no farms, keep the granary stocked by buying cheap food (meat, apples, cheese or bread) at the market. Add a chapel or church for religion, and an inn with the starting ale. Once popularity has a buffer, raise taxes and keep raising them as far as popularity stays above 50.
  6. Keep growing: add housing and jobs so idle peasants stay under 24, and expand storage before it fills. Near the end, keep goods that are worth more stored than sold, and sell the weapons.

Commentary during play0

The model played this episode without writing commentary between its tool calls.

Reading the game

The Analysis

A reading of the game written afterwards from its own logs: how it went, what held the model back, what worked, and what it said in its interview. It is published with the game and is not part of its score.

Written by Claude (drafted by Sonnet 5.5, checked by Opus 5.5) from the run's own logs (events.jsonl, episode.json, results.json, interview.md); it is a reading of the run, not part of its score. The checker is the same model as the player.

  • Model: Claude Opus 5.5 (claude-opus-5-5) on the Anthropic API, reasoning medium, output limit 32,768 tokens
  • Benchmark: 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 c175751b, series 20261017T161903-73851a75, 2026-10-17: Opus's no-arms game on this map, a fresh series with no memory of its others. Its weapons-counted game on this version (run 5fd53315, series 20261017T155149-42bb4004) was played earlier that day; its desert games from earlier rounds are run 57a2cd90 (1.6.3) and run 596c46a2 (1.5.6). 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 8,808 5,865 7,659 8,757 9,984 5,192
Gold 926 47 1,711 2,513 8,574
Stored goods, at the sell price 7,882 5,818 5,948 6,244 1,410
of which weapons and armour 0 1,095 1,170 0
Population / housing 99 / 114 66 / 66 55 / 98 58 / 58 250 / 250 4
Popularity 29 (−10 next month) 53 (−7) 0 (−16) 59 100 0
Score 67.1 19.1 43.3 67.6 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 3,616 over leaving the game alone, 75.5% of the person's 4,792, against 673 (14.0%) 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 67.1: 60.37 points from net worth, 3.86 from 99 people and 2.90 from popularity 29. The stored goods are 760 stone (5,320), 94 iron (2,162), 20 ale and 20 pitch (400); a suit of metal armour and two pikes count nothing. Stone and iron are 85% of net worth, gold 10.5%.

How the game went

Times are the game clock when a call began, read from the recording (the run clock quoted in observations reads a few seconds later).

0 to 5 minutes: mines, housing, quarries. map_overview at 0:01 put stone 83 to 106 tiles west of the keep and iron 57 to 69 tiles east, with no trees or farmland. Four iron mines in its first call, five hovels at 0:56, the marketplace at 1:46 and high taxes at 2:01 (tax factor −6; popularity fell from 100 to 60 by 5:47). With 13 idle peasants at 2:19 it placed quarries at 2:20, 3:59 and 4:22, six by 4:35, and tethers at 2:50 and 4:45, buying 40 apples, 40 bread and 100 planks (3:08 to 3:36). The first stone arrived between 9:13 and 9:49.

6 to 11 minutes: a stockpile chain and a small wing. At 6:01 it asked for eight stockpile piles in a line toward the iron mines, to shorten the miners' walk: three were placed on target, one 20 tiles back at (508, 370), four not made; the call ran 82 game seconds, and three single tries at 10:17 to 10:48 failed too (40 seconds). The chain stopped about 30 tiles from the mines. At 8:39 it built the armory, four poleturner's workshops and an armorer's workshop (see Weapons).

11 to 22 minutes: more quarries and tethers. Four quarries at 12:07, six tethers at 12:37. At 14:38 the production window read 5.3 stone a minute from ten quarries (21.3 from six at 11:45); it judged the oxen the bottleneck and placed eight tethers at 15:14, and stone read 13.3, 21.3 and 29.3 a minute at 15:57, 16:46 and 17:36. A second chapel at 15:58, the 11th quarry at 17:36, six tethers at 20:39 and its last building, a hovel, at 22:37.

22 to 33 minutes: feeding the town. Replies were food purchases, waits and weapon sales. A low-gold warning came at 22:51 and a low-food warning at 26:28 (33 for 107 people); the second compaction was at 25:21. From 23:52 the town stood at 107 of 114 places with 24 idle peasants and no open job. The granary was empty at the 31:07 reading (popularity 53, food −8); it bought 25 bread and 25 apples (31:08, 31:18), sold the last pikes and armour (31:30, 31:35) and set low taxes. Popularity read 41 with 102 people at 32:49 and 29 with 99 at 33:19.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,591 5,975 5,259 4,616 4,486 4,076 4,413 4,466 5,346 6,246 6,895 8,808
Gold 4,360 5,030 3,972 2,813 2,133 1,542 1,253 719 662 181 506 926
Iron 0 15 24 35 43 49 56 64 72 78 86 94
Stone 0 50 50 50 114 130 226 282 402 578 608 760
Food 40 40 82 129 111 112 63 60 47 53 38 0
Population 2 27 43 56 68 77 88 102 107 107 107 99
Popularity 100 87 59 52 60 63 59 61 57 64 61 29

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, and the last column is the true net worth.

Weapons

It built them anyway, small, and sold what they made. Its preparation reply planned a wing (poleturner's and fletcher's workshops and an armory, for spears, pikes and bows that sell for 10 to 18) and said to sell the weapons regularly, since they count nothing in the armory. At 1:46 it priced a pike at +10 over its planks; at 8:16 it costed the wing at about 140 with payback after about ten pikes. The armory, four poleturner's workshops and an armorer's workshop went up at 8:39, and set_workshop set the four to pikes from 9:13.

They made 37 pikes (74 planks) and 11 suits of metal armour (11 iron). It sold 35 pikes for 630 and 10 suits for 300 in seven market calls from 16:49 to 31:35; the market takes lots of five, so two pikes and a suit stayed (66 if counted). Against its cost it was about even. By the table in prompt/game-mechanics.md the workshops cost 500 gold and 60 wood and the armory 5 wood; adding the 74 planks and the 253 of iron the suits used, with wood at its sell value of 1, the wing returned 930 against 892: +38. With the planks at the 4 gold each cost, about −380. At 18:31 it reckoned two more poleturner's workshops would repay in about 20 minutes and built none.

Beside its other games and the other models

The weapons game (5,865) and this one differ by 2,943 in net worth and 48 points of score: 49.1 from net worth and 1.3 from population, less 2.4 from popularity.

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

Stone is larger than the whole gap. This game placed its first quarries at 2:20 and had six by 4:35; the weapons game placed its first two at 10:31 and first showed stone above 50 at 16:50. It ended with 7 quarries and 12 tethers against 11 and 35, and mined 216 stone against 760 (50 of those sold). It had put its gold into weapons first: 3 poleturner's and the armory at 1:22, then 13 fletcher's in three calls (2:17 to 6:48). At 4:02 it wrote that the quarries were too far and iron the better investment; 24 peasants stood idle in its readings from 5:46 to 10:31 and from 13:35 to 18:08, and at 10:07 it turned to quarries to give them work. Stone read 18.7 a minute at 25:24 there and 48 at 25:21 here; each quarry here read 3.2 to 4.4 in the last four readings with 35 tethers, against about 2.1 to 2.2 in its 1.5.6 and 1.6.3 games with 16 and 21 (their analyses). The tethers are not isolated as the cause. The one stone sale, at 27:47, asked for 25: the reply said 20 units and 140 gold, the recording shows 50 and 350 (stone 602 to 552, gold 351 to 701). That is the 1.7.3 market_trade fault: the game sells 50 a click from 200 in stock and the tool expected 20, so it sold more than asked.

Gold, +879. Both started with 5,000.

No arms Weapons counted
Taxes (the balancing figure) +4,006 +2,017
Weapons and stone sold +1,280 +1,750
Food bought −6,560 −4,440
Planks bought −1,800 −2,680
Workshops −500 −1,600
Chapels −500 0
Gold at the end 926 47

The recording's rises in gold less the sales give about 3,900 and 1,900 for taxes. This game had 13 hovels (housing 114) and 99 people; the weapons game 7 hovels, housing 50 from 2:16 to 11:48, and 66 people. So taxes added 1,989 and cheaper buildings 600, while market purchases were 1,240 higher (food 2,120 more, planks 880 fewer) and sales 470 lower.

Iron and the weapons game's wing. Both mined about 90 iron from four mines at about 3 a minute (the stockpile chain changed nothing); this game turned 11 into suits. The weapons game's wing was 13 fletcher's (crossbows) and 3 poleturner's (spears), 1,600 gold and 295 wood. It made 64 spears, 73 crossbows and a bow from 285 wood, worth 2,845: 95 pieces sold for 1,750 and 43 held, worth 1,095. With wood at its sell value the wing returned 2,845 against 2,180 (+665); with the planks at 4, −1,075. The 1,600 gold is about the price of this game's quarries and tethers (395 wood, 1,580 at 4).

Did the weapons rule do it? Scored the same way the games would differ by 3,009 (weapons counted in both: 8,874 against 5,865) or 4,038 (counted in neither: 8,808 against 4,770); the rule moves the gap by about 1,030 and does not make it. The logs do not show the rule changing its plan: both preparation replies plan a wing and both games priced weapons by their sale price. In each of the batch's four finished pairs, though, the no-arms game built more quarries (Haiku 4 against 0, Sonnet 11 against 0, Fable 3 against 0, Opus 11 against 7). One pair proves little: the same model on the same version scored 19.1 and 67.1.

Earlier games and the others. Without weapons its 1.6.3 game ends at 6,489 and its 1.5.6 game, which had none, at 8,757; this game matches the latter with 41 more people and 13 hovels to 6, and bought more (8,360 gold, 4,630 of net worth lost, against 4,960 and 2,640). 67.1 would stand second of ten among the 1.6.3 round's games (after GPT-6.1 Sol's 98.3) and second of thirteen among the 1.5.6 round's (after Opus's own 67.6). It is the highest net worth and score of the nine games played so far in this batch (the next are Sonnet's: 6,448 and 28.7); only Sonnet's no-arms game built as many quarries (11, with 12 tethers) and ended with 466 stone.

What held it back

  • Food bought at a loss. 820 units cost 6,560 gold, 78% of the market spend, and lost 3,280 of net worth against the sell price; all of it was eaten, at about 38 a minute for 107 people (22 + 60 bought − 18 between 27:46 and 29:28). The purchases in all lost 4,630, 1,014 more than the 3,616 it grew by. set_rations was never called, though it weighed half rations at 25:23 and 27:47.
  • No building after 22:51. Gold stood at 181 to 926 from 20:39, population was flat at 107 from 23:52 and 24 idle peasants (the cap) stood in seven of eight readings from 20:38 with no open job. Searches found one quarry site at 17:36 and none at 18:31.
  • The stockpile chain (an 82-second call and 40 seconds of failed retries, ending 30 tiles from the mines) and popularity swings (two chapels, 500 gold, read +2 or 0 from one reading to the next, and 0 at the end).
  • The last food. At the 31:07 reading the granary was empty; popularity then fell 53 to 29 and 8 people left. By the score's weights the last 2:13 of food (about 84 units, 670 gold) would have cost about 11 points against about 2.7 lost, and the 50 units bought at 31:08 and 31:18 (400 gold) are about 80 seconds of food at its rate of use. Whether less food earlier would have held popularity this run does not show.

What worked

  • Quarries first, tethers from the readout: six quarries by 4:35 from find_sites tiles, eight tethers after the 14:38 reading, stone at 48 a minute by 25:21.
  • Taxes: about 4,000 gold (implied), twice its other game, with popularity never under 52 before 31:07 across nine tax changes.
  • A wing sized to its return, and warnings answered: the low-gold warning at 22:51 (stone counts, so it waited) and the low-food warning at 26:28 (it bought food and raised taxes).
  • Placements held: all 76 placements reported as placed are in the final count; nine tries did not go through (seven stockpile piles, two quarries) and no call was refused.

Market

Food: 315 apples, 315 bread and 190 cheese in 26 purchases (3:08 to 31:18) for 6,560 gold; planks: 450 in six purchases (3:36 to 20:16) for 1,800. Sold: 35 pikes, 10 suits and 50 stone for 1,280. The purchases lost 4,630 against the sell price (food 3,280 at 4 each, planks 1,350 at 3 each); selling leaves net worth unchanged, except that a weapon here adds its gold. The 40 calls took 414 game seconds.

Cost and speed

56 turns (the last cut off by the deadline), 132 tool calls (40 market_trade, 24 build_structure, 23 find_sites, 15 waits, 9 set_tax, 21 others), 3.07 million tokens and $1.747 at the profile's prices ($4 per million input, $20 output, $0.20 cache read, $5 cache write): preparation $0.176, play $1.465, compaction $0.105. The interview cost about $0.040, with 46,734 of its 49,653 tokens read from the cache. The agent run took 28.5 real minutes, 5.7 of them waiting for the model; the context was compacted twice (10:16 and 25:21, 31 seconds). All 55 requests read the prompt cache, 96.6% of the input tokens.

Of the 2,000 game seconds the 15 waits took 667, the 24 build calls 601, the 40 market calls 414 and the host's 5-second top-up after 22 replies that acted without a screenshot 110. The build calls placed 76 buildings: 7.9 game seconds each, 3.2 a call. The weapons game's 10 calls took 264 s for 48 (5.5 s, 4.8 a call); the 1.6.3 game took 311 s for 48 (6.5 s, besides 93 s of place_near) and the 1.5.6 game 230 s for 42 (5.5 s). Both 1.7.3 games ran with the host on the game machine and the two earlier games with it on the Mac, so the step from 5.5 to 7.9 s mixes the version, the host and how many buildings a call carried.

The interview

Opus put its 1,176 gap to the person down to population and popularity (99 against 250, 29 against 100), food bought at a loss and then let run out, 24 idle peasants, and never considering wheat, flour and bread or inns. Playing again it would plan popularity around inns and religion with no rations, put idle peasants into processing chains, build housing earlier and check margins before drifting into steady food purchases. It praised tile placement, find_sites, the stats and the net-worth change in market_trade; it disliked its handoff note being its only memory after compaction, unreliable stockpile placement and no food projection.

Against the game these match: 8,808 against 9,984; 99 and 29 at the end; food at 8, worth 4; popularity 62 falling to 29 with 8 people lost; 24 idle for about ten minutes; quarry sites used up (the searches at 17:36 and 18:31); stockpile placement by tile failing (4 of 8, then 3 single tries); stale figures after compaction (25:23); no mention of wheat, flour, mill or bakery in any of its 51 logged reasoning blocks. These do not. "Almost entirely in stone": stone is 60% of net worth, iron 25%. "I never brought inns into the popularity balance": it weighed an inn at 2:50, 3:36, 4:22, 8:16 and 15:58 and built chapels instead. "More iron mines": three searches around the ore patches at about 1:40 to 2:14 found no further site. "Zero rations is survivable" rests on the person's game; no rations setting was tried here. Its answers never mention its weapons wing.

For the harness

  • Storage retried far from its target. The stockpile asked for at (528, 370) was placed at (508, 370), 20 tiles the wrong way; the result says so, and docs/tools.md allows it for flush storage. The remedy for the other failures, expand_storage, cannot aim: asked for side: "down-right" it reported piles placed down-left and up-right.
  • Figures that look stale after compaction. Here (25:23) and in the weapons game (14:58, 15:38) the reply after a compaction took the earlier trade results for newer than the stats and checked with status or waited. Both interviews mention it.
  • A 20-second stall at 26:18. The reader's garbage-collection watchdog forced a collection; the run went on and the wait returned at 26:28 with the food warning.
  • market_trade undercounts a sale from 200 in stock (1.7.3). The stone sale at 27:47 replied 20 units and 140 gold for the 50 and 350 in the recording: the game sells 50 a click there, the tool expects 20.
  • The game saved correctly at the end ("claude opus 5-5 1-7-3 c17575").

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 8,808 9,984
Gold 926 8,574
Stored goods, at the sell price (weapons and armour not counted) 7,882 1,410
Population 99 250
Housing 114 250
Popularity 29 100

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 about 1,200 net worth behind the person: 8,808 against their 9,984. They also ended with far more people (250 against my 99) and full popularity (100 against my 29). My net worth sat almost entirely in stone, and I had built quarries and tethers wherever the deposits allowed. Their wealth came from turning cheap inputs into goods worth more, and they did that at a huge scale.

Food was my biggest strategic mistake. With no farms, I treated food purely as a cost. I kept buying it at 8 a unit, which loses 4 net worth on every unit, and in the end I let it run out. Popularity then fell from 62 to 29 in the last few minutes, and I lost about eight people as it did. The person showed that zero rations is survivable: inns gave +8 and religion +3, which covered the −8 food penalty. With food off the table, every person cost nothing to keep, so a larger population was pure gain.

I also left 24 idle peasants at the campfire for a long stretch. That stopped new peasants from arriving, so I wasted the workforce. I never thought of buying wheat to process into flour and bread. I reasoned only about the raw-material chains, and I never brought inns into the popularity balance even though I held ale from the start.

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

  • Popularity: I would plan it around inns and religion, not food. I would build several inns early, buy ale or hops for them, and add a church. Then I would run no rations or minimal rations so there is no ongoing food bill.
  • Processing chains: I would put idle peasants to work in chains that add value to bought inputs, such as wheat to flour to bread, and keep all of them employed. Any time idle peasants reached 24 would be an error to fix immediately.
  • Housing: I would build housing earlier and more aggressively.
  • Fear factor: I would try bad things (gallows, stocks) to raise worker efficiency.
  • Quarries and mines: I would still build them, but sooner and with more iron mines.
  • Arithmetic first: I would check the margins before committing. I should have worked out early whether buying inputs and selling the output beats the loss from buying food, instead of drifting into steady food purchases.

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 very good. Placing buildings by tile, find_sites, and the stats JSON (popularity factors, storage room, production per building) let me play almost without reading pixels. market_trade reporting the change in net worth was especially useful.

Things that got in my way:

  • After the context was compacted, my handoff note was my only memory. A stale result made me confused about my gold for a moment.
  • Placing stockpiles by tile was unreliable.
  • It was hard to see from the readings how long the food would last.

I would add a projection of how many months the food lasts at current consumption. The time limit felt fair. Pausing while thinking is a generous design, and it rewards planning.

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

The scenario's "no oasis grass" framing pushed me into thinking that food was impossible and had to be bought at a loss. The person's approach reframed the constraint completely. That is a good test of whether an agent questions its own assumptions, and I didn't. The collapse at the end was avoidable: I should have bought a final food buffer earlier, or not depended on food for popularity at all.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score8,808Counted

What ran

Benchmark
Large Barren Desert construction (no arms)
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
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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 20261017T161903-73851a75