{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"I have only the MCV and full starting cash. I will deploy it immediately, then queue a refinery, power plant, barracks, and war factory to establish economy and production. I will place the buildings around the home base as they become ready.\",\"notes\":\"Home base is at (12,16); enemy likely starts at (95,11). Deploy MCV and establish refinery, power, barracks, and war factory near base. Watch for enemy scouts and keep the construction area defended.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1238, "completion_tokens": 339, "total_tokens": 1577, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.73, "thoughts": "I have only the MCV and full starting cash. I will deploy it immediately, then queue a refinery, power plant, barracks, and war factory to establish economy and production. I will place the buildings around the home base as they become ready.", "notes": "Home base is at (12,16); enemy likely starts at (95,11). Deploy MCV and establish refinery, power, barracks, and war factory near base. Watch for enemy scouts and keep the construction area defended.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}, {"do": "build", "item": "proc"}, {"do": "build", "item": "barr"}, {"do": "build", "item": "weap"}], "feedback": ["deploy #119: ordered", "build powr: started", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:00 (tick 1 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to establish base first.\",\"notes\":\"Deployed MCV at (95,11). Enemy likely at (12,16). Plan: build power, refinery, barracks, war factory, then push army west.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1648, "completion_tokens": 98, "total_tokens": 1746, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004276, "upstream_inference_prompt_cost": 0.003296, "upstream_inference_completions_cost": 0.00098}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Deploy MCV to establish base first.", "notes": "Deployed MCV at (95,11). Enemy likely at (12,16). Plan: build power, refinery, barracks, war factory, then push army west.", "commands": [{"do": "deploy", "unit": 120}], "feedback": ["deploy #120: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home base is at (12,16); enemy likely starts at (95,11). Deploy MCV and establish refinery, power, barracks, and war factory near base. Watch for enemy scouts and keep the construction area defended.", "raw": "{\"thoughts\":\"The MCV has successfully deployed into the Construction Yard. The previously started Power Plant is now ready to place, and no additional structures are currently available to queue until placement and construction are complete.\",\"notes\":\"Allied base established at (12,16); enemy likely starts near (95,11). Place the Power Plant, then establish an Ore Refinery and continue toward barracks and war factory production.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1342, "completion_tokens": 241, "total_tokens": 1583, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.88, "thoughts": "The MCV has successfully deployed into the Construction Yard. The previously started Power Plant is now ready to place, and no additional structures are currently available to queue until placement and construction are complete.", "notes": "Allied base established at (12,16); enemy likely starts near (95,11). Place the Power Plant, then establish an Ore Refinery and continue toward barracks and war factory production.", "commands": [{"do": "place", "item": "powr"}], "feedback": ["place powr: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:08 (tick 201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\nYOUR NOTES FROM LAST TURN: Deployed MCV at (95,11). Enemy likely at (12,16). Plan: build power, refinery, barracks, war factory, then push army west.", "raw": "{\"thoughts\":\"Construction Yard ready. Start economic buildup: power plant then refinery.\",\"notes\":\"Enemy likely at (12,16). Build powr->proc->barr->weap. Push army west once we have tanks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1704, "completion_tokens": 125, "total_tokens": 1829, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004658, "upstream_inference_prompt_cost": 0.003408, "upstream_inference_completions_cost": 0.00125}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.2, "thoughts": "Construction Yard ready. Start economic buildup: power plant then refinery.", "notes": "Enemy likely at (12,16). Build powr->proc->barr->weap. Push army west once we have tanks.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Allied base established at (12,16); enemy likely starts near (95,11). Place the Power Plant, then establish an Ore Refinery and continue toward barracks and war factory production.", "raw": "{\"thoughts\":\"The Allied Construction Yard is established at (12,16), but there is no power or income yet. I will start construction of the essential Power Plant now, then use future turns to establish an Ore Refinery and production infrastructure.\",\"notes\":\"Allied base at (12,16); enemy likely near (95,11). Power Plant construction is the current priority; no army or harvesters exist yet.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1285, "completion_tokens": 179, "total_tokens": 1464, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.63, "thoughts": "The Allied Construction Yard is established at (12,16), but there is no power or income yet. I will start construction of the essential Power Plant now, then use future turns to establish an Ore Refinery and production infrastructure.", "notes": "Allied base at (12,16); enemy likely near (95,11). Power Plant construction is the current priority; no army or harvesters exist yet.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:16 (tick 401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Build powr->proc->barr->weap. Push army west once we have tanks.", "raw": "{\"thoughts\":\"Place power plant, then queue refinery and barracks. Enemy far west, need economy first.\",\"notes\":\"Enemy at (12,16). Build order: powr->proc->barr->weap. No units yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1696, "completion_tokens": 110, "total_tokens": 1806, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004492, "upstream_inference_prompt_cost": 0.003392, "upstream_inference_completions_cost": 0.0011}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.11, "thoughts": "Place power plant, then queue refinery and barracks. Enemy far west, need economy first.", "notes": "Enemy at (12,16). Build order: powr->proc->barr->weap. No units yet.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); enemy likely near (95,11). Power Plant construction is the current priority; no army or harvesters exist yet.", "raw": "{\"thoughts\":\"Place the ready Power Plant immediately, then construct an Ore Refinery to establish income. With Allied power secured, continue toward a Barracks for early infantry while saving for vehicles.\",\"notes\":\"Allied base at (12,16); enemy likely near (95,11). Power Plant is ready to place. Next priorities: refinery, barracks, then second power/refinery and War Factory economy.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1277, "completion_tokens": 150, "total_tokens": 1427, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 128, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.15, "thoughts": "Place the ready Power Plant immediately, then construct an Ore Refinery to establish income. With Allied power secured, continue toward a Barracks for early infantry while saving for vehicles.", "notes": "Allied base at (12,16); enemy likely near (95,11). Power Plant is ready to place. Next priorities: refinery, barracks, then second power/refinery and War Factory economy.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:24 (tick 601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: powr->proc->barr->weap. No units yet.", "raw": "{\"thoughts\":\"Continue economy buildup: power already built, now ore refinery, barracks, more power as needed.\",\"notes\":\"Enemy at (12,16). Build order: proc->barr->more powr->weap. No units yet.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1797, "completion_tokens": 98, "total_tokens": 1895, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004574, "upstream_inference_prompt_cost": 0.003594, "upstream_inference_completions_cost": 0.00098}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.7, "thoughts": "Continue economy buildup: power already built, now ore refinery, barracks, more power as needed.", "notes": "Enemy at (12,16). Build order: proc->barr->more powr->weap. No units yet.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); enemy likely near (95,11). Power Plant is ready to place. Next priorities: refinery, barracks, then second power/refinery and War Factory economy.", "raw": "{\"thoughts\":\"Our Construction Yard and initial Power Plant are intact, with $4700 available and no visible enemy forces. I will place the ready power plant, then start construction of an Ore Refinery to establish income; additional military production will follow once the economy is secured.\",\"notes\":\"Allied base at (12,16), enemy likely near (95,11). Place Power Plant #124, then construct first Ore Refinery. Keep cash for infantry and further economy.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1342, "completion_tokens": 216, "total_tokens": 1558, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "Our Construction Yard and initial Power Plant are intact, with $4700 available and no visible enemy forces. I will place the ready power plant, then start construction of an Ore Refinery to establish income; additional military production will follow once the economy is secured.", "notes": "Allied base at (12,16), enemy likely near (95,11). Place Power Plant #124, then construct first Ore Refinery. Keep cash for infantry and further economy.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:32 (tick 801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->barr->more powr->weap. No units yet.", "raw": "{\"thoughts\":\"Proc is building. Keep queue going with barracks next while waiting.\",\"notes\":\"Enemy at (12,16). Build order: proc->barr->powr->weap. Expand economy fast, then build army and attack.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1748, "completion_tokens": 85, "total_tokens": 1833, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004346, "upstream_inference_prompt_cost": 0.003496, "upstream_inference_completions_cost": 0.00085}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Proc is building. Keep queue going with barracks next while waiting.", "notes": "Enemy at (12,16). Build order: proc->barr->powr->weap. Expand economy fast, then build army and attack.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Allied base at (12,16), enemy likely near (95,11). Place Power Plant #124, then construct first Ore Refinery. Keep cash for infantry and further economy.", "raw": "{\"thoughts\":\"The first Ore Refinery is under construction and the initial Power Plant is already online. Queue a Power Plant and an Allied Barracks so production can begin, while preparing to place the refinery as soon as it is ready.\",\"notes\":\"Allied base at (12,16), enemy likely near (95,11). Building queue: proc underway; queue powr then tent. No army or harvesters yet; prioritize refinery placement and barracks production.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1329, "completion_tokens": 289, "total_tokens": 1618, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.06, "thoughts": "The first Ore Refinery is under construction and the initial Power Plant is already online. Queue a Power Plant and an Allied Barracks so production can begin, while preparing to place the refinery as soon as it is ready.", "notes": "Allied base at (12,16), enemy likely near (95,11). Building queue: proc underway; queue powr then tent. No army or harvesters yet; prioritize refinery placement and barracks production.", "commands": [{"do": "build", "item": "powr"}, {"do": "build", "item": "tent"}], "feedback": ["build powr: started", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:40 (tick 1001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->barr->powr->weap. Expand economy fast, then build army and attack.", "raw": "{\"thoughts\":\"Continue building economy: proc is in progress, queue barracks next.\",\"notes\":\"Enemy at (12,16). Build order: proc->barr->powr->weap->army. Expand economy, then attack.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1728, "completion_tokens": 95, "total_tokens": 1823, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004406, "upstream_inference_prompt_cost": 0.003456, "upstream_inference_completions_cost": 0.00095}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Continue building economy: proc is in progress, queue barracks next.", "notes": "Enemy at (12,16). Build order: proc->barr->powr->weap->army. Expand economy, then attack.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%; Building: tent 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Allied base at (12,16), enemy likely near (95,11). Building queue: proc underway; queue powr then tent. No army or harvesters yet; prioritize refinery placement and barracks production.", "raw": "{\"thoughts\":\"The first Ore Refinery is under construction, followed by a Power Plant and Allied Barracks. Queue a second refinery afterward to expand income once the barracks is operational.\",\"notes\":\"Allied base (12,16); enemy likely near (95,11). First refinery 47% complete, then powr and tent queued; second proc added. Place buildings as they become ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1340, "completion_tokens": 523, "total_tokens": 1863, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.88, "thoughts": "The first Ore Refinery is under construction, followed by a Power Plant and Allied Barracks. Queue a second refinery afterward to expand income once the barracks is operational.", "notes": "Allied base (12,16); enemy likely near (95,11). First refinery 47% complete, then powr and tent queued; second proc added. Place buildings as they become ready.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:48 (tick 1201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->barr->powr->weap->army. Expand economy, then attack.", "raw": "{\"thoughts\":\"Continue building economy: proc and barr are underway. Let them finish, queue more power after.\",\"notes\":\"Enemy at (12,16). Build order: proc->barr->powr->weap->army. Expand economy, then attack.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1764, "completion_tokens": 88, "total_tokens": 1852, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004408, "upstream_inference_prompt_cost": 0.003528, "upstream_inference_completions_cost": 0.00088}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "Continue building economy: proc and barr are underway. Let them finish, queue more power after.", "notes": "Enemy at (12,16). Build order: proc->barr->powr->weap->army. Expand economy, then attack.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: proc 0%; Building: tent 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Allied base (12,16); enemy likely near (95,11). First refinery 47% complete, then powr and tent queued; second proc added. Place buildings as they become ready.", "raw": "{\"thoughts\":\"The first Ore Refinery is 70% complete and a second is queued, but no harvester or army is active yet. Keep the construction pipeline full by adding a Power Plant after the refineries; continue placing buildings and establish barracks production next.\",\"notes\":\"Allied base at (12,16); first refinery #121 area is 70% complete, second refinery queued. Enemy likely near (95,11), no contact. Next: place refinery when ready, then add/place barracks and begin economy/defense buildup.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1336, "completion_tokens": 426, "total_tokens": 1762, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 128, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.2, "thoughts": "The first Ore Refinery is 70% complete and a second is queued, but no harvester or army is active yet. Keep the construction pipeline full by adding a Power Plant after the refineries; continue placing buildings and establish barracks production next.", "notes": "Allied base at (12,16); first refinery #121 area is 70% complete, second refinery queued. Enemy likely near (95,11), no contact. Next: place refinery when ready, then add/place barracks and begin economy/defense buildup.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 1401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:56 (tick 1401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->barr->powr->weap->army. Expand economy, then attack.", "raw": "{\"thoughts\":\"Proc and barr are in progress. Wait for proc to finish then place it, keep barr queued.\",\"notes\":\"Enemy at (12,16). Build order: proc->barr->powr->weap->army. Expand economy, then attack. Waiting for proc/barr to complete.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1734, "completion_tokens": 132, "total_tokens": 1866, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004788, "upstream_inference_prompt_cost": 0.003468, "upstream_inference_completions_cost": 0.00132}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.64, "thoughts": "Proc and barr are in progress. Wait for proc to finish then place it, keep barr queued.", "notes": "Enemy at (12,16). Build order: proc->barr->powr->weap->army. Expand economy, then attack. Waiting for proc/barr to complete.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); first refinery #121 area is 70% complete, second refinery queued. Enemy likely near (95,11), no contact. Next: place refinery when ready, then add/place barracks and begin economy/defense buildup.", "raw": "{\"thoughts\":\"The first refinery is at 94% and should be placed immediately to restore income; a power plant is already queued behind it. With ample cash but no military production, queue an Allied Barracks next while continuing base infrastructure.\",\"notes\":\"Allied base at (12,16); refinery #121 was nearly complete, and power plant is queued. Enemy likely near (95,11), no contact yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1357, "completion_tokens": 368, "total_tokens": 1725, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.46, "thoughts": "The first refinery is at 94% and should be placed immediately to restore income; a power plant is already queued behind it. With ample cash but no military production, queue an Allied Barracks next while continuing base infrastructure.", "notes": "Allied base at (12,16); refinery #121 was nearly complete, and power plant is queued. Enemy likely near (95,11), no contact yet.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 1601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:04 (tick 1601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->barr->powr->weap->army. Expand economy, then attack. Waiting for proc/barr to complete.", "raw": "{\"thoughts\":\"Place proc, continue barracks build, queue power plant next for economy.\",\"notes\":\"Enemy at (12,16). Build order: place proc, barr in progress, then powr, then weap. Expand economy, then attack.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1753, "completion_tokens": 114, "total_tokens": 1867, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004646, "upstream_inference_prompt_cost": 0.003506, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "Place proc, continue barracks build, queue power plant next for economy.", "notes": "Enemy at (12,16). Build order: place proc, barr in progress, then powr, then weap. Expand economy, then attack.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); refinery #121 was nearly complete, and power plant is queued. Enemy likely near (95,11), no contact yet.", "raw": "{\"thoughts\":\"The initial Ore Refinery is ready for placement, while the Construction Yard and Power Plant are intact. Place the refinery near the base to begin income; the existing building queue is already active, so avoid duplicating production orders until the next briefing.\",\"notes\":\"Allied base at (12,16); enemy likely near (95,11), no contact. Refinery is ready to place; Power Plant #124 is active and no army exists yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1358, "completion_tokens": 394, "total_tokens": 1752, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.23, "thoughts": "The initial Ore Refinery is ready for placement, while the Construction Yard and Power Plant are intact. Place the refinery near the base to begin income; the existing building queue is already active, so avoid duplicating production orders until the next briefing.", "notes": "Allied base at (12,16); enemy likely near (95,11), no contact. Refinery is ready to place; Power Plant #124 is active and no army exists yet.", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 9}}
{"tick": 1801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:12 (tick 1801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: place proc, barr in progress, then powr, then weap. Expand economy, then attack.", "raw": "{\"thoughts\":\"Place power plant, keep building barracks then war factory and second refinery for economy growth.\",\"notes\":\"Enemy at (12,16). Building barr, then weap, then proc2. Expand army once weap ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1876, "completion_tokens": 111, "total_tokens": 1987, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004862, "upstream_inference_prompt_cost": 0.003752, "upstream_inference_completions_cost": 0.00111}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Place power plant, keep building barracks then war factory and second refinery for economy growth.", "notes": "Enemy at (12,16). Building barr, then weap, then proc2. Expand army once weap ready.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: tent 64%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); enemy likely near (95,11), no contact. Refinery is ready to place; Power Plant #124 is active and no army exists yet.", "raw": "{\"thoughts\":\"The first Refinery is ready and the Power Plant is supplying ample power, so I should place the Refinery immediately to establish a second income source. A Barracks is already under construction with additional buildings queued, so I will extend the queue with another Ore Refinery to strengthen the economy.\",\"notes\":\"Allied base at (12,16); Refinery #131 is ready to place. Barracks is 64% complete, with Power Plant and Refinery also queued. Enemy is likely near (95,11), but no contact yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1403, "completion_tokens": 288, "total_tokens": 1691, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.88, "thoughts": "The first Refinery is ready and the Power Plant is supplying ample power, so I should place the Refinery immediately to establish a second income source. A Barracks is already under construction with additional buildings queued, so I will extend the queue with another Ore Refinery to strengthen the economy.", "notes": "Allied base at (12,16); Refinery #131 is ready to place. Barracks is 64% complete, with Power Plant and Refinery also queued. Enemy is likely near (95,11), but no contact yet.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "proc"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 10}}
{"tick": 2001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:20 (tick 2001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2680 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: proc 22%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building barr, then weap, then proc2. Expand army once weap ready.", "raw": "{\"thoughts\":\"Continue economy buildup: barracks queued, proc queued. Keep expanding.\",\"notes\":\"Enemy at (12,16). Building proc2 and barr. Next: weap, more power, army production.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1878, "completion_tokens": 81, "total_tokens": 1959, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004566, "upstream_inference_prompt_cost": 0.003756, "upstream_inference_completions_cost": 0.00081}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Continue economy buildup: barracks queued, proc queued. Keep expanding.", "notes": "Enemy at (12,16). Building proc2 and barr. Next: weap, more power, army production.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4%.\nPRODUCTION: Building: tent READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(18,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); Refinery #131 is ready to place. Barracks is 64% complete, with Power Plant and Refinery also queued. Enemy is likely near (95,11), but no contact yet.", "raw": "{\"thoughts\":\"The base is stable with one power plant, one refinery, and a ready Allied Barracks. I will place the barracks near the Construction Yard, then use the queued refineries, power plants, and second barracks to expand economy and production before scouting the enemy base.\",\"notes\":\"Allied base at (12,16). Ready tent must be placed; existing production queue already contains proc, powr, proc, tent, and powr. Enemy likely starts near (95,11), with no visible contact yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1422, "completion_tokens": 227, "total_tokens": 1649, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.15, "thoughts": "The base is stable with one power plant, one refinery, and a ready Allied Barracks. I will place the barracks near the Construction Yard, then use the queued refineries, power plants, and second barracks to expand economy and production before scouting the enemy base.", "notes": "Allied base at (12,16). Ready tent must be placed; existing production queue already contains proc, powr, proc, tent, and powr. Enemy likely starts near (95,11), with no visible contact yet.", "commands": [{"do": "place", "item": "tent"}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 11}}
{"tick": 2201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:28 (tick 2201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2378 + stored ore $468 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 46%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc2 and barr. Next: weap, more power, army production.", "raw": "{\"thoughts\":\"Economy is building; continue with barracks and refinery, then add war factory. Keep queue busy.\",\"notes\":\"Enemy at (12,16). Building proc2 and barr. Next: weap, more power, army production.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1818, "completion_tokens": 99, "total_tokens": 1917, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004626, "upstream_inference_prompt_cost": 0.003636, "upstream_inference_completions_cost": 0.00099}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.91, "thoughts": "Economy is building; continue with barracks and refinery, then add war factory. Keep queue busy.", "notes": "Enemy at (12,16). Building proc2 and barr. Next: weap, more power, army production.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 475, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2491 + stored ore $212 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: proc 23%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Allied base at (12,16). Ready tent must be placed; existing production queue already contains proc, powr, proc, tent, and powr. Enemy likely starts near (95,11), with no visible contact yet.", "raw": "{\"thoughts\":\"The base is stable with power to spare and a ready Allied Barracks that should be placed immediately. I will expand production by queueing a War Factory and an additional Power Plant, while keeping the existing refinery/building sequence running.\",\"notes\":\"Allied base at (12,16). Ready tent must be placed now; current queues contain proc, powr, proc, tent, and powr. Enemy likely starts near (95,11), with no contact yet. One harvester is active.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1473, "completion_tokens": 397, "total_tokens": 1870, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.74, "thoughts": "The base is stable with power to spare and a ready Allied Barracks that should be placed immediately. I will expand production by queueing a War Factory and an additional Power Plant, while keeping the existing refinery/building sequence running.", "notes": "Allied base at (12,16). Ready tent must be placed now; current queues contain proc, powr, proc, tent, and powr. Enemy likely starts near (95,11), with no contact yet. One harvester is active.", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "weap"}, {"do": "build", "item": "powr"}], "feedback": ["place tent: nothing READY TO PLACE with that type", "build weap: started", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 200, "experience": 0, "order_count": 12}}
{"tick": 2401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:36 (tick 2401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2378 + stored ore $135 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc2 and barr. Next: weap, more power, army production.", "raw": "{\"thoughts\":\"Economy building phase. Continue building queue, wait for placements.\",\"notes\":\"Enemy at (12,16). Building proc2, weap, barr. Place buildings as they finish. Plan: build power, war factory, barracks, start army production.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1857, "completion_tokens": 93, "total_tokens": 1950, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004644, "upstream_inference_prompt_cost": 0.003714, "upstream_inference_completions_cost": 0.00093}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Economy building phase. Continue building queue, wait for placements.", "notes": "Enemy at (12,16). Building proc2, weap, barr. Place buildings as they finish. Plan: build power, war factory, barracks, start army production.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2491 + stored ore $154 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: proc 46%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\n  - build weap: started\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Allied base at (12,16). Ready tent must be placed now; current queues contain proc, powr, proc, tent, and powr. Enemy likely starts near (95,11), with no contact yet. One harvester is active.", "raw": "{\"thoughts\":\"The barracks is now available to place, while the first Ore Refinery continues constructing. I will establish early mixed infantry and queue another refinery to improve income; no enemy contact is visible yet.\",\"notes\":\"Allied base (12,16); enemy likely near (95,11). Place tent, produce e1/e3, queue another proc. Continue power/factory construction already in the building queue.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":13,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1501, "completion_tokens": 416, "total_tokens": 1917, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.42, "thoughts": "The barracks is now available to place, while the first Ore Refinery continues constructing. I will establish early mixed infantry and queue another refinery to improve income; no enemy contact is visible yet.", "notes": "Allied base (12,16); enemy likely near (95,11). Place tent, produce e1/e3, queue another proc. Continue power/factory construction already in the building queue.", "commands": [{"do": "place", "item": "tent", "x": 13, "y": 13}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 134, "x": 22, "y": 14}], "feedback": ["place tent: nothing READY TO PLACE with that type", "train 5x e1: queued", "train 3x e3: queued", "build proc: started", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:44 (tick 2601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2180 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc2, weap, barr. Place buildings as they finish. Plan: build power, war factory, barracks, start army production.", "raw": "{\"thoughts\":\"Economy is building; keep queuing production and prepare to place buildings as they complete.\",\"notes\":\"Enemy at (12,16). Building proc2, weap, barr. Place buildings as they finish. Next: build powr, tanks, infantry once barr/weap ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1846, "completion_tokens": 146, "total_tokens": 1992, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005152, "upstream_inference_prompt_cost": 0.003692, "upstream_inference_completions_cost": 0.00146}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.59, "thoughts": "Economy is building; keep queuing production and prepare to place buildings as they complete.", "notes": "Enemy at (12,16). Building proc2, weap, barr. Place buildings as they finish. Next: build powr, tanks, infantry once barr/weap ready.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1987 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 70%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(18,14)\n  harv (Ore Truck (harvester)) x1: #133@(16,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - build proc: started\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Allied base (12,16); enemy likely near (95,11). Place tent, produce e1/e3, queue another proc. Continue power/factory construction already in the building queue.", "raw": "{\"thoughts\":\"The first refinery is nearly complete, power is comfortable, and both infantry types are queued. Build another refinery to expand income while continuing the queued infrastructure, and reinforce with rifle infantry.\",\"notes\":\"Allied base at (12,16); enemy likely near (95,11). First refinery 70% complete. Build another refinery, keep infantry production busy, and prepare a defensive rally near (22,14).\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1584, "completion_tokens": 425, "total_tokens": 2009, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.87, "thoughts": "The first refinery is nearly complete, power is comfortable, and both infantry types are queued. Build another refinery to expand income while continuing the queued infrastructure, and reinforce with rifle infantry.", "notes": "Allied base at (12,16); enemy likely near (95,11). First refinery 70% complete. Build another refinery, keep infantry production busy, and prepare a defensive rally near (22,14).", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 22, "y": 14}], "feedback": ["build proc: started", "train 5x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 23}}
{"tick": 2801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:52 (tick 2801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2100 + stored ore $500 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc2, weap, barr. Place buildings as they finish. Next: build powr, tanks, infantry once barr/weap ready.", "raw": "{\"thoughts\":\"Place the ready proc, keep queues moving. Base is developing well; need to place proc and keep building.\",\"notes\":\"Enemy at (12,16). Placed proc2. Waiting on powr, weap, barr to finish. Build tanks/infantry once ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1894, "completion_tokens": 115, "total_tokens": 2009, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004938, "upstream_inference_prompt_cost": 0.003788, "upstream_inference_completions_cost": 0.00115}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.45, "thoughts": "Place the ready proc, keep queues moving. Base is developing well; need to place proc and keep building.", "notes": "Enemy at (12,16). Placed proc2. Waiting on powr, weap, barr to finish. Build tanks/infantry once ready.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 10}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1326 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: proc 94%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 53%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(22,14)* #139@(16,14) #140@(13,14)\n  e3 (Rocket Soldier) x1: #138@(19,14)\n  harv (Ore Truck (harvester)) x1: #133@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 5x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); enemy likely near (95,11). First refinery 70% complete. Build another refinery, keep infantry production busy, and prepare a defensive rally near (22,14).", "raw": "{\"thoughts\":\"The first Ore Refinery is nearly complete, so I should place it immediately and expand income. I will add a Power Plant for growing infrastructure and continue queuing mixed infantry, including Rocket Soldiers, while keeping the existing defensive rally near the base.\",\"notes\":\"Allied base at (12,16); enemy likely near (95,11). Place refinery #94 when ready, then build toward power and additional refinery. Current defensive group is near (22,14); maintain infantry production.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1612, "completion_tokens": 288, "total_tokens": 1900, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.17, "thoughts": "The first Ore Refinery is nearly complete, so I should place it immediately and expand income. I will add a Power Plant for growing infrastructure and continue queuing mixed infantry, including Rocket Soldiers, while keeping the existing defensive rally near the base.", "notes": "Allied base at (12,16); enemy likely near (95,11). Place refinery #94 when ready, then build toward power and additional refinery. Current defensive group is near (22,14); maintain infantry production.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 22, "y": 14}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build powr: started", "train 2x e3: queued", "train 5x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 29}}
{"tick": 3001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:00 (tick 3001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2100 + stored ore $200 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(104,22) #137@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Placed proc2. Waiting on powr, weap, barr to finish. Build tanks/infantry once ready.", "raw": "{\"thoughts\":\"Place power plant, keep building barracks and war factory, queue more production once ready.\",\"notes\":\"Enemy at (12,16). Building weap+barr. Place powr now. Plan: build proc3, tanks from weap, infantry from barr, then attack enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1918, "completion_tokens": 130, "total_tokens": 2048, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005136, "upstream_inference_prompt_cost": 0.003836, "upstream_inference_completions_cost": 0.0013}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.72, "thoughts": "Place power plant, keep building barracks and war factory, queue more production once ready.", "notes": "Enemy at (12,16). Building weap+barr. Place powr now. Plan: build proc3, tanks from weap, infantry from barr, then attack enemy base.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1000, "experience": 0, "order_count": 11}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1296 + stored ore $124 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 81%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(22,14)* #139@(22,14)* #140@(22,14)* #142@(19,14) #143@(17,14) #144@(14,14)\n  e3 (Rocket Soldier) x1: #138@(22,14)*\n  harv (Ore Truck (harvester)) x1: #133@(17,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build powr: started\n  - train 2x e3: queued\n  - train 5x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); enemy likely near (95,11). Place refinery #94 when ready, then build toward power and additional refinery. Current defensive group is near (22,14); maintain infantry production.", "raw": "{\"thoughts\":\"The completed Ore Refinery still needs to be placed, and the base has ample power but only one harvester. I will expand economy and maintain a defensive infantry mix while the larger queues finish.\",\"notes\":\"Allied base (12,16); likely enemy start (95,11). Place the ready refinery, continue power expansion, build a second barracks, and queue rocket soldiers. Seven defenders remain near (22,14).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1698, "completion_tokens": 496, "total_tokens": 2194, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.84, "thoughts": "The completed Ore Refinery still needs to be placed, and the base has ample power but only one harvester. I will expand economy and maintain a defensive infantry mix while the larger queues finish.", "notes": "Allied base (12,16); likely enemy start (95,11). Place the ready refinery, continue power expansion, build a second barracks, and queue rocket soldiers. Seven defenders remain near (22,14).", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}, {"do": "build", "item": "tent"}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 134, "x": 22, "y": 14}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "build tent: started", "train 3x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 37}}
{"tick": 3201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:08 (tick 3201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1980 + stored ore $0 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: proc 22%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(103,19) #137@(100,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building weap+barr. Place powr now. Plan: build proc3, tanks from weap, infantry from barr, then attack enemy base.", "raw": "{\"thoughts\":\"Economy building already in progress; keep queue moving with barracks and war factory production once available. Continue expanding.\",\"notes\":\"Enemy at (12,16). Building proc, weap, barr. Once ready, produce tanks/infantry and attack.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1946, "completion_tokens": 123, "total_tokens": 2069, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005122, "upstream_inference_prompt_cost": 0.003892, "upstream_inference_completions_cost": 0.00123}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "Economy building already in progress; keep queue moving with barracks and war factory production once available. Continue expanding.", "notes": "Enemy at (12,16). Building proc, weap, barr. Once ready, produce tanks/infantry and attack.", "commands": [{"do": "build", "item": "barr"}, {"do": "build", "item": "weap"}], "feedback": ["build barr: started", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 1000, "experience": 0, "order_count": 13}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $766 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9100, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: tent 65%; Building: powr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(22,14)* #139@(22,14)* #140@(22,14)* #142@(22,14)* #143@(21,14)* #144@(21,14)* #147@(21,14)\n  e3 (Rocket Soldier) x2: #138@(22,14)* #148@(12,14)\n  harv (Ore Truck (harvester)) x2: #133@(15,5) #146@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - build tent: started\n  - train 3x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Allied base (12,16); likely enemy start (95,11). Place the ready refinery, continue power expansion, build a second barracks, and queue rocket soldiers. Seven defenders remain near (22,14).", "raw": "{\"thoughts\":\"Our base is established with two refineries and adequate power, while a second barracks and additional structures are already progressing. With no enemy sighted, I will use the nine available combat units as an early eastern assault force and continue producing rocket infantry.\",\"notes\":\"Allied base (12,16); likely enemy start (95,11). Assault group of seven e1 and two e3 departs from (21-22,14). Second barracks is under construction; extensive structure queues and rocket production are active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,138,139,140,142,143,144,147,148],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":134,\"x\":30,\"y\":13}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1741, "completion_tokens": 965, "total_tokens": 2706, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 17.84, "thoughts": "Our base is established with two refineries and adequate power, while a second barracks and additional structures are already progressing. With no enemy sighted, I will use the nine available combat units as an early eastern assault force and continue producing rocket infantry.", "notes": "Allied base (12,16); likely enemy start (95,11). Assault group of seven e1 and two e3 departs from (21-22,14). Second barracks is under construction; extensive structure queues and rocket production are active.", "commands": [{"do": "attack_move", "units": [135, 138, 139, 140, 142, 143, 144, 147, 148], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 134, "x": 30, "y": 13}], "feedback": ["attack_move: 9 units", "train 2x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 43}}
{"tick": 3401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:16 (tick 3401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $726 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: proc 46%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(98,12) #137@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc, weap, barr. Once ready, produce tanks/infantry and attack.", "raw": "{\"thoughts\":\"Multiple buildings queued already; let production continue. Economy strong, wait for barracks/war factory completion to start unit production.\",\"notes\":\"Enemy at (12,16). Building proc, weap, barr. Once ready, produce tanks/infantry and attack. Watch for completions to place buildings.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1928, "completion_tokens": 141, "total_tokens": 2069, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005266, "upstream_inference_prompt_cost": 0.003856, "upstream_inference_completions_cost": 0.00141}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "Multiple buildings queued already; let production continue. Economy strong, wait for barracks/war factory completion to start unit production.", "notes": "Enemy at (12,16). Building proc, weap, barr. Once ready, produce tanks/infantry and attack. Watch for completions to place buildings.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 1700, "experience": 0, "order_count": 15}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $258 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.2%.\nPRODUCTION: Building: tent READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(29,21) #139@(30,21) #140@(29,22) #142@(30,22) #143@(28,21) #144@(28,21) #147@(29,21)\n  e3 (Rocket Soldier) x3: #138@(29,21) #148@(21,17) #149@(13,14)\n  harv (Ore Truck (harvester)) x2: #133@(16,16) #146@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 2x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Allied base (12,16); likely enemy start (95,11). Assault group of seven e1 and two e3 departs from (21-22,14). Second barracks is under construction; extensive structure queues and rocket production are active.", "raw": "{\"thoughts\":\"The base is stable with two refineries and a growing infantry force, while the main assault group has departed toward the enemy start. I will place the ready barracks, continue power and infantry production, and use the available cash efficiently.\",\"notes\":\"Allied base at (12,16); refineries at (15,17) and (10,19); barracks #134 at (12,13), second barracks ready to place. Assault group of nine infantry is moving toward likely enemy start (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":[135,138,139,140,142,143,144,147,148],\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1740, "completion_tokens": 367, "total_tokens": 2107, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.95, "thoughts": "The base is stable with two refineries and a growing infantry force, while the main assault group has departed toward the enemy start. I will place the ready barracks, continue power and infantry production, and use the available cash efficiently.", "notes": "Allied base at (12,16); refineries at (15,17) and (10,19); barracks #134 at (12,13), second barracks ready to place. Assault group of nine infantry is moving toward likely enemy start (95,11).", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [135, 138, 139, 140, 142, 143, 144, 147, 148], "x": 95, "y": 11}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "train 2x e1: queued", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 45}}
{"tick": 3601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:24 (tick 3601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $643 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(106,21) #137@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc, weap, barr. Once ready, produce tanks/infantry and attack. Watch for completions to place buildings.", "raw": "{\"thoughts\":\"Economy building. Wait for construction to finish, then place buildings and start producing units.\",\"notes\":\"Enemy at (12,16). Building proc, weap x2, barr x2. Once ready, place buildings near base and start unit production, then attack.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1902, "completion_tokens": 94, "total_tokens": 1996, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004744, "upstream_inference_prompt_cost": 0.003804, "upstream_inference_completions_cost": 0.00094}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.11, "thoughts": "Economy building. Wait for construction to finish, then place buildings and start producing units.", "notes": "Enemy at (12,16). Building proc, weap x2, barr x2. Once ready, place buildings near base and start unit production, then attack.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 2000, "experience": 0, "order_count": 15}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $137 + stored ore $476 (storage 4000), power 100 made / 100 used, harvesters 2.\nSCORE: assets $10200, army $4100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.7%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 88%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(39,24) #139@(39,24) #140@(38,24) #142@(39,24) #143@(38,24) #144@(37,24) #147@(38,24)\n  e3 (Rocket Soldier) x4: #138@(38,24) #148@(30,23) #149@(13,14)* #151@(14,15)*\n  harv (Ore Truck (harvester)) x2: #133@(16,14) #146@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - train 2x e1: queued\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); refineries at (15,17) and (10,19); barracks #134 at (12,13), second barracks ready to place. Assault group of nine infantry is moving toward likely enemy start (95,11).", "raw": "{\"thoughts\":\"The base has two refineries, two barracks, and a large infantry assault already moving toward the likely enemy start. Power is exactly balanced, so I will place the ready power plant and reinforce the attack with the assault group while production continues.\",\"notes\":\"Allied base at (12,16); refineries #131 and #145; barracks #134 and #150. Assault group of 9 infantry is advancing toward enemy start (95,11). Ready power plant needs placement; no enemy units or buildings are currently visible.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[135,138,139,140,142,143,144,147,148],\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1786, "completion_tokens": 371, "total_tokens": 2157, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.17, "thoughts": "The base has two refineries, two barracks, and a large infantry assault already moving toward the likely enemy start. Power is exactly balanced, so I will place the ready power plant and reinforce the attack with the assault group while production continues.", "notes": "Allied base at (12,16); refineries #131 and #145; barracks #134 and #150. Assault group of 9 infantry is advancing toward enemy start (95,11). Ready power plant needs placement; no enemy units or buildings are currently visible.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [135, 138, 139, 140, 142, 143, 144, 147, 148], "x": 95, "y": 11}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 1900, "income": 2000, "experience": 0, "order_count": 49}}
{"tick": 3801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:32 (tick 3801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $310 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(107,22) #137@(98,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc, weap x2, barr x2. Once ready, place buildings near base and start unit production, then attack.", "raw": "{\"thoughts\":\"Economy already strong with two procs and multiple power plants. Continue building army infrastructure and start training units once barracks/weap complete.\",\"notes\":\"Enemy at (12,16). Building proc, weap x2, barr x2. Place buildings once ready, then start training tanks/infantry and rally toward enemy base.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1897, "completion_tokens": 146, "total_tokens": 2043, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005254, "upstream_inference_prompt_cost": 0.003794, "upstream_inference_completions_cost": 0.00146}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Economy already strong with two procs and multiple power plants. Continue building army infrastructure and start training units once barracks/weap complete.", "notes": "Enemy at (12,16). Building proc, weap x2, barr x2. Place buildings once ready, then start training tanks/infantry and rally toward enemy base.", "commands": [{"do": "build", "item": "barr"}, {"do": "build", "item": "powr"}], "feedback": ["build barr: started", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 2000, "experience": 0, "order_count": 15}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $10700, army $4300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.6%.\nPRODUCTION: Building: powr 93%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 74%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(49,26) #139@(49,26) #140@(49,26) #142@(49,26) #143@(48,26) #144@(47,26) #147@(48,26) #153@(15,15)* #154@(14,15)*\n  e3 (Rocket Soldier) x4: #138@(49,26) #148@(40,24) #149@(13,14)* #151@(13,14)*\n  harv (Ore Truck (harvester)) x2: #133@(16,5) #146@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); refineries #131 and #145; barracks #134 and #150. Assault group of 9 infantry is advancing toward enemy start (95,11). Ready power plant needs placement; no enemy units or buildings are currently visible.", "raw": "{\"thoughts\":\"The first power plant is ready for placement, and the base has two refineries, two barracks, and several queued production items. The main infantry force is already deep in the map, so I will place the power plant and push all combat units toward the likely enemy base while continuing infantry production.\",\"notes\":\"Allied base at (12,16); refineries #131 and #145; barracks #134 and #150. Main assault force near (49,26), with additional rocket soldier #148 near (40,24); no enemy currently visible. Likely enemy base is around (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1772, "completion_tokens": 586, "total_tokens": 2358, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.33, "thoughts": "The first power plant is ready for placement, and the base has two refineries, two barracks, and several queued production items. The main infantry force is already deep in the map, so I will place the power plant and push all combat units toward the likely enemy base while continuing infantry production.", "notes": "Allied base at (12,16); refineries #131 and #145; barracks #134 and #150. Main assault force near (49,26), with additional rocket soldier #148 near (40,24); no enemy currently visible. Likely enemy base is around (95,11).", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place powr: nothing READY TO PLACE with that type", "attack_move: 13 units", "train 5x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 50}}
{"tick": 4001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:40 (tick 4001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $730 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(99,13) #137@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc, weap x2, barr x2. Place buildings once ready, then start training tanks/infantry and rally toward enemy base.", "raw": "{\"thoughts\":\"Place ready proc, continue economy buildup, prep for tank production once war factory finishes.\",\"notes\":\"Enemy at (12,16). Buildings queued: proc, powr, barr x2, weap x2. Place them as ready, then start training tanks/infantry and attack toward enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1966, "completion_tokens": 140, "total_tokens": 2106, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005332, "upstream_inference_prompt_cost": 0.003932, "upstream_inference_completions_cost": 0.0014}, "completion_tokens_details": {"reasoning_tokens": 14, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Place ready proc, continue economy buildup, prep for tank production once war factory finishes.", "notes": "Enemy at (12,16). Buildings queued: proc, powr, barr x2, weap x2. Place them as ready, then start training tanks/infantry and attack toward enemy base.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 2475, "experience": 0, "order_count": 17}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $10700, army $4300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.2%.\nPRODUCTION: Building: powr 93%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 74%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(58,28) #139@(59,28) #140@(58,28) #142@(59,28) #143@(57,28) #144@(57,28) #147@(57,28) #153@(24,20) #154@(23,19)\n  e3 (Rocket Soldier) x4: #138@(58,28) #148@(50,28) #149@(22,18) #151@(22,18)\n  harv (Ore Truck (harvester)) x2: #133@(17,13) #146@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - attack_move: 13 units\n  - train 5x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); refineries #131 and #145; barracks #134 and #150. Main assault force near (49,26), with additional rocket soldier #148 near (40,24); no enemy currently visible. Likely enemy base is around (95,11).", "raw": "{\"thoughts\":\"The main force has advanced to the central map without contact, while two riflemen and one rocket soldier remain near the base. With no enemy visible and no funds available, continue the concentrated assault toward the likely enemy base at (95,11).\",\"notes\":\"Allied base at (12,16), two refineries and two barracks. Main assault previously near (49-58,26-28); likely enemy base at (95,11). Continue forward with all combat units, preserving a mixed infantry group for defenses.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1844, "completion_tokens": 458, "total_tokens": 2302, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.63, "thoughts": "The main force has advanced to the central map without contact, while two riflemen and one rocket soldier remain near the base. With no enemy visible and no funds available, continue the concentrated assault toward the likely enemy base at (95,11).", "notes": "Allied base at (12,16), two refineries and two barracks. Main assault previously near (49-58,26-28); likely enemy base at (95,11). Continue forward with all combat units, preserving a mixed infantry group for defenses.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 13 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 57}}
{"tick": 4201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:48 (tick 4201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $930 (storage 6000), power 300 made / 90 used, harvesters 3.\nSCORE: assets $10400, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(103,17) #137@(100,25) #156@(102,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Buildings queued: proc, powr, barr x2, weap x2. Place them as ready, then start training tanks/infantry and attack toward enemy base.", "raw": "{\"thoughts\":\"Place ready power plant, keep production going. Multiple barracks/weap queued already. Need to place buildings as they complete and start training once possible.\",\"notes\":\"Enemy at (12,16). 3 procs, 3 powr up. Barracks x2 and weap x2 queued. Place buildings as ready, then train e1/e3 infantry and tanks, mass army before attacking west toward enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1998, "completion_tokens": 182, "total_tokens": 2180, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005816, "upstream_inference_prompt_cost": 0.003996, "upstream_inference_completions_cost": 0.00182}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.48, "thoughts": "Place ready power plant, keep production going. Multiple barracks/weap queued already. Need to place buildings as they complete and start training once possible.", "notes": "Enemy at (12,16). 3 procs, 3 powr up. Barracks x2 and weap x2 queued. Place buildings as ready, then train e1/e3 infantry and tanks, mass army before attacking west toward enemy base.", "commands": [{"do": "place", "item": "powr"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 0, "income": 3000, "experience": 0, "order_count": 18}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $619 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $11000, army $4600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(67,22) #139@(67,22) #140@(66,23) #142@(67,23) #143@(66,23) #144@(65,23) #147@(66,23) #153@(33,24) #154@(32,24)\n  e3 (Rocket Soldier) x5: #138@(66,22) #148@(60,27) #149@(31,24) #151@(31,23) #158@(14,15)*\n  harv (Ore Truck (harvester)) x2: #133@(17,17) #146@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\nYOUR NOTES FROM LAST TURN: Allied base at (12,16), two refineries and two barracks. Main assault previously near (49-58,26-28); likely enemy base at (95,11). Continue forward with all combat units, preserving a mixed infantry group for defenses.", "raw": "{\"thoughts\":\"The base has strong economy and production, but the assault has stalled around x=60 without contact. I will continue the entire mixed infantry force toward the likely enemy base at (95,11) while placing the ready power plant.\",\"notes\":\"Allied base at (12,16); enemy likely at (95,11). Main mixed infantry group near x=60-67, support group near x=31-33, and one rocket soldier guarding base. Continue concentrated attack toward enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1802, "completion_tokens": 263, "total_tokens": 2065, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.43, "thoughts": "The base has strong economy and production, but the assault has stalled around x=60 without contact. I will continue the entire mixed infantry force toward the likely enemy base at (95,11) while placing the ready power plant.", "notes": "Allied base at (12,16); enemy likely at (95,11). Main mixed infantry group near x=60-67, support group near x=31-33, and one rocket soldier guarding base. Continue concentrated attack toward enemy base.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 14 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 2400, "income": 3000, "experience": 0, "order_count": 57}}
{"tick": 4401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:56 (tick 4401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $610 (storage 6000), power 400 made / 90 used, harvesters 3.\nSCORE: assets $10700, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: barr 64%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(106,23) #137@(100,25) #156@(100,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). 3 procs, 3 powr up. Barracks x2 and weap x2 queued. Place buildings as ready, then train e1/e3 infantry and tanks, mass army before attacking west toward enemy base.", "raw": "{\"thoughts\":\"Economy solid with 3 procs. Barracks/weap in queue, need to place them when ready and keep training units. Add more power for upcoming war factories.\",\"notes\":\"Enemy at (12,16). Multi procs/powr built. Barr+weap queued x2 each. Once barr ready, train e1/e3; once weap ready, train tanks. Mass army before attacking west.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2016, "completion_tokens": 188, "total_tokens": 2204, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005912, "upstream_inference_prompt_cost": 0.004032, "upstream_inference_completions_cost": 0.00188}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.73, "thoughts": "Economy solid with 3 procs. Barracks/weap in queue, need to place them when ready and keep training units. Add more power for upcoming war factories.", "notes": "Enemy at (12,16). Multi procs/powr built. Barr+weap queued x2 each. Once barr ready, train e1/e3; once weap ready, train tanks. Mass army before attacking west.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 0, "income": 3000, "experience": 0, "order_count": 19}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 100 used, harvesters 2.\nSCORE: assets $11900, army $5200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: powr 94%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 19%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(74,15) #139@(74,15) #140@(74,15) #142@(74,15) #143@(73,16) #144@(72,16) #147@(73,16) #153@(44,24) #154@(43,24)\n  e3 (Rocket Soldier) x7: #138@(74,15) #148@(69,24) #149@(42,24) #151@(41,24) #158@(23,19) #160@(15,15)* #163@(14,15)*\n  harv (Ore Truck (harvester)) x2: #133@(18,6) #146@(8,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 14 units\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); enemy likely at (95,11). Main mixed infantry group near x=60-67, support group near x=31-33, and one rocket soldier guarding base. Continue concentrated attack toward enemy base.", "raw": "{\"thoughts\":\"The main mixed force has advanced to x=74, well toward the likely enemy base at (95,11), while the economy has three refineries and sufficient power. Concentrate the entire field infantry force on the enemy location and queue a War Factory for future tank production.\",\"notes\":\"Allied base at (12,16); enemy likely at (95,11). Main attack force near x=69-74, with support near x=41-44. Keep infantry pressure concentrated and build a War Factory next.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1823, "completion_tokens": 437, "total_tokens": 2260, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.87, "thoughts": "The main mixed force has advanced to x=74, well toward the likely enemy base at (95,11), while the economy has three refineries and sufficient power. Concentrate the entire field infantry force on the enemy location and queue a War Factory for future tank production.", "notes": "Allied base at (12,16); enemy likely at (95,11). Main attack force near x=69-74, with support near x=41-44. Keep infantry pressure concentrated and build a War Factory next.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack_move: 16 units", "build weap: started", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11900, "army_value": 3000, "income": 3000, "experience": 0, "order_count": 58}}
{"tick": 4601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:04 (tick 4601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $930 (storage 6000), power 400 made / 90 used, harvesters 3.\nSCORE: assets $10700, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: barr READY TO PLACE; Building: powr 0%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(98,17) #137@(95,17) #156@(97,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Multi procs/powr built. Barr+weap queued x2 each. Once barr ready, train e1/e3; once weap ready, train tanks. Mass army before attacking west.", "raw": "{\"thoughts\":\"Place barracks, keep building queue running, train infantry once ready.\",\"notes\":\"Enemy at (12,16). Multiple procs/powr already built, barr ready to place. Queue weap, barr x2 more. Train e1/e3 once barr placed, tanks once weap ready. Mass army before attacking west.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1999, "completion_tokens": 132, "total_tokens": 2131, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005318, "upstream_inference_prompt_cost": 0.003998, "upstream_inference_completions_cost": 0.00132}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Place barracks, keep building queue running, train infantry once ready.", "notes": "Enemy at (12,16). Multiple procs/powr already built, barr ready to place. Queue weap, barr x2 more. Train e1/e3 once barr placed, tanks once weap ready. Mass army before attacking west.", "commands": [{"do": "place", "item": "barr"}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 0, "income": 3500, "experience": 0, "order_count": 20}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $274 (storage 4000), power 300 made / 100 used, harvesters 2.\nSCORE: assets $12100, army $5400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 27%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #135@(84,14) #139@(85,14) #140@(84,14) #142@(85,14) #143@(81,10) #144@(80,10) #147@(81,10) #153@(53,27) #154@(52,27) #165@(15,15)* #166@(14,15)\n  e3 (Rocket Soldier) x7: #138@(84,14) #148@(76,17) #149@(51,26) #151@(51,26) #158@(32,24) #160@(24,20) #163@(23,19)\n  harv (Ore Truck (harvester)) x2: #133@(18,11) #146@(6,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - build weap: started\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); enemy likely at (95,11). Main attack force near x=69-74, with support near x=41-44. Keep infantry pressure concentrated and build a War Factory next.", "raw": "{\"thoughts\":\"The ready power plant should be placed immediately to preserve power growth. The existing infantry are spread along the attack corridor, so I will concentrate the full combat force toward the likely enemy base at (95,11) and continue filling barracks queues.\",\"notes\":\"Allied base at (12,16); enemy likely at (95,11). Main force is advancing through x=69-85, with support around x=20-53. Place the ready power plant and keep infantry production queued.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1861, "completion_tokens": 481, "total_tokens": 2342, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.21, "thoughts": "The ready power plant should be placed immediately to preserve power growth. The existing infantry are spread along the attack corridor, so I will concentrate the full combat force toward the likely enemy base at (95,11) and continue filling barracks queues.", "notes": "Allied base at (12,16); enemy likely at (95,11). Main force is advancing through x=69-85, with support around x=20-53. Place the ready power plant and keep infantry production queued.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 18 units", "rally #134: ordered", "train 5x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 3200, "income": 3500, "experience": 0, "order_count": 64}}
{"tick": 4801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:12 (tick 4801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $1630 (storage 6000), power 400 made / 110 used, harvesters 3.\nSCORE: assets $11200, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.3%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(96,16) #137@(98,22) #156@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Multiple procs/powr already built, barr ready to place. Queue weap, barr x2 more. Train e1/e3 once barr placed, tanks once weap ready. Mass army before attacking west.", "raw": "{\"thoughts\":\"Place ready power plant, continue building queue, start training infantry from barracks for early defense/economy.\",\"notes\":\"Enemy at (12,16). Building weap/barr x2 in progress. Once barr placed, train e1/e3. Build proc more, mass army before attacking west with 8+ units.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2102, "completion_tokens": 180, "total_tokens": 2282, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006004, "upstream_inference_prompt_cost": 0.004204, "upstream_inference_completions_cost": 0.0018}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Place ready power plant, continue building queue, start training infantry from barracks for early defense/economy.", "notes": "Enemy at (12,16). Building weap/barr x2 in progress. Once barr placed, train e1/e3. Build proc more, mass army before attacking west with 8+ units.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 3x e1: queued", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11200, "army_value": 0, "income": 4500, "experience": 0, "order_count": 21}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $402 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $12400, army $5400, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 19.9%.\nPRODUCTION: Building: weap 8%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 44%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #135@(87,12)81% #140@(87,12) #142@(87,12)94% #143@(86,10) #144@(87,10) #147@(86,10) #153@(63,27) #154@(62,27) #165@(24,20) #166@(23,19) #169@(15,15)*\n  e3 (Rocket Soldier) x7: #138@(87,12)95% #148@(85,13) #149@(61,27) #151@(61,27) #158@(43,24) #160@(33,24) #163@(32,24)\n  harv (Ore Truck (harvester)) x2: #133@(15,18) #146@(7,27)\nVISIBLE ENEMY UNITS (2):\n  #171 e1@(91,12) 100%, #172 e1@(90,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 18 units\n  - rally #134: ordered\n  - train 5x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); enemy likely at (95,11). Main force is advancing through x=69-85, with support around x=20-53. Place the ready power plant and keep infantry production queued.", "raw": "{\"thoughts\":\"The main infantry force has reached the enemy start area and found two defenders. With no cash available, I will concentrate all 18 combat units for a unified assault while the War Factory continues building.\",\"notes\":\"Allied base at (12,16); enemy start likely (95,11). Assemble and push all 18 infantry toward (95,11), with the War Factory 8% complete. Continue infantry production as income permits.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,140,142,143,144,147,138,148,149,151,153,154,158,160,163,165,166,169],\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1966, "completion_tokens": 347, "total_tokens": 2313, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.51, "thoughts": "The main infantry force has reached the enemy start area and found two defenders. With no cash available, I will concentrate all 18 combat units for a unified assault while the War Factory continues building.", "notes": "Allied base at (12,16); enemy start likely (95,11). Assemble and push all 18 infantry toward (95,11), with the War Factory 8% complete. Continue infantry production as income permits.", "commands": [{"do": "attack_move", "units": [135, 140, 142, 143, 144, 147, 138, 148, 149, 151, 153, 154, 158, 160, 163, 165, 166, 169], "x": 95, "y": 11}], "feedback": ["attack_move: 18 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12400, "army_value": 3200, "income": 4000, "experience": 1, "order_count": 72}}
{"tick": 5001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:20 (tick 5001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $1010 (storage 6000), power 500 made / 110 used, harvesters 3.\nSCORE: assets $11700, army $3500, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: proc 22%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 64%, #168 powr@(99,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #171@(91,12) #172@(90,12)\n  harv (Ore Truck (harvester)) x3: #130@(102,21) #137@(104,23) #156@(100,20)\nVISIBLE ENEMY UNITS (7):\n  #135 e1@(87,12) 81%, #138 e3@(87,12) 95%, #140 e1@(87,12) 100%, #142 e1@(87,12) 94%, #143 e1@(86,10) 100%, #144 e1@(87,10) 100%, #147 e1@(86,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 3x e1: queued\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building weap/barr x2 in progress. Once barr placed, train e1/e3. Build proc more, mass army before attacking west with 8+ units.", "raw": "{\"thoughts\":\"Enemy infantry group spotted near our base at (87,10-12), close to our territory. We have limited army (2 e1). Focus on economy and defense while building barracks/war factory, train more infantry to deal with the threat.\",\"notes\":\"Enemy scouting party near (87,10-12). Enemy main base at (12,16). Keep building proc/weap/barr, train e1/e3 for defense, then mass attack west once army built.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2253, "completion_tokens": 270, "total_tokens": 2523, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007206, "upstream_inference_prompt_cost": 0.004506, "upstream_inference_completions_cost": 0.0027}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.99, "thoughts": "Enemy infantry group spotted near our base at (87,10-12), close to our territory. We have limited army (2 e1). Focus on economy and defense while building barracks/war factory, train more infantry to deal with the threat.", "notes": "Enemy scouting party near (87,10-12). Enemy main base at (12,16). Keep building proc/weap/barr, train e1/e3 for defense, then mass attack west once army built.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "build", "item": "powr"}], "feedback": ["train 3x e1: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11700, "army_value": 200, "income": 4500, "experience": 1, "order_count": 26}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $12100, army $5100, killed $200 (2 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 20%.\nPRODUCTION: Building: weap 17%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 16%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #143@(86,10) #144@(87,10) #147@(86,10) #153@(71,22) #154@(70,22) #165@(33,24) #166@(32,24) #169@(24,20)\n  e3 (Rocket Soldier) x7: #148@(86,12) #149@(69,20) #151@(69,20) #158@(52,27) #160@(44,24) #163@(43,24) #174@(15,15)*\n  harv (Ore Truck (harvester)) x2: #133@(19,8) #146@(10,20)\nVISIBLE ENEMY UNITS (4):\n  #171 e1@(91,12) 100%, #173 e1@(90,12) 97%, #175 e1@(91,12) 100%, #176 e1@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); enemy start likely (95,11). Assemble and push all 18 infantry toward (95,11), with the War Factory 8% complete. Continue infantry production as income permits.", "raw": "{\"thoughts\":\"Our dispersed infantry have reached the enemy\u2019s northern position and encountered four riflemen, so consolidate them for the push. Keep the existing production queues running while the War Factory completes.\",\"notes\":\"Allied base (12,16); likely enemy base (95,11). Four enemy e1 visible around (90-91,12). Attack with all 15 combat infantry; War Factory is 17% complete.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1903, "completion_tokens": 241, "total_tokens": 2144, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Our dispersed infantry have reached the enemy\u2019s northern position and encountered four riflemen, so consolidate them for the push. Keep the existing production queues running while the War Factory completes.", "notes": "Allied base (12,16); likely enemy base (95,11). Four enemy e1 visible around (90-91,12). Attack with all 15 combat infantry; War Factory is 17% complete.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 15 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 200, "deaths_cost": 700, "units_killed": 2, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2900, "income": 4000, "experience": 2, "order_count": 72}}
{"tick": 5201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:28 (tick 5201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $876 (storage 6000), power 500 made / 110 used, harvesters 3.\nSCORE: assets $11900, army $3700, killed $700 (5 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: proc 46%; Building: powr 0%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 12%, #168 powr@(99,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #171@(91,12) #173@(90,12)97% #175@(91,12) #176@(91,12)\n  harv (Ore Truck (harvester)) x3: #130@(103,23) #137@(104,24) #156@(97,17)\nVISIBLE ENEMY UNITS (4):\n  #143 e1@(86,10) 100%, #144 e1@(87,10) 100%, #147 e1@(86,10) 100%, #148 e3@(86,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy scouting party near (87,10-12). Enemy main base at (12,16). Keep building proc/weap/barr, train e1/e3 for defense, then mass attack west once army built.", "raw": "{\"thoughts\":\"Enemy scouts near base. Keep building economy: barracks nearly done, add weap factory queue after barr. Train more infantry for defense. Continue power/proc buildout.\",\"notes\":\"Enemy main base at (12,16). Enemy scouts near (86-87,10-12). Defend home, build barr/weap, mass army before pushing west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":[171,173,175,176],\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2209, "completion_tokens": 197, "total_tokens": 2406, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006388, "upstream_inference_prompt_cost": 0.004418, "upstream_inference_completions_cost": 0.00197}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "Enemy scouts near base. Keep building economy: barracks nearly done, add weap factory queue after barr. Train more infantry for defense. Continue power/proc buildout.", "notes": "Enemy main base at (12,16). Enemy scouts near (86-87,10-12). Defend home, build barr/weap, mass army before pushing west.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": [171, 173, 175, 176], "stance": "defend"}], "feedback": ["train 2x e1: queued", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 700, "deaths_cost": 200, "units_killed": 5, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11900, "army_value": 400, "income": 4525, "experience": 7, "order_count": 30}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $11900, army $4900, killed $300 (3 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 20.1%.\nPRODUCTION: Building: weap 29%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 17%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #143@(86,10)34% #153@(79,14) #154@(78,15) #165@(44,24) #166@(43,24) #169@(33,24)\n  e3 (Rocket Soldier) x7: #149@(76,13) #151@(76,13) #158@(62,27) #160@(53,27) #163@(52,27) #174@(24,20) #179@(14,15)*\n  harv (Ore Truck (harvester)) x2: #133@(21,8) #146@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\nYOUR NOTES FROM LAST TURN: Allied base (12,16); likely enemy base (95,11). Four enemy e1 visible around (90-91,12). Attack with all 15 combat infantry; War Factory is 17% complete.", "raw": "{\"thoughts\":\"The base is stable with strong power and two refineries, while the War Factory is under construction. Enemy units are currently out of sight, so I will continue pushing the combined infantry force toward the likely enemy base and ensure both harvesters are mining.\",\"notes\":\"Allied base at (12,16); likely enemy base at (95,11). Infantry are spread from (14,15) to (86,10) after the last attack move. War Factory 29% built; power is abundant.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1840, "completion_tokens": 413, "total_tokens": 2253, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.27, "thoughts": "The base is stable with strong power and two refineries, while the War Factory is under construction. Enemy units are currently out of sight, so I will continue pushing the combined infantry force toward the likely enemy base and ensure both harvesters are mining.", "notes": "Allied base at (12,16); likely enemy base at (95,11). Infantry are spread from (14,15) to (86,10) after the last attack move. War Factory 29% built; power is abundant.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 13 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 300, "deaths_cost": 1200, "units_killed": 3, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11900, "army_value": 2700, "income": 4300, "experience": 3, "order_count": 72}}
{"tick": 5401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:36 (tick 5401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $343 (storage 6000), power 500 made / 110 used, harvesters 3.\nSCORE: assets $12000, army $3800, killed $1200 (8 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 6%, #168 powr@(99,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #171@(92,12)* #175@(90,13) #176@(90,13)* #177@(92,12)* #178@(91,12)*\n  harv (Ore Truck (harvester)) x3: #130@(101,20) #137@(97,17) #156@(104,24)\nVISIBLE ENEMY UNITS (1):\n  #143 e1@(86,10) 34%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy main base at (12,16). Enemy scouts near (86-87,10-12). Defend home, build barr/weap, mass army before pushing west.", "raw": "{\"thoughts\":\"Economy strong, multiple buildings queued. Keep training infantry and let production continue, attack the scout.\",\"notes\":\"Enemy main base at (12,16). Enemy scouts near (86-87,10-12). Build up army with tanks once weap/barr done, then push west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[171,175,176,177,178],\"x\":86,\"y\":10},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2165, "completion_tokens": 192, "total_tokens": 2357, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00625, "upstream_inference_prompt_cost": 0.00433, "upstream_inference_completions_cost": 0.00192}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.59, "thoughts": "Economy strong, multiple buildings queued. Keep training infantry and let production continue, attack the scout.", "notes": "Enemy main base at (12,16). Enemy scouts near (86-87,10-12). Build up army with tanks once weap/barr done, then push west.", "commands": [{"do": "attack_move", "units": [171, 175, 176, 177, 178], "x": 86, "y": 10}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 5 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1200, "deaths_cost": 300, "units_killed": 8, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12000, "army_value": 500, "income": 4500, "experience": 12, "order_count": 32}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $11400, army $4400, killed $300 (3 units, 0 bldgs), lost $1700 (11 units, 0 bldgs). Map explored 20.1%.\nPRODUCTION: Building: weap 29%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 17%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #154@(84,14)52% #165@(53,27) #166@(52,27) #169@(44,24)\n  e3 (Rocket Soldier) x6: #151@(82,12)51% #158@(71,22) #160@(63,27) #163@(62,27) #174@(33,24) #179@(23,19)\n  harv (Ore Truck (harvester)) x2: #133@(17,17) #146@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Allied base at (12,16); likely enemy base at (95,11). Infantry are spread from (14,15) to (86,10) after the last attack move. War Factory 29% built; power is abundant.", "raw": "{\"thoughts\":\"The war factory is nearly ready, while the existing infantry queues should maintain pressure. With no enemies visible and the enemy base likely at (95,11), concentrate and advance the scattered infantry; keep both harvesters mining.\",\"notes\":\"Allied base at (12,16), likely enemy base at (95,11). Ten combat units are advancing; war factory 29% complete. Power is abundant.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[154,165,166,169,151,158,160,163,174,179],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":20},{\"do\":\"rally\",\"building\":150,\"x\":45,\"y\":20}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1841, "completion_tokens": 348, "total_tokens": 2189, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.97, "thoughts": "The war factory is nearly ready, while the existing infantry queues should maintain pressure. With no enemies visible and the enemy base likely at (95,11), concentrate and advance the scattered infantry; keep both harvesters mining.", "notes": "Allied base at (12,16), likely enemy base at (95,11). Ten combat units are advancing; war factory 29% complete. Power is abundant.", "commands": [{"do": "attack_move", "units": [154, 165, 166, 169, 151, 158, 160, 163, 174, 179], "x": 95, "y": 11}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "rally", "building": 134, "x": 45, "y": 20}, {"do": "rally", "building": 150, "x": 45, "y": 20}], "feedback": ["attack_move: 10 units", "rally #134: ordered", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 300, "deaths_cost": 1700, "units_killed": 3, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11400, "army_value": 2200, "income": 4000, "experience": 3, "order_count": 73}}
{"tick": 5601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:44 (tick 5601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $710 (storage 6000), power 500 made / 110 used, harvesters 3.\nSCORE: assets $12300, army $4100, killed $1700 (11 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 7.9%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #171@(86,10)92%* #175@(86,10)14%* #176@(86,10)95%* #177@(86,10)91% #178@(86,10)82% #180@(89,11)* #181@(90,12)* #182@(91,12)\n  harv (Ore Truck (harvester)) x3: #130@(96,16) #137@(101,21) #156@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy main base at (12,16). Enemy scouts near (86-87,10-12). Build up army with tanks once weap/barr done, then push west.", "raw": "{\"thoughts\":\"Economy strong, need war factory and barracks to finish. Keep training infantry and start moving army toward enemy base cautiously while production continues.\",\"notes\":\"Enemy main base at (12,16). Building barr/weap/powr in queue. Army of 8 e1 gathering near (86-91,10-12). Once weap done, build tanks and push west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":50,\"y\":15}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2188, "completion_tokens": 222, "total_tokens": 2410, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006596, "upstream_inference_prompt_cost": 0.004376, "upstream_inference_completions_cost": 0.00222}, "completion_tokens_details": {"reasoning_tokens": 48, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "Economy strong, need war factory and barracks to finish. Keep training infantry and start moving army toward enemy base cautiously while production continues.", "notes": "Enemy main base at (12,16). Building barr/weap/powr in queue. Army of 8 e1 gathering near (86-91,10-12). Once weap done, build tanks and push west.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": "idle_army", "x": 50, "y": 15}], "feedback": ["train 2x e1: queued", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1700, "deaths_cost": 300, "units_killed": 11, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12300, "army_value": 800, "income": 5500, "experience": 17, "order_count": 35}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $514 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $10900, army $3900, killed $300 (3 units, 0 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 20.1%.\nPRODUCTION: Building: weap 40%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 78%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #165@(63,27) #166@(62,27) #169@(53,27) #184@(17,15) #186@(16,16)\n  e3 (Rocket Soldier) x4: #160@(71,21) #163@(71,22) #174@(44,24) #179@(32,24)\n  harv (Ore Truck (harvester)) x2: #133@(19,14) #146@(9,23)\nVISIBLE ENEMY UNITS (5):\n  #171 e1@(78,11) 92%, #175 e1@(78,11) 14%, #176 e1@(78,11) 95%, #180 e1@(80,12) 100%, #181 e1@(81,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - rally #134: ordered\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Allied base at (12,16), likely enemy base at (95,11). Ten combat units are advancing; war factory 29% complete. Power is abundant.", "raw": "{\"thoughts\":\"Our main combat group has advanced deep along the enemy\u2019s northern approach while enemy infantry is visible near (78,11). I will consolidate the entire force with attack-move orders and continue the assault toward the likely enemy base at (95,11).\",\"notes\":\"Main group: 5 riflemen and 4 rocket soldiers scattered from (32,24) to (71,21), pushing north toward enemy infantry at (78,11). War Factory is under construction; base economy and power are strong.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":78,\"y\":11},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1867, "completion_tokens": 307, "total_tokens": 2174, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.35, "thoughts": "Our main combat group has advanced deep along the enemy\u2019s northern approach while enemy infantry is visible near (78,11). I will consolidate the entire force with attack-move orders and continue the assault toward the likely enemy base at (95,11).", "notes": "Main group: 5 riflemen and 4 rocket soldiers scattered from (32,24) to (71,21), pushing north toward enemy infantry at (78,11). War Factory is under construction; base economy and power are strong.", "commands": [{"do": "attack_move", "units": "all_army", "x": 78, "y": 11}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 9 units", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 300, "deaths_cost": 2400, "units_killed": 3, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10900, "army_value": 1700, "income": 5000, "experience": 3, "order_count": 73}}
{"tick": 5801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:52 (tick 5801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $430 (storage 6000), power 500 made / 110 used, harvesters 3.\nSCORE: assets $12500, army $4300, killed $2400 (14 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 9.6%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #171@(78,11)92% #175@(78,11)14% #176@(78,11)95% #177@(86,10)91%* #178@(86,10)82%* #180@(80,12) #181@(81,14) #182@(92,13)* #183@(90,12)* #185@(91,12)*\n  harv (Ore Truck (harvester)) x3: #130@(105,24) #137@(102,26) #156@(96,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy main base at (12,16). Building barr/weap/powr in queue. Army of 8 e1 gathering near (86-91,10-12). Once weap done, build tanks and push west.", "raw": "{\"thoughts\":\"Place the ready refinery, keep infantry production going, and continue building barracks/war factory for tanks. Push idle infantry toward enemy direction slowly.\",\"notes\":\"Enemy main base at (12,16). Building barr/weap/powr in queue. Army of e1 gathering near (78-92,10-14). Once weap done, build tanks and push west.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":50,\"y\":13}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2222, "completion_tokens": 222, "total_tokens": 2444, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006664, "upstream_inference_prompt_cost": 0.004444, "upstream_inference_completions_cost": 0.00222}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.73, "thoughts": "Place the ready refinery, keep infantry production going, and continue building barracks/war factory for tanks. Push idle infantry toward enemy direction slowly.", "notes": "Enemy main base at (12,16). Building barr/weap/powr in queue. Army of e1 gathering near (78-92,10-14). Once weap done, build tanks and push west.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": "idle_army", "x": 50, "y": 13}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 2x e1: queued", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 300, "units_killed": 14, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12500, "army_value": 1000, "income": 5000, "experience": 24, "order_count": 37}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $10600, army $3600, killed $400 (4 units, 0 bldgs), lost $3000 (16 units, 0 bldgs). Map explored 20.6%.\nPRODUCTION: Building: weap 52%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 52%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #165@(71,22) #166@(71,22) #169@(63,27) #184@(27,20) #186@(26,20) #189@(24,15) #190@(21,15) #192@(19,15)\n  e3 (Rocket Soldier) x2: #174@(53,27) #179@(43,24)\n  harv (Ore Truck (harvester)) x2: #133@(23,8) #146@(8,28)\nVISIBLE ENEMY UNITS (3):\n  #176 e1@(72,17) 95%, #180 e1@(74,18) 100%, #181 e1@(74,19) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Main group: 5 riflemen and 4 rocket soldiers scattered from (32,24) to (71,21), pushing north toward enemy infantry at (78,11). War Factory is under construction; base economy and power are strong.", "raw": "{\"thoughts\":\"We have a ten-unit combat force scattered along the northern advance and enemy infantry is visible at (72-74,17-19). Consolidate on that scout force with the entire force; the base is secure and production can continue as ore income arrives.\",\"notes\":\"Main force: 8 riflemen + 2 rocket soldiers ordered to converge and attack enemy infantry around (74,18). Economy has 2 active harvesters; War Factory and several infantry queues are progressing.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[165,166,169,174,179,184,186,189,190,192],\"x\":74,\"y\":18}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1837, "completion_tokens": 389, "total_tokens": 2226, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.07, "thoughts": "We have a ten-unit combat force scattered along the northern advance and enemy infantry is visible at (72-74,17-19). Consolidate on that scout force with the entire force; the base is secure and production can continue as ore income arrives.", "notes": "Main force: 8 riflemen + 2 rocket soldiers ordered to converge and attack enemy infantry around (74,18). Economy has 2 active harvesters; War Factory and several infantry queues are progressing.", "commands": [{"do": "attack_move", "units": [165, 166, 169, 174, 179, 184, 186, 189, 190, 192], "x": 74, "y": 18}], "feedback": ["attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 400, "deaths_cost": 3000, "units_killed": 4, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10600, "army_value": 1400, "income": 5000, "experience": 4, "order_count": 73}}
{"tick": 6001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:00 (tick 6001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1670 + stored ore $430 (storage 8000), power 500 made / 140 used, harvesters 4.\nSCORE: assets $15100, army $5500, killed $3000 (16 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #171@(71,17)92% #176@(72,17)95% #177@(86,10)91%* #178@(86,10)82%* #180@(74,18) #181@(74,19)90% #182@(92,13)* #183@(91,12)* #185@(90,13)* #191@(91,12)* #193@(90,12)*\n  harv (Ore Truck (harvester)) x4: #130@(104,22) #137@(100,23) #156@(101,25) #188@(106,24)\nVISIBLE ENEMY UNITS (2):\n  #165 e1@(71,22) 100%, #166 e1@(71,22) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e1: queued\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy main base at (12,16). Building barr/weap/powr in queue. Army of e1 gathering near (78-92,10-14). Once weap done, build tanks and push west.", "raw": "{\"thoughts\":\"Place the ready power plant, continue building econ/army. Keep pushing infantry group west toward enemy base while war factory and barracks finish.\",\"notes\":\"Enemy main base at (12,16). Weap/barr under construction. Army group of e1 pushing toward enemy along y~17-19. Once weap done, build tanks and mass push west.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[171,176,180,181,182,183,185,191,193],\"x\":40,\"y\":18},{\"do\":\"attack_move\",\"units\":[177,178],\"x\":40,\"y\":18}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2299, "completion_tokens": 257, "total_tokens": 2556, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007168, "upstream_inference_prompt_cost": 0.004598, "upstream_inference_completions_cost": 0.00257}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.07, "thoughts": "Place the ready power plant, continue building econ/army. Keep pushing infantry group west toward enemy base while war factory and barracks finish.", "notes": "Enemy main base at (12,16). Weap/barr under construction. Army group of e1 pushing toward enemy along y~17-19. Once weap done, build tanks and mass push west.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [171, 176, 180, 181, 182, 183, 185, 191, 193], "x": 40, "y": 18}, {"do": "attack_move", "units": [177, 178], "x": 40, "y": 18}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 3x e1: queued", "attack_move: 9 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3000, "deaths_cost": 400, "units_killed": 16, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15100, "army_value": 1100, "income": 5500, "experience": 30, "order_count": 40}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $10300, army $3300, killed $400 (4 units, 0 bldgs), lost $3300 (19 units, 0 bldgs). Map explored 21.5%.\nPRODUCTION: Building: weap 52%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 52%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #184@(36,20) #186@(35,20) #189@(32,22) #190@(29,22) #192@(28,21)\n  e3 (Rocket Soldier) x2: #174@(63,27) #179@(52,27)\n  harv (Ore Truck (harvester)) x2: #133@(18,14) #146@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Main force: 8 riflemen + 2 rocket soldiers ordered to converge and attack enemy infantry around (74,18). Economy has 2 active harvesters; War Factory and several infantry queues are progressing.", "raw": "{\"thoughts\":\"Our seven combat units are scattered across the forward field, with the rocket soldiers leading and no enemy currently visible. Continue converging them toward the likely enemy base so they can secure the area and engage reinforcements.\",\"notes\":\"Main combat group: 5 riflemen around x28-36,y20-22 and 2 rocket soldiers around x52-63,y27. Send all combat units toward enemy base (95,11); leave both harvesters mining. War Factory and first Rifle Infantry queue are 52% complete.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1766, "completion_tokens": 329, "total_tokens": 2095, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.1, "thoughts": "Our seven combat units are scattered across the forward field, with the rocket soldiers leading and no enemy currently visible. Continue converging them toward the likely enemy base so they can secure the area and engage reinforcements.", "notes": "Main combat group: 5 riflemen around x28-36,y20-22 and 2 rocket soldiers around x52-63,y27. Send all combat units toward enemy base (95,11); leave both harvesters mining. War Factory and first Rifle Infantry queue are 52% complete.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 400, "deaths_cost": 3300, "units_killed": 4, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 1100, "income": 4500, "experience": 4, "order_count": 73}}
{"tick": 6201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:08 (tick 6201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1601 + stored ore $379 (storage 8000), power 600 made / 140 used, harvesters 4.\nSCORE: assets $15700, army $5800, killed $3300 (19 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 12.6%.\nPRODUCTION: Building: weap 16%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #171@(67,21)87% #176@(68,21)41% #177@(77,13)91% #178@(76,13)82% #180@(70,22)93% #181@(69,23)30% #182@(83,15) #183@(81,12) #185@(80,13) #191@(81,12) #193@(80,12) #195@(90,12) #196@(91,12)* #197@(90,12)*\n  harv (Ore Truck (harvester)) x4: #130@(99,17) #137@(99,16) #156@(105,25) #188@(102,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 3x e1: queued\n  - attack_move: 9 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy main base at (12,16). Weap/barr under construction. Army group of e1 pushing toward enemy along y~17-19. Once weap done, build tanks and mass push west.", "raw": "{\"thoughts\":\"Economy is strong with multiple refineries. Weap and barr still building. Keep infantry pushing west toward enemy base at (12,16), continue training more infantry, and queue more production once buildings finish.\",\"notes\":\"Enemy main base at (12,16). Army group of e1 pushing west along y~17-23. Weap/barr under construction; once weap done, build tanks (3tnk) and mass push west. Keep training e1/e3 and building more power/proc as needed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[171,176,177,178,180,181,182,183,185,191,193],\"x\":30,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":156},{\"do\":\"harvest\",\"unit\":188}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2306, "completion_tokens": 312, "total_tokens": 2618, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007732, "upstream_inference_prompt_cost": 0.004612, "upstream_inference_completions_cost": 0.00312}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.2, "thoughts": "Economy is strong with multiple refineries. Weap and barr still building. Keep infantry pushing west toward enemy base at (12,16), continue training more infantry, and queue more production once buildings finish.", "notes": "Enemy main base at (12,16). Army group of e1 pushing west along y~17-23. Weap/barr under construction; once weap done, build tanks (3tnk) and mass push west. Keep training e1/e3 and building more power/proc as needed.", "commands": [{"do": "attack_move", "units": [171, 176, 177, 178, 180, 181, 182, 183, 185, 191, 193], "x": 30, "y": 18}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 156}, {"do": "harvest", "unit": 188}], "feedback": ["attack_move: 11 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3300, "deaths_cost": 400, "units_killed": 19, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15700, "army_value": 1400, "income": 6000, "experience": 33, "order_count": 44}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $498 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $10000, army $3000, killed $400 (4 units, 0 bldgs), lost $3900 (21 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: weap 64%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 21%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #184@(46,24) #186@(45,24) #189@(42,24) #190@(38,24) #192@(37,24) #199@(20,15) #201@(18,15) #203@(15,15)\n  harv (Ore Truck (harvester)) x2: #133@(17,17) #146@(9,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Main combat group: 5 riflemen around x28-36,y20-22 and 2 rocket soldiers around x52-63,y27. Send all combat units toward enemy base (95,11); leave both harvesters mining. War Factory and first Rifle Infantry queue are 52% complete.", "raw": "{\"thoughts\":\"Our riflemen have advanced to the central map with no enemy units currently visible, while both harvesters remain near the base. I will continue the push toward the likely enemy base at (95,11), maintain infantry production, and keep the harvesters mining.\",\"notes\":\"Main combat group: 8 riflemen, last seen around x37-46,y24 plus 3 defenders near x15-20,y15; send all combat units toward (95,11). Two harvesters are active. War Factory is 64% complete; barracks have queued infantry.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1761, "completion_tokens": 974, "total_tokens": 2735, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 138, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 20.28, "thoughts": "Our riflemen have advanced to the central map with no enemy units currently visible, while both harvesters remain near the base. I will continue the push toward the likely enemy base at (95,11), maintain infantry production, and keep the harvesters mining.", "notes": "Main combat group: 8 riflemen, last seen around x37-46,y24 plus 3 defenders near x15-20,y15; send all combat units toward (95,11). Two harvesters are active. War Factory is 64% complete; barracks have queued infantry.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}], "feedback": ["attack_move: 8 units", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 400, "deaths_cost": 3900, "units_killed": 4, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 800, "income": 5500, "experience": 4, "order_count": 73}}
{"tick": 6401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:16 (tick 6401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1601 + stored ore $720 (storage 8000), power 600 made / 140 used, harvesters 4.\nSCORE: assets $16000, army $6100, killed $3900 (21 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Building: weap 32%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #171@(62,26)68% #176@(63,26)40% #177@(69,21)91% #178@(69,20)82% #180@(62,27)92% #181@(62,27)29% #182@(74,18) #183@(73,18) #185@(73,20) #191@(74,19) #193@(73,18) #195@(91,13)* #196@(92,12) #197@(89,13)* #198@(91,13)* #200@(90,12)* #202@(91,12)*\n  harv (Ore Truck (harvester)) x4: #130@(103,20) #137@(105,25) #156@(100,16) #188@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy main base at (12,16). Army group of e1 pushing west along y~17-23. Weap/barr under construction; once weap done, build tanks (3tnk) and mass push west. Keep training e1/e3 and building more power/proc as needed.", "raw": "{\"thoughts\":\"Push infantry group further west toward enemy base, keep training more infantry and let weap/barr finish for tanks.\",\"notes\":\"Enemy base at (12,16). Main army pushing west along y~17-27. Weap/barr under construction; once weap done, build 3tnk. Keep training e1/e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[171,176,177,178,180,181,182,183,185,191,193],\"x\":30,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[195,196,197,198,200,202],\"x\":40,\"y\":18}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2315, "completion_tokens": 229, "total_tokens": 2544, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00692, "upstream_inference_prompt_cost": 0.00463, "upstream_inference_completions_cost": 0.00229}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "Push infantry group further west toward enemy base, keep training more infantry and let weap/barr finish for tanks.", "notes": "Enemy base at (12,16). Main army pushing west along y~17-27. Weap/barr under construction; once weap done, build 3tnk. Keep training e1/e3.", "commands": [{"do": "attack_move", "units": [171, 176, 177, 178, 180, 181, 182, 183, 185, 191, 193], "x": 30, "y": 20}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [195, 196, 197, 198, 200, 202], "x": 40, "y": 18}], "feedback": ["attack_move: 11 units", "train 3x e1: queued", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3900, "deaths_cost": 400, "units_killed": 21, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16000, "army_value": 1700, "income": 6250, "experience": 39, "order_count": 47}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $10000, army $3000, killed $600 (6 units, 0 bldgs), lost $4100 (23 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: weap 75%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 88%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #189@(51,26) #190@(48,25) #192@(47,24) #199@(28,21) #201@(27,20) #203@(23,22) #204@(23,15) #206@(20,15)\n  harv (Ore Truck (harvester)) x2: #133@(24,8) #146@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - train 3x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Main combat group: 8 riflemen, last seen around x37-46,y24 plus 3 defenders near x15-20,y15; send all combat units toward (95,11). Two harvesters are active. War Factory is 64% complete; barracks have queued infantry.", "raw": "{\"thoughts\":\"The rifle force is the only available combat force and has no visible enemy contact, while the War Factory is nearly complete. With no cash for additional production, continue pushing the entire rifle group toward the likely enemy base and keep the harvesters collecting ore.\",\"notes\":\"Rifle group of 8 last seen around x37-51,y24 with 3 units nearer x15-23; send all combat units toward the likely enemy base at (95,11). Two harvesters remain active. War Factory is 75% complete.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1807, "completion_tokens": 271, "total_tokens": 2078, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.8, "thoughts": "The rifle force is the only available combat force and has no visible enemy contact, while the War Factory is nearly complete. With no cash for additional production, continue pushing the entire rifle group toward the likely enemy base and keep the harvesters collecting ore.", "notes": "Rifle group of 8 last seen around x37-51,y24 with 3 units nearer x15-23; send all combat units toward the likely enemy base at (95,11). Two harvesters remain active. War Factory is 75% complete.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 600, "deaths_cost": 4100, "units_killed": 6, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 800, "income": 5500, "experience": 6, "order_count": 79}}
{"tick": 6601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:24 (tick 6601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1601 + stored ore $612 (storage 8000), power 600 made / 140 used, harvesters 4.\nSCORE: assets $16100, army $6200, killed $4100 (23 units, 0 bldgs), lost $600 (6 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: weap 49%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #171@(56,28)64% #177@(61,28)91% #178@(61,27)82% #180@(56,28)92% #182@(66,23) #183@(65,24) #185@(64,24) #191@(65,23) #193@(65,24) #195@(82,13) #196@(83,14) #197@(79,13) #198@(81,13) #200@(80,12) #202@(81,12) #205@(90,12)* #207@(91,12) #208@(91,12)\n  harv (Ore Truck (harvester)) x4: #130@(105,25) #137@(103,27) #156@(101,22) #188@(105,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - train 3x e1: queued\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Main army pushing west along y~17-27. Weap/barr under construction; once weap done, build 3tnk. Keep training e1/e3.", "raw": "{\"thoughts\":\"Army scattered along path west; consolidate and push toward enemy base at (12,16). Keep production going.\",\"notes\":\"Enemy base at (12,16). Army pushing west in groups; consolidate near (56-66,23-28) then continue west. Weap building 49%, once done build 3tnk. Keep training e1/e3 from barr.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[171,177,178,180,182,183,185,191,193],\"x\":30,\"y\":20},{\"do\":\"attack_move\",\"units\":[195,196,197,198,200,202,205,207,208],\"x\":56,\"y\":26},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2302, "completion_tokens": 256, "total_tokens": 2558, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007164, "upstream_inference_prompt_cost": 0.004604, "upstream_inference_completions_cost": 0.00256}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.26, "thoughts": "Army scattered along path west; consolidate and push toward enemy base at (12,16). Keep production going.", "notes": "Enemy base at (12,16). Army pushing west in groups; consolidate near (56-66,23-28) then continue west. Weap building 49%, once done build 3tnk. Keep training e1/e3 from barr.", "commands": [{"do": "attack_move", "units": [171, 177, 178, 180, 182, 183, 185, 191, 193], "x": 30, "y": 20}, {"do": "attack_move", "units": [195, 196, 197, 198, 200, 202, 205, 207, 208], "x": 56, "y": 26}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 9 units", "attack_move: 9 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4100, "deaths_cost": 600, "units_killed": 23, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16100, "army_value": 1800, "income": 6500, "experience": 41, "order_count": 50}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $176 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $9800, army $2800, killed $800 (8 units, 0 bldgs), lost $4400 (26 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: weap 76%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #199@(38,24) #201@(36,24) #203@(32,24) #204@(30,22) #206@(28,21) #212@(14,14)\n  harv (Ore Truck (harvester)) x2: #133@(20,9) #146@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Rifle group of 8 last seen around x37-51,y24 with 3 units nearer x15-23; send all combat units toward the likely enemy base at (95,11). Two harvesters remain active. War Factory is 75% complete.", "raw": "{\"thoughts\":\"The war factory is nearly complete, but there is no cash for new production. The rifle force is the only available combat group, so I will push it toward the likely enemy base while keeping both harvesters collecting ore.\",\"notes\":\"Rifle infantry are advancing east toward the likely enemy base at (95,11). Both harvesters remain active; war factory is 76% complete. Continue the attack once the factory is ready and produce mixed infantry/vehicles when funds allow.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1760, "completion_tokens": 237, "total_tokens": 1997, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.83, "thoughts": "The war factory is nearly complete, but there is no cash for new production. The rifle force is the only available combat group, so I will push it toward the likely enemy base while keeping both harvesters collecting ore.", "notes": "Rifle infantry are advancing east toward the likely enemy base at (95,11). Both harvesters remain active; war factory is 76% complete. Continue the attack once the factory is ready and produce mixed infantry/vehicles when funds allow.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}], "feedback": ["attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 800, "deaths_cost": 4400, "units_killed": 8, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 600, "income": 4675, "experience": 8, "order_count": 79}}
{"tick": 6801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:32 (tick 6801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1580 + stored ore $0 (storage 8000), power 600 made / 140 used, harvesters 4.\nSCORE: assets $16200, army $6300, killed $4400 (26 units, 0 bldgs), lost $800 (8 units, 0 bldgs). Map explored 14.8%.\nPRODUCTION: Building: weap 66%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #177@(55,28)86% #178@(55,28)53% #182@(57,28) #183@(57,28) #185@(55,28) #191@(56,28) #193@(56,28) #195@(74,19) #196@(75,18) #197@(72,20) #198@(74,19) #200@(73,19) #202@(74,19) #205@(80,12) #207@(82,13) #208@(81,12) #209@(89,12) #210@(91,12)* #211@(90,12)*\n  harv (Ore Truck (harvester)) x4: #130@(108,23) #137@(99,16) #156@(102,27) #188@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 9 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Army pushing west in groups; consolidate near (56-66,23-28) then continue west. Weap building 49%, once done build 3tnk. Keep training e1/e3 from barr.", "raw": "{\"thoughts\":\"Continue pushing infantry groups west toward enemy base, consolidate scattered squads, and keep production going once weap finishes.\",\"notes\":\"Enemy base at (12,16). Consolidate infantry near (55-66,23-28) then push west together. Once weap done, build 3tnk and mass push. Keep barr training e1/e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[177,178,182,183,185,191,193],\"x\":40,\"y\":26},{\"do\":\"attack_move\",\"units\":[195,196,197,198,200,202],\"x\":40,\"y\":26},{\"do\":\"attack_move\",\"units\":[205,207,208,209,210,211],\"x\":40,\"y\":26},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2321, "completion_tokens": 250, "total_tokens": 2571, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007142, "upstream_inference_prompt_cost": 0.004642, "upstream_inference_completions_cost": 0.0025}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.26, "thoughts": "Continue pushing infantry groups west toward enemy base, consolidate scattered squads, and keep production going once weap finishes.", "notes": "Enemy base at (12,16). Consolidate infantry near (55-66,23-28) then push west together. Once weap done, build 3tnk and mass push. Keep barr training e1/e3.", "commands": [{"do": "attack_move", "units": [177, 178, 182, 183, 185, 191, 193], "x": 40, "y": 26}, {"do": "attack_move", "units": [195, 196, 197, 198, 200, 202], "x": 40, "y": 26}, {"do": "attack_move", "units": [205, 207, 208, 209, 210, 211], "x": 40, "y": 26}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 7 units", "attack_move: 6 units", "attack_move: 6 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4400, "deaths_cost": 800, "units_killed": 26, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16200, "army_value": 1900, "income": 6500, "experience": 44, "order_count": 53}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $9800, army $2800, killed $800 (8 units, 0 bldgs), lost $4500 (27 units, 0 bldgs). Map explored 22.4%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 11%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #201@(45,24)25% #203@(43,24) #204@(40,24) #206@(37,24) #212@(24,20) #213@(21,15)\n  harv (Ore Truck (harvester)) x2: #133@(15,18) #146@(9,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Rifle infantry are advancing east toward the likely enemy base at (95,11). Both harvesters remain active; war factory is 76% complete. Continue the attack once the factory is ready and produce mixed infantry/vehicles when funds allow.", "raw": "{\"thoughts\":\"The war factory is nearly complete, but cash is currently insufficient for another unit. The six surviving rifle infantry are spread across the forward approach with no enemies visible, so I will consolidate them and continue pushing toward the likely enemy base at (95,11).\",\"notes\":\"Infantry group (#201,#203,#204,#206,#212,#213) advancing east; war factory 82% complete; both harvesters active; no enemy units or structures currently visible.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[201,203,204,206,212,213],\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1751, "completion_tokens": 290, "total_tokens": 2041, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.32, "thoughts": "The war factory is nearly complete, but cash is currently insufficient for another unit. The six surviving rifle infantry are spread across the forward approach with no enemies visible, so I will consolidate them and continue pushing toward the likely enemy base at (95,11).", "notes": "Infantry group (#201,#203,#204,#206,#212,#213) advancing east; war factory 82% complete; both harvesters active; no enemy units or structures currently visible.", "commands": [{"do": "attack_move", "units": [201, 203, 204, 206, 212, 213], "x": 95, "y": 11}], "feedback": ["attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 800, "deaths_cost": 4500, "units_killed": 8, "units_lost": 27, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 600, "income": 4775, "experience": 8, "order_count": 79}}
{"tick": 7001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:40 (tick 7001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1461 + stored ore $485 (storage 8000), power 600 made / 140 used, harvesters 4.\nSCORE: assets $16500, army $6600, killed $4500 (27 units, 0 bldgs), lost $800 (8 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: weap 82%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x22: #177@(46,28)19% #178@(46,28)43% #182@(47,28) #183@(47,28) #185@(46,28)96% #191@(47,28) #193@(46,28) #195@(66,26) #196@(67,26) #197@(63,26) #198@(66,26) #200@(65,26) #202@(66,26) #205@(72,19) #207@(74,19) #208@(73,19) #209@(80,14) #210@(81,12) #211@(80,12) #214@(91,12)* #215@(90,12) #216@(90,12)*\n  harv (Ore Truck (harvester)) x4: #130@(100,16) #137@(100,24) #156@(95,18) #188@(99,16)\nVISIBLE ENEMY UNITS (1):\n  #201 e1@(45,24) 25%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 6 units\n  - attack_move: 6 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Consolidate infantry near (55-66,23-28) then push west together. Once weap done, build 3tnk and mass push. Keep barr training e1/e3.", "raw": "{\"thoughts\":\"Infantry scattered mid-map, weap almost done. Consolidate all infantry and push west toward enemy base at (12,16), keep training more units, build second power/barracks.\",\"notes\":\"Enemy base at (12,16). Pushing all infantry west together. Once weap ready, build 3tnk group. Keep barr/weap producing.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":20,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2364, "completion_tokens": 219, "total_tokens": 2583, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006918, "upstream_inference_prompt_cost": 0.004728, "upstream_inference_completions_cost": 0.00219}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "Infantry scattered mid-map, weap almost done. Consolidate all infantry and push west toward enemy base at (12,16), keep training more units, build second power/barracks.", "notes": "Enemy base at (12,16). Pushing all infantry west together. Once weap ready, build 3tnk group. Keep barr/weap producing.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 20, "y": 18}, {"do": "train", "item": "e1", "count": 3}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 2 units", "train 3x e1: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4500, "deaths_cost": 800, "units_killed": 27, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16500, "army_value": 2200, "income": 7025, "experience": 45, "order_count": 56}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $9700, army $2700, killed $1000 (10 units, 0 bldgs), lost $4900 (31 units, 0 bldgs). Map explored 22.4%.\nPRODUCTION: Building: weap 93%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 1%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #212@(33,24) #213@(29,22)\n  e3 (Rocket Soldier) x1: #219@(17,15)\n  harv (Ore Truck (harvester)) x2: #133@(19,10) #146@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Infantry group (#201,#203,#204,#206,#212,#213) advancing east; war factory 82% complete; both harvesters active; no enemy units or structures currently visible.", "raw": "{\"thoughts\":\"The eastern infantry push has been reduced to three units, while the war factory is nearly complete and the base is fully powered. No enemy is visible, so I will continue the surviving scouts east toward the likely enemy start and consolidate new infantry near the defenses.\",\"notes\":\"Base at (12,16), enemy likely at (95,11). Survivors #212,#213,#219 are the only combat units; war factory 93% built. Both harvesters active, all buildings healthy, and cash is currently zero.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[212,213,219],\"x\":45,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":150,\"x\":20,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1721, "completion_tokens": 428, "total_tokens": 2149, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.28, "thoughts": "The eastern infantry push has been reduced to three units, while the war factory is nearly complete and the base is fully powered. No enemy is visible, so I will continue the surviving scouts east toward the likely enemy start and consolidate new infantry near the defenses.", "notes": "Base at (12,16), enemy likely at (95,11). Survivors #212,#213,#219 are the only combat units; war factory 93% built. Both harvesters active, all buildings healthy, and cash is currently zero.", "commands": [{"do": "attack_move", "units": [212, 213, 219], "x": 45, "y": 16}, {"do": "rally", "building": 134, "x": 20, "y": 16}, {"do": "rally", "building": 150, "x": 20, "y": 16}], "feedback": ["attack_move: 3 units", "rally #134: ordered", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1000, "deaths_cost": 4900, "units_killed": 10, "units_lost": 31, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 500, "income": 5275, "experience": 10, "order_count": 79}}
{"tick": 7201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:48 (tick 7201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1461 + stored ore $852 (storage 8000), power 600 made / 140 used, harvesters 4.\nSCORE: assets $16600, army $6700, killed $4900 (31 units, 0 bldgs), lost $1000 (10 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x23: #178@(41,27)28% #182@(41,27) #183@(41,27)96% #191@(41,27) #193@(40,26)89% #195@(56,28) #196@(58,28) #197@(54,28) #198@(56,28) #200@(55,28) #202@(56,28) #205@(64,26) #207@(66,26) #208@(65,26) #209@(72,21) #210@(73,16) #211@(72,17) #214@(82,15) #215@(91,13)* #216@(81,15) #217@(92,13)* #218@(91,12) #220@(91,12)\n  harv (Ore Truck (harvester)) x4: #130@(104,19) #137@(103,25) #156@(97,23) #188@(108,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 3x e1: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Pushing all infantry west together. Once weap ready, build 3tnk group. Keep barr/weap producing.", "raw": "{\"thoughts\":\"Infantry pushing west toward enemy base at (12,16). War factory almost done; will build tanks once ready. Keep econ and production rolling.\",\"notes\":\"Enemy base at (12,16). Infantry army pushing west in group; continue attack_move toward enemy. Once weap done, build 3tnk and send. Keep barr/proc/powr production going.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":15,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2338, "completion_tokens": 213, "total_tokens": 2551, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006806, "upstream_inference_prompt_cost": 0.004676, "upstream_inference_completions_cost": 0.00213}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.58, "thoughts": "Infantry pushing west toward enemy base at (12,16). War factory almost done; will build tanks once ready. Keep econ and production rolling.", "notes": "Enemy base at (12,16). Infantry army pushing west in group; continue attack_move toward enemy. Once weap done, build 3tnk and send. Keep barr/proc/powr production going.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 15, "y": 18}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 2 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4900, "deaths_cost": 1000, "units_killed": 31, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16600, "army_value": 2300, "income": 7500, "experience": 49, "order_count": 60}}
{"tick": 7401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $94 (storage 4000), power 400 made / 100 used, harvesters 2.\nSCORE: assets $9700, army $2700, killed $1000 (10 units, 0 bldgs), lost $4900 (31 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #212@(41,19) #213@(38,20)\n  e3 (Rocket Soldier) x1: #219@(27,17)\n  harv (Ore Truck (harvester)) x2: #133@(21,8) #146@(8,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #134: ordered\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely at (95,11). Survivors #212,#213,#219 are the only combat units; war factory 93% built. Both harvesters active, all buildings healthy, and cash is currently zero.", "raw": "{\"thoughts\":\"The ready War Factory should be placed immediately to restore vehicle production. With only three combat survivors, avoid a frontal assault and consolidate them as a forward defensive force while the extensive production queue continues.\",\"notes\":\"Base at (12,16), enemy likely at (95,11). Place and rally the ready War Factory; survivors #212, #213, #219 are the only combat units. Both harvesters active and all structures healthy.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":134,\"x\":30,\"y\":16},{\"do\":\"move\",\"units\":[212,213,219],\"x\":35,\"y\":15}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1751, "completion_tokens": 311, "total_tokens": 2062, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.28, "thoughts": "The ready War Factory should be placed immediately to restore vehicle production. With only three combat survivors, avoid a frontal assault and consolidate them as a forward defensive force while the extensive production queue continues.", "notes": "Base at (12,16), enemy likely at (95,11). Place and rally the ready War Factory; survivors #212, #213, #219 are the only combat units. Both harvesters active and all structures healthy.", "commands": [{"do": "place", "item": "weap"}, {"do": "rally", "building": 134, "x": 30, "y": 16}, {"do": "move", "units": [212, 213, 219], "x": 35, "y": 15}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "rally #134: ordered", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1000, "deaths_cost": 4900, "units_killed": 10, "units_lost": 31, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 500, "income": 4775, "experience": 10, "order_count": 79}}
{"tick": 7401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:56 (tick 7401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1461 + stored ore $639 (storage 8000), power 600 made / 140 used, harvesters 4.\nSCORE: assets $16800, army $6900, killed $4900 (31 units, 0 bldgs), lost $1000 (10 units, 0 bldgs). Map explored 17.5%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x25: #178@(40,26)28%* #182@(40,26)* #183@(40,26)96%* #191@(40,26)* #193@(40,26)89%* #195@(46,26) #196@(48,26) #197@(44,26) #198@(46,26) #200@(46,26) #202@(46,27) #205@(55,28) #207@(57,28) #208@(56,28) #209@(64,26) #210@(65,24) #211@(64,24) #214@(74,19) #215@(82,15) #216@(73,20) #217@(83,15) #218@(91,13)* #220@(91,12)* #221@(90,13)* #222@(90,12)*\n  harv (Ore Truck (harvester)) x4: #130@(108,24) #137@(105,25) #156@(100,27) #188@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Infantry army pushing west in group; continue attack_move toward enemy. Once weap done, build 3tnk and send. Keep barr/proc/powr production going.", "raw": "{\"thoughts\":\"Weap factory ready to place; place it. Continue pushing infantry west toward enemy base at (12,16). Queue more e1 and start tank production once weap is placed.\",\"notes\":\"Enemy base at (12,16). Main infantry force pushing west, currently spread ~(40-90,12-28). Continue attack_move west. Place weap, then build 3tnk once possible. Keep barr/proc/powr production going.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":15,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2374, "completion_tokens": 236, "total_tokens": 2610, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007108, "upstream_inference_prompt_cost": 0.004748, "upstream_inference_completions_cost": 0.00236}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.69, "thoughts": "Weap factory ready to place; place it. Continue pushing infantry west toward enemy base at (12,16). Queue more e1 and start tank production once weap is placed.", "notes": "Enemy base at (12,16). Main infantry force pushing west, currently spread ~(40-90,12-28). Continue attack_move west. Place weap, then build 3tnk once possible. Keep barr/proc/powr production going.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "idle_army", "x": 15, "y": 16}, {"do": "train", "item": "e1", "count": 4}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 9 units", "train 4x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4900, "deaths_cost": 1000, "units_killed": 31, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16800, "army_value": 2500, "income": 7500, "experience": 49, "order_count": 62}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 400 made / 130 used, harvesters 2.\nSCORE: assets $11700, army $2700, killed $1000 (10 units, 0 bldgs), lost $5200 (32 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Building: powr 13%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 12%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%, #223 weap@(17,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #212@(35,15)98% #213@(35,16)34%\n  e3 (Rocket Soldier) x1: #225@(20,16)*\n  harv (Ore Truck (harvester)) x2: #133@(17,17) #146@(5,28)\nVISIBLE ENEMY UNITS (5):\n  #178 e1@(34,19) 28%, #182 e1@(35,20) 100%, #183 e1@(33,19) 96%, #191 e1@(33,19) 99%, #193 e1@(33,19) 89%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - rally #134: ordered\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely at (95,11). Place and rally the ready War Factory; survivors #212, #213, #219 are the only combat units. Both harvesters active and all structures healthy.", "raw": "{\"thoughts\":\"The newly completed War Factory is active, but our three surviving combat units are outnumbered and scattered near an enemy infantry group. With no cash and long infantry queues, pull the survivors back to a defensible position near the base and consolidate production behind them.\",\"notes\":\"Base at (12,16), enemy scout/infantry group around (33-35,19-20), main enemy likely at (95,11). War Factory #223 built; combat survivors are #212, #213, #225. Long infantry queue and zero cash.\",\"commands\":[{\"do\":\"move\",\"units\":[212,213,225],\"x\":25,\"y\":17},{\"do\":\"stance\",\"units\":[212,213,225],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":223,\"x\":29,\"y\":15}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1857, "completion_tokens": 398, "total_tokens": 2255, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.21, "thoughts": "The newly completed War Factory is active, but our three surviving combat units are outnumbered and scattered near an enemy infantry group. With no cash and long infantry queues, pull the survivors back to a defensible position near the base and consolidate production behind them.", "notes": "Base at (12,16), enemy scout/infantry group around (33-35,19-20), main enemy likely at (95,11). War Factory #223 built; combat survivors are #212, #213, #225. Long infantry queue and zero cash.", "commands": [{"do": "move", "units": [212, 213, 225], "x": 25, "y": 17}, {"do": "stance", "units": [212, 213, 225], "stance": "defend"}, {"do": "rally", "building": 223, "x": 29, "y": 15}], "feedback": ["move: 3 units", "stance: 3 units", "rally #223: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1000, "deaths_cost": 5200, "units_killed": 10, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11700, "army_value": 500, "income": 4775, "experience": 10, "order_count": 80}}
{"tick": 7601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:04 (tick 7601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1461 + stored ore $519 (storage 8000), power 600 made / 170 used, harvesters 4.\nSCORE: assets $19100, army $7200, killed $5200 (32 units, 0 bldgs), lost $1000 (10 units, 0 bldgs). Map explored 19.2%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%; Building: weap 0%; Building: barr 0%; Infantry: e1 21%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x28: #178@(34,19)28% #182@(35,20) #183@(33,19)96% #191@(33,19) #193@(33,19)89% #195@(40,26)* #196@(41,25)* #197@(40,26)* #198@(40,26)* #200@(40,26)* #202@(40,26)* #205@(45,26) #207@(47,26) #208@(46,26) #209@(54,28) #210@(56,28) #211@(55,28) #214@(66,23) #215@(74,19) #216@(65,23) #217@(74,18) #218@(81,15) #220@(82,15) #221@(81,15) #222@(81,15) #226@(91,12)* #229@(89,12) #230@(90,12)*\n  harv (Ore Truck (harvester)) x4: #130@(103,22) #137@(104,24) #156@(99,17) #188@(99,16)\nVISIBLE ENEMY UNITS (1):\n  #213 e1@(35,16) 34%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 9 units\n  - train 4x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Main infantry force pushing west, currently spread ~(40-90,12-28). Continue attack_move west. Place weap, then build 3tnk once possible. Keep barr/proc/powr production going.", "raw": "{\"thoughts\":\"Big infantry force spread across the map heading west toward enemy base at (12,16). Continue consolidating and pushing. Place ready power plant, keep production going, add service depot for tanks later.\",\"notes\":\"Enemy base at (12,16). Army spread along path west, keep attack_moving toward enemy base to consolidate before final assault. Build fix depot next, then start 3tnk production from weap once built. Keep barr/proc/powr running.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[178,182,183,191,193],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[195,196,197,198,200,202],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[205,207,208,209,210,211],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[214,215,216,217,218,220,221,222],\"x\":12,\"y\":16}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2548, "completion_tokens": 402, "total_tokens": 2950, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009116, "upstream_inference_prompt_cost": 0.005096, "upstream_inference_completions_cost": 0.00402}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.01, "thoughts": "Big infantry force spread across the map heading west toward enemy base at (12,16). Continue consolidating and pushing. Place ready power plant, keep production going, add service depot for tanks later.", "notes": "Enemy base at (12,16). Army spread along path west, keep attack_moving toward enemy base to consolidate before final assault. Build fix depot next, then start 3tnk production from weap once built. Keep barr/proc/powr running.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 4}, {"do": "attack_move", "units": "idle_army", "x": 12, "y": 16}, {"do": "attack_move", "units": [178, 182, 183, 191, 193], "x": 12, "y": 16}, {"do": "attack_move", "units": [195, 196, 197, 198, 200, 202], "x": 12, "y": 16}, {"do": "attack_move", "units": [205, 207, 208, 209, 210, 211], "x": 12, "y": 16}, {"do": "attack_move", "units": [214, 215, 216, 217, 218, 220, 221, 222], "x": 12, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 4x e1: queued", "attack_move: 8 units", "attack_move: 5 units", "attack_move: 6 units", "attack_move: 6 units", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 5200, "deaths_cost": 1000, "units_killed": 32, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 19100, "army_value": 2800, "income": 7500, "experience": 52, "order_count": 67}}
{"tick": 7801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 400 made / 130 used, harvesters 2.\nSCORE: assets $11500, army $2500, killed $1000 (10 units, 0 bldgs), lost $5700 (35 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Building: powr 90%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e1 5%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%, #223 weap@(17,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #235@(15,15)\n  harv (Ore Truck (harvester)) x2: #133@(19,13) #146@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - stance: 3 units\n  - rally #223: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy scout/infantry group around (33-35,19-20), main enemy likely at (95,11). War Factory #223 built; combat survivors are #212, #213, #225. Long infantry queue and zero cash.", "raw": "{\"thoughts\":\"The base is fully established, but the field army has been reduced to one rocket soldier. I will keep both harvesters mining, send the rocket toward the recently reported enemy scouts, and consolidate newly produced infantry at the forward staging point.\",\"notes\":\"Base (12,16); enemy likely starts at (95,11), with scouts previously seen near (33-35,19-20). Only rocket #235 and harvesters #133/#146 are currently present; queued power plant is nearly complete and army queues remain long.\",\"commands\":[{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"attack_move\",\"units\":[235],\"x\":33,\"y\":19},{\"do\":\"rally\",\"building\":134,\"x\":31,\"y\":20},{\"do\":\"rally\",\"building\":150,\"x\":31,\"y\":20},{\"do\":\"stance\",\"units\":[235],\"stance\":\"return_fire\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1763, "completion_tokens": 424, "total_tokens": 2187, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.4, "thoughts": "The base is fully established, but the field army has been reduced to one rocket soldier. I will keep both harvesters mining, send the rocket toward the recently reported enemy scouts, and consolidate newly produced infantry at the forward staging point.", "notes": "Base (12,16); enemy likely starts at (95,11), with scouts previously seen near (33-35,19-20). Only rocket #235 and harvesters #133/#146 are currently present; queued power plant is nearly complete and army queues remain long.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "attack_move", "units": [235], "x": 33, "y": 19}, {"do": "rally", "building": 134, "x": 31, "y": 20}, {"do": "rally", "building": 150, "x": 31, "y": 20}, {"do": "stance", "units": [235], "stance": "return_fire"}], "feedback": ["attack_move: 1 units", "rally #134: ordered", "rally #150: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1000, "deaths_cost": 5700, "units_killed": 10, "units_lost": 35, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 300, "income": 4775, "experience": 10, "order_count": 80}}
{"tick": 7801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:12 (tick 7801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1461 + stored ore $868 (storage 8000), power 700 made / 170 used, harvesters 4.\nSCORE: assets $19700, army $7500, killed $5700 (35 units, 0 bldgs), lost $1000 (10 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: barr 64%; Building: weap 0%; Building: barr 0%; Infantry: e1 50%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%\nYOUR UNITS (35) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x31: #178@(26,19)28% #182@(25,20) #183@(26,19)89% #191@(26,19) #193@(26,19)89% #195@(30,24) #196@(32,24) #197@(30,23) #198@(31,24) #200@(31,23) #202@(31,24) #205@(35,25) #207@(37,25) #208@(36,25) #209@(43,28) #210@(46,28) #211@(45,28) #214@(58,28) #215@(65,24) #216@(57,28) #217@(66,24) #218@(73,20) #220@(74,19) #221@(73,20) #222@(73,20) #226@(92,13)* #229@(89,12)* #230@(81,15) #232@(92,12)* #233@(90,12)* #234@(91,12)*\n  harv (Ore Truck (harvester)) x4: #130@(99,16) #137@(96,16) #156@(98,21) #188@(108,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 4x e1: queued\n  - attack_move: 8 units\n  - attack_move: 5 units\n  - attack_move: 6 units\n  - attack_move: 6 units\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Army spread along path west, keep attack_moving toward enemy base to consolidate before final assault. Build fix depot next, then start 3tnk production from weap once built. Keep barr/proc/powr running.", "raw": "{\"thoughts\":\"Army is strung out along path west; keep pushing toward enemy base at (12,16) to consolidate before assault. Build fix depot then start tank production, keep training infantry and expanding econ.\",\"notes\":\"Enemy base at (12,16). Army strung out west, consolidate before final assault. Building fix depot, then start 3tnk production from weap. Keep barr/proc/powr running.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2617, "completion_tokens": 236, "total_tokens": 2853, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007594, "upstream_inference_prompt_cost": 0.005234, "upstream_inference_completions_cost": 0.00236}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.56, "thoughts": "Army is strung out along path west; keep pushing toward enemy base at (12,16) to consolidate before assault. Build fix depot then start tank production, keep training infantry and expanding econ.", "notes": "Enemy base at (12,16). Army strung out west, consolidate before final assault. Building fix depot, then start 3tnk production from weap. Keep barr/proc/powr running.", "commands": [{"do": "build", "item": "fix"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 4}], "feedback": ["build fix: started", "attack_move: 31 units", "train 4x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 5700, "deaths_cost": 1000, "units_killed": 35, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 19700, "army_value": 3100, "income": 7500, "experience": 57, "order_count": 72}}
{"tick": 8001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $159 (storage 4000), power 400 made / 130 used, harvesters 2.\nSCORE: assets $11500, army $2500, killed $1100 (11 units, 0 bldgs), lost $6000 (36 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 5%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%, #223 weap@(17,15) 94%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #237@(16,16) #239@(16,16) #241@(15,15)\n  harv (Ore Truck (harvester)) x2: #133@(21,6) #146@(4,26)\nVISIBLE ENEMY UNITS (9):\n  #178 e1@(21,17) 28%, #182 e1@(21,17) 88%, #183 e1@(21,17) 89%, #193 e1@(21,17) 89%, #195 e1@(22,17) 100%, #197 e1@(22,17) 100%, #198 e1@(22,17) 100%, #200 e1@(22,17) 100%, #202 e1@(22,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #134: ordered\n  - rally #150: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Base (12,16); enemy likely starts at (95,11), with scouts previously seen near (33-35,19-20). Only rocket #235 and harvesters #133/#146 are currently present; queued power plant is nearly complete and army queues remain long.", "raw": "{\"thoughts\":\"Power plant is ready to place, and enemy infantry has appeared just southeast of the base at (21-22,17). Place the power plant, reinforce the barracks, and use the three rifles to engage the nearby probe while existing rocket production continues.\",\"notes\":\"Base (12,16); enemy infantry detected at (21-22,17), likely an early scout/attack force. Own combat force is only three rifles plus queued units. Keep harvesters #133/#146 active and monitor the southeast approach.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[237,239,241],\"x\":21,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":21,\"y\":17},{\"do\":\"rally\",\"building\":150,\"x\":21,\"y\":17}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1873, "completion_tokens": 402, "total_tokens": 2275, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.37, "thoughts": "Power plant is ready to place, and enemy infantry has appeared just southeast of the base at (21-22,17). Place the power plant, reinforce the barracks, and use the three rifles to engage the nearby probe while existing rocket production continues.", "notes": "Base (12,16); enemy infantry detected at (21-22,17), likely an early scout/attack force. Own combat force is only three rifles plus queued units. Keep harvesters #133/#146 active and monitor the southeast approach.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [237, 239, 241], "x": 21, "y": 17}, {"do": "rally", "building": 134, "x": 21, "y": 17}, {"do": "rally", "building": 150, "x": 21, "y": 17}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 3x e1: queued", "train 2x e3: queued", "attack_move: 3 units", "rally #134: ordered", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1100, "deaths_cost": 6000, "units_killed": 11, "units_lost": 36, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 300, "income": 4775, "experience": 11, "order_count": 80}}
{"tick": 8001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:20 (tick 8001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1461 + stored ore $862 (storage 8000), power 700 made / 170 used, harvesters 4.\nSCORE: assets $19900, army $7700, killed $6000 (36 units, 0 bldgs), lost $1100 (11 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: barr READY TO PLACE; Building: fix 0%; Building: weap 0%; Building: barr 0%; Infantry: e1 78%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%\nYOUR UNITS (37) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x33: #178@(21,17)28% #182@(21,17)88% #183@(21,17)89% #193@(21,17)89% #195@(22,17) #196@(23,19) #197@(22,17) #198@(22,17) #200@(22,17) #202@(22,17) #205@(26,20) #207@(28,20) #208@(27,20) #209@(34,24) #210@(36,26) #211@(35,25) #214@(48,28) #215@(56,28) #216@(46,28) #217@(57,28) #218@(65,24) #220@(65,24) #221@(64,25) #222@(64,24) #226@(84,15) #229@(79,14) #230@(73,19) #232@(83,15) #233@(81,15) #234@(82,15) #236@(92,13)* #238@(90,12)* #240@(91,12)*\n  harv (Ore Truck (harvester)) x4: #130@(106,24) #137@(103,23) #156@(100,28) #188@(106,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - attack_move: 31 units\n  - train 4x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Army strung out west, consolidate before final assault. Building fix depot, then start 3tnk production from weap. Keep barr/proc/powr running.", "raw": "{\"thoughts\":\"Army strung along path to enemy base; consolidate and push forward. Place ready barracks, continue infantry production, queue tanks once possible.\",\"notes\":\"Enemy base at (12,16). Army advancing west in a long line, consolidate near (22,17) before final push. fix depot building, weap ready - start 3tnk production once fix completes. Keep barr/proc/powr running.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":15,\"y\":17},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2572, "completion_tokens": 245, "total_tokens": 2817, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007594, "upstream_inference_prompt_cost": 0.005144, "upstream_inference_completions_cost": 0.00245}, "completion_tokens_details": {"reasoning_tokens": 47, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.04, "thoughts": "Army strung along path to enemy base; consolidate and push forward. Place ready barracks, continue infantry production, queue tanks once possible.", "notes": "Enemy base at (12,16). Army advancing west in a long line, consolidate near (22,17) before final push. fix depot building, weap ready - start 3tnk production once fix completes. Keep barr/proc/powr running.", "commands": [{"do": "place", "item": "barr"}, {"do": "attack_move", "units": "all_army", "x": 15, "y": 17}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 33 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6000, "deaths_cost": 1100, "units_killed": 36, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 19900, "army_value": 3300, "income": 8000, "experience": 60, "order_count": 77}}
{"tick": 8201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 500 made / 130 used, harvesters 2.\nSCORE: assets $11600, army $2300, killed $1300 (13 units, 0 bldgs), lost $6200 (38 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 5%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 35%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 97%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%, #223 weap@(17,15) 81%, #242 powr@(8,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #237@(16,16)\n  harv (Ore Truck (harvester)) x2: #133@(19,15) #146@(6,24)\nVISIBLE ENEMY UNITS (11):\n  #178 e1@(21,17) 14%, #183 e1@(21,17) 84%, #193 e1@(21,17) 85%, #196 e1@(20,18) 53%, #197 e1@(21,18) 100%, #198 e1@(20,18) 79%, #200 e1@(20,18) 97%, #202 e1@(20,18) 95%, #205 e1@(19,19) 100%, #207 e1@(19,19) 100%, #208 e1@(19,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - attack_move: 3 units\n  - rally #134: ordered\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Base (12,16); enemy infantry detected at (21-22,17), likely an early scout/attack force. Own combat force is only three rifles plus queued units. Keep harvesters #133/#146 active and monitor the southeast approach.", "raw": "{\"thoughts\":\"An enemy infantry force is probing just southeast of the base, while one rifle and several queued rocket soldiers are our only immediate defenders. Send the rifle forward to the contact point and keep both harvesters mining; continue the refinery and infantry production already underway.\",\"notes\":\"Base (12,16); enemy scout/infantry cluster centered at (20-21,17-18). Defense currently one rifle #237 plus queued infantry; harvesters #133/#146 remain economic priority. Refinery at 5%, war factory damaged to 81%.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[237],\"x\":21,\"y\":17},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":17},{\"do\":\"rally\",\"building\":150,\"x\":20,\"y\":17}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1948, "completion_tokens": 678, "total_tokens": 2626, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 14.94, "thoughts": "An enemy infantry force is probing just southeast of the base, while one rifle and several queued rocket soldiers are our only immediate defenders. Send the rifle forward to the contact point and keep both harvesters mining; continue the refinery and infantry production already underway.", "notes": "Base (12,16); enemy scout/infantry cluster centered at (20-21,17-18). Defense currently one rifle #237 plus queued infantry; harvesters #133/#146 remain economic priority. Refinery at 5%, war factory damaged to 81%.", "commands": [{"do": "attack_move", "units": [237], "x": 21, "y": 17}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "rally", "building": 134, "x": 20, "y": 17}, {"do": "rally", "building": 150, "x": 20, "y": 17}], "feedback": ["attack_move: 1 units", "rally #134: ordered", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1300, "deaths_cost": 6200, "units_killed": 13, "units_lost": 38, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11600, "army_value": 100, "income": 4775, "experience": 13, "order_count": 86}}
{"tick": 8201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:28 (tick 8201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1461 + stored ore $158 (storage 8000), power 700 made / 190 used, harvesters 4.\nSCORE: assets $20600, army $7900, killed $6200 (38 units, 0 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: fix 27%; Building: weap 0%; Building: barr 0%; Infantry: e1 58%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%\nYOUR UNITS (39) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x35: #178@(21,17)14% #183@(21,17)84% #193@(21,17)85% #196@(20,18)53% #197@(21,18) #198@(20,18)79% #200@(20,18)97% #202@(20,18)95% #205@(19,19) #207@(19,19) #208@(19,19) #209@(25,20) #210@(27,25) #211@(25,25) #214@(39,21) #215@(47,25) #216@(38,21) #217@(47,28) #218@(56,28) #220@(56,28) #221@(55,28) #222@(55,28) #226@(75,18) #229@(72,21) #230@(64,24) #232@(75,18) #233@(73,20) #234@(74,19) #236@(83,14) #238@(80,12) #240@(81,13) #244@(90,12)* #245@(89,13)* #246@(89,12)* #247@(88,12)*\n  harv (Ore Truck (harvester)) x4: #130@(104,24) #137@(103,24) #156@(99,19) #188@(99,16)\nVISIBLE ENEMY UNITS (1):\n  #133 harv@(19,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 33 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Army advancing west in a long line, consolidate near (22,17) before final push. fix depot building, weap ready - start 3tnk production once fix completes. Keep barr/proc/powr running.", "raw": "{\"thoughts\":\"Large infantry force near enemy base at (12,16), harvester spotted nearby. Push attack toward enemy base to find and destroy buildings. Keep production running.\",\"notes\":\"Enemy base near (12,16), still not visually confirmed. Army pushing west, consolidate around (19,17) then attack. fix depot building, once done start 3tnk. Keep barr/proc/powr running, train more e1/e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":14,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2632, "completion_tokens": 253, "total_tokens": 2885, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007794, "upstream_inference_prompt_cost": 0.005264, "upstream_inference_completions_cost": 0.00253}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.27, "thoughts": "Large infantry force near enemy base at (12,16), harvester spotted nearby. Push attack toward enemy base to find and destroy buildings. Keep production running.", "notes": "Enemy base near (12,16), still not visually confirmed. Army pushing west, consolidate around (19,17) then attack. fix depot building, once done start 3tnk. Keep barr/proc/powr running, train more e1/e3.", "commands": [{"do": "attack_move", "units": "all_army", "x": 14, "y": 16}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 35 units", "train 3x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6200, "deaths_cost": 1300, "units_killed": 38, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 20600, "army_value": 3500, "income": 7500, "experience": 62, "order_count": 81}}
{"tick": 8401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $653 (storage 4000), power 500 made / 130 used, harvesters 2.\nSCORE: assets $11600, army $2300, killed $1500 (15 units, 0 bldgs), lost $6200 (38 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 16%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 98%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 95%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%, #223 weap@(17,15) 79%, #242 powr@(8,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #237@(16,16)43%\n  harv (Ore Truck (harvester)) x2: #133@(14,22)86% #146@(9,21)\nVISIBLE ENEMY UNITS (12):\n  #183 e1@(18,17) 82%, #193 e1@(18,17) 32%, #196 e1@(17,18) 53%, #197 e1@(18,19) 100%, #198 e1@(17,18) 79%, #200 e1@(17,18) 97%, #202 e1@(17,18) 95%, #205 e1@(18,19) 85%, #207 e1@(18,19) 95%, #209 e1@(20,18) 100%, #210 e1@(19,18) 100%, #211 e1@(19,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #134: ordered\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Base (12,16); enemy scout/infantry cluster centered at (20-21,17-18). Defense currently one rifle #237 plus queued infantry; harvesters #133/#146 remain economic priority. Refinery at 5%, war factory damaged to 81%.", "raw": "{\"thoughts\":\"The enemy has a large infantry cluster inside the base, while my only combat unit is a damaged rifleman and the barracks are nearly full of queued infantry. I will use the rifleman to engage the nearest cluster immediately, keep the harvesters away from the fight, and continue filling the production queues with cheap infantry.\",\"notes\":\"Base at (12,16); enemy infantry centered around (20-21,17-18), threatening the refineries and war factory. #237 is the only combat unit and should attack the cluster; harvesters #133/#146 remain on economy duty.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[237],\"x\":20,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1929, "completion_tokens": 406, "total_tokens": 2335, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.39, "thoughts": "The enemy has a large infantry cluster inside the base, while my only combat unit is a damaged rifleman and the barracks are nearly full of queued infantry. I will use the rifleman to engage the nearest cluster immediately, keep the harvesters away from the fight, and continue filling the production queues with cheap infantry.", "notes": "Base at (12,16); enemy infantry centered around (20-21,17-18), threatening the refineries and war factory. #237 is the only combat unit and should attack the cluster; harvesters #133/#146 remain on economy duty.", "commands": [{"do": "attack_move", "units": [237], "x": 20, "y": 18}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 1 units", "train 5x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1500, "deaths_cost": 6200, "units_killed": 15, "units_lost": 38, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11600, "army_value": 100, "income": 5275, "experience": 15, "order_count": 86}}
{"tick": 8401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:36 (tick 8401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1461 + stored ore $439 (storage 8000), power 700 made / 190 used, harvesters 4.\nSCORE: assets $20800, army $8100, killed $6200 (38 units, 0 bldgs), lost $1500 (15 units, 0 bldgs). Map explored 24.9%.\nPRODUCTION: Building: fix 54%; Building: weap 0%; Building: barr 0%; Infantry: e3 14%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%\nYOUR UNITS (39) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x34: #183@(18,17)82% #193@(18,17)32% #196@(17,18)53% #197@(18,19) #198@(17,18)79% #200@(17,18)97% #202@(17,18)95% #205@(18,19)85% #207@(18,19)95% #209@(20,18) #210@(19,18) #211@(19,19) #214@(30,16) #215@(39,17) #216@(29,16) #217@(38,21) #218@(47,24) #220@(47,25) #221@(46,24) #222@(46,24) #226@(67,24) #229@(63,26) #230@(55,28) #232@(66,24) #233@(65,24) #234@(65,24) #236@(74,19) #238@(73,19) #240@(73,18) #244@(80,12) #245@(80,14) #246@(79,14) #247@(78,14) #248@(87,11)\n  e3 (Rocket Soldier) x1: #249@(88,12)*\n  harv (Ore Truck (harvester)) x4: #130@(102,24) #137@(101,24) #156@(100,18) #188@(103,23)\nVISIBLE ENEMY UNITS (1):\n  #237 e1@(16,16) 43%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(15,17) 95%, #223 weap@(17,15) 79%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 35 units\n  - train 3x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (12,16), still not visually confirmed. Army pushing west, consolidate around (19,17) then attack. fix depot building, once done start 3tnk. Keep barr/proc/powr running, train more e1/e3.", "raw": "{\"thoughts\":\"Big infantry blob near enemy base at (17-20,17-19). Push attack into their proc/weap buildings now. Keep training more infantry and continue fix/weap builds.\",\"notes\":\"Enemy base at (15-17,15-17). Attacking with main infantry blob now. Continue producing e1/e3, finish fix depot then start tank production from weap.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":16,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2698, "completion_tokens": 219, "total_tokens": 2917, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007586, "upstream_inference_prompt_cost": 0.005396, "upstream_inference_completions_cost": 0.00219}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.92, "thoughts": "Big infantry blob near enemy base at (17-20,17-19). Push attack into their proc/weap buildings now. Keep training more infantry and continue fix/weap builds.", "notes": "Enemy base at (15-17,15-17). Attacking with main infantry blob now. Continue producing e1/e3, finish fix depot then start tank production from weap.", "commands": [{"do": "attack_move", "units": "all_army", "x": 16, "y": 16}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 35 units", "train 3x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6200, "deaths_cost": 1500, "units_killed": 38, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 20800, "army_value": 3700, "income": 8500, "experience": 62, "order_count": 86}}
{"tick": 8601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 500 made / 130 used, harvesters 2.\nSCORE: assets $12100, army $2800, killed $1600 (16 units, 0 bldgs), lost $6300 (39 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Building: proc 38%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 61%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%, #223 weap@(17,15) 74%, #242 powr@(8,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #250@(15,15) #252@(15,15)\n  harv (Ore Truck (harvester)) x2: #133@(10,30)86% #146@(5,27)\nVISIBLE ENEMY UNITS (13):\n  #183 e1@(18,17) 77%, #196 e1@(17,18) 51%, #197 e1@(18,19) 100%, #198 e1@(17,18) 70%, #200 e1@(17,19) 97%, #202 e1@(17,19) 95%, #205 e1@(17,19) 85%, #207 e1@(17,19) 95%, #209 e1@(20,18) 100%, #210 e1@(19,18) 100%, #211 e1@(19,19) 100%, #214 e1@(21,16) 100%, #216 e1@(21,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 5x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy infantry centered around (20-21,17-18), threatening the refineries and war factory. #237 is the only combat unit and should attack the cluster; harvesters #133/#146 remain on economy duty.", "raw": "{\"thoughts\":\"Enemy rifle infantry have penetrated to the base and are endangering the refineries and damaged war factory. The two rocket soldiers are the only available defenders, so focus them into the densest cluster while the existing production queues continue.\",\"notes\":\"Base at (12,16). Enemy infantry centered around (19-20,18), threatening refineries; rockets #250/#252 are engaging. Harvesters #133/#146 remain on economy duty. Proc #131 and war factory #223 are damaged.\",\"commands\":[{\"do\":\"attack\",\"units\":[250,252],\"target\":209},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1981, "completion_tokens": 370, "total_tokens": 2351, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.71, "thoughts": "Enemy rifle infantry have penetrated to the base and are endangering the refineries and damaged war factory. The two rocket soldiers are the only available defenders, so focus them into the densest cluster while the existing production queues continue.", "notes": "Base at (12,16). Enemy infantry centered around (19-20,18), threatening refineries; rockets #250/#252 are engaging. Harvesters #133/#146 remain on economy duty. Proc #131 and war factory #223 are damaged.", "commands": [{"do": "attack", "units": [250, 252], "target": 209}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack: 2 units", "train 5x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1600, "deaths_cost": 6300, "units_killed": 16, "units_lost": 39, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 600, "income": 5275, "experience": 16, "order_count": 93}}
{"tick": 8601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:44 (tick 8601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1283 + stored ore $396 (storage 8000), power 700 made / 190 used, harvesters 4.\nSCORE: assets $21000, army $8300, killed $6300 (39 units, 0 bldgs), lost $1600 (16 units, 0 bldgs). Map explored 25.3%.\nPRODUCTION: Building: fix 82%; Building: weap 0%; Building: barr 0%; Infantry: e3 44%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%\nYOUR UNITS (39) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x33: #183@(18,17)77% #196@(17,18)51% #197@(18,19) #198@(17,18)70% #200@(17,19)97% #202@(17,19)95% #205@(17,19)85% #207@(17,19)95% #209@(20,18) #210@(19,18) #211@(19,19) #214@(21,16) #215@(29,16) #216@(21,16) #217@(29,16) #218@(39,17) #220@(40,18) #221@(39,17) #222@(39,17) #226@(58,28) #229@(54,28) #230@(46,24) #232@(57,28) #233@(56,28) #234@(56,28) #236@(66,24) #238@(65,24) #240@(65,24) #244@(73,19) #245@(72,21) #246@(72,21) #247@(71,22) #248@(78,15)\n  e3 (Rocket Soldier) x2: #249@(78,14) #251@(88,12)*\n  harv (Ore Truck (harvester)) x4: #130@(99,17) #137@(99,16) #156@(101,28) #188@(105,25)\nVISIBLE ENEMY UNITS (2):\n  #250 e3@(15,15) 100%, #252 e3@(15,15) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(15,17) 61%, #223 weap@(17,15) 74%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 35 units\n  - train 3x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (15-17,15-17). Attacking with main infantry blob now. Continue producing e1/e3, finish fix depot then start tank production from weap.", "raw": "{\"thoughts\":\"Big infantry blob is near enemy base at (15-17,15-17); push attack there. Keep producing units and infrastructure.\",\"notes\":\"Enemy base (15-17,15-17). Main blob attacking. Keep training e1/e3, finish fix/weap/barr, start tanks once weap ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":16,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2732, "completion_tokens": 177, "total_tokens": 2909, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007234, "upstream_inference_prompt_cost": 0.005464, "upstream_inference_completions_cost": 0.00177}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "Big infantry blob is near enemy base at (15-17,15-17); push attack there. Keep producing units and infrastructure.", "notes": "Enemy base (15-17,15-17). Main blob attacking. Keep training e1/e3, finish fix/weap/barr, start tanks once weap ready.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 16, "y": 16}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 1 units", "train 3x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6300, "deaths_cost": 1600, "units_killed": 39, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 21000, "army_value": 3900, "income": 8000, "experience": 63, "order_count": 91}}
{"tick": 8801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 500 made / 130 used, harvesters 2.\nSCORE: assets $12100, army $2800, killed $1600 (16 units, 0 bldgs), lost $6300 (39 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 38%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 30%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%, #223 weap@(17,15) 65%, #242 powr@(8,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #250@(16,16) #252@(16,16)\n  harv (Ore Truck (harvester)) x2: #133@(9,22)86% #146@(5,26)\nVISIBLE ENEMY UNITS (15):\n  #183 e1@(18,17) 77%, #196 e1@(17,18) 51%, #197 e1@(18,19) 100%, #198 e1@(17,18) 70%, #200 e1@(17,19) 97%, #202 e1@(17,19) 95%, #205 e1@(17,19) 85%, #207 e1@(17,19) 95%, #209 e1@(20,18) 66%, #210 e1@(19,18) 100%, #211 e1@(19,19) 100%, #214 e1@(21,16) 100%, #215 e1@(21,16) 100%, #216 e1@(21,16) 100%, #217 e1@(21,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - train 5x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy infantry centered around (19-20,18), threatening refineries; rockets #250/#252 are engaging. Harvesters #133/#146 remain on economy duty. Proc #131 and war factory #223 are damaged.", "raw": "{\"thoughts\":\"A large enemy infantry force has penetrated the base and is threatening the refineries, while only two rockets are available for defense. Preserve the economy, repair critical infrastructure, and concentrate newly produced infantry around the eastern approach.\",\"notes\":\"Enemy infantry massed at (19-21,16-19). Rockets #250/#252 defending near command center. Refinery #131 and War Factory #223 are damaged; both harvesters remain on economy duty.\",\"commands\":[{\"do\":\"repair\",\"building\":131},{\"do\":\"repair\",\"building\":223},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":18},{\"do\":\"rally\",\"building\":150,\"x\":20,\"y\":18},{\"do\":\"stance\",\"units\":[250,252],\"stance\":\"defend\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2053, "completion_tokens": 379, "total_tokens": 2432, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.9, "thoughts": "A large enemy infantry force has penetrated the base and is threatening the refineries, while only two rockets are available for defense. Preserve the economy, repair critical infrastructure, and concentrate newly produced infantry around the eastern approach.", "notes": "Enemy infantry massed at (19-21,16-19). Rockets #250/#252 defending near command center. Refinery #131 and War Factory #223 are damaged; both harvesters remain on economy duty.", "commands": [{"do": "repair", "building": 131}, {"do": "repair", "building": 223}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "rally", "building": 134, "x": 20, "y": 18}, {"do": "rally", "building": 150, "x": 20, "y": 18}, {"do": "stance", "units": [250, 252], "stance": "defend"}], "feedback": ["repair #131: ordered", "repair #223: ordered", "rally #134: ordered", "rally #150: ordered", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1600, "deaths_cost": 6300, "units_killed": 16, "units_lost": 39, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 600, "income": 4275, "experience": 16, "order_count": 100}}
{"tick": 8801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:52 (tick 8801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1283 + stored ore $298 (storage 8000), power 700 made / 190 used, harvesters 4.\nSCORE: assets $21300, army $8600, killed $6300 (39 units, 0 bldgs), lost $1600 (16 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: fix READY TO PLACE; Building: weap 0%; Building: barr 0%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%\nYOUR UNITS (40) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x33: #183@(18,17)77% #196@(17,18)51% #197@(18,19) #198@(17,18)70% #200@(17,19)97% #202@(17,19)95% #205@(17,19)85% #207@(17,19)95% #209@(20,18)66% #210@(19,18) #211@(19,19) #214@(21,16) #215@(21,16) #216@(21,16) #217@(21,16) #218@(29,16) #220@(30,16) #221@(29,16) #222@(29,16) #226@(48,25) #229@(44,26) #230@(39,17) #232@(48,25) #233@(46,25) #234@(47,24) #236@(57,28) #238@(55,28) #240@(56,28) #244@(64,24) #245@(64,25) #246@(63,26) #247@(62,26) #248@(71,22)\n  e3 (Rocket Soldier) x3: #249@(71,21) #251@(79,14) #253@(89,12)*\n  harv (Ore Truck (harvester)) x4: #130@(101,21) #137@(103,25) #156@(99,23) #188@(104,27)\nVISIBLE ENEMY UNITS (2):\n  #250 e3@(16,16) 100%, #252 e3@(16,16) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(15,17) 30%, #223 weap@(17,15) 65%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 3x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base (15-17,15-17). Main blob attacking. Keep training e1/e3, finish fix/weap/barr, start tanks once weap ready.", "raw": "{\"thoughts\":\"My infantry force near enemy base should push in and finish off proc/weap. Keep training more troops and place fix depot.\",\"notes\":\"Enemy base at (15-17,15-17), buildings proc#131 30%hp and weap#223 65%hp weak - push attack to destroy. Keep producing e1/e3, build tanks once weap done at home.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"attack_move\",\"units\":[183,196,197,198,200,202,205,207,209,210,211,214,215,216,217],\"x\":16,\"y\":16},{\"do\":\"attack_move\",\"units\":[218,220,221,222,230],\"x\":16,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2790, "completion_tokens": 287, "total_tokens": 3077, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00845, "upstream_inference_prompt_cost": 0.00558, "upstream_inference_completions_cost": 0.00287}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.51, "thoughts": "My infantry force near enemy base should push in and finish off proc/weap. Keep training more troops and place fix depot.", "notes": "Enemy base at (15-17,15-17), buildings proc#131 30%hp and weap#223 65%hp weak - push attack to destroy. Keep producing e1/e3, build tanks once weap done at home.", "commands": [{"do": "place", "item": "fix"}, {"do": "attack_move", "units": [183, 196, 197, 198, 200, 202, 205, 207, 209, 210, 211, 214, 215, 216, 217], "x": 16, "y": 16}, {"do": "attack_move", "units": [218, 220, 221, 222, 230], "x": 16, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 15 units", "attack_move: 5 units", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6300, "deaths_cost": 1600, "units_killed": 39, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 21300, "army_value": 4200, "income": 8500, "experience": 63, "order_count": 96}}
{"tick": 9001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $252 (storage 4000), power 500 made / 130 used, harvesters 2.\nSCORE: assets $11500, army $2200, killed $1600 (16 units, 0 bldgs), lost $6900 (41 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 52%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Infantry: e3 90%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 1%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%, #223 weap@(17,15) 52%, #242 powr@(8,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(10,25)86% #146@(10,20)\nVISIBLE ENEMY UNITS (19):\n  #183 e1@(18,17) 77%, #196 e1@(17,18) 51%, #197 e1@(18,19) 100%, #198 e1@(17,18) 70%, #200 e1@(17,19) 97%, #202 e1@(17,19) 95%, #205 e1@(17,19) 85%, #207 e1@(17,19) 95%, #209 e1@(20,18) 37%, #210 e1@(19,18) 100%, #211 e1@(19,19) 100%, #214 e1@(21,16) 100%, #215 e1@(21,16) 100%, #216 e1@(21,16) 100%, #217 e1@(21,16) 100%, #218 e1@(21,17) 100%, #220 e1@(21,17) 100%, #221 e1@(21,16) 100%, #222 e1@(22,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - repair #223: ordered\n  - rally #134: ordered\n  - rally #150: ordered\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy infantry massed at (19-21,16-19). Rockets #250/#252 defending near command center. Refinery #131 and War Factory #223 are damaged; both harvesters remain on economy duty.", "raw": "{\"thoughts\":\"Enemy infantry has penetrated deep into the base, while our refineries and war factory are being repaired. Reinforce the crowded production queues and establish a pillbox near the command center; rely on the existing defensive rockets and newly produced troops to clear the incursion.\",\"notes\":\"Enemy has 19 rifle infantry concentrated at x17-22,y16-19, no buildings visible. Refinery #131 and war factory #223 repairing. Build/place a pillbox near x12,y16; rockets #250/#252 reportedly defending.\",\"commands\":[{\"do\":\"build\",\"item\":\"pbox\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":10},{\"do\":\"train\",\"item\":\"e1\",\"count\":10}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2080, "completion_tokens": 453, "total_tokens": 2533, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.22, "thoughts": "Enemy infantry has penetrated deep into the base, while our refineries and war factory are being repaired. Reinforce the crowded production queues and establish a pillbox near the command center; rely on the existing defensive rockets and newly produced troops to clear the incursion.", "notes": "Enemy has 19 rifle infantry concentrated at x17-22,y16-19, no buildings visible. Refinery #131 and war factory #223 repairing. Build/place a pillbox near x12,y16; rockets #250/#252 reportedly defending.", "commands": [{"do": "build", "item": "pbox"}, {"do": "train", "item": "e3", "count": 10}, {"do": "train", "item": "e1", "count": 10}], "feedback": ["build pbox: started", "train 10x e3: queued", "train 10x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1600, "deaths_cost": 6900, "units_killed": 16, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 0, "income": 4925, "experience": 16, "order_count": 100}}
{"tick": 9001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:00 (tick 9001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1037 + stored ore $339 (storage 8000), power 700 made / 220 used, harvesters 4.\nSCORE: assets $23100, army $9200, killed $6900 (41 units, 0 bldgs), lost $1600 (16 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: weap 16%; Building: barr 0%; Infantry: e3 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%\nYOUR UNITS (44) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x36: #183@(18,17)77% #196@(17,18)51% #197@(18,19) #198@(17,18)70% #200@(17,19)97% #202@(17,19)95% #205@(17,19)85% #207@(17,19)95% #209@(20,18)37% #210@(19,18) #211@(19,19) #214@(21,16) #215@(21,16) #216@(21,16) #217@(21,16) #218@(21,17) #220@(21,17) #221@(21,16) #222@(22,16) #226@(38,24) #229@(34,24) #230@(29,16) #232@(38,24) #233@(36,25) #234@(37,24) #236@(48,25) #238@(46,25) #240@(47,25) #244@(55,28) #245@(54,28) #246@(54,27) #247@(53,27) #248@(62,27) #256@(88,12)* #257@(89,12) #258@(88,11)\n  e3 (Rocket Soldier) x4: #249@(62,26) #251@(71,22) #253@(88,13)* #255@(87,11)*\n  harv (Ore Truck (harvester)) x4: #130@(107,27) #137@(103,28) #156@(99,16) #188@(101,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(15,17) 1%, #223 weap@(17,15) 52%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 15 units\n  - attack_move: 5 units\n  - train 3x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (15-17,15-17), buildings proc#131 30%hp and weap#223 65%hp weak - push attack to destroy. Keep producing e1/e3, build tanks once weap done at home.", "raw": "{\"thoughts\":\"My infantry near enemy base should finish off the weak proc/weap buildings. Keep pushing all forward units towards enemy base, continue training and building.\",\"notes\":\"Enemy base at (15-17,15-17), proc#131 1%hp, weap#223 52%hp - almost dead, push all forward infantry to finish them. Keep training e1/e3 and building weap/barr at home. New harvester needed soon.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[183,196,197,198,200,202,205,207,209,210,211,214,215,216,217,218,220,221,222],\"x\":15,\"y\":17},{\"do\":\"attack_move\",\"units\":[226,229,230,232,233,234,236,238,240,244,245,246,247,248,249,251],\"x\":15,\"y\":17},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2925, "completion_tokens": 323, "total_tokens": 3248, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00908, "upstream_inference_prompt_cost": 0.00585, "upstream_inference_completions_cost": 0.00323}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.38, "thoughts": "My infantry near enemy base should finish off the weak proc/weap buildings. Keep pushing all forward units towards enemy base, continue training and building.", "notes": "Enemy base at (15-17,15-17), proc#131 1%hp, weap#223 52%hp - almost dead, push all forward infantry to finish them. Keep training e1/e3 and building weap/barr at home. New harvester needed soon.", "commands": [{"do": "attack_move", "units": [183, 196, 197, 198, 200, 202, 205, 207, 209, 210, 211, 214, 215, 216, 217, 218, 220, 221, 222], "x": 15, "y": 17}, {"do": "attack_move", "units": [226, 229, 230, 232, 233, 234, 236, 238, 240, 244, 245, 246, 247, 248, 249, 251], "x": 15, "y": 17}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 19 units", "attack_move: 16 units", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6900, "deaths_cost": 1600, "units_killed": 41, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 23100, "army_value": 4800, "income": 8500, "experience": 69, "order_count": 103}}
{"tick": 9201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 500 made / 100 used, harvesters 2.\nSCORE: assets $10500, army $2600, killed $1700 (17 units, 0 bldgs), lost $8300 (41 units, 1 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 60%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Defense: pbox 16%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 100%, #223 weap@(17,15) 14%, #242 powr@(8,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #260@(15,15)\n  e3 (Rocket Soldier) x1: #259@(15,15)\n  harv (Ore Truck (harvester)) x2: #133@(7,30)86% #146@(6,29)\nVISIBLE ENEMY UNITS (19):\n  #196 e1@(17,18) 44%, #197 e1@(18,19) 100%, #198 e1@(17,18) 20%, #200 e1@(17,19) 97%, #202 e1@(17,19) 95%, #205 e1@(17,19) 85%, #207 e1@(17,19) 95%, #209 e1@(20,18) 37%, #210 e1@(19,18) 100%, #211 e1@(19,19) 100%, #214 e1@(21,16) 100%, #215 e1@(21,16) 100%, #216 e1@(21,16) 100%, #217 e1@(21,16) 100%, #218 e1@(21,17) 100%, #220 e1@(21,17) 100%, #221 e1@(21,16) 100%, #222 e1@(22,16) 100%, #230 e1@(20,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build pbox: started\n  - train 10x e3: queued\n  - train 10x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy has 19 rifle infantry concentrated at x17-22,y16-19, no buildings visible. Refinery #131 and war factory #223 repairing. Build/place a pillbox near x12,y16; rockets #250/#252 reportedly defending.", "raw": "{\"thoughts\":\"A large enemy infantry force has penetrated the base and threatens the low-health war factory. The two available anti-infantry defenders are the best response and should concentrate fire on the cluster while construction continues.\",\"notes\":\"Enemy has 19 rifle infantry concentrated at x17-22,y16-19. Defenders #259 and #260 are engaging the main cluster; preserve them around the factory and keep the pillbox placement progressing.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[259,260],\"x\":18,\"y\":18},{\"do\":\"stance\",\"units\":[259,260],\"stance\":\"attack_anything\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2235, "completion_tokens": 457, "total_tokens": 2692, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.89, "thoughts": "A large enemy infantry force has penetrated the base and threatens the low-health war factory. The two available anti-infantry defenders are the best response and should concentrate fire on the cluster while construction continues.", "notes": "Enemy has 19 rifle infantry concentrated at x17-22,y16-19. Defenders #259 and #260 are engaging the main cluster; preserve them around the factory and keep the pillbox placement progressing.", "commands": [{"do": "attack_move", "units": [259, 260], "x": 18, "y": 18}, {"do": "stance", "units": [259, 260], "stance": "attack_anything"}], "feedback": ["attack_move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1700, "deaths_cost": 8300, "units_killed": 17, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10500, "army_value": 400, "income": 5275, "experience": 17, "order_count": 121}}
{"tick": 9201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:08 (tick 9201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $744 + stored ore $410 (storage 8000), power 700 made / 220 used, harvesters 4.\nSCORE: assets $23300, army $9400, killed $8300 (41 units, 1 bldgs), lost $1700 (17 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: weap 32%; Building: barr 0%; Infantry: e1 92%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%\nYOUR UNITS (44) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x35: #196@(17,18)44% #197@(18,19) #198@(17,18)20% #200@(17,19)97% #202@(17,19)95% #205@(17,19)85% #207@(17,19)95% #209@(20,18)37% #210@(19,18) #211@(19,19) #214@(21,16) #215@(21,16) #216@(21,16) #217@(21,16) #218@(21,17) #220@(21,17) #221@(21,16) #222@(22,16) #226@(28,24) #229@(25,20) #230@(20,18) #232@(27,24) #233@(26,25) #234@(26,24) #236@(37,25) #238@(36,25) #240@(36,25) #244@(46,24) #245@(45,27) #246@(44,27) #247@(43,27) #248@(53,27) #256@(89,12)* #257@(89,13)* #258@(89,12)*\n  e3 (Rocket Soldier) x5: #249@(53,27) #251@(63,26) #253@(88,13)* #255@(87,11)* #261@(88,12)*\n  harv (Ore Truck (harvester)) x4: #130@(102,20) #137@(99,17) #156@(102,27) #188@(99,16)\nVISIBLE ENEMY UNITS (2):\n  #259 e3@(15,15) 100%, #260 e1@(15,15) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #223 weap@(17,15) 14%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\n  - attack_move: 16 units\n  - train 3x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (15-17,15-17), proc#131 1%hp, weap#223 52%hp - almost dead, push all forward infantry to finish them. Keep training e1/e3 and building weap/barr at home. New harvester needed soon.", "raw": "{\"thoughts\":\"Front infantry stack near enemy base at (17-22,16-19); push to finish off weap#223 and remaining enemy units. Keep training and building at home.\",\"notes\":\"Enemy base ~(15-17,15-17), weap#223 14%hp almost dead. Push forward stack to destroy it. Keep e1/e3 production and build barr/weap at home. Build new harvester soon.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[196,197,198,200,202,205,207,209,210,211,214,215,216,217,218,220,221,222],\"x\":17,\"y\":15},{\"do\":\"attack_move\",\"units\":[226,229,230,232,233,234,236,238,240],\"x\":17,\"y\":15},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2976, "completion_tokens": 294, "total_tokens": 3270, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008892, "upstream_inference_prompt_cost": 0.005952, "upstream_inference_completions_cost": 0.00294}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "Front infantry stack near enemy base at (17-22,16-19); push to finish off weap#223 and remaining enemy units. Keep training and building at home.", "notes": "Enemy base ~(15-17,15-17), weap#223 14%hp almost dead. Push forward stack to destroy it. Keep e1/e3 production and build barr/weap at home. Build new harvester soon.", "commands": [{"do": "attack_move", "units": [196, 197, 198, 200, 202, 205, 207, 209, 210, 211, 214, 215, 216, 217, 218, 220, 221, 222], "x": 17, "y": 15}, {"do": "attack_move", "units": [226, 229, 230, 232, 233, 234, 236, 238, 240], "x": 17, "y": 15}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 18 units", "attack_move: 9 units", "train 2x e1: queued", "train 2x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 8300, "deaths_cost": 1700, "units_killed": 41, "units_lost": 17, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 23300, "army_value": 5000, "income": 8500, "experience": 83, "order_count": 109}}
{"tick": 9401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 479 made / 70 used, harvesters 2.\nSCORE: assets $8100, army $2200, killed $1900 (19 units, 0 bldgs), lost $10700 (43 units, 2 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 60%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Defense: pbox 16%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #150 tent@(15,14) 81%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 79%, #242 powr@(8,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(10,20)86% #146@(4,27)\nVISIBLE ENEMY UNITS (21):\n  #197 e1@(17,16) 100%, #200 e1@(17,19) 94%, #202 e1@(17,19) 95%, #205 e1@(17,19) 85%, #207 e1@(17,19) 95%, #209 e1@(18,16) 37%, #210 e1@(18,17) 100%, #211 e1@(18,17) 100%, #214 e1@(18,16) 100%, #215 e1@(18,16) 100%, #216 e1@(19,16) 100%, #217 e1@(18,16) 100%, #218 e1@(18,17) 100%, #220 e1@(18,17) 100%, #221 e1@(19,16) 100%, #222 e1@(19,16) 100%, #226 e1@(19,17) 100%, #229 e1@(18,17) 100%, #230 e1@(18,16) 100%, #232 e1@(19,17) 100%, #234 e1@(19,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy has 19 rifle infantry concentrated at x17-22,y16-19. Defenders #259 and #260 are engaging the main cluster; preserve them around the factory and keep the pillbox placement progressing.", "raw": "{\"thoughts\":\"Our economy is currently empty and the base has no visible combat units, while rifle infantry are massing immediately east of the factory. I will keep both harvesters mining and commit the two defenders mentioned in the last report to the enemy cluster, if they are still active.\",\"notes\":\"Enemy rifle cluster remains at x17-22,y16-19. Defenders #259 and #260 are the only known combat units; protect the factory and harvesters while the refinery, pillbox, and production queues continue.\",\"commands\":[{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"attack_move\",\"units\":[259,260],\"x\":20,\"y\":17}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2149, "completion_tokens": 650, "total_tokens": 2799, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.5, "thoughts": "Our economy is currently empty and the base has no visible combat units, while rifle infantry are massing immediately east of the factory. I will keep both harvesters mining and commit the two defenders mentioned in the last report to the enemy cluster, if they are still active.", "notes": "Enemy rifle cluster remains at x17-22,y16-19. Defenders #259 and #260 are the only known combat units; protect the factory and harvesters while the refinery, pillbox, and production queues continue.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "attack_move", "units": [259, 260], "x": 20, "y": 17}], "feedback": ["attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1900, "deaths_cost": 10700, "units_killed": 19, "units_lost": 43, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8100, "army_value": 0, "income": 4275, "experience": 19, "order_count": 121}}
{"tick": 9401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:16 (tick 9401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $705 + stored ore $380 (storage 8000), power 700 made / 220 used, harvesters 4.\nSCORE: assets $23500, army $9600, killed $10700 (43 units, 2 bldgs), lost $1900 (19 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: weap 49%; Building: barr 0%; Vehicle: harv 29%; Infantry: e3 25%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%\nYOUR UNITS (44) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x34: #197@(17,16) #200@(17,19)94% #202@(17,19)95% #205@(17,19)85% #207@(17,19)95% #209@(18,16)37% #210@(18,17) #211@(18,17) #214@(18,16) #215@(18,16) #216@(19,16) #217@(18,16) #218@(18,17) #220@(18,17) #221@(19,16) #222@(19,16) #226@(19,17) #229@(18,17) #230@(18,16) #232@(19,17) #233@(19,18) #234@(19,17) #236@(28,21) #238@(27,20) #240@(27,21) #244@(38,18) #245@(35,27) #246@(34,27) #247@(33,27) #248@(43,27) #256@(89,13)* #257@(89,13)* #258@(88,13)* #262@(89,12)*\n  e3 (Rocket Soldier) x6: #249@(43,27) #251@(53,27) #253@(88,13)* #255@(87,11)* #261@(87,11)* #263@(88,12)*\n  harv (Ore Truck (harvester)) x4: #130@(99,16) #137@(100,21) #156@(101,29) #188@(104,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #150 tent@(15,14) 81%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - attack_move: 9 units\n  - train 2x e1: queued\n  - train 2x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(15-17,15-17), weap#223 14%hp almost dead. Push forward stack to destroy it. Keep e1/e3 production and build barr/weap at home. Build new harvester soon.", "raw": "{\"thoughts\":\"Big infantry stack near enemy base at (17-19,16-19). Push to destroy tent #150 and continue expansion. Keep training reinforcements and send idle home troops forward.\",\"notes\":\"Enemy base ~(15-17,14-17), tent#150 81%hp targeted. Main stack at (17-19,16-19) attacking. Idle troops at home (87-89,11-13) should move to reinforce. Keep training e1/e3 and building economy.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[197,200,202,205,207,209,210,211,214,215,216,217,218,220,221,222,226,229,230,232,233,234],\"x\":15,\"y\":15},{\"do\":\"attack_move\",\"units\":[249,251,253,255,261,263],\"x\":15,\"y\":15},{\"do\":\"attack_move\",\"units\":[236,238,240,244,245,246,247,248],\"x\":15,\"y\":15},{\"do\":\"move\",\"units\":[256,257,258,262],\"x\":40,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2982, "completion_tokens": 424, "total_tokens": 3406, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010204, "upstream_inference_prompt_cost": 0.005964, "upstream_inference_completions_cost": 0.00424}, "completion_tokens_details": {"reasoning_tokens": 53, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.33, "thoughts": "Big infantry stack near enemy base at (17-19,16-19). Push to destroy tent #150 and continue expansion. Keep training reinforcements and send idle home troops forward.", "notes": "Enemy base ~(15-17,14-17), tent#150 81%hp targeted. Main stack at (17-19,16-19) attacking. Idle troops at home (87-89,11-13) should move to reinforce. Keep training e1/e3 and building economy.", "commands": [{"do": "attack_move", "units": [197, 200, 202, 205, 207, 209, 210, 211, 214, 215, 216, 217, 218, 220, 221, 222, 226, 229, 230, 232, 233, 234], "x": 15, "y": 15}, {"do": "attack_move", "units": [249, 251, 253, 255, 261, 263], "x": 15, "y": 15}, {"do": "attack_move", "units": [236, 238, 240, 244, 245, 246, 247, 248], "x": 15, "y": 15}, {"do": "move", "units": [256, 257, 258, 262], "x": 40, "y": 20}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 4}], "feedback": ["attack_move: 22 units", "attack_move: 6 units", "attack_move: 8 units", "move: 4 units", "train 4x e3: queued", "train 4x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 10700, "deaths_cost": 1900, "units_killed": 43, "units_lost": 19, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 23500, "army_value": 5200, "income": 8500, "experience": 107, "order_count": 114}}
{"tick": 9601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $285 (storage 2000), power 439 made / 50 used, harvesters 2.\nSCORE: assets $7700, army $2300, killed $1900 (19 units, 0 bldgs), lost $11300 (44 units, 3 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 72%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Defense: pbox 46%; Infantry: e1 6%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #167 powr@(13,20) 39%, #242 powr@(8,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #267@(15,14)70%\n  harv (Ore Truck (harvester)) x2: #133@(3,26)86% #146@(10,20)\nVISIBLE ENEMY UNITS (21):\n  #197 e1@(17,16) 95%, #200 e1@(17,19) 94%, #202 e1@(17,19) 95%, #205 e1@(17,19) 95%, #207 e1@(17,19) 95%, #209 e1@(18,16) 37%, #210 e1@(18,17) 100%, #211 e1@(18,17) 100%, #214 e1@(18,16) 100%, #215 e1@(18,16) 100%, #217 e1@(18,16) 100%, #218 e1@(17,16) 100%, #220 e1@(18,17) 100%, #221 e1@(18,15) 100%, #222 e1@(17,16) 10%, #226 e1@(18,15) 100%, #229 e1@(18,17) 100%, #230 e1@(18,16) 100%, #232 e1@(18,15) 100%, #233 e1@(17,17) 100%, #234 e1@(18,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy rifle cluster remains at x17-22,y16-19. Defenders #259 and #260 are the only known combat units; protect the factory and harvesters while the refinery, pillbox, and production queues continue.", "raw": "{\"thoughts\":\"Our base is under immediate pressure from a large enemy rifle cluster, while our only combat unit is a single damaged rifleman. Preserve the Construction Yard and economy by retreating the rifleman to the base, keeping the harvesters working, and using the existing production queues rather than overcommitting.\",\"notes\":\"Enemy rifle cluster is at x17-22,y16-19 with no enemy buildings visible. Base defenses and production are still queued; factory and refinery must be protected. One rifleman #267 and harvesters #133/#146 are available.\",\"commands\":[{\"do\":\"move\",\"units\":[267],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[267],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"rally\",\"building\":134,\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2142, "completion_tokens": 485, "total_tokens": 2627, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.32, "thoughts": "Our base is under immediate pressure from a large enemy rifle cluster, while our only combat unit is a single damaged rifleman. Preserve the Construction Yard and economy by retreating the rifleman to the base, keeping the harvesters working, and using the existing production queues rather than overcommitting.", "notes": "Enemy rifle cluster is at x17-22,y16-19 with no enemy buildings visible. Base defenses and production are still queued; factory and refinery must be protected. One rifleman #267 and harvesters #133/#146 are available.", "commands": [{"do": "move", "units": [267], "x": 12, "y": 16}, {"do": "stance", "units": [267], "stance": "defend"}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "rally", "building": 134, "x": 12, "y": 16}], "feedback": ["move: 1 units", "stance: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1900, "deaths_cost": 11300, "units_killed": 19, "units_lost": 44, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 7700, "army_value": 100, "income": 5100, "experience": 19, "order_count": 121}}
{"tick": 9601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:24 (tick 9601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $56 + stored ore $0 (storage 8000), power 700 made / 220 used, harvesters 4.\nSCORE: assets $23900, army $10000, killed $11300 (44 units, 3 bldgs), lost $1900 (19 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: weap 66%; Building: barr 0%; Vehicle: harv 60%; Infantry: e1 64%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%\nYOUR UNITS (46) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x35: #197@(17,16)95% #200@(17,19)94% #202@(17,19)95% #205@(17,19)95% #207@(17,19)95% #209@(18,16)37% #210@(18,17) #211@(18,17) #214@(18,16) #215@(18,16) #216@(19,16) #217@(18,16) #218@(17,16) #220@(18,17) #221@(18,15) #222@(17,16)10% #226@(18,15) #229@(18,17) #230@(18,16) #232@(18,15) #233@(17,17) #234@(18,15) #236@(19,16) #238@(19,16) #240@(20,16) #244@(29,15) #245@(25,25) #246@(25,24) #247@(24,24) #248@(35,20) #256@(80,14) #257@(80,14) #258@(78,15) #262@(80,14) #266@(88,12)*\n  e3 (Rocket Soldier) x7: #249@(35,20) #251@(43,27) #253@(78,15) #255@(78,15) #261@(78,14) #263@(79,14) #265@(89,12)*\n  harv (Ore Truck (harvester)) x4: #130@(107,26) #137@(103,26) #156@(99,19) #188@(103,25)\nVISIBLE ENEMY UNITS (1):\n  #267 e1@(15,14) 70%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 22 units\n  - attack_move: 6 units\n  - attack_move: 8 units\n  - move: 4 units\n  - train 4x e3: queued\n  - train 4x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(15-17,14-17), tent#150 81%hp targeted. Main stack at (17-19,16-19) attacking. Idle troops at home (87-89,11-13) should move to reinforce. Keep training e1/e3 and building economy.", "raw": "{\"thoughts\":\"Large infantry force near enemy base (17-19,16-19); push toward remaining enemy at (15,14) and destroy structures. Keep reinforcing with idle troops and continue production.\",\"notes\":\"Enemy base ~(12-17,14-19), mostly cleared but enemy e1 spotted at (15,14). Main stack pushing there. Keep training e1/e3, reinforce idle units at home base toward front.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":15,\"y\":14},\n{\"do\":\"attack_move\",\"units\":[249,251,253,255,261,263],\"x\":15,\"y\":14},\n{\"do\":\"attack_move\",\"units\":[244,245,246,247,248],\"x\":15,\"y\":14},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3086, "completion_tokens": 318, "total_tokens": 3404, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009352, "upstream_inference_prompt_cost": 0.006172, "upstream_inference_completions_cost": 0.00318}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.35, "thoughts": "Large infantry force near enemy base (17-19,16-19); push toward remaining enemy at (15,14) and destroy structures. Keep reinforcing with idle troops and continue production.", "notes": "Enemy base ~(12-17,14-19), mostly cleared but enemy e1 spotted at (15,14). Main stack pushing there. Keep training e1/e3, reinforce idle units at home base toward front.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 15, "y": 14}, {"do": "attack_move", "units": [249, 251, 253, 255, 261, 263], "x": 15, "y": 14}, {"do": "attack_move", "units": [244, 245, 246, 247, 248], "x": 15, "y": 14}, {"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 2 units", "attack_move: 6 units", "attack_move: 5 units", "train 4x e1: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 11300, "deaths_cost": 1900, "units_killed": 44, "units_lost": 19, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 23900, "army_value": 5600, "income": 8000, "experience": 113, "order_count": 122}}
{"tick": 9801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 400 made / 50 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $2000 (20 units, 0 bldgs), lost $11800 (46 units, 4 bldgs). Map explored 24.5%.\nPRODUCTION: Building: proc 82%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Defense: pbox 69%; Infantry: e1 41%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 72%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #242 powr@(8,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(4,28)86% #146@(2,27)\nVISIBLE ENEMY UNITS (26):\n  #197 e1@(17,16) 94%, #200 e1@(17,18) 94%, #202 e1@(17,18) 95%, #205 e1@(17,18) 100%, #207 e1@(17,18) 95%, #209 e1@(16,16) 37%, #210 e1@(16,16) 100%, #211 e1@(17,16) 100%, #214 e1@(16,17) 100%, #215 e1@(17,16) 100%, #216 e1@(16,15) 10%, #217 e1@(16,17) 100%, #218 e1@(16,16) 100%, #220 e1@(16,16) 96%, #221 e1@(16,15) 94%, #226 e1@(17,15) 100%, #229 e1@(16,17) 100%, #230 e1@(17,17) 100%, #232 e1@(16,15) 99%, #233 e1@(16,16) 100%, #234 e1@(16,15) 78%, #236 e1@(16,14) 100%, #238 e1@(16,15) 93%, #240 e1@(16,14) 100%, #246 e1@(17,17) 100%, #247 e1@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy rifle cluster is at x17-22,y16-19 with no enemy buildings visible. Base defenses and production are still queued; factory and refinery must be protected. One rifleman #267 and harvesters #133/#146 are available.", "raw": "{\"thoughts\":\"The enemy rifle mass is immediately east of the damaged construction yard, while only the two harvesters are currently visible. I will keep the harvesters mining and send any available combat force toward the enemy cluster; the existing production queues should continue automatically.\",\"notes\":\"Enemy rifle cluster remains at x16-22,y14-19. Base has factory at 72% and queued refinery/defenses. Harvesters #133 and #146 should remain on mining duty; watch for a defensive unit near the barracks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":17,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":16,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2178, "completion_tokens": 472, "total_tokens": 2650, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.36, "thoughts": "The enemy rifle mass is immediately east of the damaged construction yard, while only the two harvesters are currently visible. I will keep the harvesters mining and send any available combat force toward the enemy cluster; the existing production queues should continue automatically.", "notes": "Enemy rifle cluster remains at x16-22,y14-19. Base has factory at 72% and queued refinery/defenses. Harvesters #133 and #146 should remain on mining duty; watch for a defensive unit near the barracks.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "attack_move", "units": "all_army", "x": 17, "y": 16}, {"do": "rally", "building": 134, "x": 16, "y": 16}], "feedback": ["attack_move: no valid unit ids of yours", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 2000, "deaths_cost": 11800, "units_killed": 20, "units_lost": 46, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 7300, "army_value": 0, "income": 5075, "experience": 20, "order_count": 121}}
{"tick": 9801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:32 (tick 9801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 8000), power 700 made / 220 used, harvesters 4.\nSCORE: assets $23900, army $10000, killed $11800 (46 units, 4 bldgs), lost $2000 (20 units, 0 bldgs). Map explored 26.8%.\nPRODUCTION: Building: weap 75%; Building: barr 0%; Vehicle: harv 76%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%\nYOUR UNITS (46) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x35: #197@(17,16)94% #200@(17,18)94% #202@(17,18)95% #205@(17,18) #207@(17,18)95% #209@(16,16)37% #210@(16,16) #211@(17,16) #214@(16,17) #215@(17,16) #216@(16,15)10% #217@(16,17) #218@(16,16) #220@(16,16)96% #221@(16,15)94% #226@(17,15) #229@(16,17) #230@(17,17) #232@(16,15) #233@(16,16) #234@(16,15)78% #236@(16,14) #238@(16,15)93% #240@(16,14) #244@(19,15) #245@(18,18) #246@(17,17) #247@(17,16) #248@(25,19) #256@(72,21) #257@(72,21) #258@(71,22) #262@(72,21) #266@(79,14) #269@(88,12)*\n  e3 (Rocket Soldier) x7: #249@(24,20) #251@(34,24) #253@(71,22) #255@(71,22) #261@(71,22) #263@(72,22) #265@(79,13)\n  harv (Ore Truck (harvester)) x4: #130@(109,26) #137@(104,24) #156@(100,22) #188@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(12,16) 72%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 6 units\n  - attack_move: 5 units\n  - train 4x e1: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(12-17,14-19), mostly cleared but enemy e1 spotted at (15,14). Main stack pushing there. Keep training e1/e3, reinforce idle units at home base toward front.", "raw": "{\"thoughts\":\"Large infantry force near enemy fact at (12,16), 72% hp. Push all nearby units to finish it off. Keep training reinforcements and queue up war factory/barracks completion.\",\"notes\":\"Enemy fact#121@(12,16) 72% hp, push all units there to destroy. Keep training e1/e3 continuously. Move stragglers from home base (72,21) area toward front too.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[197,200,202,205,207,209,210,211,214,215,216,217,218,220,221,226,229,230,232,233,234,236,238,240,244,245,246,247,248,249,251],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[256,257,258,262,266,253,255,261,263,265],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3144, "completion_tokens": 346, "total_tokens": 3490, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009748, "upstream_inference_prompt_cost": 0.006288, "upstream_inference_completions_cost": 0.00346}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.81, "thoughts": "Large infantry force near enemy fact at (12,16), 72% hp. Push all nearby units to finish it off. Keep training reinforcements and queue up war factory/barracks completion.", "notes": "Enemy fact#121@(12,16) 72% hp, push all units there to destroy. Keep training e1/e3 continuously. Move stragglers from home base (72,21) area toward front too.", "commands": [{"do": "attack_move", "units": [197, 200, 202, 205, 207, 209, 210, 211, 214, 215, 216, 217, 218, 220, 221, 226, 229, 230, 232, 233, 234, 236, 238, 240, 244, 245, 246, 247, 248, 249, 251], "x": 12, "y": 16}, {"do": "attack_move", "units": [256, 257, 258, 262, 266, 253, 255, 261, 263, 265], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 4}], "feedback": ["attack_move: 31 units", "attack_move: 10 units", "train 4x e3: queued", "train 4x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 11800, "deaths_cost": 2000, "units_killed": 46, "units_lost": 20, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 23900, "army_value": 5600, "income": 8500, "experience": 118, "order_count": 130}}
{"tick": 10001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $125 (storage 2000), power 400 made / 50 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $2000 (20 units, 0 bldgs), lost $11800 (46 units, 4 bldgs). Map explored 24.5%.\nPRODUCTION: Building: proc 83%; Building: proc 0%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: tent 0%; Building: powr 0%; Defense: pbox 70%; Infantry: e1 50%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 15%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #145 proc@(10,19) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #242 powr@(8,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(10,20)86% #146@(5,28)\nVISIBLE ENEMY UNITS (30):\n  #197 e1@(17,16) 94%, #200 e1@(16,18) 94%, #202 e1@(16,18) 95%, #205 e1@(16,17) 100%, #207 e1@(16,17) 95%, #209 e1@(16,16) 37%, #210 e1@(16,16) 100%, #211 e1@(17,16) 100%, #214 e1@(16,17) 100%, #215 e1@(17,16) 100%, #216 e1@(16,15) 10%, #217 e1@(16,17) 100%, #218 e1@(16,16) 100%, #220 e1@(16,16) 96%, #221 e1@(16,15) 94%, #226 e1@(17,15) 100%, #229 e1@(16,17) 100%, #230 e1@(17,17) 100%, #232 e1@(16,15) 99%, #233 e1@(16,16) 100%, #234 e1@(16,15) 78%, #236 e1@(16,14) 100%, #238 e1@(16,15) 93%, #240 e1@(16,14) 100%, #244 e1@(17,15) 100%, #245 e1@(16,14) 100%, #246 e1@(16,14) 100%, #247 e1@(16,14) 100%, #248 e1@(17,15) 100%, #249 e3@(16,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy rifle cluster remains at x16-22,y14-19. Base has factory at 72% and queued refinery/defenses. Harvesters #133 and #146 should remain on mining duty; watch for a defensive unit near the barracks.", "raw": "{\"thoughts\":\"The base is in immediate danger: the construction yard is at 15% health and 30 enemy infantry are massed just east of it. There are no combat units available, so I will keep harvesting, repair the critical structures, and queue infantry from the barracks while positioning its rally point toward the enemy cluster.\",\"notes\":\"Enemy rifle/rocket cluster remains at x16-22,y14-19. Factory #121 is critically damaged at 15%; barracks #134 is healthy and rallying near the front. Keep harvesters #133 and #146 mining and prioritize base defense.\",\"commands\":[{\"do\":\"repair\",\"building\":121},{\"do\":\"repair\",\"building\":134},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":18,\"y\":15}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2222, "completion_tokens": 538, "total_tokens": 2760, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.19, "thoughts": "The base is in immediate danger: the construction yard is at 15% health and 30 enemy infantry are massed just east of it. There are no combat units available, so I will keep harvesting, repair the critical structures, and queue infantry from the barracks while positioning its rally point toward the enemy cluster.", "notes": "Enemy rifle/rocket cluster remains at x16-22,y14-19. Factory #121 is critically damaged at 15%; barracks #134 is healthy and rallying near the front. Keep harvesters #133 and #146 mining and prioritize base defense.", "commands": [{"do": "repair", "building": 121}, {"do": "repair", "building": 134}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "train", "item": "e1", "count": 10}, {"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 134, "x": 18, "y": 15}], "feedback": ["repair #121: ordered", "repair #134: ordered", "train 10x e1: queued", "train 5x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 2000, "deaths_cost": 11800, "units_killed": 20, "units_lost": 46, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 7300, "army_value": 0, "income": 5100, "experience": 20, "order_count": 121}}
{"tick": 10001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:40 (tick 10001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 8000), power 700 made / 220 used, harvesters 4.\nSCORE: assets $23900, army $10000, killed $11800 (46 units, 4 bldgs), lost $2000 (20 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: weap 75%; Building: barr 0%; Vehicle: harv 76%; Infantry: e3 55%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%\nYOUR UNITS (46) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x35: #197@(17,16)94% #200@(16,18)94% #202@(16,18)95% #205@(16,17) #207@(16,17)95% #209@(16,16)37% #210@(16,16) #211@(17,16) #214@(16,17) #215@(17,16) #216@(16,15)10% #217@(16,17) #218@(16,16) #220@(16,16)96% #221@(16,15)94% #226@(17,15) #229@(16,17) #230@(17,17) #232@(16,15) #233@(16,16) #234@(16,15)78% #236@(16,14) #238@(16,15)93% #240@(16,14) #244@(17,15) #245@(16,14) #246@(16,14) #247@(16,14) #248@(17,15) #256@(63,25) #257@(64,25) #258@(62,27) #262@(64,25) #266@(71,21) #269@(88,12)*\n  e3 (Rocket Soldier) x7: #249@(16,14) #251@(26,17) #253@(62,27) #255@(62,27) #261@(62,27) #263@(63,27) #265@(72,21)\n  harv (Ore Truck (harvester)) x4: #130@(102,19) #137@(105,27) #156@(104,29) #188@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(12,16) 15%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 31 units\n  - attack_move: 10 units\n  - train 4x e3: queued\n  - train 4x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy fact#121@(12,16) 72% hp, push all units there to destroy. Keep training e1/e3 continuously. Move stragglers from home base (72,21) area toward front too.", "raw": "{\"thoughts\":\"Enemy construction yard is at 15% hp, my army is right there. Finish it off and keep production going.\",\"notes\":\"Enemy fact#121@(12,16) almost dead, push all units to destroy it and hunt remaining buildings. Keep training e1/e3 continuously, funnel new units to front.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3212, "completion_tokens": 206, "total_tokens": 3418, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008484, "upstream_inference_prompt_cost": 0.006424, "upstream_inference_completions_cost": 0.00206}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.61, "thoughts": "Enemy construction yard is at 15% hp, my army is right there. Finish it off and keep production going.", "notes": "Enemy fact#121@(12,16) almost dead, push all units to destroy it and hunt remaining buildings. Keep training e1/e3 continuously, funnel new units to front.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 4}], "feedback": ["attack_move: 42 units", "train 4x e3: queued", "train 4x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 11800, "deaths_cost": 2000, "units_killed": 46, "units_lost": 20, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 23900, "army_value": 5600, "income": 7500, "experience": 118, "order_count": 138}}
{"tick": 10201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1888 (storage 2000), power 398 made / 30 used, harvesters 2.\nSCORE: assets $4800, army $2200, killed $2000 (20 units, 0 bldgs), lost $14400 (47 units, 6 bldgs). Map explored 24.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 98%, #145 proc@(10,19) 100%, #152 powr@(10,13) 100%, #159 powr@(8,16) 100%, #242 powr@(8,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(7,29)86% #146@(10,20)\nVISIBLE ENEMY UNITS (10):\n  #200 e1@(14,16) 94%, #202 e1@(14,16) 95%, #205 e1@(15,16) 100%, #207 e1@(14,16) 95%, #210 e1@(14,16) 100%, #214 e1@(14,16) 100%, #217 e1@(14,16) 100%, #218 e1@(15,16) 100%, #220 e1@(14,15) 96%, #230 e1@(14,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\n  - repair #134: ordered\n  - train 10x e1: queued\n  - train 5x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy rifle/rocket cluster remains at x16-22,y14-19. Factory #121 is critically damaged at 15%; barracks #134 is healthy and rallying near the front. Keep harvesters #133 and #146 mining and prioritize base defense.", "raw": "{\"thoughts\":\"Our base has lost its barracks and all combat units, while a large enemy infantry cluster is probing at x14-16,y15-16. I will rebuild a barracks immediately, place it safely behind the base, and queue rifle and rocket infantry to restore a defensive force while the harvesters continue mining.\",\"notes\":\"Enemy main visible force is concentrated at x14-16,y15-16; no enemy buildings are visible. Base currently has only power and refinery structures, two harvesters, and no MCV or barracks. Priority: construct and place barracks, then produce e1/e3 and defend near the refinery.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"1tnk\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1498, "completion_tokens": 474, "total_tokens": 1972, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.16, "thoughts": "Our base has lost its barracks and all combat units, while a large enemy infantry cluster is probing at x14-16,y15-16. I will rebuild a barracks immediately, place it safely behind the base, and queue rifle and rocket infantry to restore a defensive force while the harvesters continue mining.", "notes": "Enemy main visible force is concentrated at x14-16,y15-16; no enemy buildings are visible. Base currently has only power and refinery structures, two harvesters, and no MCV or barracks. Priority: construct and place barracks, then produce e1/e3 and defend near the refinery.", "commands": [{"do": "build", "item": "tent"}, {"do": "build", "item": "1tnk"}], "feedback": ["build tent: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build 1tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 2000, "deaths_cost": 14400, "units_killed": 20, "units_lost": 47, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 4800, "army_value": 0, "income": 4825, "experience": 20, "order_count": 136}}
{"tick": 10201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:48 (tick 10201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $55 (storage 8000), power 700 made / 220 used, harvesters 5.\nSCORE: assets $25500, army $11600, killed $14400 (47 units, 6 bldgs), lost $2000 (20 units, 0 bldgs). Map explored 27.3%.\nPRODUCTION: Building: weap 90%; Building: barr 0%; Infantry: e1 31%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%\nYOUR UNITS (50) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x37: #197@(14,14)94% #200@(14,16)94% #202@(14,16)95% #205@(15,16) #207@(14,16)95% #209@(15,15)37% #210@(14,16) #211@(16,13) #214@(14,16) #215@(16,13) #216@(15,15)10% #217@(14,16) #218@(15,16) #220@(14,15)96% #221@(15,15)94% #226@(15,13) #229@(15,14) #230@(14,15) #232@(15,15) #233@(15,15) #234@(15,15)78% #236@(16,14)95% #238@(15,14)93% #240@(16,14)95% #244@(15,13) #245@(15,14)70% #246@(15,14) #247@(16,14)98% #248@(16,13) #256@(54,28) #257@(54,28) #258@(53,27) #262@(54,28) #266@(63,26) #269@(79,14) #272@(90,12) #274@(89,12)\n  e3 (Rocket Soldier) x8: #249@(15,14)98% #251@(17,14) #253@(53,27) #255@(53,27) #261@(52,27) #263@(53,27) #265@(63,25) #271@(89,13)*\n  harv (Ore Truck (harvester)) x5: #130@(101,18) #137@(99,17) #156@(106,25) #188@(103,26) #273@(95,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #124 powr@(10,16) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 42 units\n  - train 4x e3: queued\n  - train 4x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy fact#121@(12,16) almost dead, push all units to destroy it and hunt remaining buildings. Keep training e1/e3 continuously, funnel new units to front.", "raw": "{\"thoughts\":\"Big army near enemy base already, push to destroy remaining buildings. Keep production rolling.\",\"notes\":\"Enemy base near (12,16), fact almost dead. Push all forward units into base, mop up remaining buildings. Continue training e1/e3, funnel to front at (15,15).\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":12,\"y\":16},\n{\"do\":\"attack\",\"units\":[197,200,202,205,207,210,211,214,215,217,218,220,221,226,229,230,232,233,234,236,238,240,244,245,246,247,248,249,251],\"target\":124},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3282, "completion_tokens": 276, "total_tokens": 3558, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009324, "upstream_inference_prompt_cost": 0.006564, "upstream_inference_completions_cost": 0.00276}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.94, "thoughts": "Big army near enemy base already, push to destroy remaining buildings. Keep production rolling.", "notes": "Enemy base near (12,16), fact almost dead. Push all forward units into base, mop up remaining buildings. Continue training e1/e3, funnel to front at (15,15).", "commands": [{"do": "attack_move", "units": "idle_army", "x": 12, "y": 16}, {"do": "attack", "units": [197, 200, 202, 205, 207, 210, 211, 214, 215, 217, 218, 220, 221, 226, 229, 230, 232, 233, 234, 236, 238, 240, 244, 245, 246, 247, 248, 249, 251], "target": 124}, {"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 1 units", "attack: 29 units", "train 4x e1: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 14400, "deaths_cost": 2000, "units_killed": 47, "units_lost": 20, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 25500, "army_value": 6100, "income": 7500, "experience": 144, "order_count": 146}}
{"tick": 10401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:56 (tick 10401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1988 (storage 2000), power 210 made / 30 used, harvesters 2.\nSCORE: assets $4500, army $2200, killed $2000 (20 units, 0 bldgs), lost $14700 (47 units, 7 bldgs). Map explored 24.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #145 proc@(10,19) 85%, #152 powr@(10,13) 10%, #159 powr@(8,16) 100%, #242 powr@(8,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(9,24)86% #146@(10,20)\nVISIBLE ENEMY UNITS (22):\n  #200 e1@(14,16) 94%, #202 e1@(14,16) 95%, #205 e1@(14,15) 100%, #207 e1@(14,16) 95%, #209 e1@(13,15) 37%, #210 e1@(14,15) 100%, #211 e1@(14,13) 100%, #214 e1@(14,16) 100%, #215 e1@(14,13) 100%, #216 e1@(14,17) 10%, #217 e1@(14,16) 100%, #218 e1@(14,17) 100%, #220 e1@(14,15) 96%, #226 e1@(14,13) 100%, #230 e1@(14,15) 100%, #232 e1@(14,17) 99%, #234 e1@(14,17) 78%, #236 e1@(14,12) 95%, #240 e1@(14,13) 95%, #244 e1@(14,13) 100%, #248 e1@(14,13) 100%, #251 e3@(13,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build 1tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy main visible force is concentrated at x14-16,y15-16; no enemy buildings are visible. Base currently has only power and refinery structures, two harvesters, and no MCV or barracks. Priority: construct and place barracks, then produce e1/e3 and defend near the refinery.", "raw": "{\"thoughts\":\"Our base has no production structure or MCV, and the enemy infantry is massing near the refinery, so the immediate priority is preserving the harvesters and damaged refinery while rebuilding production. Both harvesters should continue mining; no defensive army is currently available.\",\"notes\":\"Base at (12,16) is reduced to two harvesters, one damaged refinery, and power structures. Enemy infantry concentrated at (14,12-17), with no enemy buildings visible. No barracks, war factory, or MCV is available this turn.\",\"commands\":[{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"repair\",\"building\":145}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1629, "completion_tokens": 385, "total_tokens": 2014, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.82, "thoughts": "Our base has no production structure or MCV, and the enemy infantry is massing near the refinery, so the immediate priority is preserving the harvesters and damaged refinery while rebuilding production. Both harvesters should continue mining; no defensive army is currently available.", "notes": "Base at (12,16) is reduced to two harvesters, one damaged refinery, and power structures. Enemy infantry concentrated at (14,12-17), with no enemy buildings visible. No barracks, war factory, or MCV is available this turn.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}, {"do": "repair", "building": 145}], "feedback": ["repair #145: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 2000, "deaths_cost": 14700, "units_killed": 20, "units_lost": 47, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 4500, "army_value": 0, "income": 4450, "experience": 20, "order_count": 136}}
{"tick": 10401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:56 (tick 10401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $64 (storage 8000), power 700 made / 220 used, harvesters 5.\nSCORE: assets $25600, army $11700, killed $14700 (47 units, 7 bldgs), lost $2000 (20 units, 0 bldgs). Map explored 27.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: barr 0%; Infantry: e3 79%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%\nYOUR UNITS (51) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x38: #197@(14,14)94% #200@(14,16)94% #202@(14,16)95% #205@(14,15)* #207@(14,16)95% #209@(13,15)37% #210@(14,15)* #211@(14,13) #214@(14,16)* #215@(14,13) #216@(14,17)10% #217@(14,16)* #218@(14,17) #220@(14,15)96%* #221@(14,14)94% #226@(14,13) #229@(14,14) #230@(14,15) #232@(14,17) #233@(15,15)* #234@(14,17)78% #236@(14,12)95% #238@(15,14)93%* #240@(14,13)95% #244@(14,13) #245@(14,14)70% #246@(14,14)* #247@(15,14)98%* #248@(14,13) #256@(44,26) #257@(44,26) #258@(43,27) #262@(44,26) #266@(53,27) #269@(71,22) #272@(90,12)* #274@(88,13)* #275@(89,12)*\n  e3 (Rocket Soldier) x8: #249@(14,14)98% #251@(13,12) #253@(43,27) #255@(43,27) #261@(42,27) #263@(44,27) #265@(54,28) #271@(80,14)\n  harv (Ore Truck (harvester)) x5: #130@(108,27) #137@(103,21) #156@(99,16) #188@(103,24) #273@(88,3)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #152 powr@(10,13) 10%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack: 29 units\n  - train 4x e1: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (12,16), fact almost dead. Push all forward units into base, mop up remaining buildings. Continue training e1/e3, funnel to front at (15,15).", "raw": "{\"thoughts\":\"Enemy base is nearly destroyed (only a weak powr visible). Push remaining infantry into the base to finish it off, place the war factory, and keep training reinforcements.\",\"notes\":\"Enemy base near (12,16), mostly destroyed. Push all forward infantry to finish off remaining buildings. Keep training e1/e3 and funnel to front. Place weap factory near home base.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[197,200,202,205,207,209,210,211,214,215,216,217,218,220,221,226,229,230,232,233,234,236,238,240,244,245,246,247,248,249,251],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3391, "completion_tokens": 305, "total_tokens": 3696, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009832, "upstream_inference_prompt_cost": 0.006782, "upstream_inference_completions_cost": 0.00305}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.21, "thoughts": "Enemy base is nearly destroyed (only a weak powr visible). Push remaining infantry into the base to finish it off, place the war factory, and keep training reinforcements.", "notes": "Enemy base near (12,16), mostly destroyed. Push all forward infantry to finish off remaining buildings. Keep training e1/e3 and funnel to front. Place weap factory near home base.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [197, 200, 202, 205, 207, 209, 210, 211, 214, 215, 216, 217, 218, 220, 221, 226, 229, 230, 232, 233, 234, 236, 238, 240, 244, 245, 246, 247, 248, 249, 251], "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 31 units", "train 4x e1: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 14700, "deaths_cost": 2000, "units_killed": 47, "units_lost": 20, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 25600, "army_value": 6200, "income": 8000, "experience": 147, "order_count": 154}}
{"tick": 10601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:04 (tick 10601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1988 (storage 2000), power 144 made / 30 used, harvesters 2.\nSCORE: assets $4200, army $2200, killed $2000 (20 units, 0 bldgs), lost $15000 (47 units, 8 bldgs). Map explored 24.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #145 proc@(10,19) 21%, #159 powr@(8,16) 44%, #242 powr@(8,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(10,20)86% #146@(6,29)\nVISIBLE ENEMY UNITS (31):\n  #197 e1@(12,15) 94%, #200 e1@(14,16) 94%, #202 e1@(14,16) 95%, #205 e1@(13,15) 100%, #207 e1@(14,16) 95%, #209 e1@(12,16) 37%, #210 e1@(13,15) 100%, #211 e1@(12,15) 100%, #214 e1@(13,16) 100%, #215 e1@(12,15) 100%, #216 e1@(14,17) 10%, #217 e1@(13,16) 100%, #218 e1@(14,17) 100%, #220 e1@(13,15) 96%, #221 e1@(12,15) 94%, #226 e1@(12,15) 100%, #229 e1@(12,15) 100%, #230 e1@(13,16) 100%, #232 e1@(14,17) 99%, #233 e1@(12,16) 100%, #234 e1@(14,17) 78%, #236 e1@(13,14) 95%, #238 e1@(12,16) 93%, #240 e1@(13,14) 95%, #244 e1@(13,14) 100%, #245 e1@(13,14) 70%, #246 e1@(12,16) 100%, #247 e1@(12,16) 98%, #248 e1@(13,14) 100%, #249 e3@(13,14) 98%, #251 e3@(12,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #145: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16) is reduced to two harvesters, one damaged refinery, and power structures. Enemy infantry concentrated at (14,12-17), with no enemy buildings visible. No barracks, war factory, or MCV is available this turn.", "raw": "{\"thoughts\":\"A large enemy infantry force is overwhelming the nearly destroyed base, while we have no combat units or MCV. Prioritize repairing the refinery and restarting infantry production, while keeping both harvesters mining as long as they are safe.\",\"notes\":\"Enemy infantry massed at (12-14,14-17), likely attacking our base. Base has proc #145, powr #159/#242, and harvesters #133/#146 only; no barracks or MCV. Refinery repair was ordered last turn.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"repair\",\"building\":145},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1690, "completion_tokens": 278, "total_tokens": 1968, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.48, "thoughts": "A large enemy infantry force is overwhelming the nearly destroyed base, while we have no combat units or MCV. Prioritize repairing the refinery and restarting infantry production, while keeping both harvesters mining as long as they are safe.", "notes": "Enemy infantry massed at (12-14,14-17), likely attacking our base. Base has proc #145, powr #159/#242, and harvesters #133/#146 only; no barracks or MCV. Refinery repair was ordered last turn.", "commands": [{"do": "build", "item": "barr"}, {"do": "repair", "building": 145}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 146}], "feedback": ["build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "repair #145: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 2000, "deaths_cost": 15000, "units_killed": 20, "units_lost": 47, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 4200, "army_value": 0, "income": 4450, "experience": 20, "order_count": 136}}
{"tick": 10601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:04 (tick 10601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 8000), power 700 made / 250 used, harvesters 5.\nSCORE: assets $27900, army $12000, killed $15000 (47 units, 8 bldgs), lost $2000 (20 units, 0 bldgs). Map explored 28.2%.\nPRODUCTION: Building: barr 51%; Infantry: e3 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%, #276 weap@(101,13) 100%\nYOUR UNITS (52) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x38: #197@(12,15)94% #200@(14,16)94% #202@(14,16)95% #205@(13,15) #207@(14,16)95% #209@(12,16)37% #210@(13,15) #211@(12,15) #214@(13,16) #215@(12,15) #216@(14,17)10% #217@(13,16) #218@(14,17) #220@(13,15)96% #221@(12,15)94% #226@(12,15) #229@(12,15) #230@(13,16) #232@(14,17) #233@(12,16) #234@(14,17)78% #236@(13,14)95%* #238@(12,16)93% #240@(13,14)95%* #244@(13,14)* #245@(13,14)70%* #246@(12,16) #247@(12,16)98% #248@(13,14)* #256@(34,25) #257@(34,25) #258@(33,27) #262@(34,25) #266@(44,24) #269@(63,26) #272@(90,12)* #274@(88,13)* #275@(88,12)*\n  e3 (Rocket Soldier) x9: #249@(13,14)98%* #251@(12,14) #253@(33,27) #255@(33,27) #261@(32,27) #263@(34,27) #265@(45,24) #271@(72,20) #277@(89,12)*\n  harv (Ore Truck (harvester)) x5: #130@(105,25) #137@(105,28) #156@(103,23) #188@(103,26) #273@(97,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #145 proc@(10,19) 21%, #159 powr@(8,16) 44%\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 31 units\n  - train 4x e1: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (12,16), mostly destroyed. Push all forward infantry to finish off remaining buildings. Keep training e1/e3 and funnel to front. Place weap factory near home base.", "raw": "{\"thoughts\":\"Enemy base nearly destroyed with two buildings left. Push forward infantry cluster to finish them off, keep producing units, and manage idle troops.\",\"notes\":\"Enemy base near (12,16), only proc@(10,19) and powr@(8,16) left. Push forward group to destroy remaining buildings. Continue training e1/e3, rally to front. Second front group at (33-45,24-27) - send toward enemy too if idle.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[197,200,202,205,207,209,210,211,214,215,216,217,218,220,221,226,229,230,232,233,234,238,246,247,236,240,244,245,248,249,251],\"x\":10,\"y\":18},\n{\"do\":\"attack_move\",\"units\":[253,255,261,263,256,257,258,262,265,266,269,271],\"x\":10,\"y\":18},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":4},\n{\"do\":\"rally\",\"building\":243,\"x\":30,\"y\":25},\n{\"do\":\"rally\",\"building\":164,\"x\":30,\"y\":25}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3515, "completion_tokens": 437, "total_tokens": 3952, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0114, "upstream_inference_prompt_cost": 0.00703, "upstream_inference_completions_cost": 0.00437}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.12, "thoughts": "Enemy base nearly destroyed with two buildings left. Push forward infantry cluster to finish them off, keep producing units, and manage idle troops.", "notes": "Enemy base near (12,16), only proc@(10,19) and powr@(8,16) left. Push forward group to destroy remaining buildings. Continue training e1/e3, rally to front. Second front group at (33-45,24-27) - send toward enemy too if idle.", "commands": [{"do": "attack_move", "units": [197, 200, 202, 205, 207, 209, 210, 211, 214, 215, 216, 217, 218, 220, 221, 226, 229, 230, 232, 233, 234, 238, 246, 247, 236, 240, 244, 245, 248, 249, 251], "x": 10, "y": 18}, {"do": "attack_move", "units": [253, 255, 261, 263, 256, 257, 258, 262, 265, 266, 269, 271], "x": 10, "y": 18}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 243, "x": 30, "y": 25}, {"do": "rally", "building": 164, "x": 30, "y": 25}], "feedback": ["attack_move: 31 units", "attack_move: 12 units", "train 4x e3: queued", "train 4x e1: queued", "rally #243: ordered", "rally #164: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 15000, "deaths_cost": 2000, "units_killed": 47, "units_lost": 20, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 27900, "army_value": 6500, "income": 8000, "experience": 150, "order_count": 163}}
{"tick": 10801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:12 (tick 10801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 65 made / 0 used, harvesters 2.\nSCORE: assets $2500, army $2200, killed $2000 (20 units, 0 bldgs), lost $16700 (47 units, 10 bldgs). Map explored 24.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #242 powr@(8,19) 65%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(10,20)58% #146@(5,29)\nVISIBLE ENEMY UNITS (13):\n  #197 e1@(11,16) 94%, #205 e1@(12,17) 100%, #207 e1@(12,17) 95%, #211 e1@(11,16) 100%, #214 e1@(12,17) 100%, #215 e1@(11,16) 100%, #217 e1@(12,17) 100%, #221 e1@(11,16) 94%, #226 e1@(11,16) 100%, #229 e1@(11,16) 100%, #230 e1@(12,17) 100%, #249 e3@(10,16) 98%, #251 e3@(10,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - repair #145: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry massed at (12-14,14-17), likely attacking our base. Base has proc #145, powr #159/#242, and harvesters #133/#146 only; no barracks or MCV. Refinery repair was ordered last turn.", "raw": "{\"thoughts\":\"Our base is under immediate attack by a large enemy infantry force, while our economy and military are nearly destroyed. I will pull both harvesters away from the enemy and repair the remaining power structure; no production is currently available.\",\"notes\":\"Enemy infantry is massed at (10-12,15-17). Only power building #242 remains visible; harvesters #133 and #146 need to retreat toward safer cells. No barracks, refinery, or MCV are currently available.\",\"commands\":[{\"do\":\"move\",\"units\":[133],\"x\":8,\"y\":25},{\"do\":\"move\",\"units\":[146],\"x\":5,\"y\":35},{\"do\":\"repair\",\"building\":242}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1467, "completion_tokens": 328, "total_tokens": 1795, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.98, "thoughts": "Our base is under immediate attack by a large enemy infantry force, while our economy and military are nearly destroyed. I will pull both harvesters away from the enemy and repair the remaining power structure; no production is currently available.", "notes": "Enemy infantry is massed at (10-12,15-17). Only power building #242 remains visible; harvesters #133 and #146 need to retreat toward safer cells. No barracks, refinery, or MCV are currently available.", "commands": [{"do": "move", "units": [133], "x": 8, "y": 25}, {"do": "move", "units": [146], "x": 5, "y": 35}, {"do": "repair", "building": 242}], "feedback": ["move: 1 units", "move: 1 units", "repair #242: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 2000, "deaths_cost": 16700, "units_killed": 20, "units_lost": 47, "buildings_killed": 0, "buildings_lost": 10, "assets_value": 2500, "army_value": 0, "income": 3950, "experience": 20, "order_count": 136}}
{"tick": 10801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:12 (tick 10801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $421 (storage 8000), power 700 made / 250 used, harvesters 5.\nSCORE: assets $27900, army $12000, killed $16700 (47 units, 10 bldgs), lost $2000 (20 units, 0 bldgs). Map explored 28.6%.\nPRODUCTION: Building: barr 59%; Infantry: e3 95%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #132 powr@(95,8) 100%, #136 proc@(93,14) 100%, #141 powr@(97,8) 100%, #155 proc@(96,15) 100%, #157 powr@(93,8) 100%, #164 barr@(91,11) 5%, #168 powr@(99,8) 100%, #187 proc@(99,15) 100%, #194 powr@(91,8) 100%, #224 weap@(95,5) 100%, #231 powr@(91,14) 100%, #243 barr@(89,11) 100%, #254 fix@(100,10) 100%, #276 weap@(101,13) 100%\nYOUR UNITS (52) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x38: #197@(11,16)94% #200@(13,16)94% #202@(13,16)95% #205@(12,17) #207@(12,17)95% #209@(12,16)37% #210@(13,17) #211@(11,16) #214@(12,17) #215@(11,16) #216@(13,17)10% #217@(12,17) #218@(13,17) #220@(13,16)96% #221@(11,16)94% #226@(11,16) #229@(11,16) #230@(12,17) #232@(13,17) #233@(12,16) #234@(13,17)78% #236@(11,15)95% #238@(12,16)93% #240@(11,15)95% #244@(11,15) #245@(11,15)70% #246@(12,16) #247@(12,16)98% #248@(11,15) #256@(25,20) #257@(27,18) #258@(24,23) #262@(26,20) #266@(34,19) #269@(53,27) #272@(90,12)* #274@(88,13)* #275@(88,12)*\n  e3 (Rocket Soldier) x9: #249@(10,16)98% #251@(10,15) #253@(25,22) #255@(24,22) #261@(24,22) #263@(25,23) #265@(35,20) #271@(64,25) #277@(89,12)*\n  harv (Ore Truck (harvester)) x5: #130@(100,19) #137@(109,27) #156@(108,28) #188@(99,17) #273@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #133 harv@(10,20) 58%\nVISIBLE ENEMY BUILDINGS (1):\n  #242 powr@(8,19) 65%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 31 units\n  - attack_move: 12 units\n  - train 4x e3: queued\n  - train 4x e1: queued\n  - rally #243: ordered\n  - rally #164: ordered\nYOUR NOTES FROM LAST TURN: Enemy base near (12,16), only proc@(10,19) and powr@(8,16) left. Push forward group to destroy remaining buildings. Continue training e1/e3, rally to front. Second front group at (33-45,24-27) - send toward enemy too if idle.", "raw": "{\"thoughts\":\"Big force already at enemy base near (11-13,16-17). Focus fire on remaining enemy building powr#242 and harv#133 to finish them off, then mop up. Keep training reinforcements.\",\"notes\":\"Enemy base almost destroyed - only powr#242@(8,19) and harv#133@(10,20) visible. Push all_army to wipe remaining buildings, explore for hidden ones. Continue infantry production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":8,\"y\":19},{\"do\":\"attack\",\"units\":[197,200,202,205,207],\"target\":242},{\"do\":\"attack\",\"units\":[209,210,211],\"target\":133},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3624, "completion_tokens": 294, "total_tokens": 3918, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010188, "upstream_inference_prompt_cost": 0.007248, "upstream_inference_completions_cost": 0.00294}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.57, "thoughts": "Big force already at enemy base near (11-13,16-17). Focus fire on remaining enemy building powr#242 and harv#133 to finish them off, then mop up. Keep training reinforcements.", "notes": "Enemy base almost destroyed - only powr#242@(8,19) and harv#133@(10,20) visible. Push all_army to wipe remaining buildings, explore for hidden ones. Continue infantry production.", "commands": [{"do": "attack_move", "units": "all_army", "x": 8, "y": 19}, {"do": "attack", "units": [197, 200, 202, 205, 207], "target": 242}, {"do": "attack", "units": [209, 210, 211], "target": 133}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 4}], "feedback": ["attack_move: 47 units", "attack: 5 units", "attack: 3 units", "train 4x e3: queued", "train 4x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 16700, "deaths_cost": 2000, "units_killed": 47, "units_lost": 20, "buildings_killed": 10, "buildings_lost": 0, "assets_value": 27900, "army_value": 6500, "income": 7500, "experience": 167, "order_count": 171}}
