One episode · The Sinkhole (no arms)

Claude Fable 5.1

Benchmark 1.7.3No arms: weapons and armour count nothingAnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-fable-5-1
Served via
Anthropic API
Max output
32,768 tokens
Played
19 October 2026
Score
41.8
Crusader Bench score on The Sinkhole (no arms): 0 is doing nothing, 100 the person’s game
Net worth
18,294
+16,099 over doing nothing, 41% of the person’s gain of 39,436
Population
124
24% of the person’s gain of 502 · popularity 68
Cost
~$3.33
2.6M tokens; ~ at list prices, the API reports no bill
Time
45 game min
39 min of wall-clock time, 44 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 · 45 min of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

18,294net worth
Gold
11,803
Stored goods, at sell price
6,491
Over the baseline (do nothing)
+16,099
Population / housing
124 / 170
Popularity
68
Food
27
Structures (map-wide)
136
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 stock6,491 gold in goods

GoodUnitsPriceValue
Gold11,803111,803
Iron184234,232
Stone18871,316
Wheat1008800
Apples274108
Wood35135
Net worth18,294

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 worth18,29441,6312,195
Gold11,80339,977
Stored goods, at the sell price6,4911,654
Population124506
Housing170506
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
±0
Food
+4
Taxes
−4
Taxes
Average taxes, 99 gold a month
Rations
extra; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 3 empty; 1 granary holding 27 food

Buildings97

  • Apple Orchard24
  • Iron Mine24
  • Hovel20
  • Ox Tether6
  • Wheat Farm6
  • Stockpile4
  • Woodcutter4
  • Dairy Farm3
  • Quarry3
  • Granary1
  • Keep1
  • Marketplace1

Tool calls120

  • find_sites37
  • build_structure24
  • wait_and_observe19
  • market_trade18
  • set_tax8
  • place_near5
  • building_info2
  • map_overview2
  • center_on1
  • expand_storage1
  • get_inventory1
  • set_rations1
  • status1

Play

Turns
44
Buildings placed / attempted
85 / 95
Anchor-tool placements
6
Tool errors
2
Raw inputs sent to the game
756
Context compactions
1
Game time
45 min

Compute

Tokens
2.6M
Served from cache
95%
Output tokens
24K
Cost, at list prices
~$3.33
Wall-clock time
39 min
of which inference
7 min
Peak game memory
3,544 MiB

The plan, before play

My understanding: I have 45 game minutes on The Sinkhole free-build map, starting with 2,000 gold, 55 wood, 20 stone, 55 meat, population 5/10. Score = net worth (gold + stored goods at sell price) first, then population and popularity. No soldiers or defences. Buildings only count via what they produce, so every build must pay back within the run.

Opening plan:

  1. First reply: status/find_sites for woodcutters near the grove ~40 tiles down-left, then place 2–3 woodcutters, 2 hovels, and a marketplace (needed to trade and to sell surplus). Buy some wood early if it unblocks buildings quickly.
  2. Food: apple orchards / dairy farms on the oasis ring near the keep to feed the granary and give food variety (popularity bonus), allowing modest taxes.
  3. Raw value: iron mines on the ore patches (iron 23 each — the best net-worth producer per unit) and a quarry + ox tethers on stone if the distance is reasonable; keep stockpile space expanding before piles fill.
  4. Housing in step with jobs; keep popularity > 50 with rations/food variety, tax at low/average when popularity allows, and later a hops/brewery/inn chain if time permits.
  5. Monitor via status/get_inventory, inspect idle buildings, sell nothing needed; near the end, ensure goods are stored (not weapons) and gold is maximised.

Commentary during play1

  1. Storage is full with about a minute left; selling is net-worth neutral, so I'll free room for the last deliveries and then let the clock run out.

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: The Sinkhole construction (no arms), version 1.7.3 (commit e0e0eb4), from the save "The Sinkhole start"; 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 31bbbb10, series 20261019T090704-c98f2ddd, 2026-10-19, host on the game machine: Fable's no-arms game on this map, a fresh series with no memory of its others. Its weapons-counted pair is its 1.7.1 game (run 06cc59ca, series 20261016T110959-db76eefd, commit 07f2b7a), which also ran with the host on the game machine, so the host does not differ in this pair; the version does. Its Sinkhole game from an earlier round is run c849942f (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 18,294 13,107 14,382 41,631 2,195
Gold 11,803 3,133 4,450 39,977
Stored goods, at the sell price 6,491 9,974 9,932 1,654
of which weapons and armour 0 450 901
Population / housing 124 / 170 50 / 138 98 / 114 506 / 506 4
Popularity 68 (no change next month) 0 (−4) 49 (no change) 99 0
Score 41.8 23.1 31.5 100 0

A full-budget score: the run used all 2,700 game seconds. Net worth grew by 16,099 over leaving the game alone, 40.8% of the person's 39,436, against 10,912 (27.7%) 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 41.8: 32.66 points from net worth, 2.39 from 124 people and 6.80 from popularity 68. It is the highest of Fable's three Sinkhole games and of the four no-arms Sinkhole games played so far (Haiku 23.8, Sonnet 35.3, Opus 39.3).

Gold is 64.5% of the net worth, iron 23.1% (184 units), stone 7.2% (188) and wheat 4.4% (100). By origin, the 464 iron it mined, 280 of it sold, are worth 10,672, 58% of the net worth, and taxes brought about 4,800 gold. The town ended with 24 idle peasants and no open job, 46 empty places in its hovels, three empty piles in the stockpile, average taxes (99 gold a month) with extra rations, and 27 food.

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.

Mines first, 0 to 10 minutes. The first build call (0:01) placed two woodcutters and two iron mines; marketplace 0:51; 100 planks (400 gold) 1:27; two mines 2:09; three orchards and a dairy farm 3:06; two mines 4:16. Average taxes at 3:55 (−4 popularity a month) took popularity from 100 at 3:06 to 63 at 10:47. Food fell from 55 to 29 by 4:16; at 5:03 it bought 30 cheese, its reasoning having weighed halving rations against buying. Two mines 7:06, three more with two orchards and two hovels 7:35, 40 apples 9:09, low taxes 10:22, none 10:47. The first iron reached the stockpile at 3:37; 11 mines stood at the 9:09 reading.

Quarries, wheat and a first sale, 10 to 20 minutes. Two mines 10:54, planks 11:40, quarries 12:26 (two placed, one not), four tethers, three hovels and an orchard 13:09, three orchards and a wheat farm 14:54. Gold stood at 766 from 12:26 to 16:46. A food warning at 16:08 (27 for 78 people) was answered at 16:09 by four mines and a sale of 50 iron for 1,150 gold, which paid for 50 apples (17:05) and 75 planks (17:28). A mine, three hovels and two wheat farms 18:03. First stone 17:32; 17 mines at 18:04.

Taxes, a compaction and the last mines, 20 to 30 minutes. Average taxes at 19:40 took popularity from 85 to 59 by 22:52; a third quarry 19:54; quarry searches at 20:39 and 21:17 found no site within 25 tiles; five orchards and two hovels 21:27. The context was compacted at 22:51. Low taxes 22:54, no taxes 24:44 (popularity 51 at 24:41, its low), five mines on the (370, 388) patch 26:26, the 24th mine 27:41, five orchards 28:13. Extra rations at 29:14 (popularity factor +4), average taxes at 29:43, and three hovels at 29:59, the last buildings. Population reached 124 at 29:50.

Waiting and selling, 30 to 45 minutes. A mill beside the stockpile (31:17) found no room, nor did expand_storage (32:38), with one pile empty. It sold iron at 32:55 and 50 wheat at 33:13, bought 50 apples at 34:55 after a food warning, sold planks, iron and wheat at 37:52 to 38:34 for room, waited 200 s from 40:24 after another food warning, and at 43:46 sold 100 planks and 100 stone. Population held at 124, popularity at 64 to 68, and food fell from 110 at 29:44 to 27.

Game minute 0 5 10 15 20 25 30 35 40 End
Net worth 2,415 1,991 1,978 2,250 2,877 5,313 7,118 10,788 14,165 18,294
Gold 2,000 1,633 1,073 766 1,216 2,030 1,847 6,326 9,815 11,803
Iron 0 3 20 49 41 101 166 121 101 184
Stone 20 20 20 20 52 84 140 196 244 188
Food 55 29 61 30 69 76 109 57 67 27
Population / housing 6 / 10 38 / 42 57 / 66 71 / 90 91 / 114 103 / 146 124 / 146 124 / 170 124 / 170 124 / 170
Popularity 100 92 67 74 84 51 64 66 67 68
Iron mines standing 0 4 11 13 18 18 24 24 24 24

Each column is the last recording frame at or before that minute. Before the end the net worth row counts gold, wood, stone, iron and food (at 4) and leaves out wheat (up to 100 units, 800), so it reads low; the last column is the game's own figure. Iron mines standing is from the last production readout at or before the minute. Iron dips where it was sold (50 at 16:46, 130 at 32:55, 100 at 38:16); with the sales added back, the iron delivered in each five minutes was 3, 17, 29, 42, 60, 65, 85, 80 and 83 (464).

Weapons

It left them alone. No armory or weapon workshop was placed (its 91 buildings are mines, orchards, hovels, wheat farms, tethers, woodcutters, dairy farms, quarries and the marketplace), it never called set_workshop or looked up a weapon building, and it sold no weapons. The preparation reply says to make sure the goods at the end are stored "(not weapons)"; none of its 38 logged reasoning blocks mentions weapons, and the interview mentions them only as the person's.

Its 1.7.1 game planned a wing in the preparation reply ("weapons workshops with an armory to convert wood/iron to higher-value goods"), built an armory and three fletcher's workshops at 12:25 and a fourth workshop at 15:20, and made 30 bows, worth 450 in store at the end (results.json): 3.4% of that game's 13,107 and 0.9 of its 23.1 points. It sold none. The wing cost 400 gold, 85 wood in buildings and 60 in bows (2 each), and four jobs, filled while idle peasants stood at 24 with no open job in 16 of that game's 19 readings from 15:03 to 39:28. Under its own rule it returned 450 against 400 gold and 145 wood: −95 of net worth, or about −530 with the planks at the 4 gold they cost to buy. Bows take wood only, so no iron went into weapons in either game. Under this game's rule the 1.7.1 game would have ended at 12,657 and 22.1 points.

In this game the wood went into its 91 buildings (the 24 mines alone took 480) and the 400 gold stayed in the treasury; it mined 464 iron against 336, and the jobs were mines, orchards, wheat farms and quarries. The 24 idle peasants stood as before.

Beside its other games and the other models

This game 1.7.1 game Difference
Gold 11,803 3,133 +8,670
Iron 4,232 (184) 7,728 (336) −3,496
Stone 1,316 (188) 1,540 (220) −224
Wheat 800 (100) 0 +800
Apples 108 (27) 72 (18) +36
Wood 35 184 −149
Bows (counted there) 0 450 (30) −450
Net worth 18,294 13,107 +5,187
Gold, from 2,000 This game 1.7.1 game
Taxes (the balancing figure) +4,803 +2,533
Sales +8,140 +20
Planks, food bought −3,140 −1,020
Fletcher's workshops 0 −400
Gold at the end 11,803 3,133

Mined, kept and sold together: iron 464 against 336, stone 288 against 220, wheat 200 against none.

The pair differs in more than weapons: the version (1.7.2 retries a blocked build_structure target only within its footprint's side plus a tile, where 1.7.1 searched 12, and keeps room beside the stockpile; 1.7.3 added this benchmark and fixed a compaction retry that did not come up here) and the model's own choices. Here 5 of 90 build_structure placements were not placed and none was moved; the 1.7.1 game had 74 of 75 placed (a hovel moved by 4 and 3 tiles, an orchard by 11 and 11) and one not placed.

The score is 18.8 points higher: net worth +10.5, popularity +6.8, population +1.5. Scored by this game's rule the 1.7.1 game ends at 12,657, so the gap is 5,637 and 19.7 points; the weapons are 450 of it. What the two games' files show:

  • The end. The 1.7.1 game had popularity 91 and 104 people at 32:42, set average taxes at 32:36 on full rations, and ended at 0 and 50 with its food gone (2 at 39:28, the granary at 0 from 39:11); holding its 32:42 position would have scored about 33. This game ended at 68 and 124: 24 orchards and 3 dairy farms where that one had 12 and 2 (apples 39 to 48 a minute in its readouts from 29:44, against 21 to 26 there), and extra rations (food +4) set against average taxes (−4). Food never fell under 22 (15:32).
  • Iron, earlier. 11 mines at 9:09 and 17 at 18:04, against 5 from 6:52 to 18:26 there (10 at 19:38, 17 at 29:53, 25 at 33:49). The first 20 minutes delivered 91 iron against 49, the game 464 against 336 (+2,944). It bought 300 planks by 12:26 against 175 by 9:30 there, where 400 gold went into workshops from 12:25; here the sale of 50 iron at 16:46 paid for apples and planks.
  • Taxes, +2,270. About 3,400 of the 4,803 came after 29:43, on average taxes with extra rations.
  • Wheat and stone. Six wheat farms (90 wood) gave 200 wheat, 1,600 of net worth; the 1.7.1 game built none. Three quarries delivered 288 stone (first at 17:32) against 220 (18:30).
  • Buying cost more: 2,015 of net worth against 765.

Both games stood at 24 idle peasants with no open job, and both stockpiles filled.

In the 1.7.1 round (weapons counted) Gemini 4 Argon scored 52.4 and GPT-6.1 Sol 50.4, ahead of Opus 34.7, Sonnet 33.1 and Muse Wonder 33.0; this game's 41.8 would stand third of eleven. The no-arms Sinkhole games so far, by net worth and score: Claude Haiku 5.5 8,243 and 23.8, Claude Sonnet 5.5 15,246 and 35.3, Claude Opus 5.5 16,889 and 39.3, and this game. On the batch's other maps Fable's no-arms game also beat its weapons-counted game (Oasis by the Sea 40.5 against 37.5, Large Barren Desert 11.6 against 1.3; those pairs share a version).

What held it back

  • Jobs, not housing. Idle peasants stood at 24 with no open job in 19 of the 24 readings from 18:04 (23, 24 with one job open, 17, 18 and 22 in the others). The five mines of 26:26 took idle from 24 to 17 at 27:42, and population rose from 105 to 124 as it refilled. After the last building (29:59) population stayed at 124 for 15 minutes with housing at 170; its reasoning at 29:59 said more hovels would not help, and it placed three. Searches for job sites came back empty: quarries (20:39, 21:17), orchards (22:51, 25:00, 25:54; at 29:59 one site it judged too far), wheat (29:59), dairy (28:08), iron (27:41, one site). The ore at (341, 575) and (289, 277), 130 and 179 tiles from the keep, was never tried.
  • Nothing built for the last 15 minutes while gold rose from 1,847 to 11,803. The mill and expand_storage failed for room (31:17, 32:38); at 33:31 its reasoning judged farms 110 or more tiles out not worth the time left.
  • Buying. 3,140 gold lost 2,015 of net worth (4.1 points): planks 1,335, food 680. Four woodcutters delivered 16 wood a minute.
  • Taxes against popularity. Two average spells without extra rations took popularity from 100 to 63 (3:55 to 10:47, about 420 gold) and from 85 to 57 (19:40 to 23:15, about 510 gold).
  • Storage. One pile was empty at 32:39 and 37:52, none at 43:46; stone sat at 288 with room 0 from 42:36 to 44:22 (about 19 stone not mined, about 130 of net worth).
  • A doubt after the compaction. The handoff counted 16 orchards and about 14 hovels, which already held the seven buildings of 21:27. At 22:54 and 23:14 its reasoning took the 16 orchards and the unchanged wood (49) to mean that the seven had not registered; it called status (16 orchards, 15 hovels) and get_inventory and placed another set at new sites (one orchard and two hovels placed, two orchards not; 86 s). The recording shows wood falling in five steps of 5 (21:48 to 22:22) and two of 6 (22:39, 22:45), the batch's 37, and every building type's final count equals what it placed. Nothing was lost, but the interview repeats the claim.
  • Plan and notebook unused. update_plan and notebook_write were never called, so only its own handoff crossed the compaction.

What worked

  • Iron. Four mines placed by 2:33, 13 standing by 11:40, 24 by 28:14; 464 iron, 58% of the net worth, at about 0.7 a minute a mine; 191 of it came in the last 11.8 minutes.
  • Selling to keep the mines running. With iron room 77 and one empty pile at 32:39, at 17 iron a minute, the stockpile had under five minutes left; the sales freed piles at no cost in net worth.
  • Popularity. Never under 51; extra rations at 29:14 paid for average taxes (about 3,400 gold); it backed out of two tax spells at 10:22 and 22:54 on the factors, and each food warning was answered or weighed.
  • Placements held: all 85 placed are in the final count.

Market

Bought: 445 planks in five trades (1:27, 6:05, 11:40, 17:28, 25:54; 1,780 gold), 30 cheese (240) and 140 apples (9:09, 17:05, 34:55; 1,120): 3,140 gold, 2,015 of net worth lost (planks 1,335, cheese 120, apples 560). A plank purchase at 4:45 reported not_traded; the recording shows no gold spent. Sold: 280 iron (50, 130, 100) for 6,440, 100 wheat for 800, 200 planks for 200 and 100 stone for 700: 8,140 in all. The replies add to 7,030 (250 iron, 40 stone). Two calls differ, the known 1.7.3 fault at 200 or more in stock: iron at 32:55 (215 in stock; gold rose 1,150, then four times 460, so 130 units, 30 more than asked) and stone at 44:14 (288 in stock; two rises of 350, so 100 units, 50 more than asked). Their stock and gold were right; the other sales (stock under 200) match the recording. Selling left net worth unchanged. None of its 120 tool calls was a game_action, so it set no automatic trade by clicks, and every fall of gold in the recording sits in a purchase's clicks (3,040 of the 3,140 show as separate steps; three of 20, 40 and 40 fall in frames where gold also rose). The 18 calls took 452 game seconds for 175 clicks, 2.6 a click.

Cost and speed

44 turns, 120 tool calls (37 find_sites, 24 build_structure, 19 waits, 18 market_trade, 8 set_tax, 5 place_near, 9 others), 2.60 million tokens and $3.331 at the profile's prices ($10 per million input, $50 output, $0.25 cache read, $12.50 cache write): preparation $0.404, play $2.821, compaction $0.105. The 1.7.1 game cost $2.751: this one wrote more (22,107 output tokens against 16,005; 89,675 written to the cache against 68,221) in fewer turns (44 against 48). The interview cost about $0.110. The agent run took 38.9 real minutes, 6.9 of them waiting for the model. All 44 requests read the prompt cache (96.4% of input tokens) and none failed. The context was compacted once (22:51, 22 seconds), in one request that succeeded on the first. Nine waits were played fast and saved 4.2 real minutes (three ended early on warnings); the 1.7.1 game's eight saved 1.8.

Of the 2,700 game seconds the 24 build calls took 1,154, the 19 waits 730 and the 18 market calls 452. One build call (5:22) was refused for asking for more than 8 actions in a reply; the other 23 placed 85 buildings: 13.6 game seconds each, 3.7 a call (place_near added 6 in 87 s). The 1.7.1 game's 15 calls took 1,339 s for 74 (18.1 each, 4.9 a call). The host was the game machine in both, so the 4.5 s difference mixes the version, the mix of buildings and how many a call carried, and says nothing by itself. It saw five screenshots (the first, two map_overview, one center_on, one after the compaction).

The interview

Fable put the gap to the person down to a fixed-size engine of iron mines and taxes against a scalable bread chain, to idle peasants it had no jobs for, and to spending popularity on taxes where the person spent it on cheaper rations. Playing again it would build the wheat, mill and bakery chain early, add inns and a chapel, keep taxes at none, reserve ground around the stockpile and verify each batch of placements. It praised the tile tools, status, wait_and_observe and market_trade's net-worth change; it disliked a batch of placements it thought wrongly reported, no warning that the stockpile was closing in, and the memory lost in the compaction.

Against the game these match: 18,294 against 41,631 and 124 against 506 people (4.1 times); about 24 mines and taxes at 4 to 5; 24 idle peasants and population stuck at 124; quarry and iron sites used up; expand_storage finding no room and iron sold to keep the mines delivering; apples bought late (34:55); bread at 4 against wheat at 8.

These do not. "An early batch of placements that the harness reported as placed but never appeared (wood wasn't deducted)": the batch of seven was at 21:27, and all of it stands (see above), as in its 1.7.1 interview. "My economy stopped growing around the 30-minute mark": building and population did, but net worth went from about 7,700 (7,118 in the table, without wheat) to 18,294 after it. "A stockpile boxed in by hovels": the result says no free ground touches it and does not name what is there, so this is unchecked. "Never seriously considered cutting rations": it weighed halving them at 4:16 and bought cheese instead. It named wait_and_observe with until among the tools that helped; it used until once (33:31, food at least 0, met at once). Selling to make room, which it counted among its mistakes, lost nothing.

For the harness

  • The market_trade reply undercounted two sales (iron at 32:55: 100 units and 2,300 gold against 130 and 2,990; stone at 44:14: 40 and 280 against 100 and 700, with a note saying it stopped for lack of units after selling 50 more than asked): the known 1.7.3 fault. stock and gold were right, its later reasoning uses those, and scoring is unaffected.
  • No room beside the stockpile at 31:17 and 32:38, although 1.7.2 keeps a spot beside it: no placement reported blocks_stockpile, and the result does not say which building took the room. No warning came before the last pile filled.
  • Placements: five not placed (5:28, 12:26, 14:54, 23:14 twice), each no_free_spot_nearby with no nearestFit; two place_near hovels stopped short (1:06 for 3 wood, 6:50 for room); one call refused at 5:22 for more than 8 actions, re-sent at 5:28. After the compaction it doubted placements that had held, as in the 1.7.1 game.
  • Wait warnings: three for popularity (7:33, 10:47, 22:51) and three for food (16:08, 34:55, 40:22); the last two cut waits to 75 of 150 and 90 of 120 game seconds.
  • No provider errors, and no forced garbage collection in 457 memory samples. The game saved at the end ("claude fable 5-1 1-7-3 31bbbb").

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 18,294 41,631
Gold 11,803 39,977
Stored goods, at the sell price (weapons and armour not counted) 6,491 1,654
Population 124 506
Housing 170 506
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 Fable 5.1

My 18,294 is roughly eight times the "leave it alone" baseline but well under half of the person's 41,631, and their population was four times mine. The core difference is that they built a scalable engine and I built a fixed-size one. My net worth came mostly from iron mines (~24 at the end) and taxes at level 4–5, plus apples that were largely eaten. I ran out of iron and quarry sites fairly early and then had no good idea for what to do with the ~24 idle peasants, so immigration stalled at 124 and my economy stopped growing around the 30-minute mark.

They instead used bread as a sellable, mass-producible good: 31 wheat farms feeding 19 mills and 161 bakeries, sold at market. That chain scales almost without limit on this map (the oasis ring is huge), employs enormous numbers of people (hence 506 population), and because they ran half rations with popularity propped up by inns, church and cathedral, most food became gold rather than consumption. They also used the fear factor for +30% efficiency and ran no taxes, so popularity stayed at 99 and immigration never stopped. I treated popularity as something to spend on taxes; they treated it as something to spend on cheaper rations and faster workers, which turned out to be worth far more.

I also lost time and value with some mistakes: an early batch of placements that the harness reported as "placed" but never appeared (wood wasn't deducted), a stockpile boxed in by hovels so I couldn't expand it and had to sell to keep production flowing, and buying apples late to protect popularity.

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 Fable 5.1

  • Start the bread chain early: several wheat farms, mills and many bakeries near the stockpile/granary, and sell bread continuously. Bread at 4 gold from wheat at 8 looks poor on paper, but one wheat gives many loaves, so the chain multiplies value and employs lots of people.
  • Build inns and buy ale from the start (the person's +6–8 popularity from inns), plus a chapel/church, and use that popularity to cut rations to half or none and apply some fear factor, rather than for taxes.
  • Keep taxes at none and let population explode; population and workers are what scale output. Water pots as cheap job sinks once sites run out.
  • Reserve clear ground around the stockpile and expand it early and repeatedly; never let hovels box it in.
  • Still build every iron mine and quarry site (they're the best per-building value), but keep adding ox tethers and stockpile space.
  • Verify every batch placement against the building count and wood deducted, since one batch silently failed.

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 tooling was mostly strong. find_sites, tile-targeted build_structure, status and wait_and_observe with until let me play almost entirely from text, which was efficient. market_trade with net-worth deltas was very helpful. Things that got in the way: the "placed / evidence: own_buildings" status was wrong once for a whole batch of seven buildings, which cost me time and trust; expand_storage and place_near found no room around the stockpile but nothing earlier warned me that hovels were closing it in; the context compaction mid-run meant I lost detailed memory of what had been tried. The 45-minute limit is short enough that early decisions dominate, which is fair but rewards a known-good opening more than adaptive play. I'd add a reader for per-building efficiency/fear and religion factors, a warning when storage expansion space is about to be blocked, and a clearer signal of which buildings are reachable by workers.

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 person's result shows this map is really a "bread factory" map, and that the game's rations/popularity mechanics are the key lever: buying popularity cheaply (inns, religion) and converting it into free food and faster workers beats taxation by a wide margin. I evaluated buildings mostly by sell price per unit, which led me to iron and away from bread, and I never seriously considered cutting rations because I treated popularity below 50 as the only risk. Knowing the scale of what's possible (500 pop, 160 bakeries) would have changed my whole approach; I was far too conservative about building counts and about spending gold on growth early.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score18,294Counted

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 20261019T090704-c98f2ddd