One episode · Large Barren Desert

Claude Fable 5.1

Benchmark 1.7.3AnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-fable-5-1
Served via
Anthropic API
Max output
32,768 tokens
Played
17 October 2026
Score
1.3
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
4,689
−503 over doing nothing, -10% of the person’s gain of 4,792
Population
50
19% of the person’s gain of 246 · popularity 78
Cost
~$2.38
1.6M tokens; ~ at list prices, the API reports no bill
Time
33 game min
22 min of wall-clock time, 28 turns

Minute by Minute

Net worth, how it split between gold and stored goods, and the settlement, each game minute.

Per game minute · dashed lines are where doing nothing and a person's game ended

  • Claude Fable 5.1
  • Baseline (do nothing), final
  • A person's game, final

Crusader Bench · crusbench.com

Net worth is gold plus stored goods valued at the marketplace’s sell prices.

Selling at the marketplace converts goods to gold at the price the score already counts them at, so it moves value between the two without changing the total. Buying costs net worth.

Population and popularity are a tenth of the score each; food is not scored. Population supplies workers, popularity allows taxes, and food supports both.

The episode

Watch the Episode

Videos and images stream from the dataset. Game footage © Firefly Studios, shared for non-commercial research.

Episode 1 · 33 min 20 s of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

4,689net worth
Gold
839
Stored goods, at sell price
3,850
Over the baseline (do nothing)
−503
Population / housing
50 / 74
Popularity
78
Food
60
Structures (map-wide)
61
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 stock3,850 gold in goods

GoodUnitsPriceValue
Gold8391839
Iron90232,070
Bows88151,320
Spears2210220
Cheese21484
Apples20480
Meat19476
Net worth4,689

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

This episodeThe personLeft alone
Net worth4,6899,9845,192
Gold8398,574
Stored goods, at the sell price3,8501,410
Population50250
Housing74250
Popularity78100

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
±0
Food
+2
Taxes
−4
Religion
+2
Taxes
Average taxes, 40 gold a month
Rations
full; 3 of 3 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 14 empty; 1 granary holding 60 food

Buildings42

  • Fletchers' Workshop14
  • Hovel8
  • Armory5
  • Iron Mine4
  • Stockpile4
  • Poleturner's Workshop3
  • Chapel1
  • Granary1
  • Keep1
  • Marketplace1

Tool calls88

  • market_trade33
  • wait_and_observe14
  • find_sites11
  • build_structure7
  • building_info4
  • expand_storage4
  • set_tax4
  • observe3
  • place_near3
  • set_rations2
  • get_inventory1
  • inspect_building1
  • map_overview1

Play

Turns
28
Buildings placed / attempted
28 / 29
Anchor-tool placements
11
Tool errors
1
Raw inputs sent to the game
587
Context compactions
1
Game time
33 min

Compute

Tokens
1.6M
Served from cache
94%
Output tokens
18K
Cost, at list prices
~$2.38
Wall-clock time
22 min
of which inference
5 min
Peak game memory
3,465 MiB

The plan, before play

Understanding. Free build on Large Barren Desert, ~33 game minutes (~69 game months). Judged on net worth (gold + stored goods at sell prices) first, then population and popularity. No farms are possible (no oasis grass); stone is ~100 tiles west, iron ~60 tiles east. No soldiers or defences.

Opening plan.

  1. First turn: marketplace, 2–3 hovels, an armory, and check map_overview/find_sites for trees near the keep (woodcutters only if trees are close).
  2. Value-adding chain: wood (bought at 4 or cut) → fletchers (bows worth 15) and poleturners; 1 wood → 1 weapon is the best margin on this map. Build several workshops as population allows, expand the armory before it fills.
  3. Iron mines on the ore to the east (iron worth 23/unit) if the walk is acceptable; quarries only if stone proves practical with ox tethers.
  4. Population: keep adding hovels while popularity > 50, feed them with bought cheap food (meat/apples/cheese for variety), rations full; light taxes once popularity allows; inn/ale and a chapel if gold permits.
  5. Monitor storage (stockpile piles, armory room), idle peasants and open jobs; keep building to the last minute and avoid buying more than production will repay.

Commentary during play1

  1. Food 163 lasts ~9 min, wood 46 lasts ~6 min — enough to the end. Nothing more to buy; let the economy 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 Fable 5.1 (claude-fable-5-1) on Anthropic's 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 1adf1b13, series 20261017T164945-15a0128e, 2026-10-17: Fable's weapons-counted game of the 1.7.3 desert batch, a fresh series with no memory of any other game. Its no-arms game (run 610d91be, series 20261017T171431-0e0530b1) was played right after; its earlier desert games (run edc045df on 1.6.3, run 86a73ff9 on 1.5.6) were played on 2026-10-16.

Result

This game No-arms game (1.7.3) 1.6.3 game 1.5.6 game The person Left alone
Net worth 4,689 5,337 4,752 7,944 9,984 5,192
Gold 839 1,946 138 1,199 8,574
Stored goods, at the sell price 3,850 3,391 4,614 6,745 1,410
Population / housing 50 / 74 58 / 58 45 / 66 89 / 106 250 / 250 4
Popularity 78 (no change) 70 (−7) 50 (−7) 48 (−1) 100 0
Score 1.3 11.6 −0.7 54.2 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth ended 503 below leaving the game alone, −10.5% of the person's growth of 4,792. 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 1.3: −8.4 from net worth, +1.9 from population and +7.8 from popularity; this game counts on the website's leaderboard. It is 10.3 below its no-arms game, 2.0 above its 1.6.3 game and 52.9 below its 1.5.6 game. The 5,192 of leaving the game alone leaves out the part of the starting package that waits for storage room (about 1,150 at the sell price, per docs/benchmark.md), which this game took in by 2:31; against the whole package, about 6,500 by the rules, the town ended about 1,800 lower.

The stored goods are 90 iron (2,070), 88 bows (1,320), 22 spears (220) and 60 food (240): iron is 44% of net worth, weapons 33%. The town ended with 24 idle peasants, 24 free places in its hovels and popularity steady at 78 (food +2, tax −4, religion +2).

How the game went

Times are game time; for a call, when it began (the recording's clock; the run clock in the observations reads a few seconds later).

A weapons wing, 0 to 5 minutes. map_overview in the first reply (0:00) listed stone 83 to 106 tiles west of the keep, iron ore 57 to 69 tiles east, and no trees, farmland or oil. The opening plan called wood turned into bows "the best margin on this map", at one wood a weapon, and quarries only "if stone proves practical". It placed the marketplace (0:00) and three hovels (0:09); an armory by the keep found no room in view (0:23). One build_structure call at 0:34 put up the armory, 4 fletcher's and 2 poleturner's workshops (37 s), and five more fletcher's and a hovel followed at 1:26. It bought 30 apples and 30 cheese (1:52, 2:01), sold the 20 pitch and 20 ale for 400 (2:31, 2:39) and bought 100 planks (2:47). Four more fletcher's (3:35) and a last fletcher's and poleturner's (4:35) made 14 and 3 by 4:48, 1,700 gold in all; gold was 2,443 at 5:03.

Iron, 5 to 9 minutes. At 5:03 it judged the workshops' margins thin, looked up the iron mine and the quarry in building_info, and placed four iron mines by tile on every site find_sites returned (5:22, done 5:48; searches at 5:48 and 8:55 around the other ore found none within 25 tiles). The first iron beyond the starting 15 arrived at 8:26. Armory piles (5:53), four hovels (6:06; a fifth was two wood short), 75 meat, apples and cheese (6:34 to 6:52), 100 planks at 8:20 after the workshops ran out of wood (a "Wood needed" notice, 44 s old at 8:02) and a chapel at 8:55 followed. Idle peasants read 24 at 8:02 and at every reading after; the population first reached 50 at 9:07.

Rations, taxes and waiting, 10 to 33 minutes. At 10:36 it set half rations and low taxes; popularity fell from 72 to 61, the warning ended the wait after 57 of 90 s, and full rations and no taxes followed (11:54, 11:57). With a religion factor of +2 (0 at 11:54) popularity was 78 at 13:30, and average taxes from then, 40 gold a month, held it there to the end. The only building after 9:06 was two armory piles (16:31). Its replies at 19:45, 23:01, 26:47, 27:33 and 30:54 bought planks or food, sold weapons, or only waited, and each ended in a wait of 150 to 200 s. The context was compacted at 26:46; the next reply doubted its trades (see Market), sold 20 bows and bought 40 planks and 90 food, and gold fell to 379 (a warning ended the next wait at 27:33). The last purchase was 15 planks at 30:54.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,606 4,761 3,180 2,667 2,514 1,992 2,540 2,574 2,731 3,159 2,938 4,689
Gold 4,370 3,620 2,208 1,470 1,149 599 879 919 639 1,119 579 839
Iron 0 15 15 19 28 38 48 56 65 73 81 90
Stone 0 50 50 50 50 0 0 0 0 0 0 0
Food 41 99 58 82 80 102 123 70 136 83 120 60
Population 2 29 42 49 50 50 50 50 50 50 50 50
Popularity 100 100 93 80 61 78 78 78 78 78 78 78

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 are left out, so it reads low. At 30:54 the armory held 76 bows and 16 spears (1,300), which puts the 30-minute figure near 4,100.

Weapons

It built an armory with the first workshops (0:34), four more armory piles by expand_storage (5:53 and 16:31; room for 250), 14 fletcher's and 3 poleturner's workshops by 4:48, and no blacksmith or armorer. It never called set_workshop, so the fletchers made bows and the poleturners spears by default, and it never called building_info for a workshop. The plan took a weapon to cost one wood; the table in prompt/game-mechanics.md says two for a bow and one for a spear, and the wood stock fits the table (46 to 10 between 27:33 and 30:54 while 17 bows and 6 spears were made, 40 by the table).

The wing made 148 bows and 62 spears: 88 and 22 held, 60 bows and 40 spears sold for 1,300. That is 2,840 at the sell price, from about 358 planks. The first pieces were in by 3:35. Once supplied, a fletcher made 0.3 to 0.4 bows a minute (the 14 together 4.3 to 5.7) and a poleturner 0.5 to 0.8 spears. The 1,540 held are 25.7 of the game's 1.3 points; with weapons worth nothing the same town would score −24.4.

From the table, the buildings cost 1,700 gold (17 workshops at 100) and 335 planks (workshops 20 and 10, armories 5). Against those and the 358 planks used, the pieces gained about 450 with planks at their sell price of 1. The planks were bought at 4 (590 for 2,360 gold), and the wing used about 693 of the roughly 830 the town used; priced as bought, that gain becomes a loss of about 900 to 1,300 (448 to 581 of the wing's planks were bought, depending on which of the start's 245 it used).

The same gold and planks could have gone to stone, which lay 83 to 106 tiles west and which the plan called too far; it ran no find_sites for a quarry. In its 1.5.6 game 12 quarries and 21 ox tethers cost 345 planks and gave 536 stone (3,752); in its no-arms game 3 quarries and 8 tethers gave 194 (1,358). The four iron mines, the only other producers, cost 80 planks and gave 75 iron (1,725).

Beside its other games and the other models

This game No-arms (1.7.3) 1.6.3 1.5.6
Iron mines / quarries / ox tethers 4 / 0 / 0 4 / 3 / 8 4 / 0 / 0 4 / 12 / 21
Weapon buildings 14 fletcher's, 3 poleturner's 10 fletcher's, 2 poleturner's, blacksmith, armorer 7 poleturner's, 3 fletcher's, 2 blacksmith's, armorer none
Weapons held / sold 1,540 / 1,300 0 / 2,925 2,737 / 0 none
Stone / iron held 0 / 90 194 / 71 50 / 49 586 / 99
Replies / cost 28 / $2.38 30 / $2.62 23 / $1.82 35 / $2.54

Weapons do not explain Fable's scores across versions: its 1.6.3 and 1.7.3 weapons-counted games, each a weapons wing and no quarry, scored −0.7 and 1.3, and the 1.5.6 game that scored 54.2 had no workshops and 12 quarries. What moved was where the starting gold went. The no-arms game still built 14 weapon buildings and sold 180 pieces for 2,925, added three quarries and ended 648 higher: 1,358 more stone, 1,107 more gold and 400 more in ale and pitch (this game sold them), against 1,540 less in weapons, 240 less in food and 437 less in iron. Of the 10.3 points between the two games, 10.8 are net worth and 0.3 population, less 0.8 for popularity.

In the batch so far (weapons counted / no arms) Haiku scored 18.9 / 15.6, Sonnet 27.6 / 28.7, Opus 19.1 / 67.1, Fable 1.3 / 11.6, and GLM 5.3 Flash −9.8 for its weapons game. This game is eighth of the nine played and fourth of the five with weapons counted. The other weapons games held 1,055 (Haiku), 1,095 (Opus) and 1,185 (GLM) in weapons; Sonnet built none. Opus has the nearest plan, 13 fletcher's and 3 poleturner's workshops and the same four mines, plus 7 quarries with 12 tethers; it ended 1,176 higher (5,865, 19.1) with 266 stone (1,862). In the 1.6.3 round this score would have stood eighth of nine, above Luna (−3.4) and below Kimi (2.7).

What held it back

  • The opening wing and no quarry. 1,700 gold went into workshops in the first 4:48, 34% of the starting gold, and they took 17 of the town's 25 jobs, on a plan that took a weapon to cost one wood. The quarry was looked up once (5:03) and never searched for.
  • 24 idle peasants from 8:02, and nothing built after 9:06 but armory piles. The rules say arrivals stop while 24 stand idle, and the town stopped at 50 people. At 8:02 and 8:55 its reasoning judged more workshops not worth their cost and idle peasants a drain; from 16:43 to the end, 16 min 37 s, it placed nothing.
  • Food and planks bought. 535 food for 4,280 gold, 86% of the starting 5,000, counted 2,140 on arrival and 240 are left; 590 planks for 2,360 lost 1,770 at the sell price, most of them for the wing. It sold its 20 ale at 2:39 and looked at the inn only at 8:02, after the ale was gone.
  • Taxes. They brought about 2,380 in all (the gold left after trades, sales and buildings). The half-ration test came with popularity falling from 72 to 61 in 78 s.

What worked

  • Mines first, by tile. Four iron mines on every site found, placed from find_sites without a screenshot; they gave 75 iron, 2,070 at the end, about 0.7 to 1.0 a mine a minute (16 to 23 gold) against about 5 gold a minute from a fletcher.
  • Placement and remedies. 28 of 29 build_structure placements went through; the one that did not, a hovel two wood short, named its fix. A fletcher blocked at its target was placed 4 tiles away and said so (1:26). No call was refused, and every placement reported as placed is in the final count.
  • Warnings. The popularity warning (11:54) was answered in the same reply with full rations and no taxes; after the gold warning (27:33) it bought only 15 planks more.
  • Food held to the end. The lowest reading after 3 minutes was 29 (23:15), and popularity ended at 78, where its 1.5.6 and 1.6.3 games ran out of food in their last minutes.

Market

33 market_trade calls (258 clicks, 369 game seconds, 18% of the budget, 1.4 s a click against 3.9 in its 1.6.3 game). Bought: 195 apples, 195 cheese, 145 meat and 590 planks for 6,640 gold; the purchases lost 3,910 of net worth at the sell price (planks 1,770, apples 780, cheese 780, meat 580; selling leaves it unchanged). Sold: 20 pitch and 20 ale (400), 50 stone (350), 60 bows (900) and 40 spears (400), 2,050 in all, which paid for the next purchases. Those from 26:55 on cost 525 of net worth.

At 26:47 the reasoning set the 599 gold of the 23:35 result against the 879 of the 26:46 stats and read the trades as not having gone through. They had: three minutes of taxes at 40 a month make the 280, and get_inventory at 26:47 matched the results (cheese 29, meat 28, apples 29, bows 75).

Cost and speed

28 turns, 88 tool calls (33 market_trade, 14 waits, 11 find_sites, 7 build_structure, 23 others), 1.60 million tokens and $2.384 at the profile's prices ($10 per million input, $50 output, $0.25 cache read, $12.50 cache write): preparation $0.450, play $1.839, compaction $0.095. The interview cost about $0.105 more, with 40,529 of its 43,458 tokens read from the cache. The run took 22.4 real minutes, 4.8 of them waiting for the model (longest reply 36 s); the context was compacted once (17 s). All 28 requests read the prompt cache, 96.3% of the input tokens.

Of the 2,000 game seconds the calls took 1,980: waits 1,312 (66%), market_trade 369, build_structure 174, expand_storage 47, place_near 32, the rest 46. build_structure took 174 s for 29 placements, 28 placed: 6.2 s a building. On the same measure its 1.6.3 game took 10.0 s (189 s for 19), its 1.5.6 game 7.8 s (365 s for 47) and its no-arms game 5.9 s (189 s for 32); all four ran with the host on the game machine (Fable's games, since 2026-10-16). The batch's other desert games, hosted the same way, ran 5.5 to 9.1 s a building by this measure, bar Sonnet's weapons game (22 s for 4).

The interview

Fable called its result poor: below leaving the game alone and under half the person's net worth, with 50 people against 250. It put the gap down to a low-yield chain (bows from bought wood, against the person's wheat, flour and bread), to food bought for a town where the person ran no rations and held popularity with inns, a church and a cathedral, to stopping at 8 hovels, to skipping the quarries at 100 tiles and to not considering fear buildings. Playing again it would measure a mill, bakery and fletcher first, set rations to none, grow population, build quarries with tethers and every iron mine early, and stop buying in the last minute. It praised tile placement, find_sites, expand_storage, market_trade and the stats, and asked for input-to-output ratios in building_info.

Claims checked against the run:

  • Match: 0.3 to 0.4 bows a fletcher a minute and about 5 a minute for the wing (about 75 gold), food at 17 to 18 a minute (the compaction handoff), 8 hovels and 50 people, the stone at 83 to 106 tiles, an empty notebook and plan (run.json), one compaction. Those 75 gold covered about half of the 136 a minute that 17 food cost at 8, not "barely" all of it.
  • until was not used. It called wait_and_observe with until handy; none of its 14 waits set it.
  • The "stale" trade output was its own misreading at 26:47 (see Market), not output after the compaction.
  • The conversion ratios. It says it never checked them. True for the fletcher: no building_info call for a workshop, and the plan assumed one wood a weapon.
  • Not checked by the run: wheat at 23, bread at 4 and the mill's and bakery's ratios; it traded none.

For the harness

  • The first armory by the keep found no room in view (0:23, no_free_spot_in_view), as in its 1.6.3 game; find_sites at 0:34 gave spots. In its no-arms game the armory and a fletcher's failed the same way at 1:22 and 1:28.
  • Ratios live in building_info. The table gives bows 2 wood, crossbows 3, spears 1 and pikes 2, but no workshop was looked up, and the prompt's chain line has no ratios. The table has none for the mill, bakery or brewery, which the interview asked for.
  • The game saved ("claude fable 5-1 1-7-3 1adf1b" in episode.json, 3,529,226 bytes, in this folder).

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 4,689 9,984
Gold 839 8,574
Stored goods, at the sell price 3,850 1,410
Population 50 250
Housing 74 250
Popularity 78 100

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 Fable 5.1

My result is poor: 4,689 net worth, below even the 5,192 of a game left alone, and less than half the person's 9,984. Roughly, I ended up converting the starting 5,000 gold into a town that was not quite paying for itself. The person ended with 8,574 gold alone, 250 people at 100 popularity, and the same game time.

The differences, as I see them:

  1. Wrong value chain. I chose wood → bows (buy wood at 4, bow sells at 15) as the "best margin", but fletchers turned out to be very slow (about 0.3–0.4 bows per fletcher per minute). Fourteen workshops produced roughly 5 bows a minute, about 75 gold/min, barely covering the food bill of the population that staffed them. The person used wheat → flour → bread: buying wheat at 23, and selling bread at 4 looks like a terrible margin on paper, but a bakery evidently turns one flour into many loaves and a mill one wheat into several flour, so the chain multiplies value instead of adding a few gold per unit. I never checked the actual conversion ratios; I reasoned from unit prices and got it backwards.
  2. Feeding the population. With no farms on the map, food was a pure cost for me (~18 food/min at pop 50, i.e. ~140 gold/min at buy prices), and I kept full rations to protect popularity. The person ran no rations at all and made up the popularity with inns, a church and a cathedral, so their 250 people ate nothing. That is the single biggest lever I missed: popularity bought with ale and religion is far cheaper than popularity bought with food.
  3. Scale and population. I stopped at 8 hovels and 50 people because every extra peasant cost food and I had no profitable job for them; the person built 30 hovels and 250 people, with 95 bakeries. Population and housing also count directly in the score.
  4. Stone. I dismissed the quarries at 100 tiles as too far; the person built 13 quarries with 37 ox tethers, which with enough oxen clearly worked.
  5. Fear factor to raise worker efficiency — something I did not consider at all.
  6. Small things: a half-rations experiment that cost popularity, selling and re-buying goods, and buying wood/food late so that stored goods (valued at sell price) ate into net worth.

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 Fable 5.1

  • Build the marketplace first, then immediately test the real production rates of the candidate chains for a couple of minutes (one bakery with bought flour, one fletcher, one mill) instead of trusting unit prices. Bread from bought wheat is evidently the engine on this map.
  • Set rations to none early, and replace the lost popularity with inns (buy ale), a church/cathedral, and later low taxes — avoid the food bill entirely.
  • Grow population aggressively: many hovels as soon as popularity is high, since population is both score and workforce for bakeries.
  • Build quarries with several ox tethers each, and all possible iron mines, early so they run the whole 33 minutes.
  • Add gallows/stocks once popularity has headroom, for the efficiency bonus.
  • In the last minute, sell nothing that isn't needed (selling is neutral) but stop buying; keep gold rather than goods bought above sell price.

3The benchmark

Interviewer

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

Claude Fable 5.1

The tools were mostly good: find_sites, tile-targeted build_structure, expand_storage and market_trade removed nearly all the pixel-clicking pain, and the stats block (popularity factors, storage room, production per building) was very useful. wait_and_observe with until was handy.

What got in the way: one confusing episode where market_trade results appeared to report trades that the reader then did not show (possibly stale tool output after context compaction), so I had to re-check with get_inventory. The production figures are per-building-per-minute, which helped, but there is no easy way to learn a building's input/output ratio (e.g. flour per wheat, bread per flour) without experimenting; building_info could state that. The 33-minute budget is short enough that opening mistakes are unrecoverable, which is fair for a race but makes chain-ratio knowledge decisive. Context compaction mid-run cost some continuity; the handoff note mechanism worked, but my notebook was empty, which was my own fault.

4Anything else

Interviewer

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

Claude Fable 5.1

The main lesson for me is that I optimised on paper margins per unit rather than measuring throughput in-game, and I treated food as unavoidable when the game offers cheaper ways to hold popularity. Both were avoidable with a few minutes of early experimentation. The comparison with the human player and with the "left alone" baseline is a useful, humbling calibration.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score4,689Counted

What ran

Benchmark
Large Barren Desert construction
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
Prompt / tools SHA-256
5476515 / f75ebb8
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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 20261017T164945-15a0128e