Writing · Part 2 · October 2026

Claude learns Factorio, part 2

Seven worlds and a ladder of sixteen rungs. A week of round-the-clock play, measured against strong players, and the arithmetic for every gap.


Part 1 — Claude learns to play Factorio

Part 1 ended on my Mac: Claude’s character had gone from an empty inventory to red and green science at 29 and 28 a minute, blue at 15 a minute on a test copy, and a biter nest cleared by turret creep. It was a good first day. It was also a world Claude could watch, poke and restart whenever it liked, on one map it had come to know.

This post is the week after. The bot moved to an AWS server that runs around the clock, a second machine runs test starts, and the goal got sharper: win Space Age as fast as possible in game time, from a cold start, playing honestly. The rules from part 1 still hold: no items from nothing, walking instead of teleporting, and nothing tuned to one map.

The yardstick is the default-settings Space Age speedrun record, 7:31:00, or 451 game minutes, for the whole game: from crash site to a ship parked at the edge of the solar system. Claude’s best world so far is at game minute 2,930 and has not built blue science. Most of this post is about why, written for people who play the game, with the arithmetic for each gap.

Horizontal bar chart of the bot’s sixteen milestones, from burner mining to parking at the solar system’s edge, plotted against game minutes. World 1 (gray) reaches milestone 7, construction robots, at minute 433 and shows pale bars for milestones 8 and 9 running to 3,640. World 7 (orange and blue) has the first four milestones by minute 53, green automated at 112 and oil built at 567, but no blue science. A dashed line at 451 minutes marks the record finishing all sixteen; a red line marks world 7 now, at minute 2,930.
The bot’s own sixteen milestones, from burner mining to parking at the edge. Upper gray bars are world 1, which reached construction robots at minute 433 and was retired at 3,640; lower bars are world 7, live. Pale bars are milestones started and not finished. The dashed line is the record’s whole game.

Seven worlds in eight days

Claude does not get to keep a world just because it is attached to it. A world ends when its clock can no longer produce a good result, when a fix needs to be seen from the opening, or when I ask. Seven numbered worlds ran on the server between 24 and 31 October.

Bar chart of seven worlds by game minutes reached: world 1 at 3,640, world 2 at 15, world 3 at 1,290, world 4 at 33, world 5 at 2,385, world 6 about 420 (estimated, hatched), and world 7 at 2,930 and live. Each bar is labeled with its seed, its final evolution factor and what ended it. A dashed line at 451 minutes marks the speedrun record.
Every world since the move to the server, how far its clock ran, and what ended it.
WorldSeedGame minutesEvolution at the endWhat ended it
112458625153,6400.57Lost the biter war: 164 gun turrets lost against 10 spawners killed
21245862515150.00World 1’s seed again; I asked for a fresh one
312649849341,2900.29Two hours of real time in a turret-creep loop: 537 of 538 steps
4314752922330.00A crash in the level script; the restart rolled the world back
53147529222,3850.45Biters inside the base, no oil, labs idle
61093975671about 420Restarted to see the splitter and wreck-clearing fixes from the opening
731712973042,930 and live0.51

Two things stand out. World 1 is still the furthest the bot has climbed: it built its blue block at minute 308, had construction robots at 433, researched the rocket silo at 1,165 and laid solar at 1,291. Then it fought a war it could not win, losing 16 turrets for every spawner it killed. The four worlds since have all died or stalled earlier on the ladder, because each one changed something in the opening and found a new way to break.

World 7, by the numbers

World 7’s health record is written every five game minutes. These are its milestones in game minutes:

MilestoneWorld 7World 1Strong opening
Steam power29.828.8
First lab31.629.7
Red automated51.240.2
Defense up52.940.2
Green automated112.0108.519 (red, green and a mall)
Oil gathering researched118.0
Mall built151.819
Oil built566.6262.332 (oil build begins)
Blue researched586.5313.8
Blue block builtnever307.551

The right-hand column is the 2.x any% run’s video chapters, which the opening lesson uses as its benchmark. They are not the same category as the Space Age record, but they show what a strong opening looks like on the clock.

Three stacked time-series panels for world 7 over 2,930 game minutes. Top: technologies researched climb to 42, sit flat from about minute 245 to 560 in a shaded band labeled as the oil search waiting on a radar, climb to 66, and reach 68 with no new technology after minute 2,306; entity count rises steadily past 5,000. Middle: red and green science run near 30 a minute in two short stretches before minute 700 and are near zero after, with blue made at zero. Bottom: the evolution factor rises to about 0.51, above a dashed line for time alone, crossing 0.2 and 0.5.
Top: researched technologies (blue) and entity count (gray). Middle: science packs made a minute. Bottom: the evolution factor against what time alone would give.

Three things in that chart tell most of the story.

  1. The flat stretch from minute 245 to 560. The technology count sits at 42 for five game hours. The oil search wanted a radar the bot no longer counted as built, so it waited (factorio-agent #196). In real time that was two and a half hours of a bot standing still.
  2. The second climb stops at 66 and never really restarts. Red and green run at 30 a minute for about two hours, then fall to zero at minute 700 and stay there, apart from short bursts. Blue was researched at 587; the bot has made zero blue packs.
  3. No new technology since minute 2,306, 624 game minutes ago. At the last record all ten labs were idle, and the bot’s own blocker line said red science was waiting on its steel project, which had been open for 596 minutes.

At minute 2,930 world 7 has 68 technologies, 5,441 entities, 6 deaths, 71 spawners and 42 worms killed, and 46 turrets lost. Its power draw was 697 kW out of 9 MW of capacity. Ninety-two percent of the power plant is idle because the factory is idle.

The opening, against strong play

The opening lesson (5.7.7.2.3.9.1) compares world 7 with the strong opening, step by step.

Two timelines on a log scale of game minutes. The 2.x any% record has red, green and a mall at 19, oil build beginning at 32 and blue automated at 51. Claude’s bot on world 7 has steam power at 29.8, red automated at 51.2, green automated at 112, oil gathering researched at 118, oil built at 566.6 and blue researched at 586.5, with blue still not automated; an arrow marks 449 minutes waiting to build oil because the search wanted a radar it had lost.
The record has blue at 51 minutes; world 7 had red at 51 and no blue after 26 hours.

The cost of reaching blue is fixed by the tech tree. It takes 15 technologies, four of them trigger technologies and the rest 1,050 red and 915 green units, about 347 lab-minutes in all. At 2 iron and 1 copper per red pack and 5.5 iron and 1.5 copper per green, the research alone eats 7,133 iron and 2,423 copper plates before a single building is placed. A strong player reaches blue at 51 minutes because three things happen at once: research never stops, the mall is building the next block while the current one is placed, and oil starts by minute 32 so that the refinery comes on as the technology lands.

World 7 did each of these things in order rather than together, and each one waited on the one before. The gap to blue was 449 minutes of waiting on one radar, then a long stall when iron ran short. Measured as divergence from strong play:

StepStrong playWorld 7Lost
Red and green automated, mall up19112 / 15293 to 133 min
Oil built32567535 min
Blue automated51not yet at 2,930at least 2,879 min

Where the time went

Every step the bot takes is logged with a family: build, gather, upkeep, defense, research, idle, stuck. Grouped by game hour, the families show what the bot was doing with its time.

Stacked bar chart, one bar per game hour of world 7 from hour 0 to 48, showing the share of each hour’s steps by family: build, gather, upkeep, other, defense, research, idle and stuck. Early hours are mostly build; hours 4 to 7 are almost all idle, labeled waiting on the radar; later hours carry large gather and upkeep shares. Annotations mark hour 43 as gathering steel for the piercing cell and the last hour as waiting because one worm blocks the chain.
World 7: what each game hour’s steps went to.

The first hour is mostly building, which is right. After that the mix drifts: hours of upkeep (refueling, re-arming, hand-carrying to cells), whole hours of idle while the radar wait ran, and in the last day a growing band of gathering and stuck. Two hours in particular show what a strong player would never do.

The sections below go through each flaw, with the arithmetic for what it cost.

Flaw 1: five pumpjacks full since minute 567

The oil field is the clearest case of a strong player and the bot disagreeing about what matters (lesson 5.7.7.2.3.3.1). World 7 placed five pumpjacks at minute 567. They have stood full ever since, at 67.3 crude a second, with no refinery behind them.

Line chart of crude oil a second from world 7’s five pumpjacks against hours of pumping from now. Output starts at 67.3 and falls to a floor of 13.5 after about 11.1 hours. Horizontal lines mark what 60 and 30 blue packs a minute need: 83.3 and 41.7 crude a second on basic processing, 38.5 and 19.2 on advanced processing with cracking. The pumpjack curve crosses the 30-a-minute basic line at about four hours and the 30-a-minute cracked line at about eight.
World 7’s idle field covers 30 blue a minute on basic processing for about four hours, and on its floor only cracked processing gets past 20 a minute.

Here is what that crude would make. A blue pack needs 1.5 advanced circuits (3 plastic) and half a sulfur. Plastic is 10 petroleum gas a bar and sulfur is 15 gas a unit, so a blue pack costs 37.5 gas.

The oil buildings that would turn this on cost about 435 iron. The bot was in an iron shortage: it planned “another iron unit” 247 times in one hour and built none (factorio-agent #200). A strong player sees the shape: 435 iron is half a minute of one full yellow belt of plates (15 a second), and those refineries unlock every technology left on the tree. The bot weighed the refinery against everything else that wanted iron and kept losing the comparison.

The field will not wait forever either. Pumpjacks deplete toward a floor; the figure shows these five falling below what 30 blue a minute needs on basic processing in about four hours of pumping, and to their floor of 13.5 a second after about eleven. Cracking moves the demand lines down, so the same field serves longer.

Flaw 2: no splitters, and lanes that fill with the wrong thing

I asked Claude on 30 October whether the bot used splitters. It did not. World 7 had 2,645 transport belts, 68 undergrounds and no splitter, with the recipe unlocked since early in the game (factorio-agent #206). World 1 had 1,988 belts and no splitter either (factorio-agent #57). The bot’s own milestone 5 says “a bus tapped by splitters”; it has never built one.

Top-down diagram of a main bus: four iron-plate belts running north beside two copper belts with two free tiles between them. Three splitters with right-side priority shift plates toward the rightmost iron belt, a final splitter takes up to a full belt off the bus, and an underground belt pair carries it under the two copper belts to a circuit build on the right.
What a strong player builds: a bus split-off with priority, one underground pair and the two-tile gap that lets it through (lesson 5.7.7.2.3.2.1).

Without splitters, each consumer gets its own line from its own drills. That works until a producer outruns its consumer and a consumer elsewhere starves. On world 7 the ore drills stood still on full belts the same evening that copper consumers went short. A splitter would have handed the surplus across. A yellow belt is two lanes of 7.5 items a second, so a full belt sitting still is 15 plates a second of production thrown away.

The lane problem came from the other direction. On 31 October a change that filled holes in belts (PR #201) went live and began joining two lines the planners had built apart. The bot’s own lane check went from zero contaminated lanes to 12 to 17 within one record of the deploy, and the watch filed factorio-agent #214 about 35 game minutes later.

Two panels. Left: a line chart of world 7’s belt lanes carrying a foreign item against game minutes, at zero apart from one blip near minute 520, then jumping to 17 at about minute 1,960 when PR #201 deployed and staying between 9 and 12 after; a dashed marker shows the watch filing #214 about 35 game minutes later. Right: a diagram of one plate lane with five inserters, shown clean, with 8 stopped items, and with 30 stopped items, the stopped stretch growing back from the lane’s end and starving inserters one by one; a note gives the 18-minute fill time for a 20-tile tail at 1% contamination.
Left: the bot’s own count of contaminated lanes, before and after the belt-hole filler went live. Right: why a few stopped items starve a whole lane.

Why a few foreign items matter: an item no inserter takes rides to the end of the lane and stops. A lane holds four items a tile, so each stopped item holds a quarter tile for good, and the dead stretch grows backward past each inserter in turn. At 1% contamination on a lane moving 7.5 a second, 0.075 foreign items arrive each second; a 20-tile tail has 80 slots and fills in 80 / 0.075 = 1,067 seconds, about 18 minutes. After that, every inserter along those 20 tiles is starved. A strong player either keeps lanes pure or ends a mixed lane in a filter splitter or a chest. The fix for #214, PR #215, refuses joins no plan designed, undoes the joins already made and cleans the lanes.

Plan view of world 7’s core on a dark background, about 220 by 210 tiles, with buildings colored by role: yellow belts with white direction arrows, red furnaces, cyan miners, green assemblers, a purple column of labs, orange power, gray turrets and walls along the edges. Three numbered yellow rings mark lane-report tiles, a small yellow ring marks Claude’s character, and in the northwest corner red circles show the reach of worms around a standing nest. The title notes 5,411 buildings and 0 splitters.
World 7’s core at minute 2,692, with every building in its role’s color and belts marked with their direction. The three yellow rings are the first tiles of the watch’s three lane reports on #214. The red rings are worm reach (25 tiles for a small worm, 30 for a medium); the nest about 80 tiles northwest is still standing. There is no splitter anywhere in the frame.

Flaw 3: the mall, and steel carried by hand

A mall is a stock problem, not a rate problem (lesson 5.7.7.2.3.2.2). One assembling machine 2 makes 180 belts or 90 inserters a minute, so a cell fills its stack in under a minute. The difficulty is keeping its inputs full. The bot’s mall is fed by hand, and the hands are Claude’s character.

Two panels. Left: fill level of sixteen mall output chests, from full (long-handed inserters, labs) to empty (inserters, transport belts, small electric poles, iron gear wheels, firearm magazines). Right: one stacked bar of the bot’s 515 steps over three hours: 224 (43%) hand-supplying the ammunition cells, 115 (22%) building steel, 90 (17%) arming the turret creep, 31 (6%) re-arming after a respawn, 17 (3%) refueling, and 38 (7%) everything else.
Left: the mall’s output chests, five of them empty. Right: what the bot’s last three hours of steps went to.

In the three hours to game minute 1,690, 224 of 515 steps (43%) were hand-supplying the ammunition cells. At that point five of sixteen mall chests were empty, among them belts, inserters and gears, which are the three items a growing factory places most. I noticed this by watching (“spends a lot of time filling chests”, #95) and said what a player would do (“the mall should be belt fed”, #175).

The steel numbers show the size of it. A turret gun fires 10 rounds a second and a magazine holds 10, so a firing turret empties a magazine a second. Each piercing magazine is half a steel plate. The bot’s creep holds 160 of them, which is 80 steel, carried. A stone furnace makes a steel plate from 5 iron in 16 seconds. One furnace would take 21 minutes for 80 steel; a column of twelve makes 45 a minute and covers it in under two. The bot had steel furnaces. What it did not have was a belt from them to the ammunition cell, so its character walked to the furnaces for steel for 35 minutes of an hour, and held two plates the whole time.

PR #209 belts the mall. It was also the first change the seed panel judged, below.

Flaw 4: one worm

At evolution 0.51, a medium worm reaches 30 tiles. World 7’s base has worms at its edge, and the bot’s pathing treats every worm zone as a wall: 69 failed walks with “no path” around 556 worm zones (factorio-agent #218). When the only route to a job crosses one worm’s reach, the bot waits, stocked, and in one hour that was 1,226 steps out of 1,231.

A strong player kills that worm. The bot already knows how: it runs turret creep against nests, and part 1 described the first one it cleared. What it lacks is the rule that a worm sitting on its only route is a target, not a wall. The cost of not doing it was one full game hour at the moment the base most needed to restart research.

Evolution: mostly the clock

Evolution in Factorio is a raw sum squashed into a factor: factor = raw / (1 + raw). Time adds 0.000004 a second, pollution 0.0000009 a unit, and each spawner killed 0.002.

Two panels. Left: a stacked bar of world 7’s raw evolution at game minute 2,818, totaling 1.012: time 0.676 (67%), pollution 0.194 (19%), spawners killed 0.142 (14%), for a factor of 0.503. Right: horizontal bars building the factor up cause by cause: 0.098 for record pace from time alone at 451 minutes, 0.403 for world 7 from time alone, 0.465 with pollution, 0.503 with the 71 spawners killed; dotted lines mark medium biters at 0.2 and big biters at 0.5.
World 7’s evolution at minute 2,818, split by cause.

At minute 2,818 the watch split world 7’s evolution by cause (factorio-agent #153):

CauseArithmeticRawShare
Time2,818 min × 60 s × 0.0000040.67667%
Pollution215,556 units × 0.00000090.19419%
Spawners killed71 × 0.0020.14214%
Total1.012factor 1.012 / 2.012 = 0.503

The base averages about 76 pollution a minute (215,556 units over 47 game hours), which is small. Time does two thirds of the work. Time alone would give a factor of 0.403 at minute 2,818; pollution takes it to 0.465 and the kills to 0.503. A run at record pace, 451 minutes, has a factor from time alone of 0.098: the record never meets a medium biter in numbers, let alone a big one. World 7 crossed 0.2 (medium biters) at minute 620 and 0.5 (big biters) at minute 2,780. The biter problem is a speed problem. Every hour the factory idles costs 0.0144 of raw evolution, and nothing else the bot does moves it as much.

Finding flaws without me

On 25 October I asked for a way to find flaws like these without my watching (factorio-agent #96). The answer is an hourly watch. It reads the live world’s health, runs the benchmark checks, and keeps one issue per regression kind: it opens “REGRESSION <kind>” the first hour and comments “Still regressing” each hour after. Since 26 October it also reads the last hour of the bot’s log, counts step families and repeats, and asks whether a strong player would do this; when the answer is no, it files a behavior issue.

Grouped bar chart by day from 23 to 31 October. The hourly watch’s reports (regression issues opened plus hourly repeats) rise from 3 on the 24th and 1 on the 25th to 31, 17, 41, 29, 46 and 48 on the 31st. Issues Erik filed by eye are 1, 5, 4, 1, 0, 2, 3, 1 and none on the 31st. An annotation on the 25th notes Erik asking for flaws to be found without him.
Who found the flaws: the hourly watch and Erik, by day.

From 23 to 31 October I filed 17 issues by eye: five on the 24th, four on the 25th, none on the 31st. The watch opened 29 regression issues and added 187 hourly repeats, 216 reports in all, rising from 4 a day to 48. On the 31st I filed nothing; the watch filed everything. Every flaw I spot by eye now becomes a benchmark rule, so the watch catches the next one (#96).

The watch does not replace a player’s eye. Its job is to make sure nothing I already caught can come back silently.

The pipeline, and what review missed

Every change to the bot now goes through the same steps: an issue, a cloud session that writes the change with tests planted in both directions (and a TLA+ model where the order of events matters), an independent review that ends MERGE or FIX FIRST, a seed panel on the test machine, a merge with the full gate on the merged tree, and a deploy.

Flow diagram of a behavior change: find (the hourly watch or Erik by eye, filing an issue), author (a cloud session on a branch, tests planted both ways, TLA+ where order matters), independent review ending MERGE or FIX FIRST with a fix-round loop, the seed panel (five seeds, baseline and candidate, 60 game minutes at speed 4), then merge with the full gate on the merged tree and deploy to the live world. A red arrow from the panel back to the fix round marks a reported regression; a dashed line shows the watch reading the live world every hour and feeding back to find.
Every behavior change since 31 October: the seed panel sits between review and merge.

Since 23 October the main branch has taken 495 commits, 116 of them merges. On the latest PR the gate ran 2,921 tests and 622 TLA+ cases.

The seed panel is the newest step. It exists because review alone had been merging changes that read well and played badly. It runs five seeds (one of them an awkward start with worms near spawn), baseline and candidate back to back on each, for 60 game minutes at speed 4: ten runs per change. A change passes if no milestone is lost and no new deaths appear.

Two panels. Left: deaths in the first 60 game minutes on five seeds, baseline against PR #209: zero for both on two seeds, and 0 against 1, 0 against 2 and 0 against 3 on the other three. Right: milestone minutes for PR #217 on seed s4858; baseline and candidate match through the first lab, then the candidate reaches red1 while the baseline does not, and the candidate never reaches red automation, defense or any of four research milestones the baseline reaches between minutes 52 and 60.
Left: deaths in the first 60 minutes, before and after #209. Right: milestone minutes on one seed for #217. Both are single runs, with no measured noise floor; neither result is confirmed.

Its first three verdicts, all on 31 October, mixed signal with noise, and the honest reading is that none of them is settled yet.

#215 is the case that showed what the gate lacks, and it is the same lesson any benchmark teaches. A sound panel needs two things this one does not yet have. The first is a noise floor: repeat runs of the baseline alone, so that a milestone 6 minutes late can be told apart from the spread of ±5 to 8. The second is coverage: a verdict of “not exercised” when the changed code never ran, instead of pass or fail. A 60-minute panel can only judge what happens in the first hour, and a fix to a world at minute 2,000 never runs there. Both gaps are filed (factorio-agent #224 for the noise floor and the not-exercised verdict, #225 for a killed run counted as a regression). Until they land, a red panel is a reason to look, not a verdict.

The world map

The whole of world 7, as of game minute 2,692:

Map of all of world 7 on a dark background, top is north, with a 100-tile scale bar. The dense, colorful base sits right of center inside a faint pollution cloud, with water and copper patches beside it. Long yellow belt lines with white arrows run west from it in loops to a small pipe and pumpjack outpost on the far left. About twenty enemy nests, red squares inside red worm-reach rings, surround the base on every side. A legend at the bottom names each building and resource color.
5,411 buildings at evolution 0.49, with the base as the dense core.

Distance is the next problem after splitters. The east iron patch (4.0 million ore) is 290 tiles from the core, the copper (7.9 million) 545, and the oil 475. Trains are the answer at that range (lesson 5.7.7.2.3.2.3).

Line chart of iron plates needed to build a link against one-way distance in tiles, for 15, 30 and 60 ore a second, by yellow belt (solid lines rising from zero) and by one train (dashed lines starting at a fixed cost of several hundred plates and rising slowly). The train becomes cheaper past 210 tiles for 60 a second and past 420 tiles for 30 a second. Vertical dotted lines mark world 7’s iron at 290 tiles, oil at 475 and copper at 545.
A rail tile costs about what a belt tile does but carries several belts: past a few hundred tiles a train is the cheaper link for two belts or more.

A yellow belt costs 1.5 iron plates a tile (one plate and one gear make two belts). A straight rail is two tiles of track for a stone, an iron stick and a steel plate, about 1.375 plates a tile. One belt’s worth is always cheaper by belt, but a train has a fixed cost (locomotive, wagons, stations, signals) of 540 to 960 plates and then carries several belts’ worth on one track. For 30 ore a second (two belts) a train is cheaper past about 420 tiles; for 60 a second, past about 210. World 7’s copper at 545 tiles and oil at 475 are both past the line.

What winning takes

Blue science is milestone 6. Ten more follow, and every one of them is bigger than everything world 7 has built so far.

Two bar charts. Left: machines needed for 60 packs a minute: red 7.3, green 11.7, blue 52.1, split into assemblers on the pack, assemblers on its parts and chemical plants. Right: packs a minute that ten labs at research speed 1.5 can take for technologies of 15, 30 and 60 second units (60, 30 and 15) against the 30 a minute of red and green world 7 made, with a note that blue made is zero.
Left: blue takes seven times the machines of red and four times green. Right: world 7’s labs and its red and green balance only on 30-second units, and every technology left needs blue.

For 60 packs a minute (lesson 5.7.7.2.3.6.1): red takes about 7 assembling machine 2s, green about 12, blue 52, counting the machines on its engines, advanced circuits and plastic. A blue pack takes 24 seconds for two; at crafting speed 0.75 that is 3.75 a minute per machine, so 16 machines on the pack alone. World 7’s ten labs at research speed 1.5 balance its 30 a minute of red and green on 30-second technologies; every technology left on the tree needs blue.

After blue come robots, logistics and solar, the silo, and then the planets, each gated by the ones before.

Flow diagram of Space Age research gates: rocket silo (1,000 units of red, green and blue) leads to platform, space science and thrusters, which branches to discovering Vulcanus, Fulgora and Gleba in any order (1,000 units each). Each inner planet feeds a science pack into discovering Aquilo (3,000 units of nine packs), which leads to railgun and fusion reactor and then to discovering the edge (1,000 units of ten packs), then flying there for the win.
The research gates of Space Age: Aquilo needs all three inner planets, and the edge needs Aquilo.

The record does all of this in 451 minutes. World 1 got as far as the silo technology in 1,165. The honest summary is that the bot is at milestone 5 of 16 on world 7, partly: green is automated and the mall stands, but there is no bus and no splitter.

What’s next

The queue is ordered by impact and by how soon the live world meets each problem.

  1. Land the four open fixes (three PRs and an issue): #215 (the belt-hole filler that joined lines), #217 (the mall), #219 (steel belted to the ammunition cell instead of carried) and #218 (pathing that treats worm zones as walls).
  2. Restart iron and move toward blue on world 7. If world 7 has not done that within two or three game hours, Claude backs it up and starts world 8. Restarting is now Claude’s call, not mine.
  3. Secure the base (#171), so that evolution from the clock stops costing turrets.
  4. Splitters and a bus (#206), so producers share instead of stalling.
  5. The blue block (#200), sized for 60 a minute from the first build rather than grown one machine at a time.
  6. Trains (#167) for the outposts past 400 tiles.

Part 1 was about whether Claude could play by the rules at all. It can. This week was about the distance between playing and playing well, and that distance turns out to be the same list any veteran would give a new player: never let research stop, belt everything that has a rate, share with splitters, take oil early, kill the worm, and go faster, because the biters are mostly a clock.