One episode · The Sinkhole (no arms)

Claude Sonnet 5.5

Benchmark 1.7.3No arms: weapons and armour count nothingAnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-sonnet-5-5
Served via
Anthropic API
Max output
32,768 tokens
Played
19 October 2026
Score
35.3
Crusader Bench score on The Sinkhole (no arms): 0 is doing nothing, 100 the person’s game
Net worth
15,246
+13,051 over doing nothing, 33% of the person’s gain of 39,436
Population
106
20% of the person’s gain of 502 · popularity 68
Cost
~$0.75
3.0M tokens; ~ at list prices, the API reports no bill
Time
45 game min
32 min of wall-clock time, 52 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 Sonnet 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 · 45 min of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

15,246net worth
Gold
7,254
Stored goods, at sell price
7,992
Over the baseline (do nothing)
+13,051
Population / housing
106 / 138
Popularity
68
Food
49
Structures (map-wide)
115
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 stock7,992 gold in goods

GoodUnitsPriceValue
Gold7,25417,254
Iron240235,520
Flour125101,250
Stone767532
Wheat318248
Apples364144
Wood1261126
Hops158120
Bread13452
Net worth15,246

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

Beside a person’s gameThe Sinkhole, the same game time

This episodeThe personLeft alone
Net worth15,24641,6312,195
Gold7,25439,977
Stored goods, at the sell price7,9921,654
Population106506
Housing138506
Popularity6899

The person played The Sinkhole for 44 min 58 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 1189
Idle peasants
24
Popularity next month
−1
Food
+1
Taxes
−6
Religion
+2
Ale from the inn
+2
Taxes
High taxes, 106 gold a month
Rations
full; 2 of 2 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 0 empty; 1 granary holding 49 food

Buildings77

  • Iron Mine22
  • Hovel16
  • Apple Orchard7
  • Woodcutter7
  • Bakery4
  • Stockpile4
  • Ox Tether3
  • Wheat Farm3
  • Hops Farm2
  • Quarry2
  • Brewery1
  • Chapel1
  • Granary1
  • Inn1
  • Keep1
  • Marketplace1
  • Mill1

Tool calls101

  • find_sites27
  • wait_and_observe22
  • build_structure17
  • set_tax10
  • market_trade8
  • observe5
  • set_rations4
  • inspect_building3
  • map_overview2
  • building_info1
  • expand_storage1
  • place_near1

Play

Turns
52
Buildings placed / attempted
70 / 70
Anchor-tool placements
1
Tool errors
0
Raw inputs sent to the game
480
Context compactions
1
Game time
45 min

Compute

Tokens
3.0M
Served from cache
96%
Output tokens
17K
Cost, at list prices
~$0.75
Wall-clock time
32 min
of which inference
5 min
Peak game memory
4,058 MiB

The plan, before play

I need to grow net worth over 45 game minutes. My plan has five steps:

  1. Build a few woodcutters near the trees. Also build hovels for housing and apple orchards or wheat farms on the oasis grass for food.
  2. Build a marketplace.
  3. Add quarries and iron mines for raw materials that count toward net worth.
  4. Raise taxes once popularity allows it.
  5. Keep expanding housing and jobs until the end of the run.

Commentary during play3

  1. Bakery isn't making bread. Inspect.

  2. Final stretch: just let it run.

  3. The run is at its 45-minute limit (9 seconds left on the clock at the last stats), so the settlement is as I'm leaving it. Population stalled at 106, well short of the 138 housing.

    Last stats (June 1189):

    • Gold: 7,148, up from about 1,200 when I took over at 18m35s. Part of that came from selling surplus iron, wood and stone to free storage piles, which leaves net worth unchanged.
    • Popularity: 68 and falling. I set taxes to level 6 for the last few minutes to earn gold, which cost about 20 points of popularity. It was 90 at its peak.
    • Population: 106 of 138 housing. Idle peasants sat at 24 from about 25 minutes on, so no new peasants arrived. The tools reported 0 open jobs throughout, so I never found out why those 24 stayed idle.
    • Stockpile goods: iron 239, flour 125, wood 126, stone 76, wheat 30, hops 15. The stockpile had no empty piles left. The final stats show iron with 1 unit of room, so mines were close to stalling.
    • Granary: 53 food, with bread and apples in stock.
    • Production per minute:
      • Iron: 22 mines, about 15.
      • Bread: 4 bakeries, about 17.
      • Apples: 7 orchards, about 14.
      • Stone: 2 quarries, about 5.

    What went wrong: Food ran short around 24 minutes, so I cut rations to half and bought 100 apples for 800 gold. That lowered net worth by about 400, since goods count at the sell price, which is half the buy price. Food then recovered and I went back to full rations. I tried storage expansion once and it failed because no free ground touched the stockpile, so I sold goods to make room instead.

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 drafter is the same model as the player.

  • Model: Claude Sonnet 5.5 (claude-sonnet-5-5) on Anthropic's API, reasoning medium, output limit 32,768 tokens
  • Benchmark: The Sinkhole construction (no arms), version 1.7.3 (commit e0e0eb4), from the save the human reference game on this map started from; 45 min of game time at speed 40, the length of the person's game (44 min 58 s); no playbook; waits played fast. Weapons and armour in store count nothing toward net worth; sold at a marketplace, they bring their gold.
  • Run 41f80e01, series 20261019T075033-f2d6c8de, 2026-10-19, host on the game machine: Sonnet's game on this benchmark, a fresh series with no memory of its others. Its weapons-counted pair is its 1.7.1 game (run 1fcdaf53, series 20261015T153838-6baec514, host on a Mac); its Sinkhole game from an earlier round is run 979ef2d1 (1.6.2). This game counts on the website's leaderboard.

Result

This game (1.7.3, no arms) 1.7.1 game (weapons counted) 1.6.2 game The person Left alone
Net worth 15,246 12,629 16,810 41,631 2,195
Gold 7,254 1,955 10,777 39,977
Stored goods, at the sell price 7,992 10,674 6,033 1,654
of which weapons and armour 0 1,205 0
Population / housing 106 / 138 100 / 106 83 / 106 506 / 506 4
Idle peasants 24 24 24 16
Popularity 68 (−1 next month) 100 (+6) 68 (no change) 99 0
Score 35.3 33.1 38.0 100 0

A full-budget score: the run used all 2,700 game seconds. Net worth grew by 13,051 over leaving the game alone, 33.1% of the person's 39,436, against 10,434 (26.5%) in the 1.7.1 game. By the website's formula (80% net worth, 10% each population and popularity; shares from doing nothing to the person; net-worth share clipped to −1..2) the score is 35.3: 26.48 points from net worth, 2.03 from 106 people and 6.80 from popularity 68. Gold is 48% of the net worth; iron, 240 units from 22 mines, is 36%. The town ended with 24 idle peasants, 32 empty places in its hovels, no empty pile in the stockpile and taxes at high (106 gold a month).

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: planks and high taxes. Three woodcutters and two hovels (0:00). High taxes at 0:30 took popularity from 100 to 50 by 4:17, and the 26 places of housing were full by 2:53. Marketplace at 1:25; 200 planks bought at 1:38 and 2:08 (800 gold); four orchards at 2:54 (the call ran 76 s). Taxes went to low at 4:10 and none at 4:19.

5 to 10 minutes: iron and a food gap. Four iron mines at 4:54 (first iron at 8:07), five hovels at 5:29, three orchards at 6:48, and at 7:42 three wheat farms, a mill and a bakery. The starting meat was gone by 8:48, when a low-food warning ended a wait; half rations from 8:49 took popularity to 42 at 10:00, where it restored full rations and no taxes.

10 to 20 minutes: waiting for bread. Population fell from 50 to 35 (9:59 to 13:15) with popularity at 42 to 49. Four mines at 11:31; the first wheat showed at 13:15; an inn, a chapel (350 gold), two hops farms and a brewery at 14:39; the one compaction at 18:34; five mines at 18:37.

20 to 33 minutes: housing, mines, hunger again. Four hovels at 20:31, four mines and a bakery at 22:33. A food warning at 24:18 brought half rations (24:44) and 50 apples (24:52); mines at 25:12 and 26:44 made 22, the last. Average taxes at 29:03 and four hovels (housing 138) took popularity from 77 to 64; full rations at 30:21, low taxes at 30:27. Idle peasants stood at 24 from 25:12. Two quarries at 32:02 and, at 32:39, three ox tethers and two bakeries: its last building.

33 to 45 minutes: a full stockpile and high taxes. Population reached 106 at 33:45 and stayed. expand_storage at 35:32 found no ground beside the stockpile; high taxes at 35:52 took popularity from 90 to 68. It sold iron and planks (37:39, 39:58), bought 50 apples (38:01), and from 40:37 only waited.

Game minute 0 5 10 15 20 25 30 35 40 End
Net worth 2,415 1,879 2,058 2,543 3,022 3,893 5,393 7,640 10,421 15,246
Gold 2,000 1,386 1,524 1,546 1,292 1,228 1,061 1,734 3,572 7,254
Iron 0 0 7 25 58 101 162 237 267 240
Iron, 1.7.1 game 0 0 1 15 39 72 121 184 243 315
Population / housing 6 / 10 31 / 34 50 / 74 39 / 74 64 / 74 85 / 106 95 / 138 106 / 138 106 / 138 106 / 138
Popularity 100 52 44 53 59 79 68 87 82 68

Each column is the last recording frame at or before that minute (the 1.7.1 row uses the same clock). Before End the net worth row counts gold, wood, stone, iron and food (at 4) and leaves out flour, wheat, hops and ale (1,350 at 40 minutes, 1,618 at the end), so it reads low; End is the game's own figure.

Weapons

It left them alone. It built no armory or weapon workshop, sold and held no weapon, and none of its 101 tool calls was a set_workshop. Its opening reply and its 41 logged reasoning blocks never mention weapons. They come up once, in the compaction handoff (18:34): "Weapons count for nothing, so do not make any." The rules also say that sold at a marketplace weapons bring their gold; the handoff leaves that half out. The interview does not mention weapons.

The 1.7.1 game made them: five fletcher's workshops (from 4:59), three poleturner's (16:56) and three armories produced 53 bows and 41 spears, which stood at 1,205 at the end (795 and 410), 9.5% of that game's 12,629. They cost 800 gold (eight falls of 100 in the recording's gold), 145 wood for the buildings and 147 for the weapons (prompt/game-mechanics.md: bows 2 wood, spears 1), and no iron. Under this game's rule that stock would count nothing: the 1.7.1 game would have ended at 11,424 and 30.6 points, and this game stands 3,822 and 4.7 points above it, not 2,617 and 2.2.

Here its iron stayed iron (390 mined, 150 sold, 240 kept); 440 of the 812 wood in its build_structure placements went into 22 iron mines (the first at 4:54 against 6:52 in the 1.7.1 game, which ended with 17); its gold went on an inn and a chapel (350) and apples (800), where the 1.7.1 game's 800 went on workshops. It had 82 working people (106 less 24 idle) against 76.

Beside its other games and the other models

This game 1.7.1 game Difference
Gold 7,254 1,955 +5,299
Iron 5,520 (240) 7,245 (315) −1,725
Weapons 0 1,205 −1,205
Flour, wheat, apples 1,642 1,998 −356
Stone 532 (76) 140 (20) +392
Wood, hops, bread 298 86 +212
Net worth 15,246 12,629 +2,617

The 2.2 points between the scores are net worth +5.31, population +0.12 and popularity −3.20. The pair differs in more than the weapons: the model's own plan, the version and the host.

Gold. This game's 7,254 is the 2,000 it started with plus about 3,604 from taxes (the recording's monthly gold rises outside market calls) and 3,600 from sales, less 1,600 spent at the market and 350 on the inn and chapel. The 1.7.1 game took about 1,180 from taxes and 370 from wood sales and spent 800 on planks and 800 on workshops. Of the 5,520 gold this game gained after 35 minutes, 3,600 was sales (3,450 of it iron; net worth unchanged), 2,320 taxes and −400 apples.

Iron. It mined 390 units (240 kept, 150 sold) against 315. First iron came at 8:07 against 9:53, and iron passed 100 at 24:36 against 28:20 and 200 at 32:37 against 36:16. In the last five minutes 22 mines gave the same as 17: 73 units against 72. The logs do not show why.

Version and host. 1.7.2 limited the retry of a blocked placement to the footprint's side plus one tile (12 tiles before) and kept room beside the stockpile; 1.7.3 added the no-arms rule and fixed a compaction retry this game did not need. Here all 70 build_structure placements were made and one moved, 3 tiles; in the 1.7.1 game 5 of 69 were not placed and 5 moved, three of them 6 to 11 tiles. expand_storage found no room in both (30:16 there, 35:32 here). The host was a Mac there and the game machine here.

Its 1.6.2 game (16,810, 38.0) beat both, with 1,564 more net worth than this one: high taxes, 16 mines, 83 people and, by its analysis, about 5,300 gold from selling iron, wheat, flour and wood. It too ended with 24 idle and no empty pile.

The other models. On the 1.7.1 round's scale 35.3 would stand third of eleven, between GPT-6.1 Sol's 50.4 and Claude Opus 5.5's 34.7; on the 1.6.2 round's, sixth of twelve. Claude Haiku 5.5's no-arms game in this batch scored 23.8. On the batch's other maps Sonnet scored 31.4 without arms and 36.5 with them on Oasis by the Sea, 28.7 and 27.6 on Large Barren Desert.

What held it back

  • No growth after 33 minutes. Population stopped at 106 of 138 places with 24 idle, the cap at which new peasants stop arriving; the last build call was at 32:39, 12 minutes 21 s before the end, and the last iron search at 25:12.
  • Food, three times. Low-food warnings at 8:48, 24:18 and 37:38 (35 for 106 people); half rations twice (8:49 to 10:00, popularity 59 to 42; 24:44 to 30:21); 100 apples bought for 800 gold, which lost 400 of net worth.
  • Taxes at both ends. Level 6 from 0:30 brought about 170 gold in 3 min 40 s and took popularity from 100 to 50. At 35:52 the rise from low to high added about 870 gold over low taxes (63 a month became 106; 1.8 points) and took popularity from 90 to 68 (2.2 points), or 3.2 from the 100 it was heading for at +3 a month; the logs do not show whether low taxes would have held it.
  • A full stockpile. The 35:31 reading showed one empty pile, the 37:38 reading none, with the status saying goods without a pile are not delivered. Woodcutters slowed (17.7 to 5.7 a minute in the window to 39:58, 16 after planks were sold); flour, wheat and hops had 3, 2 and 1 units of room at the end. Iron kept arriving, 14 to 15.3 a minute in the last four readings, because 150 iron were sold (room 8 at 37:38, 1 at 44:49).
  • Nothing built for 12 minutes (32:39 to the end), and only waits from 40:37, with gold at 6,194 to 7,254 and 54 to 126 wood.

What worked

  • Iron early and in number: 390 units mined, worth 8,970, 59% of the net worth; first mines 4:54.
  • Popularity late on low taxes: 90 at 35:31 with an inn and a chapel (+2 each in the status from 24:18 and 32:02); taxes then paid 2,194 gold from 35:52.
  • Placements held: all 71 placements reported as placed (70 by build_structure, the marketplace by place_near) are in the final count; no call was refused.
  • Warnings answered: five of the six early-ended waits (1:15, 8:48, 9:59, 24:18, 30:20, 37:38) were followed within a minute by a ration, tax or buying change; the first was not, and taxes came down at 4:10.

Market

It bought 200 planks (1:38, 2:08; 800 gold, 4 to buy and 1 to sell, so 600 of net worth lost) and 100 apples (24:52, 38:01; 800 gold, 8 and 4, so 400 lost). Selling leaves net worth unchanged. The replies of the four sales add to 60 iron for 1,380 and 140 planks for 140; the recording's gold and stock steps show 150 iron for 3,450 and 150 planks for 150:

Call Asked Reply Recording
iron, 37:39 25 20 for 460 50 for 1,150 (one click)
planks, 37:50 40 40 for 40 40 for 40
planks, 39:58 100 100 for 100 110 for 110
iron, 40:25 40 40 for 920 100 for 2,300 (two clicks of 50)

The replies' stock and gold fields match the recording. Nothing it wrote shows it noticed: its closing text says it sold "iron, wood and stone", with no amounts, and no stone was sold. It made no game_action call, so it did not set the marketplace's automatic trading; all 454 clicks in the input log fall inside harness tool calls (295 build_structure, 99 market_trade, 23 set_tax, 13 inspect_building, 11 set_rations, 8 expand_storage, 5 place_near), besides the host's 15 pause presses.

Cost and speed

52 turns, 101 tool calls (27 find_sites, 22 wait_and_observe, 17 build_structure, 10 set_tax, 8 market_trade, 17 others), 2.98 million tokens and $0.751 at the profile's prices ($2 per million input, $10 output, $0.10 cache read, $2.50 cache write): preparation $0.078, play $0.646, compaction $0.027. The interview cost about $0.021. The agent run took 32.3 real minutes, 5.0 of them waiting for the model (52 replies, 5.8 s on average, longest 11.1 s). All 52 requests read the prompt cache, 97.0% of the input. The 1.7.1 game took 47 turns, $0.715 and 32.0 minutes.

The context was compacted once, at 18:34, with the estimate at 77,768 tokens. It succeeded on its first request: one compaction_usage event, outcome "stop", 14.9 s, a 3,583-character text handoff, no tool-call reply and no retry; the estimate after was 43,887. The 1.7.3 retry fix was not needed.

Of the 2,700 game seconds the 22 waits took 1,547 (played fast, 10.3 real minutes), the 17 build calls 689 and the 8 market calls 169. The build calls placed 70 buildings: 9.8 game seconds each, 4.1 a call. The 1.7.1 game's 17 calls placed 64 of 69 in 707 s: 11.0 each, 3.8 a call. With the host on a Mac there and the game machine here, the difference mixes the version, the host and the model's choices; it is one pair of games, not a rate.

The interview

Sonnet put the gap down to population (106 against 506, growth stalled at 24 idle), weak food and popularity (7 orchards, 3 wheat farms, 4 bakeries, one lever at a time), goods left unsold, and a full stockpile. Playing again it would build a far larger bread chain earlier and several inns, run low taxes and keep growing, plan stockpile room and quarries, and sell surplus. It praised find_sites, tile placement and the stats; it named not knowing why 24 stayed idle with open_jobs at 0, net worth missing from the stats, and an undocumented trade or storage limit. It called itself too cautious and thin on information after the compaction.

Against the game these match: the figures it quotes (41,631 against 15,246, 506 against 106), food short at 24:18, half rations and 100 apples (400 of net worth lost), 24 idle with open_jobs 0 from 25:12, iron at about 15 a minute from 22 mines, one expand_storage with no room, one inn. These do not:

  • "Mines and woodcutters stalled for the last several minutes": the mines did not (above); woodcutters slowed from about 37:00 to 40:00.
  • Taxes raised "in the last 7 minutes": at 35:52, nine minutes before the end.
  • "I never used more than one popularity lever at a time": it changed tax and rations in one reply at 10:00 and 30:21, held half rations while raising tax at 29:03, and built an inn and a chapel at 14:39.
  • "About 25 iron mines": 22.
  • "I never worked out why growth stopped" and instructions that "say little" about it: the rules say new peasants stop arriving while 24 stand idle, and its reasoning at 4:54, 22:33 and 32:02 named jobs.

For the harness

  • market_trade undercounts sales. Three of the eight replies differ from the recording (table above): at 233 iron in stock the note said "20 a click" where the game sold 50, and at 273 a request for 40 (two clicks of 20 in the reply) sold 100; a wood sale at 116 in stock came to 110, not 100. stock and gold are right; scores are not affected.
  • expand_storage at 35:32 found no room with one empty pile left, though 1.7.2 keeps room beside the stockpile (its changelog says the rule was not yet tried in the live game); the logs do not show what stood there.
  • Idle at 24 with open_jobs 0. The model could not tell why; the rules say new peasants stop arriving while 24 stand idle, and the status does not say when that cap is reached.
  • The reader's watchdog forced one collection (a 20 s stall recorded 16 s before timed play began); no stall during play. No provider errors or refused calls. The game saved at the end ("claude sonnet 5-5 1-7-3 41f80e").

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 45 min 44 min 58 s
Net worth 15,246 41,631
Gold 7,254 39,977
Stored goods, at the sell price (weapons and armour not counted) 7,992 1,654
Population 106 506
Housing 138 506
Popularity 68 99

Leaving the game alone for the same time ends with a net worth of 2,195.

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

Claude Sonnet 5.5

The person's net worth was about 2.7 times mine (41,631 against 15,246). Their population was almost five times larger (506 against 106). My stored goods were worth more than theirs (7,992 against 1,654), but they held 40k gold and I held 7k. They turned a large population into steady income. I turned a small settlement into iron and stone, much of which was sitting in a full stockpile.

I think four things made the difference:

  • Population stalled. From about minute 25 I sat at 24 idle peasants and 106 people, and I never worked out why growth stopped. I kept adding iron mines and hovels, but housing never filled and peasants stopped arriving. The person kept their population growing.
  • Weak food and popularity. I relied on 7 orchards, 3 wheat farms and 4 bakeries, and food ran short around minute 24. I cut rations to half and bought 100 apples, which cost net worth. I never used more than one popularity lever at a time. When I raised taxes in the last 7 minutes, popularity fell from 90 to 68.
  • Mostly unsold goods. Most of my value was iron that I did not sell. Mine output was also modest at about 15 per minute from 22 mines.
  • Full storage. The stockpile ran out of room, so mines and woodcutters stalled for the last several minutes. I tried to expand it once, found no free ground beside it, and never rebuilt or relocated it.

2Playing again

Interviewer

How the person played, as they describe it:

  • Early on they built a few inns and kept buying ale for them, which raised popularity by about 8 points. They spent those points on cutting the food rations to none, so the food could be sold instead of eaten.
  • They planted wheat farms and apple orchards and built a bread chain: mills ground the wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They built iron mines and quarries, and by the end a large number of iron mines. A few blacksmiths turned iron into swords, which they think made little difference.
  • Taxes stayed at none most of the time. Religion added popularity, which let them run the fear factor at 3 so that the workers worked faster.
  • The bread made the population very large. Water pots (60 gold each, three workers) gave jobs to more of it.

Their settlement at the end, read from the game:

  • 506 people in 62 hovels, with no free housing and 16 idle; popularity 99, rising 3.
  • 161 bakeries, 19 mills and 31 wheat farms; no apple orchards were left.
  • 16 inns, with ale in the stockpile and no brewery or hops farm.
  • 38 iron mines and 10 quarries with 29 ox tethers; 7 woodcutters.
  • 9 blacksmiths, an armory holding 1 sword, and 24 water pots.
  • A church and a cathedral, and 105 bad things (48 burning stakes, 21 stretching racks, 12 stocks, 9 gallows and others), which made the workers 130% efficient.
  • No taxes and half rations of bread only. The monthly popularity factors were food −4, taxes +1, fear −3, religion +3 and inns +6.
  • 39,977 gold and 1,654 in stored goods: a net worth of 41,631.

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

Claude Sonnet 5.5

  • Build the bread chain much larger and sooner, with bakeries in the dozens. Run half rations, or none once popularity allows.
  • Build several inns early and keep them stocked with ale, since that gave the person about +6 popularity. I built one inn.
  • Use popularity to run low or no taxes and keep growing the population, then add jobs for the extra people.
  • Keep wood and stone production and storage ahead of demand. I would plan stockpile space around open ground from the start and build quarries with ox tethers earlier.
  • Keep selling surplus iron, stone and bread for gold, rather than letting it sit.

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 Sonnet 5.5

The tools were mostly good. find_sites and tile-based placement saved a lot of effort, and the stats made it easy to see when something stalled. The free-reading rule let me plan without losing game time.

Three things got in my way:

  • I could not tell why idle peasants stayed at 24 while open_jobs read 0.
  • Net worth was not shown in the stats during play, so I could not compare options directly.
  • A hidden marketplace trade limit or storage rule could have been better documented.

The 45-minute limit is short. It rewards a fast economic snowball over steady expansion, which is probably the intent. The instructions are clear, but they say little about what actually drives population growth.

4Anything else

Interviewer

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

Claude Sonnet 5.5

I started the run thin on information after the context compaction. I also played too cautiously with the economy: I built about 25 iron mines when I should have worked out the population and food chain first. I would like to try this map again with a population-first approach.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score15,246Counted

What ran

Benchmark
The Sinkhole construction (no arms)
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
Prompt / tools SHA-256
7ed945e / f75ebb8
Menu guide
Images 118089d
Save
The Sinkhole start
Game time per episode
45 min
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 20261019T075033-f2d6c8de