{"tick": 1, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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\":\"Deploy immediately and establish the standard economic opening with power followed by a refinery.\",\"notes\":\"Home at (12,16); enemy likely near (95,11). Deploy MCV, build power then refinery.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1096, "completion_tokens": 70, "total_tokens": 1166, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1094, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0039369, "upstream_inference_prompt_cost": 0.0030129, "upstream_inference_completions_cost": 0.000924}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.34, "thoughts": "Deploy immediately and establish the standard economic opening with power followed by a refinery.", "notes": "Home at (12,16); enemy likely near (95,11). Deploy MCV, build power then refinery.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "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": "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: Multi1, faction england (Allies). 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 the MCV immediately to establish the Construction Yard. Once it is ready, place it and begin the standard economy with a Power Plant.\",\"notes\":\"MCV #120 at (95,11). Next: deploy, then place the Construction Yard and queue a Power Plant.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1238, "completion_tokens": 83, "total_tokens": 1321, "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": 1.89, "thoughts": "Deploy the MCV immediately to establish the Construction Yard. Once it is ready, place it and begin the standard economy with a Power Plant.", "notes": "MCV #120 at (95,11). Next: deploy, then place the Construction Yard and queue a Power Plant.", "commands": [{"do": "deploy", "unit": 120}], "feedback": ["deploy #120: 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": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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\nYOUR NOTES FROM LAST TURN: Home at (12,16); enemy likely near (95,11). Deploy MCV, build power then refinery.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first Power Plant is underway. I will place it as soon as ready, then immediately establish refinery income and infantry production.\",\"notes\":\"Home (12,16), enemy likely (95,11). First powr in progress; next proc, barr, proc/weap.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1128, "completion_tokens": 112, "total_tokens": 1240, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1126, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045793, "upstream_inference_prompt_cost": 0.0031009, "upstream_inference_completions_cost": 0.0014784}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.11, "thoughts": "Construction Yard is deployed and the first Power Plant is underway. I will place it as soon as ready, then immediately establish refinery income and infantry production.", "notes": "Home (12,16), enemy likely (95,11). First powr in progress; next proc, barr, proc/weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "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": "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: Multi1, faction england (Allies). 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: sbag Sandbag Wall $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: MCV #120 at (95,11). Next: deploy, then place the Construction Yard and queue a Power Plant.", "raw": "{\"thoughts\":\"The MCV deployment order has been issued and the Construction Yard should be available shortly. I will complete the deployment now, then establish power and economy before expanding into military production.\",\"notes\":\"MCV #120 is at (95,11); enemy likely at (12,16). After CY placement, queue Power Plant, deploy, and build Ore Refinery.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1265, "completion_tokens": 241, "total_tokens": 1506, "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": 3.74, "thoughts": "The MCV deployment order has been issued and the Construction Yard should be available shortly. I will complete the deployment now, then establish power and economy before expanding into military production.", "notes": "MCV #120 is at (95,11); enemy likely at (12,16). After CY placement, queue Power Plant, deploy, and build Ore Refinery.", "commands": [{"do": "deploy", "unit": 120}], "feedback": [], "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": 401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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\nYOUR NOTES FROM LAST TURN: Home (12,16), enemy likely (95,11). First powr in progress; next proc, barr, proc/weap.", "raw": "{\"thoughts\":\"Construction Yard is deployed with ample starting cash. Begin the standard economic opening immediately: power first, then refinery and infantry production.\",\"notes\":\"Home (12,16), enemy likely (95,11). Build power, place it next turn, then refinery.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1108, "completion_tokens": 98, "total_tokens": 1206, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1106, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0043395, "upstream_inference_prompt_cost": 0.0030459, "upstream_inference_completions_cost": 0.0012936}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.73, "thoughts": "Construction Yard is deployed with ample starting cash. Begin the standard economic opening immediately: power first, then refinery and infantry production.", "notes": "Home (12,16), enemy likely (95,11). Build power, place it next turn, then refinery.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "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": "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: Multi1, faction england (Allies). 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: sbag Sandbag Wall $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\nYOUR NOTES FROM LAST TURN: MCV #120 is at (95,11); enemy likely at (12,16). After CY placement, queue Power Plant, deploy, and build Ore Refinery.", "raw": "{\"thoughts\":\"The base is established and the MCV is ready to deploy. I will deploy it immediately, queue a Power Plant for the new Construction Yard, and then construct an Ore Refinery to begin income.\",\"notes\":\"MCV #120 is at (95,11). Enemy likely starts at (12,16). Priority order: deploy MCV, place Power Plant, build and place Ore Refinery, then continue with barracks and additional economy.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1259, "completion_tokens": 169, "total_tokens": 1428, "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": 2.96, "thoughts": "The base is established and the MCV is ready to deploy. I will deploy it immediately, queue a Power Plant for the new Construction Yard, and then construct an Ore Refinery to begin income.", "notes": "MCV #120 is at (95,11). Enemy likely starts at (12,16). Priority order: deploy MCV, place Power Plant, build and place Ore Refinery, then continue with barracks and additional economy.", "commands": [{"do": "deploy", "unit": 120}, {"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": 0}}
{"tick": 601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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: Home (12,16), enemy likely (95,11). Build power, place it next turn, then refinery.", "raw": "{\"thoughts\":\"Deploy the ready power plant and immediately begin the first refinery to establish income.\",\"notes\":\"Home at (12,16); enemy likely at (95,11). First power placed, refinery started next.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":16,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1124, "completion_tokens": 90, "total_tokens": 1214, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1122, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0042779, "upstream_inference_prompt_cost": 0.0030899, "upstream_inference_completions_cost": 0.001188}, "completion_tokens_details": {"reasoning_tokens": 11, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.46, "thoughts": "Deploy the ready power plant and immediately begin the first refinery to establish income.", "notes": "Home at (12,16); enemy likely at (95,11). First power placed, refinery started next.", "commands": [{"do": "place", "item": "powr", "x": 16, "y": 16}, {"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": "germany", "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": "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: Multi1, faction england (Allies). 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: sbag Sandbag Wall $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: MCV #120 is at (95,11). Enemy likely starts at (12,16). Priority order: deploy MCV, place Power Plant, build and place Ore Refinery, then continue with barracks and additional economy.", "raw": "{\"thoughts\":\"The MCV has already deployed into the Construction Yard, so no further deployment is needed. Place the completed power plant, then begin an Ore Refinery to establish income and a free harvester.\",\"notes\":\"Base at (95,11); enemy likely at (12,16). Construction Yard #122 active. Place Power Plant first, then construct and place Ore Refinery; continue with barracks and more economy.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1291, "completion_tokens": 147, "total_tokens": 1438, "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": 3.41, "thoughts": "The MCV has already deployed into the Construction Yard, so no further deployment is needed. Place the completed power plant, then begin an Ore Refinery to establish income and a free harvester.", "notes": "Base at (95,11); enemy likely at (12,16). Construction Yard #122 active. Place Power Plant first, then construct and place Ore Refinery; continue with barracks and more 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": 1}}
{"tick": 801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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%, #123 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: Home at (12,16); enemy likely at (95,11). First power placed, refinery started next.", "raw": "{\"thoughts\":\"Construction Yard and initial power are established. Start the first refinery immediately to unlock income, then use the next building slot for a barracks.\",\"notes\":\"Home (12,16), enemy likely (95,11). First refinery is now building; place it as soon as ready, then build barracks and second refinery/war factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1180, "completion_tokens": 116, "total_tokens": 1296, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1178, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0047751, "upstream_inference_prompt_cost": 0.0032439, "upstream_inference_completions_cost": 0.0015312}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.96, "thoughts": "Construction Yard and initial power are established. Start the first refinery immediately to unlock income, then use the next building slot for a barracks.", "notes": "Home (12,16), enemy likely (95,11). First refinery is now building; place it as soon as ready, then build barracks and second refinery/war factory.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "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": "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: Multi1, faction england (Allies). 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: 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  #122 fact@(95,11) 100%, #124 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: Base at (95,11); enemy likely at (12,16). Construction Yard #122 active. Place Power Plant first, then construct and place Ore Refinery; continue with barracks and more economy.", "raw": "{\"thoughts\":\"The initial Power Plant is online and the Construction Yard is safe. Start an Ore Refinery now, then establish a landing area for additional harvesters and continue into barracks and base defenses.\",\"notes\":\"Base at (95,11); enemy likely starts near (12,16). Build and place first Ore Refinery, then a Barracks; maintain power as production expands.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1343, "completion_tokens": 153, "total_tokens": 1496, "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": 3.39, "thoughts": "The initial Power Plant is online and the Construction Yard is safe. Start an Ore Refinery now, then establish a landing area for additional harvesters and continue into barracks and base defenses.", "notes": "Base at (95,11); enemy likely starts near (12,16). Build and place first Ore Refinery, then a Barracks; maintain power as production expands.", "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": 2}}
{"tick": 1001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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%, #123 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: Home (12,16), enemy likely (95,11). First refinery is now building; place it as soon as ready, then build barracks and second refinery/war factory.", "raw": "{\"thoughts\":\"First refinery is still under construction. I will place it immediately when ready, then establish infantry and vehicle production while expanding ore income.\",\"notes\":\"Home (12,16); enemy likely at (95,11). Refinery 23% building; next place proc, build tent, then second proc/weap.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1170, "completion_tokens": 101, "total_tokens": 1271, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1168, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045496, "upstream_inference_prompt_cost": 0.0032164, "upstream_inference_completions_cost": 0.0013332}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.81, "thoughts": "First refinery is still under construction. I will place it immediately when ready, then establish infantry and vehicle production while expanding ore income.", "notes": "Home (12,16); enemy likely at (95,11). Refinery 23% building; next place proc, build tent, then second proc/weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "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": "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\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  #122 fact@(95,11) 100%, #124 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: Base at (95,11); enemy likely starts near (12,16). Build and place first Ore Refinery, then a Barracks; maintain power as production expands.", "raw": "{\"thoughts\":\"The first Ore Refinery is under construction, but I have no harvesters or combat units yet. Queue another Power Plant to prepare for expanded production, then continue with the refinery and barracks.\",\"notes\":\"Base at (95,11); enemy likely starts near (12,16). Current queue: Ore Refinery 23%. Next build Power Plant, then add a second Refinery and Barracks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1312, "completion_tokens": 149, "total_tokens": 1461, "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": 2.9, "thoughts": "The first Ore Refinery is under construction, but I have no harvesters or combat units yet. Queue another Power Plant to prepare for expanded production, then continue with the refinery and barracks.", "notes": "Base at (95,11); enemy likely starts near (12,16). Current queue: Ore Refinery 23%. Next build Power Plant, then add a second Refinery and Barracks.", "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": 3}}
{"tick": 1201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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%\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%, #123 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\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely at (95,11). Refinery 23% building; next place proc, build tent, then second proc/weap.", "raw": "{\"thoughts\":\"The first refinery is still constructing, so I will preserve cash and place it immediately next turn. Then I will establish infantry production and expand ore income.\",\"notes\":\"Home (12,16); enemy likely at (95,11). Refinery is 47% complete; next: place proc, build tent, train scouts/infantry, then second proc and war factory.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1152, "completion_tokens": 107, "total_tokens": 1259, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1150, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045793, "upstream_inference_prompt_cost": 0.0031669, "upstream_inference_completions_cost": 0.0014124}, "completion_tokens_details": {"reasoning_tokens": 19, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.65, "thoughts": "The first refinery is still constructing, so I will preserve cash and place it immediately next turn. Then I will establish infantry production and expand ore income.", "notes": "Home (12,16); enemy likely at (95,11). Refinery is 47% complete; next: place proc, build tent, train scouts/infantry, then second proc and war factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "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": 1201, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\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: 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  #122 fact@(95,11) 100%, #124 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 powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely starts near (12,16). Current queue: Ore Refinery 23%. Next build Power Plant, then add a second Refinery and Barracks.", "raw": "{\"thoughts\":\"The first Ore Refinery is under construction, and current power is more than sufficient. Queue additional infrastructure now so production continues after it is placed, prioritizing income and then a barracks for infantry.\",\"notes\":\"Base at (95,11); likely enemy start is (12,16). Ore Refinery #1 is 47% complete. Planned queue: Refinery #2, Power Plant, Allied Barracks.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1325, "completion_tokens": 223, "total_tokens": 1548, "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": 3.65, "thoughts": "The first Ore Refinery is under construction, and current power is more than sufficient. Queue additional infrastructure now so production continues after it is placed, prioritizing income and then a barracks for infantry.", "notes": "Base at (95,11); likely enemy start is (12,16). Ore Refinery #1 is 47% complete. Planned queue: Refinery #2, Power Plant, Allied Barracks.", "commands": [{"do": "build", "item": "proc"}, {"do": "build", "item": "powr"}, {"do": "build", "item": "tent"}], "feedback": ["build proc: started", "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": 1401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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%\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%, #123 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\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely at (95,11). Refinery is 47% complete; next: place proc, build tent, train scouts/infantry, then second proc and war factory.", "raw": "{\"thoughts\":\"The first refinery is nearly complete, so I will place it immediately when ready and use the income to start infantry production and expand production.\",\"notes\":\"Home (12,16), enemy likely (95,11). First refinery 70%; place it next tick, then barracks and scouts/infantry.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1161, "completion_tokens": 98, "total_tokens": 1259, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1159, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00448525, "upstream_inference_prompt_cost": 0.00319165, "upstream_inference_completions_cost": 0.0012936}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.79, "thoughts": "The first refinery is nearly complete, so I will place it immediately when ready and use the income to start infantry production and expand production.", "notes": "Home (12,16), enemy likely (95,11). First refinery 70%; place it next tick, then barracks and scouts/infantry.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "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": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\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: tent 0%; Building: powr 0%; Building: proc 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  #122 fact@(95,11) 100%, #124 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\n  - build powr: started\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); likely enemy start is (12,16). Ore Refinery #1 is 47% complete. Planned queue: Refinery #2, Power Plant, Allied Barracks.", "raw": "{\"thoughts\":\"The Construction Yard and Power Plant are intact, and the first Ore Refinery is nearly complete. The remaining production is already queued, so I will avoid disrupting the build order and continue accumulating economy before placing the refinery and expanding the base.\",\"notes\":\"Base at (95,11); likely enemy start is (12,16). Queue already contains the first refinery, barracks, and additional power/refinery structures. No army or visible enemy units yet; prioritize placing the refinery when ready.\",\"commands\":[]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1360, "completion_tokens": 876, "total_tokens": 2236, "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": 14.2, "thoughts": "The Construction Yard and Power Plant are intact, and the first Ore Refinery is nearly complete. The remaining production is already queued, so I will avoid disrupting the build order and continue accumulating economy before placing the refinery and expanding the base.", "notes": "Base at (95,11); likely enemy start is (12,16). Queue already contains the first refinery, barracks, and additional power/refinery structures. No army or visible enemy units yet; prioritize placing the refinery when ready.", "commands": [], "feedback": [], "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": 1601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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%\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%, #123 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\nYOUR NOTES FROM LAST TURN: Home (12,16), enemy likely (95,11). First refinery 70%; place it next tick, then barracks and scouts/infantry.", "raw": "{\"thoughts\":\"First refinery is nearly complete; place it immediately when ready and start the barracks. The free harvester will establish income, then infantry can scout toward the enemy start.\",\"notes\":\"Place proc as soon as it completes; then build tent, train scouts/infantry, and expand with a second refinery/war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1150, "completion_tokens": 176, "total_tokens": 1326, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1148, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0054846, "upstream_inference_prompt_cost": 0.0031614, "upstream_inference_completions_cost": 0.0023232}, "completion_tokens_details": {"reasoning_tokens": 74, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.73, "thoughts": "First refinery is nearly complete; place it immediately when ready and start the barracks. The free harvester will establish income, then infantry can scout toward the enemy start.", "notes": "Place proc as soon as it completes; then build tent, train scouts/infantry, and expand with a second refinery/war factory.", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "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": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\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: tent 0%; Building: powr 0%; Building: proc 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  #122 fact@(95,11) 100%, #124 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: Base at (95,11); likely enemy start is (12,16). Queue already contains the first refinery, barracks, and additional power/refinery structures. No army or visible enemy units yet; prioritize placing the refinery when ready.", "raw": "{\"thoughts\":\"The first Ore Refinery is nearly complete, so I should place it immediately to restore income. The existing production queue already includes the barracks and follow-up economy/power structures, so I will avoid duplicating those and let the queue advance while establishing the base.\",\"notes\":\"Base at (95,11), enemy likely at (12,16). First refinery is ready to place; barracks, additional power, and second refinery are already queued. No army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1335, "completion_tokens": 323, "total_tokens": 1658, "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": 5.61, "thoughts": "The first Ore Refinery is nearly complete, so I should place it immediately to restore income. The existing production queue already includes the barracks and follow-up economy/power structures, so I will avoid duplicating those and let the queue advance while establishing the base.", "notes": "Base at (95,11), enemy likely at (12,16). First refinery is ready to place; barracks, additional power, and second refinery are already queued. No army yet.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: 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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 1801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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%\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%, #123 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: Place proc as soon as it completes; then build tent, train scouts/infantry, and expand with a second refinery/war factory.", "raw": "{\"thoughts\":\"First refinery is ready and must be placed immediately to start income. Barracks construction is underway; then we will produce scouts and expand into vehicles.\",\"notes\":\"Place proc now. Tent is building; next train infantry scouts, then second proc and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1181, "completion_tokens": 127, "total_tokens": 1308, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1179, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00492305, "upstream_inference_prompt_cost": 0.00324665, "upstream_inference_completions_cost": 0.0016764}, "completion_tokens_details": {"reasoning_tokens": 46, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "First refinery is ready and must be placed immediately to start income. Barracks construction is underway; then we will produce scouts and expand into vehicles.", "notes": "Place proc now. Tent is building; next train infantry scouts, then second proc and war factory.", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "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": 5}}
{"tick": 1801, "slot": "Multi1", "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: Multi1, faction england (Allies). 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: tent 0%; Building: powr 0%; Building: proc 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  #122 fact@(95,11) 100%, #124 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 proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely at (12,16). First refinery is ready to place; barracks, additional power, and second refinery are already queued. No army yet.", "raw": "{\"thoughts\":\"The first Ore Refinery is ready and should be placed near the Construction Yard to establish income. The barracks and additional power/refineries are already queued, so I will prioritize refinery placement and continue the build queue.\",\"notes\":\"Base at (95,11), enemy likely at (12,16). Place refinery near base; barracks, second refinery, and extra power are queued. No army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":96,\"y\":13}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1350, "completion_tokens": 233, "total_tokens": 1583, "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": 3.76, "thoughts": "The first Ore Refinery is ready and should be placed near the Construction Yard to establish income. The barracks and additional power/refineries are already queued, so I will prioritize refinery placement and continue the build queue.", "notes": "Base at (95,11), enemy likely at (12,16). Place refinery near base; barracks, second refinery, and extra power are queued. No army yet.", "commands": [{"do": "place", "item": "proc", "x": 96, "y": 13}], "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": 7}}
{"tick": 2001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 3.9%.\nPRODUCTION: Building: tent 64%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(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: Place proc now. Tent is building; next train infantry scouts, then second proc and war factory.", "raw": "{\"thoughts\":\"Barracks is nearly complete; keep the harvester mining and immediately transition into infantry scouting plus a second refinery/war factory economy. No enemy information yet, so scouts will probe east toward the likely enemy start.\",\"notes\":\"Tent 64% at 1:20. Harvester #131 mining near (18,8). Enemy likely at (95,11); train scouts as soon as tent is placed, then queue proc/weap.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1216, "completion_tokens": 167, "total_tokens": 1383, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1214, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0055473, "upstream_inference_prompt_cost": 0.0033429, "upstream_inference_completions_cost": 0.0022044}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "Barracks is nearly complete; keep the harvester mining and immediately transition into infantry scouting plus a second refinery/war factory economy. No enemy information yet, so scouts will probe east toward the likely enemy start.", "notes": "Tent 64% at 1:20. Harvester #131 mining near (18,8). Enemy likely at (95,11); train scouts as soon as tent is placed, then queue proc/weap.", "commands": [{"do": "harvest", "unit": 131}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "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": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\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 3.9%.\nPRODUCTION: Building: tent 64%; Building: powr 0%; Building: proc 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(104,21)\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: Base at (95,11), enemy likely at (12,16). Place refinery near base; barracks, second refinery, and extra power are queued. No army yet.", "raw": "{\"thoughts\":\"The base is established and economically stable, with excess power and one refinery operational. Construction is already queued through a barracks, refinery, and another power plant; add a War Factory to establish mobile armored production after those structures.\",\"notes\":\"Base at (95,11); enemy likely at (12,16). First barracks is nearly complete. Harvester #132 is active southeast of base. Construction order: barracks -> power -> refinery -> power -> War Factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1394, "completion_tokens": 306, "total_tokens": 1700, "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": 4.54, "thoughts": "The base is established and economically stable, with excess power and one refinery operational. Construction is already queued through a barracks, refinery, and another power plant; add a War Factory to establish mobile armored production after those structures.", "notes": "Base at (95,11); enemy likely at (12,16). First barracks is nearly complete. Harvester #132 is active southeast of base. Construction order: barracks -> power -> refinery -> power -> War Factory.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: 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": 8}}
{"tick": 2201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 4.1%.\nPRODUCTION: Building: tent READY TO PLACE\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Tent 64% at 1:20. Harvester #131 mining near (18,8). Enemy likely at (95,11); train scouts as soon as tent is placed, then queue proc/weap.", "raw": "{\"thoughts\":\"Barracks is ready; place it and immediately establish infantry scouting while adding a second refinery for sustained expansion. Enemy is likely far east, so scouts will probe that direction.\",\"notes\":\"Place tent, build proc #2, train rifle scouts. Harvester #131 is mining north of base; enemy probable (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":13,\"y\":20},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":129,\"x\":22,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1215, "completion_tokens": 190, "total_tokens": 1405, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1213, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00584815, "upstream_inference_prompt_cost": 0.00334015, "upstream_inference_completions_cost": 0.002508}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "Barracks is ready; place it and immediately establish infantry scouting while adding a second refinery for sustained expansion. Enemy is likely far east, so scouts will probe that direction.", "notes": "Place tent, build proc #2, train rifle scouts. Harvester #131 is mining north of base; enemy probable (95,11).", "commands": [{"do": "place", "item": "tent", "x": 13, "y": 20}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 129, "x": 22, "y": 14}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #129: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "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": 2201, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\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 4.1%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%; Building: powr 0%; Building: proc 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(101,19)\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: Base at (95,11); enemy likely at (12,16). First barracks is nearly complete. Harvester #132 is active southeast of base. Construction order: barracks -> power -> refinery -> power -> War Factory.", "raw": "{\"thoughts\":\"Place the ready barracks and begin producing infantry. Expand economy and power while the War Factory continues constructing, then prepare an initial attack toward the likely enemy base at (12,16).\",\"notes\":\"Base at (95,11), enemy likely at (12,16). Barracks ready to place; active queues include War Factory, power, refinery, and power. Harvester #132 is operating southeast.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":122,\"x\":91,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1401, "completion_tokens": 259, "total_tokens": 1660, "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": 3.7, "thoughts": "Place the ready barracks and begin producing infantry. Expand economy and power while the War Factory continues constructing, then prepare an initial attack toward the likely enemy base at (12,16).", "notes": "Base at (95,11), enemy likely at (12,16). Barracks ready to place; active queues include War Factory, power, refinery, and power. Harvester #132 is operating southeast.", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "proc"}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 122, "x": 91, "y": 16}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "build powr: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #122: 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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2523 + stored ore $455 (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 4.6%.\nPRODUCTION: Building: proc 23%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(16,18)\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)\n  - build proc: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #129: ordered\nYOUR NOTES FROM LAST TURN: Place tent, build proc #2, train rifle scouts. Harvester #131 is mining north of base; enemy probable (95,11).", "raw": "{\"thoughts\":\"Second refinery is under construction, and the barracks is now online. I will establish rifle scouting pressure toward the likely enemy side while keeping cash ready for a War Factory immediately after the refinery is placed.\",\"notes\":\"Proc #2 at 23%; barracks #133 active. Scout/rally east toward likely enemy start (95,11); build War Factory after placing refinery.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":15},{\"do\":\"train\",\"item\":\"e1\",\"count\":8},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1317, "completion_tokens": 200, "total_tokens": 1517, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1315, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00626065, "upstream_inference_prompt_cost": 0.00362065, "upstream_inference_completions_cost": 0.00264}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "Second refinery is under construction, and the barracks is now online. I will establish rifle scouting pressure toward the likely enemy side while keeping cash ready for a War Factory immediately after the refinery is placed.", "notes": "Proc #2 at 23%; barracks #133 active. Scout/rally east toward likely enemy start (95,11); build War Factory after placing refinery.", "commands": [{"do": "rally", "building": 133, "x": 45, "y": 15}, {"do": "train", "item": "e1", "count": 8}, {"do": "harvest", "unit": 131}], "feedback": ["rally #133: ordered", "train 8x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "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": 8}}
{"tick": 2401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2605 + stored ore $395 (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 4.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,16)\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 proc: started\n  - build powr: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely at (12,16). Barracks ready to place; active queues include War Factory, power, refinery, and power. Harvester #132 is operating southeast.", "raw": "{\"thoughts\":\"Place the ready Power Plant to improve capacity, then use the barracks for a mixed infantry opening. Continue the queued refineries and War Factory, and add a second barracks to strengthen infantry production while the Harvester earns ore.\",\"notes\":\"Base at (95,11); likely enemy at (12,16). Ready Power Plant will be placed. Harvester #132 is operating. Initial infantry will rally west for defense or a larger attack.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":12}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1517, "completion_tokens": 448, "total_tokens": 1965, "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": 8.65, "thoughts": "Place the ready Power Plant to improve capacity, then use the barracks for a mixed infantry opening. Continue the queued refineries and War Factory, and add a second barracks to strengthen infantry production while the Harvester earns ore.", "notes": "Base at (95,11); likely enemy at (12,16). Ready Power Plant will be placed. Harvester #132 is operating. Initial infantry will rally west for defense or a larger attack.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "tent"}, {"do": "rally", "building": 134, "x": 85, "y": 12}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 5x e1: queued", "train 2x e3: queued", "build tent: 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": 12}}
{"tick": 2601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: proc 46%; Infantry: e1 18%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(19,20) #138@(17,21) #139@(14,22)\n  harv (Ore Truck (harvester)) x1: #131@(20,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - train 8x e1: queued\nYOUR NOTES FROM LAST TURN: Proc #2 at 23%; barracks #133 active. Scout/rally east toward likely enemy start (95,11); build War Factory after placing refinery.", "raw": "{\"thoughts\":\"Second refinery is still building, so maintain infantry production and send the existing riflemen east to scout toward the likely Soviet start. Save enough cash to place the refinery and immediately begin the War Factory.\",\"notes\":\"Second proc 46%; scout east with rifles; build weap immediately after placing proc. Enemy likely around 95,11.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":16},{\"do\":\"attack_move\",\"units\":[136,138,139],\"x\":55,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1358, "completion_tokens": 262, "total_tokens": 1620, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1356, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0071918, "upstream_inference_prompt_cost": 0.0037334, "upstream_inference_completions_cost": 0.0034584}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.54, "thoughts": "Second refinery is still building, so maintain infantry production and send the existing riflemen east to scout toward the likely Soviet start. Save enough cash to place the refinery and immediately begin the War Factory.", "notes": "Second proc 46%; scout east with rifles; build weap immediately after placing proc. Enemy likely around 95,11.", "commands": [{"do": "rally", "building": 133, "x": 45, "y": 16}, {"do": "attack_move", "units": [136, 138, 139], "x": 55, "y": 16}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["rally #133: ordered", "attack_move: 3 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 2601, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2360 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.4%.\nPRODUCTION: Building: tent 64%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e3 73%; 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(88,9)\n  harv (Ore Truck (harvester)) x1: #132@(103,23)\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  - train 5x e1: queued\n  - train 2x e3: queued\n  - build tent: started\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base at (95,11); likely enemy at (12,16). Ready Power Plant will be placed. Harvester #132 is operating. Initial infantry will rally west for defense or a larger attack.", "raw": "{\"thoughts\":\"The base has a strong power surplus and one functioning refinery, but only a single harvester. I will expand income with another refinery, continue infantry production, and send the available rifle unit west to probe toward the likely enemy base while preserving the barracks queue.\",\"notes\":\"Base at (95,11), likely enemy at (12,16). Refinery #130 is active; harvester #132 is mining. Build and place a second refinery, queue more rifle infantry, and scout west with #137.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[137],\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1583, "completion_tokens": 442, "total_tokens": 2025, "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": 9.14, "thoughts": "The base has a strong power surplus and one functioning refinery, but only a single harvester. I will expand income with another refinery, continue infantry production, and send the available rifle unit west to probe toward the likely enemy base while preserving the barracks queue.", "notes": "Base at (95,11), likely enemy at (12,16). Refinery #130 is active; harvester #132 is mining. Build and place a second refinery, queue more rifle infantry, and scout west with #137.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [137], "x": 12, "y": 16}], "feedback": ["build proc: started", "train 3x e1: queued", "attack_move: 1 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": 5700, "army_value": 100, "income": 500, "experience": 0, "order_count": 21}}
{"tick": 2801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1662 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.4%.\nPRODUCTION: Building: proc 70%; Infantry: e3 83%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(29,21) #138@(25,25) #139@(23,22) #141@(19,17)\n  harv (Ore Truck (harvester)) x1: #131@(21,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 3 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Second proc 46%; scout east with rifles; build weap immediately after placing proc. Enemy likely around 95,11.", "raw": "{\"thoughts\":\"Second refinery is nearly ready and will strengthen income with another harvester. Continue scouting east toward the suspected enemy start while saving briefly for a War Factory.\",\"notes\":\"Place proc immediately when ready; build weap as soon as cash reaches $2000. Rifles scouting east; enemy presumed near 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":16},{\"do\":\"attack_move\",\"units\":[136,138,139,141],\"x\":55,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1381, "completion_tokens": 255, "total_tokens": 1636, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1379, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00716265, "upstream_inference_prompt_cost": 0.00379665, "upstream_inference_completions_cost": 0.003366}, "completion_tokens_details": {"reasoning_tokens": 122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "Second refinery is nearly ready and will strengthen income with another harvester. Continue scouting east toward the suspected enemy start while saving briefly for a War Factory.", "notes": "Place proc immediately when ready; build weap as soon as cash reaches $2000. Rifles scouting east; enemy presumed near 95,11.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 20}, {"do": "rally", "building": 133, "x": 45, "y": 16}, {"do": "attack_move", "units": [136, 138, 139, 141], "x": 55, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "rally #133: ordered", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 19}}
{"tick": 2801, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1851 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.7%.\nPRODUCTION: Building: tent READY TO PLACE; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 50%; 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #137@(79,14) #142@(90,9) #143@(93,9)\n  e3 (Rocket Soldier) x1: #140@(87,10)\n  harv (Ore Truck (harvester)) x1: #132@(98,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 3x e1: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Base at (95,11), likely enemy at (12,16). Refinery #130 is active; harvester #132 is mining. Build and place a second refinery, queue more rifle infantry, and scout west with #137.", "raw": "{\"thoughts\":\"The base is stable with power and one active refinery, and the second refinery is already under construction. Place the ready barracks, continue producing infantry for a defensive group, queue an additional refinery, and send the lead rifle unit west to locate the enemy while the harvester continues mining.\",\"notes\":\"Base at (95,11), enemy likely at (12,16). #137 is the western scout near (79,14); #132 is mining at the southeast refinery. Barracks #136 needs placement; keep queues active with infantry and a third refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[137],\"x\":70,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1600, "completion_tokens": 296, "total_tokens": 1896, "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": 8.92, "thoughts": "The base is stable with power and one active refinery, and the second refinery is already under construction. Place the ready barracks, continue producing infantry for a defensive group, queue an additional refinery, and send the lead rifle unit west to locate the enemy while the harvester continues mining.", "notes": "Base at (95,11), enemy likely at (12,16). #137 is the western scout near (79,14); #132 is mining at the southeast refinery. Barracks #136 needs placement; keep queues active with infantry and a third refinery.", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [137], "x": 70, "y": 14}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train 3x e1: queued", "train 2x e3: queued", "attack_move: 1 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": 6200, "army_value": 600, "income": 500, "experience": 0, "order_count": 25}}
{"tick": 3001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1008 + stored ore $90 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.9%.\nPRODUCTION: Building: proc 94%; Infantry: e3 93%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(40,21) #138@(35,25) #139@(33,21) #141@(28,21)\n  e3 (Rocket Soldier) x1: #145@(20,17)\n  harv (Ore Truck (harvester)) x1: #131@(16,18)\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  - rally #133: ordered\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Place proc immediately when ready; build weap as soon as cash reaches $2000. Rifles scouting east; enemy presumed near 95,11.", "raw": "{\"thoughts\":\"Second refinery is nearly complete and infantry production is already queued. Send the scouting force toward the likely Soviet start while the refinery finishes, then place it and accelerate toward a war factory.\",\"notes\":\"Proc nearly ready; place next turn. Scout group moving east/northeast toward enemy start 95,11. Need powr before/alongside weap once funds permit.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[136,138,139,141,145],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1398, "completion_tokens": 254, "total_tokens": 1652, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1396, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0071962, "upstream_inference_prompt_cost": 0.0038434, "upstream_inference_completions_cost": 0.0033528}, "completion_tokens_details": {"reasoning_tokens": 132, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.14, "thoughts": "Second refinery is nearly complete and infantry production is already queued. Send the scouting force toward the likely Soviet start while the refinery finishes, then place it and accelerate toward a war factory.", "notes": "Proc nearly ready; place next turn. Scout group moving east/northeast toward enemy start 95,11. Need powr before/alongside weap once funds permit.", "commands": [{"do": "attack_move", "units": [136, 138, 139, 141, 145], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 575, "experience": 0, "order_count": 19}}
{"tick": 3001, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1634 + stored ore $18 (storage 2000), power 200 made / 70 used, harvesters 1.\nSCORE: assets $7100, army $2100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.3%.\nPRODUCTION: Building: proc 23%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e3 9%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(70,14)* #142@(85,12)* #143@(85,12)* #146@(93,15)*\n  e3 (Rocket Soldier) x2: #140@(85,12)* #147@(92,15)\n  harv (Ore Truck (harvester)) x1: #132@(101,19)\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 proc: started\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely at (12,16). #137 is the western scout near (79,14); #132 is mining at the southeast refinery. Barracks #136 needs placement; keep queues active with infantry and a third refinery.", "raw": "{\"thoughts\":\"The base is secure and powered, with one refinery and two barracks producing infantry. I will expand income with another refinery, keep both barracks queues filled with riflemen and rocket soldiers, and send the western scout toward the likely enemy start to locate targets.\",\"notes\":\"Base at (95,11); enemy likely at (12,16). #137 is the western scout near (70,14). Build and place additional refineries as they become ready; maintain infantry production and preserve #132 as the active harvester.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"attack_move\",\"units\":[137],\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1678, "completion_tokens": 477, "total_tokens": 2155, "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": 9.87, "thoughts": "The base is secure and powered, with one refinery and two barracks producing infantry. I will expand income with another refinery, keep both barracks queues filled with riflemen and rocket soldiers, and send the western scout toward the likely enemy start to locate targets.", "notes": "Base at (95,11); enemy likely at (12,16). #137 is the western scout near (70,14). Build and place additional refineries as they become ready; maintain infantry production and preserve #132 as the active harvester.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 1}, {"do": "attack_move", "units": [137], "x": 12, "y": 16}], "feedback": ["build proc: started", "train 3x e1: queued", "train 1x e3: queued", "attack_move: 1 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": 7100, "army_value": 1000, "income": 1000, "experience": 0, "order_count": 32}}
{"tick": 3201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $815 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e1 11%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(49,26) #138@(45,24) #139@(42,24) #141@(38,24)\n  e3 (Rocket Soldier) x3: #145@(29,22) #148@(21,17) #150@(14,22)\n  harv (Ore Truck (harvester)) x1: #131@(18,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Proc nearly ready; place next turn. Scout group moving east/northeast toward enemy start 95,11. Need powr before/alongside weap once funds permit.", "raw": "{\"thoughts\":\"Place the second refinery immediately and add power for the coming War Factory. The scouting infantry should continue toward the enemy\u2019s likely northeastern start while new infantry rallies east.\",\"notes\":\"Second proc placed; power plant queued. Scout force continues east/northeast toward 95,11; save for War Factory after power.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":17},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":22},{\"do\":\"attack_move\",\"units\":[136,138,139,141,145,148,150],\"x\":78,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1382, "completion_tokens": 231, "total_tokens": 1613, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1380, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0068486, "upstream_inference_prompt_cost": 0.0037994, "upstream_inference_completions_cost": 0.0030492}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Place the second refinery immediately and add power for the coming War Factory. The scouting infantry should continue toward the enemy\u2019s likely northeastern start while new infantry rallies east.", "notes": "Second proc placed; power plant queued. Scout force continues east/northeast toward 95,11; save for War Factory after power.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 17}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 133, "x": 45, "y": 22}, {"do": "attack_move", "units": [136, 138, 139, 141, 145, 148, 150], "x": 78, "y": 17}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "rally #133: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 725, "experience": 0, "order_count": 19}}
{"tick": 3201, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $932 + stored ore $0 (storage 2000), power 200 made / 70 used, harvesters 1.\nSCORE: assets $7400, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.9%.\nPRODUCTION: Building: proc 46%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e3 38%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(64,22) #142@(85,12)* #143@(85,12)* #146@(94,14)*\n  e3 (Rocket Soldier) x3: #140@(85,12)* #147@(92,15)* #149@(93,15)*\n  harv (Ore Truck (harvester)) x1: #132@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 3x e1: queued\n  - train 1x e3: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely at (12,16). #137 is the western scout near (70,14). Build and place additional refineries as they become ready; maintain infantry production and preserve #132 as the active harvester.", "raw": "{\"thoughts\":\"The base is secure and economically healthy, while the newly built refinery is still under construction. No enemy forces are visible, so I will expand barracks capacity and keep infantry production full without overextending the seven-unit army.\",\"notes\":\"Base at (95,11); refinery construction is 46% complete. One refinery harvester #132 is active. Scout #137 is moving west; enemy likely starts near (12,16).\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":144,\"x\":88,\"y\":12}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1690, "completion_tokens": 431, "total_tokens": 2121, "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": 8.42, "thoughts": "The base is secure and economically healthy, while the newly built refinery is still under construction. No enemy forces are visible, so I will expand barracks capacity and keep infantry production full without overextending the seven-unit army.", "notes": "Base at (95,11); refinery construction is 46% complete. One refinery harvester #132 is active. Scout #137 is moving west; enemy likely starts near (12,16).", "commands": [{"do": "build", "item": "tent"}, {"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "rally", "building": 144, "x": 88, "y": 12}], "feedback": ["build tent: started", "train 4x e1: queued", "rally #134: ordered", "rally #144: 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": 7400, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 37}}
{"tick": 3401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $186 + 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 12.6%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e1 39%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(57,28)70% #138@(54,28) #139@(52,27) #141@(48,25) #153@(20,21) #155@(17,21) #157@(14,22)\n  e3 (Rocket Soldier) x3: #145@(39,24) #148@(30,23) #150@(22,23)\n  harv (Ore Truck (harvester)) x2: #131@(18,14) #152@(29,26)\nVISIBLE ENEMY UNITS (1):\n  #137 e1@(59,28) 55%\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  - rally #133: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Second proc placed; power plant queued. Scout force continues east/northeast toward 95,11; save for War Factory after power.", "raw": "{\"thoughts\":\"Second refinery is online and the next power plant is ready; place it immediately to support a War Factory once funds arrive. Our forward infantry have made contact and should clear the scout while continuing toward the enemy start.\",\"notes\":\"Place powr now; queue weap as soon as ore income reaches $2000. Forward force is around 48-57,25-28 moving northeast; enemy rifle #137 at 59,28.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":13,\"y\":12},{\"do\":\"attack\",\"units\":[136,138,139,141,145],\"target\":137},{\"do\":\"attack_move\",\"units\":[136,138,139,141,145,148,150],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[153,155,157],\"x\":45,\"y\":24},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":24}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1439, "completion_tokens": 265, "total_tokens": 1704, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1437, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00745415, "upstream_inference_prompt_cost": 0.00395615, "upstream_inference_completions_cost": 0.003498}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Second refinery is online and the next power plant is ready; place it immediately to support a War Factory once funds arrive. Our forward infantry have made contact and should clear the scout while continuing toward the enemy start.", "notes": "Place powr now; queue weap as soon as ore income reaches $2000. Forward force is around 48-57,25-28 moving northeast; enemy rifle #137 at 59,28.", "commands": [{"do": "place", "item": "powr", "x": 13, "y": 12}, {"do": "attack", "units": [136, 138, 139, 141, 145], "target": 137}, {"do": "attack_move", "units": [136, 138, 139, 141, 145, 148, 150], "x": 95, "y": 11}, {"do": "attack_move", "units": [153, 155, 157], "x": 45, "y": 24}, {"do": "rally", "building": 133, "x": 45, "y": 24}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 5 units", "attack_move: 7 units", "attack_move: 3 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "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": 725, "experience": 0, "order_count": 21}}
{"tick": 3401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $211 + stored ore $0 (storage 2000), power 200 made / 70 used, harvesters 1.\nSCORE: assets $7900, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: proc 70%; Building: tent 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(59,28)55% #142@(85,12)* #143@(85,12)* #146@(94,14)* #156@(90,14) #158@(92,14)\n  e3 (Rocket Soldier) x4: #140@(85,12)* #147@(92,16)* #149@(93,15)* #154@(88,12)\n  harv (Ore Truck (harvester)) x1: #132@(97,17)\nVISIBLE ENEMY UNITS (1):\n  #136 e1@(57,28) 70%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\n  - train 4x e1: queued\n  - rally #134: ordered\n  - rally #144: ordered\nYOUR NOTES FROM LAST TURN: Base at (95,11); refinery construction is 46% complete. One refinery harvester #132 is active. Scout #137 is moving west; enemy likely starts near (12,16).", "raw": "{\"thoughts\":\"A rifleman scout has found a lightly damaged enemy infantryman near (57,28), with no enemy buildings visible. Send the concentrated mixed infantry force west to secure the area and push toward the likely enemy base, while continuing infantry production and harvesting.\",\"notes\":\"Base (95,11); second refinery nearly complete. Scout #137 and enemy #136 are near (57,28). Main force: 5 riflemen plus 4 rocket soldiers, ordered as one attack group toward the western enemy.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":57,\"y\":28},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1722, "completion_tokens": 632, "total_tokens": 2354, "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": 15.55, "thoughts": "A rifleman scout has found a lightly damaged enemy infantryman near (57,28), with no enemy buildings visible. Send the concentrated mixed infantry force west to secure the area and push toward the likely enemy base, while continuing infantry production and harvesting.", "notes": "Base (95,11); second refinery nearly complete. Scout #137 and enemy #136 are near (57,28). Main force: 5 riflemen plus 4 rocket soldiers, ordered as one attack group toward the western enemy.", "commands": [{"do": "attack_move", "units": "all_army", "x": 57, "y": 28}, {"do": "train", "item": "e1", "count": 2}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 10 units", "train 2x 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": 7900, "army_value": 1800, "income": 1000, "experience": 0, "order_count": 42}}
{"tick": 3601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $500 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $3900, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.9%.\nPRODUCTION: all queues idle\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #136@(63,26)40% #138@(63,26) #139@(61,27) #141@(58,28) #153@(29,24) #155@(26,24) #157@(23,22) #160@(20,21)\n  e3 (Rocket Soldier) x3: #145@(49,26) #148@(40,24) #150@(32,24)\n  harv (Ore Truck (harvester)) x2: #131@(17,16) #152@(28,25)\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: 5 units\n  - attack_move: 7 units\n  - attack_move: 3 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place powr now; queue weap as soon as ore income reaches $2000. Forward force is around 48-57,25-28 moving northeast; enemy rifle #137 at 59,28.", "raw": "{\"thoughts\":\"Income is the immediate constraint, while our scouting force is advancing toward the likely enemy position. Keep infantry pressure moving northeast and let both harvesters continue mining until we can afford a War Factory.\",\"notes\":\"Two refineries and 2 harvesters; save for War Factory ($2000). Army advancing east/northeast along y24-28; likely enemy base at 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"attack_move\",\"units\":[136,138,139,141,145,148,150],\"x\":82,\"y\":20},{\"do\":\"attack_move\",\"units\":[153,155,157,160],\"x\":65,\"y\":25},{\"do\":\"rally\",\"building\":133,\"x\":62,\"y\":25}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1462, "completion_tokens": 262, "total_tokens": 1724, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1460, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074778, "upstream_inference_prompt_cost": 0.0040194, "upstream_inference_completions_cost": 0.0034584}, "completion_tokens_details": {"reasoning_tokens": 83, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.66, "thoughts": "Income is the immediate constraint, while our scouting force is advancing toward the likely enemy position. Keep infantry pressure moving northeast and let both harvesters continue mining until we can afford a War Factory.", "notes": "Two refineries and 2 harvesters; save for War Factory ($2000). Army advancing east/northeast along y24-28; likely enemy base at 95,11.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "attack_move", "units": [136, 138, 139, 141, 145, 148, 150], "x": 82, "y": 20}, {"do": "attack_move", "units": [153, 155, 157, 160], "x": 65, "y": 25}, {"do": "rally", "building": 133, "x": 62, "y": 25}], "feedback": ["attack_move: 7 units", "attack_move: 4 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 1700, "income": 1225, "experience": 1, "order_count": 22}}
{"tick": 3601, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 2000), power 200 made / 70 used, harvesters 1.\nSCORE: assets $8100, army $3100, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 12%.\nPRODUCTION: Building: proc 94%; Building: tent 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 82%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #142@(75,13) #143@(76,13) #146@(85,14) #156@(80,14) #158@(83,15) #161@(88,12)* #162@(89,13) #163@(91,15)\n  e3 (Rocket Soldier) x4: #140@(75,14) #147@(82,15) #149@(82,15) #154@(78,12)\n  harv (Ore Truck (harvester)) x1: #132@(102,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base (95,11); second refinery nearly complete. Scout #137 and enemy #136 are near (57,28). Main force: 5 riflemen plus 4 rocket soldiers, ordered as one attack group toward the western enemy.", "raw": "{\"thoughts\":\"The second Ore Refinery is nearly complete and the newly trained rifles are reinforcing the western advance. With no enemy contact yet and no cash available, continue pushing the combined infantry force toward the likely enemy base.\",\"notes\":\"Base (95,11); main army of 8 riflemen and 4 rocket soldiers is advancing west toward likely enemy start (12,16). Refineries and rifle production are progressing; no enemy buildings seen yet.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1709, "completion_tokens": 278, "total_tokens": 1987, "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": 7.09, "thoughts": "The second Ore Refinery is nearly complete and the newly trained rifles are reinforcing the western advance. With no enemy contact yet and no cash available, continue pushing the combined infantry force toward the likely enemy base.", "notes": "Base (95,11); main army of 8 riflemen and 4 rocket soldiers is advancing west toward likely enemy start (12,16). Refineries and rifle production are progressing; no enemy buildings seen yet.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 2000, "income": 1500, "experience": 0, "order_count": 44}}
{"tick": 3801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $500 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9700, army $3800, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 15.2%.\nPRODUCTION: all queues idle\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #138@(70,23)23% #139@(67,22) #141@(66,23) #153@(39,25) #155@(34,25) #157@(32,25) #160@(29,25)\n  e3 (Rocket Soldier) x3: #145@(59,28) #148@(50,26) #150@(43,24)\n  harv (Ore Truck (harvester)) x2: #131@(16,7) #152@(19,19)\nVISIBLE ENEMY UNITS (4):\n  #140 e3@(70,19) 57%, #142 e1@(70,19) 35%, #143 e1@(70,19) 92%, #154 e3@(70,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 4 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Two refineries and 2 harvesters; save for War Factory ($2000). Army advancing east/northeast along y24-28; likely enemy base at 95,11.", "raw": "{\"thoughts\":\"Our infantry/rocket force has reached enemy scouts near the eastern approach. Consolidate and clear them while income accumulates for the War Factory; keep barracks producing.\",\"notes\":\"2 refs/2 harvesters, 200 surplus power. Army converging at enemy contact around (70,19), then push toward likely base (95,11). Build War Factory immediately once $2000 is available.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":1},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":75,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1469, "completion_tokens": 296, "total_tokens": 1765, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1467, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00794585, "upstream_inference_prompt_cost": 0.00403865, "upstream_inference_completions_cost": 0.0039072}, "completion_tokens_details": {"reasoning_tokens": 135, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.51, "thoughts": "Our infantry/rocket force has reached enemy scouts near the eastern approach. Consolidate and clear them while income accumulates for the War Factory; keep barracks producing.", "notes": "2 refs/2 harvesters, 200 surplus power. Army converging at enemy contact around (70,19), then push toward likely base (95,11). Build War Factory immediately once $2000 is available.", "commands": [{"do": "train", "item": "e1", "count": 1}, {"do": "attack_move", "units": "all_army", "x": 75, "y": 18}, {"do": "rally", "building": 133, "x": 75, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["train 1x e1: queued", "attack_move: 10 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 1600, "income": 1225, "experience": 1, "order_count": 22}}
{"tick": 3801, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 2000), power 200 made / 70 used, harvesters 1.\nSCORE: assets $8100, army $3100, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 12.9%.\nPRODUCTION: Building: proc 94%; Building: tent 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 82%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #142@(70,19)35% #143@(70,19)92% #146@(75,18) #156@(73,20) #158@(75,18) #161@(78,14) #162@(79,14) #163@(81,15)\n  e3 (Rocket Soldier) x4: #140@(70,19)57% #147@(74,19) #149@(74,18) #154@(70,19)\n  harv (Ore Truck (harvester)) x1: #132@(105,22)\nVISIBLE ENEMY UNITS (1):\n  #138 e1@(70,23) 23%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Base (95,11); main army of 8 riflemen and 4 rocket soldiers is advancing west toward likely enemy start (12,16). Refineries and rifle production are progressing; no enemy buildings seen yet.", "raw": "{\"thoughts\":\"The main force has advanced to the western third of the map and found one weak enemy infantry unit, but no structures yet. Continue pushing toward the likely enemy base while ensuring the lone harvester resumes mining.\",\"notes\":\"Main army (8 riflemen + 4 rocket soldiers) grouped near cells (70-81,14-20), advancing west. Enemy base likely at (12,16); one wounded enemy rifleman seen at (70,23). Ore Refinery #130 is nearly built, and riflemen continue training.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":19},{\"do\":\"rally\",\"building\":144,\"x\":70,\"y\":19}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1712, "completion_tokens": 246, "total_tokens": 1958, "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": 6.83, "thoughts": "The main force has advanced to the western third of the map and found one weak enemy infantry unit, but no structures yet. Continue pushing toward the likely enemy base while ensuring the lone harvester resumes mining.", "notes": "Main army (8 riflemen + 4 rocket soldiers) grouped near cells (70-81,14-20), advancing west. Enemy base likely at (12,16); one wounded enemy rifleman seen at (70,23). Ore Refinery #130 is nearly built, and riflemen continue training.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 70, "y": 19}, {"do": "rally", "building": 144, "x": 70, "y": 19}], "feedback": ["attack_move: 12 units", "rally #134: ordered", "rally #144: ordered"], "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": 8100, "army_value": 2000, "income": 1500, "experience": 1, "order_count": 44}}
{"tick": 4001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $900 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9500, army $3600, killed $500 (3 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: all queues idle\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #153@(49,26) #155@(45,24) #157@(43,24) #160@(39,25) #164@(19,20)\n  e3 (Rocket Soldier) x3: #145@(67,26) #148@(60,28) #150@(52,27)\n  harv (Ore Truck (harvester)) x2: #131@(18,11) #152@(21,11)\nVISIBLE ENEMY UNITS (5):\n  #146 e1@(69,24) 90%, #147 e3@(69,24) 100%, #149 e3@(69,24) 100%, #156 e1@(69,24) 99%, #158 e1@(69,24) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e1: queued\n  - attack_move: 10 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: 2 refs/2 harvesters, 200 surplus power. Army converging at enemy contact around (70,19), then push toward likely base (95,11). Build War Factory immediately once $2000 is available.", "raw": "{\"thoughts\":\"Our forward infantry force has met the enemy screening force near the center. Keep barracks production running, win this skirmish with the combined group, and push immediately toward the likely enemy base while refinery income accumulates for a War Factory.\",\"notes\":\"2 refs/2 harvesters; army attacking east from enemy screen at (69,24) toward likely base (95,11). Build War Factory as soon as funds reach $2000.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":8},{\"do\":\"rally\",\"building\":133,\"x\":67,\"y\":24},{\"do\":\"attack_move\",\"units\":[153,155,157,160,164,145,148,150],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[153,155,157,160,164,145,148,150],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1475, "completion_tokens": 368, "total_tokens": 1843, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1473, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00891275, "upstream_inference_prompt_cost": 0.00405515, "upstream_inference_completions_cost": 0.0048576}, "completion_tokens_details": {"reasoning_tokens": 176, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "Our forward infantry force has met the enemy screening force near the center. Keep barracks production running, win this skirmish with the combined group, and push immediately toward the likely enemy base while refinery income accumulates for a War Factory.", "notes": "2 refs/2 harvesters; army attacking east from enemy screen at (69,24) toward likely base (95,11). Build War Factory as soon as funds reach $2000.", "commands": [{"do": "train", "item": "e1", "count": 8}, {"do": "rally", "building": 133, "x": 67, "y": 24}, {"do": "attack_move", "units": [153, 155, 157, 160, 164, 145, 148, 150], "x": 95, "y": 11}, {"do": "stance", "units": [153, 155, 157, 160, 164, 145, 148, 150], "stance": "attack_anything"}], "feedback": ["train 8x e1: queued", "rally #133: ordered", "attack_move: 8 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 500, "deaths_cost": 400, "units_killed": 3, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1400, "income": 1725, "experience": 5, "order_count": 23}}
{"tick": 4001, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $153 (storage 2000), power 200 made / 70 used, harvesters 1.\nSCORE: assets $7700, army $2700, killed $400 (4 units, 0 bldgs), lost $500 (3 units, 0 bldgs). Map explored 13.3%.\nPRODUCTION: Building: proc 95%; Building: tent 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 94%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #143@(68,21)15% #146@(69,24)90% #156@(69,24) #158@(69,24) #161@(71,22) #162@(72,21) #163@(73,20)\n  e3 (Rocket Soldier) x3: #147@(69,24) #149@(69,24) #154@(68,21)67%\n  harv (Ore Truck (harvester)) x1: #132@(97,15)\nVISIBLE ENEMY UNITS (1):\n  #145 e3@(67,26) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - rally #134: ordered\n  - rally #144: ordered\nYOUR NOTES FROM LAST TURN: Main army (8 riflemen + 4 rocket soldiers) grouped near cells (70-81,14-20), advancing west. Enemy base likely at (12,16); one wounded enemy rifleman seen at (70,23). Ore Refinery #130 is nearly built, and riflemen continue training.", "raw": "{\"thoughts\": \"Economy is nearly dry ($0 cash) but a second refinery is 95% done and will give a free harvester soon. Get the harvester mining and push the infantry group west toward the enemy base while waiting for income.\", \"notes\": \"Building queue stalled on a nearly-done proc; place it next turn for extra harvester/income. Main infantry (~10 units) advancing west toward enemy likely at (12,16). Harvester #132 sent to mine. Need War Factory for tanks once cash flows.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":60,\"y\":22},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":144,\"x\":70,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1657, "completion_tokens": 1615, "total_tokens": 3272, "cost": 0.0024351, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0024351, "upstream_inference_prompt_cost": 0.0004971, "upstream_inference_completions_cost": 0.001938}, "completion_tokens_details": {"reasoning_tokens": 1422, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 18.89, "thoughts": "Economy is nearly dry ($0 cash) but a second refinery is 95% done and will give a free harvester soon. Get the harvester mining and push the infantry group west toward the enemy base while waiting for income.", "notes": "Building queue stalled on a nearly-done proc; place it next turn for extra harvester/income. Main infantry (~10 units) advancing west toward enemy likely at (12,16). Harvester #132 sent to mine. Need War Factory for tanks once cash flows.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 60, "y": 22}, {"do": "rally", "building": 134, "x": 70, "y": 20}, {"do": "rally", "building": 144, "x": 70, "y": 20}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 10 units", "rally #134: ordered", "rally #144: ordered", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 400, "deaths_cost": 500, "units_killed": 4, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 1600, "income": 1650, "experience": 4, "order_count": 44}}
{"tick": 4201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1081 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9200, army $3300, killed $500 (3 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Infantry: e1 19%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #153@(59,28) #155@(54,28) #157@(52,27) #160@(50,26) #164@(28,24) #167@(19,20) #168@(17,21) #169@(14,22)\n  e3 (Rocket Soldier) x1: #150@(62,27)\n  harv (Ore Truck (harvester)) x2: #131@(16,18) #152@(26,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 8x e1: queued\n  - rally #133: ordered\n  - attack_move: 8 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: 2 refs/2 harvesters; army attacking east from enemy screen at (69,24) toward likely base (95,11). Build War Factory as soon as funds reach $2000.", "raw": "{\"thoughts\":\"Two refineries and harvesters are established, with our forward infantry/rocket group advancing through the center toward the enemy start. I will save processed ore for the War Factory while continuing cheap infantry production and pushing the scout force northeast.\",\"notes\":\"Enemy still unseen; main forward group is around x50-62,y26-28 advancing toward likely base at 95,11. Start War Factory immediately once funds allow, then produce Medium Tanks.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":62,\"y\":26},{\"do\":\"attack_move\",\"units\":[153,155,157,160,164,150],\"x\":88,\"y\":16},{\"do\":\"attack_move\",\"units\":[167,168,169],\"x\":62,\"y\":26},{\"do\":\"stance\",\"units\":[153,155,157,160,164,150,167,168,169],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1459, "completion_tokens": 351, "total_tokens": 1810, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1457, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00864435, "upstream_inference_prompt_cost": 0.00401115, "upstream_inference_completions_cost": 0.0046332}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.47, "thoughts": "Two refineries and harvesters are established, with our forward infantry/rocket group advancing through the center toward the enemy start. I will save processed ore for the War Factory while continuing cheap infantry production and pushing the scout force northeast.", "notes": "Enemy still unseen; main forward group is around x50-62,y26-28 advancing toward likely base at 95,11. Start War Factory immediately once funds allow, then produce Medium Tanks.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 62, "y": 26}, {"do": "attack_move", "units": [153, 155, 157, 160, 164, 150], "x": 88, "y": 16}, {"do": "attack_move", "units": [167, 168, 169], "x": 62, "y": 26}, {"do": "stance", "units": [153, 155, 157, 160, 164, 150, 167, 168, 169], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["train 5x e1: queued", "rally #133: ordered", "attack_move: 6 units", "attack_move: 3 units", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 500, "deaths_cost": 1000, "units_killed": 3, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1100, "income": 2225, "experience": 5, "order_count": 31}}
{"tick": 4201, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 2000), power 200 made / 70 used, harvesters 1.\nSCORE: assets $7900, army $2900, killed $1000 (6 units, 0 bldgs), lost $500 (3 units, 0 bldgs). Map explored 13.5%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 76%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #143@(61,22)5%* #146@(62,22)90% #156@(62,22) #158@(63,22) #161@(61,22) #162@(62,22) #163@(64,22) #165@(83,15) #166@(85,15)\n  e3 (Rocket Soldier) x3: #147@(62,22) #149@(62,22) #154@(61,22)67%\n  harv (Ore Truck (harvester)) x1: #132@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - rally #134: ordered\n  - rally #144: ordered\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Building queue stalled on a nearly-done proc; place it next turn for extra harvester/income. Main infantry (~10 units) advancing west toward enemy likely at (12,16). Harvester #132 sent to mine. Need War Factory for tanks once cash flows.", "raw": "{\"thoughts\":\"Place the completed Ore Refinery to restore economic growth while the main infantry force continues west. Add a rocket soldier for anti-armor coverage and send the two rear infantry toward the same enemy area.\",\"notes\":\"Refinery placement initiated. Main force of 10 is advancing west toward likely enemy base (12,16); two reserve riflemen were at (83-85,15) and are now joining them.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"attack_move\",\"units\":[165,166],\"x\":20,\"y\":17}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1744, "completion_tokens": 461, "total_tokens": 2205, "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": 11.71, "thoughts": "Place the completed Ore Refinery to restore economic growth while the main infantry force continues west. Add a rocket soldier for anti-armor coverage and send the two rear infantry toward the same enemy area.", "notes": "Refinery placement initiated. Main force of 10 is advancing west toward likely enemy base (12,16); two reserve riflemen were at (83-85,15) and are now joining them.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "e3", "count": 1}, {"do": "attack_move", "units": [165, 166], "x": 20, "y": 17}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 1x e3: queued", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1000, "deaths_cost": 500, "units_killed": 6, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 1800, "income": 1775, "experience": 10, "order_count": 46}}
{"tick": 4401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $753 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9100, army $3200, killed $500 (3 units, 0 bldgs), lost $1400 (8 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Infantry: e1 48%; Infantry: e1 0%; Infantry: e1 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #155@(63,26)68% #157@(62,27) #160@(59,28) #164@(39,24) #167@(28,26) #168@(25,25) #169@(23,22) #172@(20,21) #173@(17,21) #174@(15,22)\n  harv (Ore Truck (harvester)) x2: #131@(19,7) #152@(21,17)\nVISIBLE ENEMY UNITS (5):\n  #147 e3@(62,22) 100%, #149 e3@(62,22) 100%, #156 e1@(62,22) 99%, #158 e1@(62,22) 99%, #163 e1@(62,22) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #133: ordered\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Enemy still unseen; main forward group is around x50-62,y26-28 advancing toward likely base at 95,11. Start War Factory immediately once funds allow, then produce Medium Tanks.", "raw": "{\"thoughts\":\"Our forward infantry has encountered an enemy infantry screen near 62,22 while the rest trails behind. Keep pressure toward the likely northeast base, eliminate the visible screen, and preserve the economy until War Factory funds arrive.\",\"notes\":\"Forward rifles #155,#157,#160 engage enemy screen around 62,22; trailing infantry advance northeast. Need start weap as soon as total funds reach $2000, then rally and produce Medium Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[155,157,160],\"x\":62,\"y\":22},{\"do\":\"attack_move\",\"units\":[164,167,168,169,172,173,174],\"x\":75,\"y\":20},{\"do\":\"stance\",\"units\":[155,157,160,164,167,168,169,172,173,174],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1538, "completion_tokens": 260, "total_tokens": 1798, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1536, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076604, "upstream_inference_prompt_cost": 0.0042284, "upstream_inference_completions_cost": 0.003432}, "completion_tokens_details": {"reasoning_tokens": 58, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Our forward infantry has encountered an enemy infantry screen near 62,22 while the rest trails behind. Keep pressure toward the likely northeast base, eliminate the visible screen, and preserve the economy until War Factory funds arrive.", "notes": "Forward rifles #155,#157,#160 engage enemy screen around 62,22; trailing infantry advance northeast. Need start weap as soon as total funds reach $2000, then rally and produce Medium Tanks.", "commands": [{"do": "attack_move", "units": [155, 157, 160], "x": 62, "y": 22}, {"do": "attack_move", "units": [164, 167, 168, 169, 172, 173, 174], "x": 75, "y": 20}, {"do": "stance", "units": [155, 157, 160, 164, 167, 168, 169, 172, 173, 174], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 3 units", "attack_move: 7 units", "stance: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 500, "deaths_cost": 1400, "units_killed": 3, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1000, "income": 2225, "experience": 5, "order_count": 36}}
{"tick": 4401, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $10400, army $4000, killed $1400 (8 units, 0 bldgs), lost $500 (3 units, 0 bldgs). Map explored 14.2%.\nPRODUCTION: Building: tent 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 76%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #143@(61,22)5%* #146@(61,22)90%* #156@(62,22)* #158@(62,22) #161@(61,22) #162@(61,22) #163@(62,22) #165@(74,19) #166@(76,17)\n  e3 (Rocket Soldier) x3: #147@(62,22)* #149@(62,22) #154@(61,22)67%\n  harv (Ore Truck (harvester)) x2: #132@(100,21) #171@(89,4)\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  - train 1x e3: queued\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Refinery placement initiated. Main force of 10 is advancing west toward likely enemy base (12,16); two reserve riflemen were at (83-85,15) and are now joining them.", "raw": "{\"thoughts\":\"The main force has advanced to the western approach of the likely enemy base, while one rifleman is critically damaged. I will keep the healthy infantry and rockets moving as a grouped attack toward the enemy start, and retreat the wounded unit toward our base.\",\"notes\":\"Western attack group: 8 healthy riflemen plus 3 rocket soldiers are moving toward (12,16). Wounded rifleman #143 is retreating to (95,11). Continue producing infantry when cash becomes available; enemy base remains unconfirmed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[146,156,158,161,162,163,165,166,147,149,154],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[143],\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1750, "completion_tokens": 501, "total_tokens": 2251, "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": 10.61, "thoughts": "The main force has advanced to the western approach of the likely enemy base, while one rifleman is critically damaged. I will keep the healthy infantry and rockets moving as a grouped attack toward the enemy start, and retreat the wounded unit toward our base.", "notes": "Western attack group: 8 healthy riflemen plus 3 rocket soldiers are moving toward (12,16). Wounded rifleman #143 is retreating to (95,11). Continue producing infantry when cash becomes available; enemy base remains unconfirmed.", "commands": [{"do": "attack_move", "units": [146, 156, 158, 161, 162, 163, 165, 166, 147, 149, 154], "x": 12, "y": 16}, {"do": "move", "units": [143], "x": 95, "y": 11}], "feedback": ["attack_move: 11 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1400, "deaths_cost": 500, "units_killed": 8, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 1800, "income": 1775, "experience": 14, "order_count": 48}}
{"tick": 4601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $925 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9100, army $3200, killed $500 (3 units, 0 bldgs), lost $1700 (11 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Infantry: e1 76%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #164@(49,26) #167@(37,26) #168@(34,22) #169@(31,26) #172@(29,25) #173@(28,21) #174@(25,20) #175@(21,22) #176@(18,20) #179@(16,22)\n  harv (Ore Truck (harvester)) x2: #131@(21,11) #152@(23,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 7 units\n  - stance: 10 units\nYOUR NOTES FROM LAST TURN: Forward rifles #155,#157,#160 engage enemy screen around 62,22; trailing infantry advance northeast. Need start weap as soon as total funds reach $2000, then rally and produce Medium Tanks.", "raw": "{\"thoughts\":\"Our economy is still too small for a War Factory, but both harvesters are active and four rifles are queued. Keep the infantry pressure moving toward the likely enemy start while saving income for the factory.\",\"notes\":\"Enemy base still unseen, likely northeast around 95,11. All 10 rifles are advancing in a broad northeast screen; save for weap, then tank production.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"attack_move\",\"units\":[164,167,168,169,172],\"x\":70,\"y\":20},{\"do\":\"attack_move\",\"units\":[173,174,175,176,179],\"x\":60,\"y\":15},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1441, "completion_tokens": 302, "total_tokens": 1743, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1439, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00794805, "upstream_inference_prompt_cost": 0.00396165, "upstream_inference_completions_cost": 0.0039864}, "completion_tokens_details": {"reasoning_tokens": 128, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "Our economy is still too small for a War Factory, but both harvesters are active and four rifles are queued. Keep the infantry pressure moving toward the likely enemy start while saving income for the factory.", "notes": "Enemy base still unseen, likely northeast around 95,11. All 10 rifles are advancing in a broad northeast screen; save for weap, then tank production.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "attack_move", "units": [164, 167, 168, 169, 172], "x": 70, "y": 20}, {"do": "attack_move", "units": [173, 174, 175, 176, 179], "x": 60, "y": 15}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 5 units", "attack_move: 5 units", "stance: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 500, "deaths_cost": 1700, "units_killed": 3, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1000, "income": 2725, "experience": 5, "order_count": 36}}
{"tick": 4601, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $317 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $10500, army $4100, killed $1700 (11 units, 0 bldgs), lost $500 (3 units, 0 bldgs). Map explored 14.3%.\nPRODUCTION: Building: tent 17%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e3 24%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #143@(69,15)5% #146@(62,27)90% #156@(60,28)25% #158@(60,27)96% #161@(62,27) #162@(62,27) #163@(61,27) #165@(66,24) #166@(69,24) #180@(91,15)\n  e3 (Rocket Soldier) x3: #147@(61,27)96% #149@(61,27)88% #154@(62,27)67%\n  harv (Ore Truck (harvester)) x2: #132@(97,15) #171@(91,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Western attack group: 8 healthy riflemen plus 3 rocket soldiers are moving toward (12,16). Wounded rifleman #143 is retreating to (95,11). Continue producing infantry when cash becomes available; enemy base remains unconfirmed.", "raw": "{\"thoughts\":\"The main western attack group is healthy and already advancing on the likely enemy base, while the severely wounded rifleman is retreating. Base power has a 100-unit surplus; queue another power plant and refinery to reinforce capacity and income without interrupting current construction.\",\"notes\":\"Western attack group under way toward (12,16); no enemy units or structures currently visible. Keep #143 retreating to base. Production queues contain substantial infantry and several structures.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[146,147,149,154,156,158,161,162,163,165,166],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[143],\"x\":95,\"y\":11},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"stance\",\"units\":[146,147,149,154,156,158,161,162,163,165,166],\"stance\":\"attack_anything\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1744, "completion_tokens": 485, "total_tokens": 2229, "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": 14.95, "thoughts": "The main western attack group is healthy and already advancing on the likely enemy base, while the severely wounded rifleman is retreating. Base power has a 100-unit surplus; queue another power plant and refinery to reinforce capacity and income without interrupting current construction.", "notes": "Western attack group under way toward (12,16); no enemy units or structures currently visible. Keep #143 retreating to base. Production queues contain substantial infantry and several structures.", "commands": [{"do": "attack_move", "units": [146, 147, 149, 154, 156, 158, 161, 162, 163, 165, 166], "x": 12, "y": 16}, {"do": "move", "units": [143], "x": 95, "y": 11}, {"do": "build", "item": "powr"}, {"do": "build", "item": "proc"}, {"do": "stance", "units": [146, 147, 149, 154, 156, 158, 161, 162, 163, 165, 166], "stance": "attack_anything"}], "feedback": ["attack_move: 11 units", "move: 1 units", "build powr: started", "build proc: started", "stance: 11 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1700, "deaths_cost": 500, "units_killed": 11, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 1900, "income": 2275, "experience": 17, "order_count": 48}}
{"tick": 4801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1100 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3500, killed $500 (3 units, 0 bldgs), lost $1800 (12 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: all queues idle\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #167@(48,26) #168@(44,24) #169@(41,24) #172@(39,25) #173@(37,24) #174@(34,24) #175@(30,24) #176@(26,25) #179@(24,24) #181@(21,22) #182@(19,20) #183@(16,22) #185@(14,21)\n  harv (Ore Truck (harvester)) x2: #131@(19,19) #152@(31,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - attack_move: 5 units\n  - stance: 10 units\nYOUR NOTES FROM LAST TURN: Enemy base still unseen, likely northeast around 95,11. All 10 rifles are advancing in a broad northeast screen; save for weap, then tank production.", "raw": "{\"thoughts\":\"Our rifle screen is advancing but no enemy has been spotted yet. Keep scouting toward the likely northeast base while saving all income for a War Factory.\",\"notes\":\"Enemy likely at northeast start around 95,11; rifle scouts continue east/northeast. Save for War Factory, then produce Medium Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[167,168,169,172,173,174,175,176,179,181,182,183,185],\"x\":88,\"y\":12},{\"do\":\"train\",\"item\":\"e1\",\"count\":1},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1430, "completion_tokens": 214, "total_tokens": 1644, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1428, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0067562, "upstream_inference_prompt_cost": 0.0039314, "upstream_inference_completions_cost": 0.0028248}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "Our rifle screen is advancing but no enemy has been spotted yet. Keep scouting toward the likely northeast base while saving all income for a War Factory.", "notes": "Enemy likely at northeast start around 95,11; rifle scouts continue east/northeast. Save for War Factory, then produce Medium Tanks.", "commands": [{"do": "attack_move", "units": [167, 168, 169, 172, 173, 174, 175, 176, 179, 181, 182, 183, 185], "x": 88, "y": 12}, {"do": "train", "item": "e1", "count": 1}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 13 units", "train 1x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 500, "deaths_cost": 1800, "units_killed": 3, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1300, "income": 3225, "experience": 5, "order_count": 36}}
{"tick": 4801, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $333 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $10800, army $4400, killed $1800 (12 units, 0 bldgs), lost $500 (3 units, 0 bldgs). Map explored 16%.\nPRODUCTION: Building: tent 62%; Building: proc 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 33%; 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%\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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #143@(78,9)5% #146@(53,28)90% #156@(53,27)23% #158@(53,27)53% #161@(53,28) #162@(53,28) #163@(53,27)97% #165@(57,28) #166@(60,27) #180@(81,15)\n  e3 (Rocket Soldier) x4: #147@(54,28)96% #149@(53,28)88% #154@(55,28)67% #184@(92,15)\n  harv (Ore Truck (harvester)) x2: #132@(103,24) #171@(96,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - move: 1 units\n  - build powr: started\n  - build proc: started\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Western attack group under way toward (12,16); no enemy units or structures currently visible. Keep #143 retreating to base. Production queues contain substantial infantry and several structures.", "raw": "{\"thoughts\":\"Your western attack group is advancing through open ground toward the likely enemy base, but no targets are visible yet. Keep the bulk of the force moving west while withdrawing the critically damaged rifleman to the base for repair.\",\"notes\":\"Western force excluding #143 is attacking toward (12,16). #143 at 5% HP is retreating to the construction yard. No enemy units or buildings are currently visible; production queues remain active.\",\"commands\":[{\"do\":\"move\",\"units\":[143],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[146,147,149,154,156,158,161,162,163,165,166,180,184],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[146,147,149,154,156,158,161,162,163,165,166,180,184],\"stance\":\"attack_anything\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1765, "completion_tokens": 530, "total_tokens": 2295, "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": 8.74, "thoughts": "Your western attack group is advancing through open ground toward the likely enemy base, but no targets are visible yet. Keep the bulk of the force moving west while withdrawing the critically damaged rifleman to the base for repair.", "notes": "Western force excluding #143 is attacking toward (12,16). #143 at 5% HP is retreating to the construction yard. No enemy units or buildings are currently visible; production queues remain active.", "commands": [{"do": "move", "units": [143], "x": 95, "y": 11}, {"do": "attack_move", "units": [146, 147, 149, 154, 156, 158, 161, 162, 163, 165, 166, 180, 184], "x": 12, "y": 16}, {"do": "stance", "units": [146, 147, 149, 154, 156, 158, 161, 162, 163, 165, 166, 180, 184], "stance": "attack_anything"}], "feedback": ["move: 1 units", "attack_move: 13 units", "stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1800, "deaths_cost": 500, "units_killed": 12, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 2200, "income": 2775, "experience": 18, "order_count": 50}}
{"tick": 5001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1000 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9100, army $3200, killed $700 (5 units, 0 bldgs), lost $2200 (16 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: all queues idle\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #173@(45,24)52% #174@(44,24) #175@(41,24) #176@(37,24) #179@(34,24) #181@(31,24) #182@(28,24) #183@(25,24) #185@(22,23) #187@(19,20)\n  harv (Ore Truck (harvester)) x2: #131@(21,7) #152@(26,21)\nVISIBLE ENEMY UNITS (3):\n  #154 e3@(48,25) 3%, #161 e1@(48,26) 84%, #163 e1@(48,25) 51%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - train 1x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at northeast start around 95,11; rifle scouts continue east/northeast. Save for War Factory, then produce Medium Tanks.", "raw": "{\"thoughts\":\"Our rifle scout has encountered a small enemy infantry screen east of base. Eliminate it while continuing the push northeast; spend available ore on rifle reinforcements toward a critical mass for the eventual War Factory transition.\",\"notes\":\"Enemy infantry contact at 48,25; enemy base still expected near 95,11. Rifle column advancing east, 2 harvesters active; need accumulate for War Factory.\",\"commands\":[{\"do\":\"attack\",\"units\":[173,174,175,176,179,181,182,183,185,187],\"target\":161},{\"do\":\"attack_move\",\"units\":[173,174,175,176,179,181,182,183,185,187],\"x\":65,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":133,\"x\":50,\"y\":24},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1434, "completion_tokens": 333, "total_tokens": 1767, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1432, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008338, "upstream_inference_prompt_cost": 0.0039424, "upstream_inference_completions_cost": 0.0043956}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.21, "thoughts": "Our rifle scout has encountered a small enemy infantry screen east of base. Eliminate it while continuing the push northeast; spend available ore on rifle reinforcements toward a critical mass for the eventual War Factory transition.", "notes": "Enemy infantry contact at 48,25; enemy base still expected near 95,11. Rifle column advancing east, 2 harvesters active; need accumulate for War Factory.", "commands": [{"do": "attack", "units": [173, 174, 175, 176, 179, 181, 182, 183, 185, 187], "target": 161}, {"do": "attack_move", "units": [173, 174, 175, 176, 179, 181, 182, 183, 185, 187], "x": 65, "y": 20}, {"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 133, "x": 50, "y": 24}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack: 10 units", "attack_move: 10 units", "train 10x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 700, "deaths_cost": 2200, "units_killed": 5, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1000, "income": 3225, "experience": 7, "order_count": 37}}
{"tick": 5001, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $10800, army $4400, killed $2200 (16 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 17.1%.\nPRODUCTION: Building: tent 93%; Building: proc 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 11%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #143@(89,8)5% #158@(49,27)51% #161@(48,26)84% #162@(49,26) #163@(48,25)51% #165@(49,27) #166@(49,28) #180@(73,20) #186@(84,15) #188@(87,15)\n  e3 (Rocket Soldier) x4: #147@(49,27)94% #149@(49,26)68% #154@(48,25)3% #184@(82,15)\n  harv (Ore Truck (harvester)) x2: #132@(99,19) #171@(88,3)\nVISIBLE ENEMY UNITS (1):\n  #173 e1@(45,24) 52%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 13 units\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Western force excluding #143 is attacking toward (12,16). #143 at 5% HP is retreating to the construction yard. No enemy units or buildings are currently visible; production queues remain active.", "raw": "{\"thoughts\":\"The western strike force is advancing through the center while the construction and infantry queues continue. No enemy base is visible yet, so consolidate the surviving scout near the route and direct new infantry toward the front.\",\"notes\":\"Main western group is attacking toward (12,16). #143 is critically damaged and retreating home. Enemy scout #173 was last seen near (45,24); enemy base location remains unconfirmed.\",\"commands\":[{\"do\":\"move\",\"units\":[143],\"x\":94,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":25},{\"do\":\"rally\",\"building\":144,\"x\":45,\"y\":25},{\"do\":\"stance\",\"units\":[184,186,188],\"stance\":\"return_fire\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1752, "completion_tokens": 315, "total_tokens": 2067, "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 western strike force is advancing through the center while the construction and infantry queues continue. No enemy base is visible yet, so consolidate the surviving scout near the route and direct new infantry toward the front.", "notes": "Main western group is attacking toward (12,16). #143 is critically damaged and retreating home. Enemy scout #173 was last seen near (45,24); enemy base location remains unconfirmed.", "commands": [{"do": "move", "units": [143], "x": 94, "y": 11}, {"do": "rally", "building": 134, "x": 45, "y": 25}, {"do": "rally", "building": 144, "x": 45, "y": 25}, {"do": "stance", "units": [184, 186, 188], "stance": "return_fire"}], "feedback": ["move: 1 units", "rally #134: ordered", "rally #144: ordered", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 2200, "deaths_cost": 700, "units_killed": 16, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 2200, "income": 2775, "experience": 22, "order_count": 50}}
{"tick": 5201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1180 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $8900, army $3000, killed $1200 (8 units, 0 bldgs), lost $2700 (21 units, 0 bldgs). Map explored 16.4%.\nPRODUCTION: Infantry: e1 21%; Infantry: e1 0%; Infantry: e1 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #181@(41,22) #182@(38,24) #183@(34,26) #185@(32,23) #187@(29,21) #189@(19,20) #190@(17,21) #192@(14,22)\n  harv (Ore Truck (harvester)) x2: #131@(22,10) #152@(20,20)\nVISIBLE ENEMY UNITS (1):\n  #165 e1@(44,24) 39%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack_move: 10 units\n  - train 10x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry contact at 48,25; enemy base still expected near 95,11. Rifle column advancing east, 2 harvesters active; need accumulate for War Factory.", "raw": "{\"thoughts\":\"Our rifle force has pushed well beyond the base and found enemy infantry, while both refineries are sustaining income. Keep the queued infantry flowing and press east toward the expected enemy base until funds allow a War Factory.\",\"notes\":\"Rifles advancing from x14-41 toward enemy start (95,11); visible damaged enemy rifle #165 at 44,24. Two harvesters active; save incoming funds for War Factory.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":165},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":21}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1463, "completion_tokens": 258, "total_tokens": 1721, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1461, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00742775, "upstream_inference_prompt_cost": 0.00402215, "upstream_inference_completions_cost": 0.0034056}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.17, "thoughts": "Our rifle force has pushed well beyond the base and found enemy infantry, while both refineries are sustaining income. Keep the queued infantry flowing and press east toward the expected enemy base until funds allow a War Factory.", "notes": "Rifles advancing from x14-41 toward enemy start (95,11); visible damaged enemy rifle #165 at 44,24. Two harvesters active; save incoming funds for War Factory.", "commands": [{"do": "attack", "units": "all_army", "target": 165}, {"do": "attack_move", "units": "all_army", "x": 70, "y": 18}, {"do": "rally", "building": 133, "x": 55, "y": 21}], "feedback": ["attack: 8 units", "attack_move: 8 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 1200, "deaths_cost": 2700, "units_killed": 8, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 800, "income": 3725, "experience": 12, "order_count": 47}}
{"tick": 5201, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $310 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $10400, army $4000, killed $2700 (21 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 18.3%.\nPRODUCTION: Building: tent READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #143@(93,12)5%* #158@(45,24)51% #162@(45,23) #165@(44,24)39% #166@(43,26) #180@(64,25) #186@(75,15) #188@(77,15) #191@(91,16)\n  e3 (Rocket Soldier) x3: #147@(45,24)94% #149@(45,23)61% #184@(74,19)\n  harv (Ore Truck (harvester)) x2: #132@(98,17) #171@(89,7)\nVISIBLE ENEMY UNITS (1):\n  #181 e1@(41,22) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #134: ordered\n  - rally #144: ordered\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Main western group is attacking toward (12,16). #143 is critically damaged and retreating home. Enemy scout #173 was last seen near (45,24); enemy base location remains unconfirmed.", "raw": "{\"thoughts\":\"The ready barracks should be placed immediately to resume production. The western rifle-rocket group is healthy enough to continue toward the likely enemy start, while the smaller eastern group can join the same push; the nearly dead rifle infantry remains home as a defender.\",\"notes\":\"Main attack groups are moving west on (12,16). Enemy scout #181 was near (41,22), with no enemy structures yet visible. Ready barracks was ordered to placement; cash is currently zero.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"attack_move\",\"units\":[158,162,165,166,147,149],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[180,184,186,188],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[143],\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1737, "completion_tokens": 468, "total_tokens": 2205, "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": 10.11, "thoughts": "The ready barracks should be placed immediately to resume production. The western rifle-rocket group is healthy enough to continue toward the likely enemy start, while the smaller eastern group can join the same push; the nearly dead rifle infantry remains home as a defender.", "notes": "Main attack groups are moving west on (12,16). Enemy scout #181 was near (41,22), with no enemy structures yet visible. Ready barracks was ordered to placement; cash is currently zero.", "commands": [{"do": "place", "item": "tent"}, {"do": "attack_move", "units": [158, 162, 165, 166, 147, 149], "x": 12, "y": 16}, {"do": "attack_move", "units": [180, 184, 186, 188], "x": 12, "y": 16}, {"do": "move", "units": [143], "x": 95, "y": 11}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 6 units", "attack_move: 4 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 2700, "deaths_cost": 1200, "units_killed": 21, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 1800, "income": 3275, "experience": 27, "order_count": 50}}
{"tick": 5401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1351 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $8800, army $2900, killed $1300 (9 units, 0 bldgs), lost $3100 (25 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Infantry: e1 50%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #187@(38,24)54% #189@(28,24) #190@(25,25) #192@(22,23) #195@(20,21) #197@(17,21) #198@(15,21)\n  harv (Ore Truck (harvester)) x2: #131@(19,19) #152@(28,28)\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(41,23) 83%, #165 e1@(41,23) 3%, #166 e1@(41,25) 55%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 8 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Rifles advancing from x14-41 toward enemy start (95,11); visible damaged enemy rifle #165 at 44,24. Two harvesters active; save incoming funds for War Factory.", "raw": "{\"thoughts\":\"Our rifle group is engaging enemy scouts while income converts from stored ore. Keep the infantry advancing and prioritize the exposed rocket soldier; save for a War Factory immediately.\",\"notes\":\"Rifles are around x15-38 advancing east; enemy e3 #147 and rifles at x41. Need build weap as soon as cash reaches $2000, then produce mediums and scout enemy base at (95,11).\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":147},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":60,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1454, "completion_tokens": 280, "total_tokens": 1734, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1452, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076934, "upstream_inference_prompt_cost": 0.0039974, "upstream_inference_completions_cost": 0.003696}, "completion_tokens_details": {"reasoning_tokens": 132, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.24, "thoughts": "Our rifle group is engaging enemy scouts while income converts from stored ore. Keep the infantry advancing and prioritize the exposed rocket soldier; save for a War Factory immediately.", "notes": "Rifles are around x15-38 advancing east; enemy e3 #147 and rifles at x41. Need build weap as soon as cash reaches $2000, then produce mediums and scout enemy base at (95,11).", "commands": [{"do": "attack", "units": "all_army", "target": 147}, {"do": "attack_move", "units": "all_army", "x": 60, "y": 20}, {"do": "rally", "building": 133, "x": 60, "y": 20}], "feedback": ["attack: 7 units", "attack_move: 7 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 1300, "deaths_cost": 3100, "units_killed": 9, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 700, "income": 3725, "experience": 13, "order_count": 47}}
{"tick": 5401, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $152 (storage 4000), power 200 made / 120 used, harvesters 2.\nSCORE: assets $11000, army $4100, killed $3100 (25 units, 0 bldgs), lost $1300 (9 units, 0 bldgs). Map explored 19.6%.\nPRODUCTION: Building: proc 10%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 60%; 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #143@(91,10)5%* #162@(39,17) #165@(41,23)3% #166@(41,25)55% #180@(55,28) #186@(67,23) #188@(69,22) #191@(82,15) #194@(91,9)* #196@(87,17)\n  e3 (Rocket Soldier) x3: #147@(41,23)83% #149@(39,17)11% #184@(66,24)\n  harv (Ore Truck (harvester)) x2: #132@(103,24) #171@(97,8)\nVISIBLE ENEMY UNITS (1):\n  #187 e1@(38,24) 54%\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  - attack_move: 6 units\n  - attack_move: 4 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Main attack groups are moving west on (12,16). Enemy scout #181 was near (41,22), with no enemy structures yet visible. Ready barracks was ordered to placement; cash is currently zero.", "raw": "{\"thoughts\":\"The first refinery is nearly complete, but several unnecessary refineries and a power plant are queued behind it. The western infantry groups have not yet located enemy structures, so consolidate them on the scout corridor and continue toward the likely enemy base.\",\"notes\":\"Cancel excess economy buildup after preserving the nearly finished refinery. Main force is advancing through (38,24) toward enemy start (12,16); one rifle unit remains badly damaged near home.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"proc\"},{\"do\":\"cancel\",\"item\":\"proc\"},{\"do\":\"cancel\",\"item\":\"proc\"},{\"do\":\"cancel\",\"item\":\"proc\"},{\"do\":\"cancel\",\"item\":\"proc\"},{\"do\":\"cancel\",\"item\":\"proc\"},{\"do\":\"cancel\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":38,\"y\":24},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1747, "completion_tokens": 697, "total_tokens": 2444, "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": 14.83, "thoughts": "The first refinery is nearly complete, but several unnecessary refineries and a power plant are queued behind it. The western infantry groups have not yet located enemy structures, so consolidate them on the scout corridor and continue toward the likely enemy base.", "notes": "Cancel excess economy buildup after preserving the nearly finished refinery. Main force is advancing through (38,24) toward enemy start (12,16); one rifle unit remains badly damaged near home.", "commands": [{"do": "cancel", "item": "proc"}, {"do": "cancel", "item": "proc"}, {"do": "cancel", "item": "proc"}, {"do": "cancel", "item": "proc"}, {"do": "cancel", "item": "proc"}, {"do": "cancel", "item": "proc"}, {"do": "cancel", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 38, "y": 24}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 13 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 3100, "deaths_cost": 1300, "units_killed": 25, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 1900, "income": 2925, "experience": 31, "order_count": 51}}
{"tick": 5601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1023 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $8900, army $3000, killed $1400 (10 units, 0 bldgs), lost $3300 (27 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Infantry: e1 78%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #190@(35,25)48% #192@(33,24) #195@(30,21) #197@(26,25) #198@(23,24) #200@(21,21) #201@(18,20) #202@(15,21)\n  harv (Ore Truck (harvester)) x2: #131@(23,8) #152@(26,24)\nVISIBLE ENEMY UNITS (4):\n  #147 e3@(38,24) 49%, #149 e3@(38,23) 11%, #162 e1@(38,23) 54%, #166 e1@(38,24) 55%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 7 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Rifles are around x15-38 advancing east; enemy e3 #147 and rifles at x41. Need build weap as soon as cash reaches $2000, then produce mediums and scout enemy base at (95,11).", "raw": "{\"thoughts\":\"Our rifle screen is engaging a small exposed enemy group east of the base. Keep infantry pressure and production queued while income accumulates toward the War Factory.\",\"notes\":\"Rifle force advancing east through x38; enemy infantry/rockets currently at x38,24. Save for weap at $2000, then medium tanks and push toward enemy start 95,11.\",\"commands\":[{\"do\":\"attack\",\"units\":[190,192,195,197,198,200,201,202],\"target\":147},{\"do\":\"attack_move\",\"units\":[190,192,195,197,198,200,201,202],\"x\":48,\"y\":22},{\"do\":\"train\",\"item\":\"e1\",\"count\":8},{\"do\":\"rally\",\"building\":133,\"x\":35,\"y\":23}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1460, "completion_tokens": 337, "total_tokens": 1797, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1458, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0084623, "upstream_inference_prompt_cost": 0.0040139, "upstream_inference_completions_cost": 0.0044484}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.43, "thoughts": "Our rifle screen is engaging a small exposed enemy group east of the base. Keep infantry pressure and production queued while income accumulates toward the War Factory.", "notes": "Rifle force advancing east through x38; enemy infantry/rockets currently at x38,24. Save for weap at $2000, then medium tanks and push toward enemy start 95,11.", "commands": [{"do": "attack", "units": [190, 192, 195, 197, 198, 200, 201, 202], "target": 147}, {"do": "attack_move", "units": [190, 192, 195, 197, 198, 200, 201, 202], "x": 48, "y": 22}, {"do": "train", "item": "e1", "count": 8}, {"do": "rally", "building": 133, "x": 35, "y": 23}], "feedback": ["attack: 8 units", "attack_move: 8 units", "train 8x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 1400, "deaths_cost": 3300, "units_killed": 10, "units_lost": 27, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 800, "income": 3725, "experience": 14, "order_count": 47}}
{"tick": 5601, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 200 made / 120 used, harvesters 2.\nSCORE: assets $11000, army $4100, killed $3300 (27 units, 0 bldgs), lost $1400 (10 units, 0 bldgs). Map explored 20.4%.\nPRODUCTION: Building: powr 58%; Building: weap 0%; Building: powr 0%; Infantry: e3 67%; 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #143@(81,10)5% #162@(38,23)54% #166@(38,24)55% #180@(45,26) #186@(59,28) #188@(61,27) #191@(74,19) #194@(83,14) #196@(78,15) #199@(91,9)*\n  e3 (Rocket Soldier) x3: #147@(38,24)49% #149@(38,23)11% #184@(57,28)\n  harv (Ore Truck (harvester)) x2: #132@(97,20) #171@(87,5)\nVISIBLE ENEMY UNITS (1):\n  #190 e1@(35,25) 48%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\nYOUR NOTES FROM LAST TURN: Cancel excess economy buildup after preserving the nearly finished refinery. Main force is advancing through (38,24) toward enemy start (12,16); one rifle unit remains badly damaged near home.", "raw": "{\"thoughts\":\"Your main force is already advancing through the western approach with only one enemy rifle unit visible, while the base has substantial production infrastructure and a nearly complete refinery. Continue the assault toward the likely enemy start and bring the idle rifle unit forward.\",\"notes\":\"Main force of 13 combat units is moving through (38,24) toward enemy start (12,16); idle rifle unit #199 remains near the base. Nearly finished refinery and rocket soldier production should be preserved.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":20,\"y\":20}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1663, "completion_tokens": 400, "total_tokens": 2063, "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": 14.01, "thoughts": "Your main force is already advancing through the western approach with only one enemy rifle unit visible, while the base has substantial production infrastructure and a nearly complete refinery. Continue the assault toward the likely enemy start and bring the idle rifle unit forward.", "notes": "Main force of 13 combat units is moving through (38,24) toward enemy start (12,16); idle rifle unit #199 remains near the base. Nearly finished refinery and rocket soldier production should be preserved.", "commands": [{"do": "attack_move", "units": "all_army", "x": 20, "y": 20}], "feedback": ["attack_move: 13 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 3300, "deaths_cost": 1400, "units_killed": 27, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 1900, "income": 3075, "experience": 33, "order_count": 58}}
{"tick": 5801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1196 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9200, army $3300, killed $2300 (15 units, 0 bldgs), lost $3400 (28 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Infantry: e1 5%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #192@(35,24)46% #195@(36,21)52% #197@(35,22) #198@(33,22) #200@(31,21) #201@(29,20) #202@(25,21) #203@(21,22) #204@(19,20) #205@(16,22) #207@(14,21)\n  harv (Ore Truck (harvester)) x2: #131@(22,9) #152@(19,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 8 units\n  - train 8x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Rifle force advancing east through x38; enemy infantry/rockets currently at x38,24. Save for weap at $2000, then medium tanks and push toward enemy start 95,11.", "raw": "{\"thoughts\":\"Our rifle force has cleared the immediate contact and should continue toward the likely enemy base while the queued infantry replenish it. We need bank income for a War Factory, so no unnecessary spending until $2000 is available.\",\"notes\":\"Rifles advancing east/northeast toward enemy start (95,11); two refineries and harvesters active. Build War Factory immediately once cash reaches $2000, then produce Medium Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1470, "completion_tokens": 225, "total_tokens": 1695, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1468, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0070114, "upstream_inference_prompt_cost": 0.0040414, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Our rifle force has cleared the immediate contact and should continue toward the likely enemy base while the queued infantry replenish it. We need bank income for a War Factory, so no unnecessary spending until $2000 is available.", "notes": "Rifles advancing east/northeast toward enemy start (95,11); two refineries and harvesters active. Build War Factory immediately once cash reaches $2000, then produce Medium Tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 70, "y": 16}], "feedback": ["attack_move: 11 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 2300, "deaths_cost": 3400, "units_killed": 15, "units_lost": 28, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1100, "income": 4225, "experience": 23, "order_count": 55}}
{"tick": 5801, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $206 (storage 4000), power 200 made / 120 used, harvesters 2.\nSCORE: assets $10400, army $3500, killed $3400 (28 units, 0 bldgs), lost $2300 (15 units, 0 bldgs). Map explored 20.5%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: powr 0%; Infantry: e1 71%; 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #143@(73,17)5% #186@(48,28) #188@(51,28) #191@(65,24) #194@(74,19) #196@(70,23) #199@(83,14)\n  e3 (Rocket Soldier) x2: #184@(46,28) #206@(93,9)\n  harv (Ore Truck (harvester)) x2: #132@(98,17) #171@(91,8)\nVISIBLE ENEMY UNITS (1):\n  #192 e1@(35,24) 46%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\nYOUR NOTES FROM LAST TURN: Main force of 13 combat units is moving through (38,24) toward enemy start (12,16); idle rifle unit #199 remains near the base. Nearly finished refinery and rocket soldier production should be preserved.", "raw": "{\"thoughts\":\"The main combat group is advancing through the enemy approach, while one rifleman is nearly destroyed and should fall back. Place the ready power plant and continue infrastructure with a War Factory and another refinery.\",\"notes\":\"Main attack group: #184,#186,#188,#191,#194,#196 attacking toward (12,16). #143 retreating to base. #199 and #206 defend near base. Two refineries operational; two rifleman productions and a rocket soldier are queued.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"move\",\"units\":[143],\"x\":91,\"y\":11},{\"do\":\"attack_move\",\"units\":[184,186,188,191,194,196],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[199,206],\"stance\":\"defend\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1628, "completion_tokens": 406, "total_tokens": 2034, "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": 10.24, "thoughts": "The main combat group is advancing through the enemy approach, while one rifleman is nearly destroyed and should fall back. Place the ready power plant and continue infrastructure with a War Factory and another refinery.", "notes": "Main attack group: #184,#186,#188,#191,#194,#196 attacking toward (12,16). #143 retreating to base. #199 and #206 defend near base. Two refineries operational; two rifleman productions and a rocket soldier are queued.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "move", "units": [143], "x": 91, "y": 11}, {"do": "attack_move", "units": [184, 186, 188, 191, 194, 196], "x": 12, "y": 16}, {"do": "stance", "units": [199, 206], "stance": "defend"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "build proc: started", "move: 1 units", "attack_move: 6 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 3400, "deaths_cost": 2300, "units_killed": 28, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 1300, "income": 3575, "experience": 34, "order_count": 58}}
{"tick": 6001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $868 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3500, killed $2700 (17 units, 0 bldgs), lost $3500 (29 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Infantry: e1 33%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #192@(40,24)40% #197@(40,24)57% #198@(40,24)91% #200@(39,24) #201@(38,24) #202@(34,24) #203@(31,24) #204@(27,24) #205@(24,24) #207@(22,23) #210@(20,21) #211@(17,21) #212@(14,22)\n  harv (Ore Truck (harvester)) x2: #131@(19,19) #152@(29,27)\nVISIBLE ENEMY UNITS (1):\n  #188 e1@(44,24) 6%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Rifles advancing east/northeast toward enemy start (95,11); two refineries and harvesters active. Build War Factory immediately once cash reaches $2000, then produce Medium Tanks.", "raw": "{\"thoughts\":\"Our rifle force is advancing but is fragile; keep it moving toward the likely enemy base while income from two refineries builds toward a War Factory. Continue infantry production and rally reinforcements east.\",\"notes\":\"Rifle column at x14-40,y21-24 advancing toward enemy start (95,11). Need save for War Factory at $2000, then Medium Tanks; enemy scout rifle at (44,24).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[192,197,198,200,201,202,203,204,205,207,210,211,212],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":22},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1452, "completion_tokens": 293, "total_tokens": 1745, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1450, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078595, "upstream_inference_prompt_cost": 0.0039919, "upstream_inference_completions_cost": 0.0038676}, "completion_tokens_details": {"reasoning_tokens": 91, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.42, "thoughts": "Our rifle force is advancing but is fragile; keep it moving toward the likely enemy base while income from two refineries builds toward a War Factory. Continue infantry production and rally reinforcements east.", "notes": "Rifle column at x14-40,y21-24 advancing toward enemy start (95,11). Need save for War Factory at $2000, then Medium Tanks; enemy scout rifle at (44,24).", "commands": [{"do": "attack_move", "units": [192, 197, 198, 200, 201, 202, 203, 204, 205, 207, 210, 211, 212], "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 45, "y": 22}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 13 units", "train 5x e1: queued", "train 2x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 2700, "deaths_cost": 3500, "units_killed": 17, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1300, "income": 4150, "experience": 27, "order_count": 55}}
{"tick": 6001, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $239 (storage 4000), power 300 made / 120 used, harvesters 2.\nSCORE: assets $10500, army $3300, killed $3500 (29 units, 0 bldgs), lost $2700 (17 units, 0 bldgs). Map explored 20.7%.\nPRODUCTION: Building: proc 7%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 13%; 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #143@(82,14)5% #188@(44,24)6% #191@(57,28) #194@(66,24) #196@(61,27) #199@(74,19) #209@(97,9)* #213@(92,8)\n  e3 (Rocket Soldier) x1: #206@(98,9)*\n  harv (Ore Truck (harvester)) x2: #132@(100,25) #171@(97,8)\nVISIBLE ENEMY UNITS (3):\n  #192 e1@(40,24) 40%, #197 e1@(40,24) 57%, #198 e1@(40,24) 91%\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 weap: started\n  - build proc: started\n  - move: 1 units\n  - attack_move: 6 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Main attack group: #184,#186,#188,#191,#194,#196 attacking toward (12,16). #143 retreating to base. #199 and #206 defend near base. Two refineries operational; two rifleman productions and a rocket soldier are queued.", "raw": "{\"thoughts\":\"Two refineries are operating, but our surviving riflemen are scattered and we have no combat vehicles in the field. Queue another refinery for a third harvester, add rocket infantry for armor capability, and continue reinforcing the existing western attack while the War Factories build.\",\"notes\":\"Western attack group (#188,#191,#194,#196,#199, with others previously assigned) continues toward enemy start (12,16). Base defenders #209 and rocket soldier #206 remain near (92-98,8-9). Build queue: proc; several barracks/weapon factory queues active.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1713, "completion_tokens": 540, "total_tokens": 2253, "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": 15.9, "thoughts": "Two refineries are operating, but our surviving riflemen are scattered and we have no combat vehicles in the field. Queue another refinery for a third harvester, add rocket infantry for armor capability, and continue reinforcing the existing western attack while the War Factories build.", "notes": "Western attack group (#188,#191,#194,#196,#199, with others previously assigned) continues toward enemy start (12,16). Base defenders #209 and rocket soldier #206 remain near (92-98,8-9). Build queue: proc; several barracks/weapon factory queues active.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["build proc: started", "train 2x e3: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 3500, "deaths_cost": 2700, "units_killed": 29, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 1100, "income": 3325, "experience": 35, "order_count": 61}}
{"tick": 6201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1036 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9500, army $3600, killed $2900 (19 units, 0 bldgs), lost $3500 (29 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Infantry: e3 88%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #192@(48,25)36% #197@(48,25)28% #198@(48,25)86% #200@(47,25)95% #201@(48,25) #202@(45,24) #203@(42,24) #204@(38,24) #205@(34,24) #207@(32,24) #210@(29,24) #211@(25,25) #212@(23,24) #215@(20,21)\n  harv (Ore Truck (harvester)) x2: #131@(21,11) #152@(29,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Rifle column at x14-40,y21-24 advancing toward enemy start (95,11). Need save for War Factory at $2000, then Medium Tanks; enemy scout rifle at (44,24).", "raw": "{\"thoughts\":\"Our rifle column is advancing unopposed toward the likely enemy base while income converts stored ore into cash. Keep the barracks producing and save for a War Factory so we can transition into Medium Tanks.\",\"notes\":\"Rifle force advancing from (48,25) toward likely enemy start (95,11); no enemy currently visible. Save $2000 for War Factory, then produce Medium Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1520, "completion_tokens": 247, "total_tokens": 1767, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1518, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074393, "upstream_inference_prompt_cost": 0.0041789, "upstream_inference_completions_cost": 0.0032604}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "Our rifle column is advancing unopposed toward the likely enemy base while income converts stored ore into cash. Keep the barracks producing and save for a War Factory so we can transition into Medium Tanks.", "notes": "Rifle force advancing from (48,25) toward likely enemy start (95,11); no enemy currently visible. Save $2000 for War Factory, then produce Medium Tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 70, "y": 18}], "feedback": ["attack_move: 14 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 2900, "deaths_cost": 3500, "units_killed": 19, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1400, "income": 4500, "experience": 29, "order_count": 62}}
{"tick": 6201, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 300 made / 120 used, harvesters 2.\nSCORE: assets $10500, army $3300, killed $3500 (29 units, 0 bldgs), lost $2900 (19 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Building: proc 21%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 75%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #143@(91,12)5%* #194@(57,28) #196@(52,27) #199@(66,23) #209@(97,9)* #213@(91,8)* #214@(92,9)* #216@(93,9)*\n  e3 (Rocket Soldier) x1: #206@(98,9)*\n  harv (Ore Truck (harvester)) x2: #132@(97,21) #171@(91,5)\nVISIBLE ENEMY UNITS (4):\n  #192 e1@(48,25) 36%, #197 e1@(48,25) 28%, #198 e1@(48,25) 86%, #201 e1@(48,25) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 2x e3: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Western attack group (#188,#191,#194,#196,#199, with others previously assigned) continues toward enemy start (12,16). Base defenders #209 and rocket soldier #206 remain near (92-98,8-9). Build queue: proc; several barracks/weapon factory queues active.", "raw": "{\"thoughts\":\"The western rifle group is the only mobile force near the enemy, while four enemy infantry are massed at (48,25). I will push that group onto the enemy cluster and keep the base defenders in place, while continuing rocket production and ensuring both harvesters are mining.\",\"notes\":\"Western attack group (#194,#196,#199) is moving toward enemy infantry at (48,25). Base defenders #209 and #206 remain near the Construction Yard. Build queue has refineries pending; barracks are producing infantry and queued rocket soldiers.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[194,196,199],\"x\":48,\"y\":25},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1744, "completion_tokens": 561, "total_tokens": 2305, "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": 14.21, "thoughts": "The western rifle group is the only mobile force near the enemy, while four enemy infantry are massed at (48,25). I will push that group onto the enemy cluster and keep the base defenders in place, while continuing rocket production and ensuring both harvesters are mining.", "notes": "Western attack group (#194,#196,#199) is moving toward enemy infantry at (48,25). Base defenders #209 and #206 remain near the Construction Yard. Build queue has refineries pending; barracks are producing infantry and queued rocket soldiers.", "commands": [{"do": "attack_move", "units": [194, 196, 199], "x": 48, "y": 25}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 3 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 3500, "deaths_cost": 2900, "units_killed": 29, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 1100, "income": 3575, "experience": 35, "order_count": 69}}
{"tick": 6401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $705 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9700, army $3800, killed $3200 (22 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Infantry: e3 98%; Infantry: e1 0%; Infantry: e1 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #197@(54,28)28% #198@(54,28)83% #200@(55,28)95% #201@(54,28) #202@(54,28) #203@(51,26) #204@(48,26) #205@(45,24) #207@(43,24) #210@(39,24) #211@(35,24) #212@(33,24) #215@(28,24)\n  e3 (Rocket Soldier) x1: #217@(21,22)\n  harv (Ore Truck (harvester)) x2: #131@(25,7) #152@(21,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Rifle force advancing from (48,25) toward likely enemy start (95,11); no enemy currently visible. Save $2000 for War Factory, then produce Medium Tanks.", "raw": "{\"thoughts\":\"Our rifle column is advancing unopposed toward the likely enemy start, but it needs support from a War Factory as soon as income reaches $2000. Keep pressure and rally future infantry eastward.\",\"notes\":\"Rifle force is spread along x28-55,y24-28 advancing northeast; enemy base still expected near (95,11). War Factory is next priority at $2000, then Medium Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[197,198,200,201,202,203,204,205,207,210,211,212,215,217],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1491, "completion_tokens": 249, "total_tokens": 1740, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1489, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00738595, "upstream_inference_prompt_cost": 0.00409915, "upstream_inference_completions_cost": 0.0032868}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.44, "thoughts": "Our rifle column is advancing unopposed toward the likely enemy start, but it needs support from a War Factory as soon as income reaches $2000. Keep pressure and rally future infantry eastward.", "notes": "Rifle force is spread along x28-55,y24-28 advancing northeast; enemy base still expected near (95,11). War Factory is next priority at $2000, then Medium Tanks.", "commands": [{"do": "attack_move", "units": [197, 198, 200, 201, 202, 203, 204, 205, 207, 210, 211, 212, 215, 217], "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 70, "y": 20}], "feedback": ["attack_move: 14 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 3200, "deaths_cost": 3600, "units_killed": 22, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 1600, "income": 4500, "experience": 32, "order_count": 62}}
{"tick": 6401, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $243 (storage 4000), power 300 made / 120 used, harvesters 2.\nSCORE: assets $10300, army $3100, killed $3600 (30 units, 0 bldgs), lost $3200 (22 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Building: proc 29%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 40%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #143@(91,12)5%* #209@(97,9)* #213@(91,8)* #214@(93,9)* #216@(93,9)* #218@(92,9)*\n  e3 (Rocket Soldier) x1: #206@(98,9)*\n  harv (Ore Truck (harvester)) x2: #132@(98,16) #171@(89,2)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Western attack group (#194,#196,#199) is moving toward enemy infantry at (48,25). Base defenders #209 and #206 remain near the Construction Yard. Build queue has refineries pending; barracks are producing infantry and queued rocket soldiers.", "raw": "{\"thoughts\":\"The base is stable with power and production, and the western attack group is already advancing. I will reinforce them with the available combat units, send the distant harvester back to work, and set the barracks rally point near the base defenses.\",\"notes\":\"Western group is moving toward enemy infantry around (48,25); reinforce with remaining e1/e3 units. Keep refineries and infantry queues running. Enemy base likely at (12,16), but no enemies are currently visible.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":48,\"y\":25},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":144,\"x\":93,\"y\":12},{\"do\":\"rally\",\"building\":193,\"x\":93,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1670, "completion_tokens": 742, "total_tokens": 2412, "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": 13.07, "thoughts": "The base is stable with power and production, and the western attack group is already advancing. I will reinforce them with the available combat units, send the distant harvester back to work, and set the barracks rally point near the base defenses.", "notes": "Western group is moving toward enemy infantry around (48,25); reinforce with remaining e1/e3 units. Keep refineries and infantry queues running. Enemy base likely at (12,16), but no enemies are currently visible.", "commands": [{"do": "attack_move", "units": "all_army", "x": 48, "y": 25}, {"do": "harvest", "unit": 171}, {"do": "rally", "building": 134, "x": 95, "y": 11}, {"do": "rally", "building": 144, "x": 93, "y": 12}, {"do": "rally", "building": 193, "x": 93, "y": 11}], "feedback": ["attack_move: 7 units", "rally #134: ordered", "rally #144: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 3600, "deaths_cost": 3200, "units_killed": 30, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 900, "income": 4075, "experience": 36, "order_count": 71}}
{"tick": 6601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $878 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10300, army $4400, killed $3200 (22 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Infantry: e1 23%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #197@(64,25)28% #198@(63,26)83% #200@(64,25)95% #201@(64,26) #202@(63,25) #203@(61,27) #204@(57,28) #205@(54,28) #207@(52,27) #210@(49,26) #211@(46,24) #212@(44,24) #215@(39,24) #220@(19,20) #221@(16,20) #222@(14,22)\n  e3 (Rocket Soldier) x2: #217@(31,24) #219@(22,23)\n  harv (Ore Truck (harvester)) x2: #131@(22,14) #152@(24,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Rifle force is spread along x28-55,y24-28 advancing northeast; enemy base still expected near (95,11). War Factory is next priority at $2000, then Medium Tanks.", "raw": "{\"thoughts\":\"Our infantry screen is advancing safely but remains too spread out, while the economy needs the harvesters actively mining to reach a War Factory. Consolidate the forward force toward the expected enemy base and keep fresh infantry rallying east.\",\"notes\":\"Enemy still unseen; likely base near 95,11. Forward rifle force moving northeast; save for War Factory at $2000, then Medium Tanks.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":25},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"attack_move\",\"units\":[198,200,201,202,203,204,205,207,210,211,212,215,217,219],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[197],\"x\":19,\"y\":20},{\"do\":\"stance\",\"units\":[198,200,201,202,203,204,205,207,210,211,212,215,217,219],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1495, "completion_tokens": 348, "total_tokens": 1843, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1493, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00870375, "upstream_inference_prompt_cost": 0.00411015, "upstream_inference_completions_cost": 0.0045936}, "completion_tokens_details": {"reasoning_tokens": 122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.43, "thoughts": "Our infantry screen is advancing safely but remains too spread out, while the economy needs the harvesters actively mining to reach a War Factory. Consolidate the forward force toward the expected enemy base and keep fresh infantry rallying east.", "notes": "Enemy still unseen; likely base near 95,11. Forward rifle force moving northeast; save for War Factory at $2000, then Medium Tanks.", "commands": [{"do": "rally", "building": 133, "x": 55, "y": 25}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "attack_move", "units": [198, 200, 201, 202, 203, 204, 205, 207, 210, 211, 212, 215, 217, 219], "x": 95, "y": 11}, {"do": "move", "units": [197], "x": 19, "y": 20}, {"do": "stance", "units": [198, 200, 201, 202, 203, 204, 205, 207, 210, 211, 212, 215, 217, 219], "stance": "attack_anything"}], "feedback": ["rally #133: ordered", "attack_move: 14 units", "move: 1 units", "stance: 14 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 3200, "deaths_cost": 3600, "units_killed": 22, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 2200, "income": 4500, "experience": 32, "order_count": 62}}
{"tick": 6601, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 300 made / 120 used, harvesters 2.\nSCORE: assets $10300, army $3100, killed $3600 (30 units, 0 bldgs), lost $3200 (22 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 37%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 86%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #143@(80,12)5% #209@(87,11) #213@(83,14) #214@(84,14) #216@(85,14) #218@(84,14)\n  e3 (Rocket Soldier) x1: #206@(88,11)\n  harv (Ore Truck (harvester)) x2: #132@(100,26) #171@(96,4)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #134: ordered\n  - rally #144: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Western group is moving toward enemy infantry around (48,25); reinforce with remaining e1/e3 units. Keep refineries and infantry queues running. Enemy base likely at (12,16), but no enemies are currently visible.", "raw": "{\"thoughts\":\"The western infantry group is advancing through the map while no enemy units are currently visible. I will reinforce the push toward the likely enemy base at (12,16), keep both harvesters mining, and continue relying on the active production queues until income returns.\",\"notes\":\"Western group: healthy riflemen #209,#213,#214,#216,#218 and rocket soldier #206 are moving toward (12,16); injured #143 remains behind. Enemy base likely at (12,16), with no current contact. Harvesters #132 and #171 should remain on mining duty.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[209,213,214,216,218,206],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1676, "completion_tokens": 439, "total_tokens": 2115, "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": 9.75, "thoughts": "The western infantry group is advancing through the map while no enemy units are currently visible. I will reinforce the push toward the likely enemy base at (12,16), keep both harvesters mining, and continue relying on the active production queues until income returns.", "notes": "Western group: healthy riflemen #209,#213,#214,#216,#218 and rocket soldier #206 are moving toward (12,16); injured #143 remains behind. Enemy base likely at (12,16), with no current contact. Harvesters #132 and #171 should remain on mining duty.", "commands": [{"do": "attack_move", "units": [209, 213, 214, 216, 218, 206], "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 3600, "deaths_cost": 3200, "units_killed": 30, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 900, "income": 3575, "experience": 36, "order_count": 71}}
{"tick": 6801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1100 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10600, army $4700, killed $3300 (23 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 17.4%.\nPRODUCTION: all queues idle\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #197@(56,28)28% #198@(71,18)81% #200@(71,18)65% #201@(71,18)95% #202@(71,18)94% #203@(69,20) #204@(66,23) #205@(64,25) #207@(62,27) #210@(59,28) #211@(55,28) #212@(53,27) #215@(49,26) #220@(28,26) #221@(25,25) #222@(22,23) #223@(20,21) #224@(17,21) #226@(15,22)\n  e3 (Rocket Soldier) x2: #217@(41,24) #219@(32,24)\n  harv (Ore Truck (harvester)) x2: #131@(21,18) #152@(30,28)\nVISIBLE ENEMY UNITS (3):\n  #213 e1@(75,18) 70%, #214 e1@(75,18) 100%, #218 e1@(75,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 14 units\n  - move: 1 units\n  - stance: 14 units\nYOUR NOTES FROM LAST TURN: Enemy still unseen; likely base near 95,11. Forward rifle force moving northeast; save for War Factory at $2000, then Medium Tanks.", "raw": "{\"thoughts\":\"Our forward rifle force has reached enemy contact near the northeast approach, while the base economy is stable but cash is still short of a War Factory. Push the forward troops through the visible infantry toward the likely enemy base and preserve income for the War Factory.\",\"notes\":\"Enemy infantry contacted at 75,18; likely enemy base remains near 95,11. Save cash for weap, then produce Medium Tanks continuously.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[197,198,200,201,202,203,204,207,210,211,212,215,217,219],\"x\":95,\"y\":11},{\"do\":\"attack\",\"units\":[198,200,201,202,203,204,207,210],\"target\":213},{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":18},{\"do\":\"stance\",\"units\":[197,198,200,201,202,203,204,207,210,211,212,215,217,219],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1545, "completion_tokens": 421, "total_tokens": 1966, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1543, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00980485, "upstream_inference_prompt_cost": 0.00424765, "upstream_inference_completions_cost": 0.0055572}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.04, "thoughts": "Our forward rifle force has reached enemy contact near the northeast approach, while the base economy is stable but cash is still short of a War Factory. Push the forward troops through the visible infantry toward the likely enemy base and preserve income for the War Factory.", "notes": "Enemy infantry contacted at 75,18; likely enemy base remains near 95,11. Save cash for weap, then produce Medium Tanks continuously.", "commands": [{"do": "attack_move", "units": [197, 198, 200, 201, 202, 203, 204, 207, 210, 211, 212, 215, 217, 219], "x": 95, "y": 11}, {"do": "attack", "units": [198, 200, 201, 202, 203, 204, 207, 210], "target": 213}, {"do": "rally", "building": 133, "x": 72, "y": 18}, {"do": "stance", "units": [197, 198, 200, 201, 202, 203, 204, 207, 210, 211, 212, 215, 217, 219], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 14 units", "attack: 8 units", "rally #133: ordered", "stance: 14 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 3300, "deaths_cost": 3600, "units_killed": 23, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10600, "army_value": 2500, "income": 5000, "experience": 33, "order_count": 62}}
{"tick": 6801, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $194 (storage 4000), power 300 made / 120 used, harvesters 2.\nSCORE: assets $10500, army $3300, killed $3600 (30 units, 0 bldgs), lost $3300 (23 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 46%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 44%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #209@(78,14) #213@(75,18)70% #214@(75,18) #216@(76,17) #218@(75,18)\n  e3 (Rocket Soldier) x2: #206@(79,14) #225@(91,9)\n  harv (Ore Truck (harvester)) x2: #132@(97,21) #171@(99,7)\nVISIBLE ENEMY UNITS (4):\n  #198 e1@(71,18) 81%, #200 e1@(71,18) 65%, #201 e1@(71,18) 95%, #202 e1@(71,18) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Western group: healthy riflemen #209,#213,#214,#216,#218 and rocket soldier #206 are moving toward (12,16); injured #143 remains behind. Enemy base likely at (12,16), with no current contact. Harvesters #132 and #171 should remain on mining duty.", "raw": "{\"thoughts\":\"The western strike force is poised to engage the four enemy riflemen blocking the route to their base. Keep the advance focused, preserve the reserve rocket soldier, and continue infantry production.\",\"notes\":\"Western strike group: riflemen #209,#213,#214,#216,#218 plus rocket #206, advancing through (71,18). Reserve rocket #225 guards near the base; enemy base likely at (12,16).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[209,213,214,216,218,206],\"x\":71,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1708, "completion_tokens": 515, "total_tokens": 2223, "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": 10.57, "thoughts": "The western strike force is poised to engage the four enemy riflemen blocking the route to their base. Keep the advance focused, preserve the reserve rocket soldier, and continue infantry production.", "notes": "Western strike group: riflemen #209,#213,#214,#216,#218 plus rocket #206, advancing through (71,18). Reserve rocket #225 guards near the base; enemy base likely at (12,16).", "commands": [{"do": "attack_move", "units": [209, 213, 214, 216, 218, 206], "x": 71, "y": 18}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack_move: 6 units", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 3600, "deaths_cost": 3300, "units_killed": 30, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 1100, "income": 4075, "experience": 36, "order_count": 71}}
{"tick": 7001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1100 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4300, killed $3600 (26 units, 0 bldgs), lost $4000 (34 units, 0 bldgs). Map explored 17.4%.\nPRODUCTION: all queues idle\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #197@(65,23)28% #203@(70,20) #204@(67,22)* #205@(70,18)50% #207@(64,27)* #210@(61,28)* #211@(64,25) #212@(63,27) #215@(59,28) #220@(36,22) #221@(33,23) #222@(31,25) #223@(30,22) #224@(27,22) #226@(24,22)\n  e3 (Rocket Soldier) x2: #217@(51,26) #219@(43,24)\n  harv (Ore Truck (harvester)) x2: #131@(21,6) #152@(24,21)\nVISIBLE ENEMY UNITS (3):\n  #206 e3@(73,16) 100%, #209 e1@(73,16) 100%, #216 e1@(73,17) 54%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - attack: 8 units\n  - rally #133: ordered\n  - stance: 14 units\nYOUR NOTES FROM LAST TURN: Enemy infantry contacted at 75,18; likely enemy base remains near 95,11. Save cash for weap, then produce Medium Tanks continuously.", "raw": "{\"thoughts\":\"Our infantry screen is advancing toward the likely enemy base, but we need to rebuild losses and accumulate enough funds for a War Factory. Keep the barracks continuously producing while the forward force clears enemy scouts and pushes northeast.\",\"notes\":\"Enemy contact around 73,16; likely base at 95,11. Produce rifle reinforcements, save toward weap, push existing infantry/rockets northeast.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":133,\"x\":63,\"y\":23},{\"do\":\"attack_move\",\"units\":[197,203,204,205,207,210,211,212,215,217,219],\"x\":88,\"y\":15},{\"do\":\"attack\",\"units\":[203,204,205,211,212,215,217,219],\"target\":206},{\"do\":\"attack_move\",\"units\":[220,221,222,223,224,226],\"x\":62,\"y\":23},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1511, "completion_tokens": 378, "total_tokens": 1889, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1509, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00914375, "upstream_inference_prompt_cost": 0.00415415, "upstream_inference_completions_cost": 0.0049896}, "completion_tokens_details": {"reasoning_tokens": 148, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.97, "thoughts": "Our infantry screen is advancing toward the likely enemy base, but we need to rebuild losses and accumulate enough funds for a War Factory. Keep the barracks continuously producing while the forward force clears enemy scouts and pushes northeast.", "notes": "Enemy contact around 73,16; likely base at 95,11. Produce rifle reinforcements, save toward weap, push existing infantry/rockets northeast.", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 133, "x": 63, "y": 23}, {"do": "attack_move", "units": [197, 203, 204, 205, 207, 210, 211, 212, 215, 217, 219], "x": 88, "y": 15}, {"do": "attack", "units": [203, 204, 205, 211, 212, 215, 217, 219], "target": 206}, {"do": "attack_move", "units": [220, 221, 222, 223, 224, 226], "x": 62, "y": 23}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["train 10x e1: queued", "rally #133: ordered", "attack_move: 11 units", "attack: 8 units", "attack_move: 6 units", "stance: 17 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 3600, "deaths_cost": 4000, "units_killed": 26, "units_lost": 34, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 2100, "income": 4500, "experience": 36, "order_count": 62}}
{"tick": 7001, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $258 (storage 4000), power 300 made / 120 used, harvesters 2.\nSCORE: assets $10500, army $3300, killed $4000 (34 units, 0 bldgs), lost $3600 (26 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 59%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 82%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #209@(73,16) #216@(73,17)54%\n  e3 (Rocket Soldier) x3: #206@(73,16) #225@(93,12)* #227@(92,9)\n  harv (Ore Truck (harvester)) x2: #132@(98,16) #171@(87,4)\nVISIBLE ENEMY UNITS (1):\n  #205 e1@(70,18) 50%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Western strike group: riflemen #209,#213,#214,#216,#218 plus rocket #206, advancing through (71,18). Reserve rocket #225 guards near the base; enemy base likely at (12,16).", "raw": "{\"thoughts\":\"The western strike force is near a damaged enemy rifleman and should keep pressing toward the likely enemy base at (12,16). With ample power but no cash, use stored ore to begin a War Factory and expand rocket production to support the armored push.\",\"notes\":\"Main strike: e1 #209,#216 and e3 #206 advancing west from (73,16); base rockets #225,#227 available for reinforcement. Enemy scout #205 at (70,18), enemy base likely (12,16). Build weap after current refinery completes.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[206,209,216],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1681, "completion_tokens": 385, "total_tokens": 2066, "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": 9.21, "thoughts": "The western strike force is near a damaged enemy rifleman and should keep pressing toward the likely enemy base at (12,16). With ample power but no cash, use stored ore to begin a War Factory and expand rocket production to support the armored push.", "notes": "Main strike: e1 #209,#216 and e3 #206 advancing west from (73,16); base rockets #225,#227 available for reinforcement. Enemy scout #205 at (70,18), enemy base likely (12,16). Build weap after current refinery completes.", "commands": [{"do": "attack_move", "units": [206, 209, 216], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "weap"}], "feedback": ["attack_move: 3 units", "train 3x e3: queued", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 4000, "deaths_cost": 3600, "units_killed": 34, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 1100, "income": 4425, "experience": 40, "order_count": 76}}
{"tick": 7201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1281 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4500, killed $4100 (29 units, 0 bldgs), lost $4100 (35 units, 0 bldgs). Map explored 17.6%.\nPRODUCTION: Infantry: e1 19%; Infantry: e1 0%; Infantry: e1 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #197@(72,20)28% #203@(70,20)12%* #204@(70,20)89%* #207@(71,20) #210@(68,20) #211@(67,22)* #212@(66,24)* #215@(63,26)* #220@(46,24) #221@(43,22) #222@(41,25) #223@(41,22) #224@(38,22) #226@(34,22) #229@(19,20) #230@(17,21) #231@(14,22)\n  e3 (Rocket Soldier) x2: #217@(55,28)* #219@(47,24)*\n  harv (Ore Truck (harvester)) x2: #131@(20,13) #152@(21,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - rally #133: ordered\n  - attack_move: 11 units\n  - attack: 8 units\n  - attack_move: 6 units\n  - stance: 17 units\nYOUR NOTES FROM LAST TURN: Enemy contact around 73,16; likely base at 95,11. Produce rifle reinforcements, save toward weap, push existing infantry/rockets northeast.", "raw": "{\"thoughts\":\"Our infantry spearhead is nearing the enemy approach while the base remains unseen. Add a third refinery/harvester to grow income, keep rifle production queued, and push all available forces northeast toward the suspected Soviet base.\",\"notes\":\"Enemy likely around/base 95,11. Existing forward infantry around 63-72,20; rear reinforcements moving east. Building proc started for economy.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18},{\"do\":\"attack_move\",\"units\":[197,203,204,207,210,211,212,215,217,219],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[220,221,222,223,224,226],\"x\":78,\"y\":17},{\"do\":\"move\",\"units\":[229,230,231],\"x\":55,\"y\":21},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1565, "completion_tokens": 373, "total_tokens": 1938, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1563, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00922625, "upstream_inference_prompt_cost": 0.00430265, "upstream_inference_completions_cost": 0.0049236}, "completion_tokens_details": {"reasoning_tokens": 145, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.32, "thoughts": "Our infantry spearhead is nearing the enemy approach while the base remains unseen. Add a third refinery/harvester to grow income, keep rifle production queued, and push all available forces northeast toward the suspected Soviet base.", "notes": "Enemy likely around/base 95,11. Existing forward infantry around 63-72,20; rear reinforcements moving east. Building proc started for economy.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 133, "x": 70, "y": 18}, {"do": "attack_move", "units": [197, 203, 204, 207, 210, 211, 212, 215, 217, 219], "x": 95, "y": 11}, {"do": "attack_move", "units": [220, 221, 222, 223, 224, 226], "x": 78, "y": 17}, {"do": "move", "units": [229, 230, 231], "x": 55, "y": 21}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["build proc: started", "train 10x e1: queued", "rally #133: ordered", "attack_move: 10 units", "attack_move: 6 units", "move: 3 units", "stance: 19 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 4100, "deaths_cost": 4100, "units_killed": 29, "units_lost": 35, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 4500, "experience": 41, "order_count": 72}}
{"tick": 7201, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 300 made / 120 used, harvesters 2.\nSCORE: assets $10100, army $2900, killed $4100 (35 units, 0 bldgs), lost $4100 (29 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 67%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 42%; 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: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #228@(92,12)\n  e3 (Rocket Soldier) x2: #225@(93,12)* #227@(93,12)*\n  harv (Ore Truck (harvester)) x2: #132@(101,26) #171@(90,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - train 3x e3: queued\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Main strike: e1 #209,#216 and e3 #206 advancing west from (73,16); base rockets #225,#227 available for reinforcement. Enemy scout #205 at (70,18), enemy base likely (12,16). Build weap after current refinery completes.", "raw": "{\"thoughts\":\"The main western strike has been eliminated, leaving only two base rockets and one rifleman to pressure the enemy. Keep these units moving west as a reinforced scouting force while the current refinery finishes before the queued War Factory and additional refinery.\",\"notes\":\"All surviving combat units: #225,#227 e3 and #228 e1, advancing west from (93,12). Likely enemy base remains (12,16). Build order underway: proc 67%, then weap, then newly queued proc. Keep both harvesters mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[225,227,228],\"x\":12,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1693, "completion_tokens": 444, "total_tokens": 2137, "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": 12.24, "thoughts": "The main western strike has been eliminated, leaving only two base rockets and one rifleman to pressure the enemy. Keep these units moving west as a reinforced scouting force while the current refinery finishes before the queued War Factory and additional refinery.", "notes": "All surviving combat units: #225,#227 e3 and #228 e1, advancing west from (93,12). Likely enemy base remains (12,16). Build order underway: proc 67%, then weap, then newly queued proc. Keep both harvesters mining.", "commands": [{"do": "attack_move", "units": [225, 227, 228], "x": 12, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["attack_move: 3 units", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 4100, "deaths_cost": 4100, "units_killed": 35, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 700, "income": 4300, "experience": 41, "order_count": 80}}
{"tick": 7401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $1131 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10700, army $4800, killed $4100 (29 units, 0 bldgs), lost $4100 (35 units, 0 bldgs). Map explored 19.5%.\nPRODUCTION: Building: proc 23%; Infantry: e1 48%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #197@(81,12)28% #203@(78,12)12% #204@(77,13)89% #207@(79,12) #210@(75,13) #211@(74,15) #212@(74,19) #215@(70,19) #220@(54,28) #221@(52,27) #222@(51,26) #223@(50,26) #224@(47,25) #226@(44,24) #229@(29,21) #230@(25,25) #231@(22,23) #232@(20,21) #233@(17,21) #234@(15,22)\n  e3 (Rocket Soldier) x2: #217@(64,25) #219@(56,28)\n  harv (Ore Truck (harvester)) x2: #131@(19,19) #152@(30,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 10x e1: queued\n  - rally #133: ordered\n  - attack_move: 10 units\n  - attack_move: 6 units\n  - move: 3 units\n  - stance: 19 units\nYOUR NOTES FROM LAST TURN: Enemy likely around/base 95,11. Existing forward infantry around 63-72,20; rear reinforcements moving east. Building proc started for economy.", "raw": "{\"thoughts\":\"The third refinery is underway and our infantry screen has advanced far east without spotting the Soviet base yet. Consolidate all combat troops into an aggressive search/attack toward the likely enemy start while keeping barracks reinforcements flowing.\",\"notes\":\"Proc #3 building at 23%; all army ordered toward likely enemy base 95,11. Enemy still unseen; save next income for War Factory after refinery placement.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1643, "completion_tokens": 267, "total_tokens": 1910, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1641, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00804155, "upstream_inference_prompt_cost": 0.00451715, "upstream_inference_completions_cost": 0.0035244}, "completion_tokens_details": {"reasoning_tokens": 105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.21, "thoughts": "The third refinery is underway and our infantry screen has advanced far east without spotting the Soviet base yet. Consolidate all combat troops into an aggressive search/attack toward the likely enemy start while keeping barracks reinforcements flowing.", "notes": "Proc #3 building at 23%; all army ordered toward likely enemy base 95,11. Enemy still unseen; save next income for War Factory after refinery placement.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 78, "y": 15}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 22 units", "rally #133: ordered", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 4100, "deaths_cost": 4100, "units_killed": 29, "units_lost": 35, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 2600, "income": 5000, "experience": 41, "order_count": 83}}
{"tick": 7401, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 300 made / 120 used, harvesters 2.\nSCORE: assets $10100, army $2900, killed $4100 (35 units, 0 bldgs), lost $4100 (29 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 67%; Building: proc 0%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 42%; 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: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #228@(85,15)\n  e3 (Rocket Soldier) x2: #225@(84,15) #227@(84,15)\n  harv (Ore Truck (harvester)) x2: #132@(105,22) #171@(97,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - build proc: started\nYOUR NOTES FROM LAST TURN: All surviving combat units: #225,#227 e3 and #228 e1, advancing west from (93,12). Likely enemy base remains (12,16). Build order underway: proc 67%, then weap, then newly queued proc. Keep both harvesters mining.", "raw": "{\"thoughts\":\"A third refinery is nearly complete, and the two harvesters should remain on mining routes. The three surviving infantry are the only available scout/force, so continue the westward advance toward the likely enemy base at (12,16), using attack-move to engage anything encountered.\",\"notes\":\"Army group #225,#227,#228 advancing west toward enemy start (12,16). Refinery #67? production is 67% complete; queued afterward are War Factory and another Refinery. Keep harvesters #132 and #171 mining.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"attack_move\",\"units\":[225,227,228],\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1687, "completion_tokens": 284, "total_tokens": 1971, "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": 8.6, "thoughts": "A third refinery is nearly complete, and the two harvesters should remain on mining routes. The three surviving infantry are the only available scout/force, so continue the westward advance toward the likely enemy base at (12,16), using attack-move to engage anything encountered.", "notes": "Army group #225,#227,#228 advancing west toward enemy start (12,16). Refinery #67? production is 67% complete; queued afterward are War Factory and another Refinery. Keep harvesters #132 and #171 mining.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}, {"do": "attack_move", "units": [225, 227, 228], "x": 12, "y": 16}], "feedback": ["attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 4100, "deaths_cost": 4100, "units_killed": 35, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 700, "income": 4300, "experience": 41, "order_count": 81}}
{"tick": 7601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $125 + stored ore $466 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10700, army $4800, killed $4800 (32 units, 0 bldgs), lost $4200 (36 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Building: proc 46%; Infantry: e3 93%; 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: 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #203@(86,10)12% #204@(84,12)79% #207@(84,12)24% #210@(84,12) #211@(83,14) #212@(81,11) #215@(78,11) #220@(64,25) #221@(61,27) #222@(60,27) #223@(60,28) #224@(56,28) #226@(53,27) #229@(38,24) #230@(35,24) #231@(32,24) #232@(29,24) #233@(26,25) #234@(23,24) #235@(21,22)\n  e3 (Rocket Soldier) x2: #217@(71,18) #219@(65,24)\n  harv (Ore Truck (harvester)) x2: #131@(22,7) #152@(29,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 22 units\n  - rally #133: ordered\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Proc #3 building at 23%; all army ordered toward likely enemy base 95,11. Enemy still unseen; save next income for War Factory after refinery placement.", "raw": "{\"thoughts\":\"Third refinery is nearly ready and will strengthen income; the infantry spearhead is continuing east toward the suspected enemy start. I will place the refinery immediately when ready, then prioritize a War Factory for armored production.\",\"notes\":\"Proc #3 at 46%, place next turn; then build weap. Army advancing in dispersed line toward 95,11; enemy still not located.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":14},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1625, "completion_tokens": 237, "total_tokens": 1862, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1623, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00759605, "upstream_inference_prompt_cost": 0.00446765, "upstream_inference_completions_cost": 0.0031284}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Third refinery is nearly ready and will strengthen income; the infantry spearhead is continuing east toward the suspected enemy start. I will place the refinery immediately when ready, then prioritize a War Factory for armored production.", "notes": "Proc #3 at 46%, place next turn; then build weap. Army advancing in dispersed line toward 95,11; enemy still not located.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 78, "y": 14}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 22 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 4800, "deaths_cost": 4200, "units_killed": 32, "units_lost": 36, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 2600, "income": 4500, "experience": 48, "order_count": 86}}
{"tick": 7601, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 299 made / 120 used, harvesters 2.\nSCORE: assets $9700, army $2500, killed $4200 (36 units, 0 bldgs), lost $4800 (32 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 83%; Building: proc 0%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 37%; 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: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #238@(90,9)\n  harv (Ore Truck (harvester)) x2: #132@(97,15) #171@(91,9)\nVISIBLE ENEMY UNITS (1):\n  #203 e1@(86,10) 12%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Army group #225,#227,#228 advancing west toward enemy start (12,16). Refinery #67? production is 67% complete; queued afterward are War Factory and another Refinery. Keep harvesters #132 and #171 mining.", "raw": "{\"thoughts\":\"Our previous attacking force has been wiped out, leaving only one rocket soldier, while a nearly dead enemy scout has penetrated near our base. With no cash available, continue the queued production and eliminate the scout before resuming the advance.\",\"notes\":\"Army group is gone. Rocket #238 is our only combat unit; enemy scout #203 is at (86,10) with 12% HP. Refinery #67 is still constructing, followed by War Factory, Refinery, and Power Plant. Keep both harvesters mining.\",\"commands\":[{\"do\":\"attack\",\"units\":[238],\"target\":203}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1652, "completion_tokens": 292, "total_tokens": 1944, "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": 11.47, "thoughts": "Our previous attacking force has been wiped out, leaving only one rocket soldier, while a nearly dead enemy scout has penetrated near our base. With no cash available, continue the queued production and eliminate the scout before resuming the advance.", "notes": "Army group is gone. Rocket #238 is our only combat unit; enemy scout #203 is at (86,10) with 12% HP. Refinery #67 is still constructing, followed by War Factory, Refinery, and Power Plant. Keep both harvesters mining.", "commands": [{"do": "attack", "units": [238], "target": 203}], "feedback": ["attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 4200, "deaths_cost": 4800, "units_killed": 36, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 300, "income": 4300, "experience": 42, "order_count": 81}}
{"tick": 7801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10900, army $5000, killed $4800 (32 units, 0 bldgs), lost $4300 (37 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: proc 68%; Infantry: e3 91%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #204@(87,12)59% #207@(86,12)24% #210@(86,12)98% #211@(87,12)91% #212@(86,10) #215@(84,9) #220@(71,17) #221@(69,20) #222@(68,20) #223@(68,21) #224@(65,24) #226@(63,27) #229@(49,26) #230@(46,24) #231@(43,24) #232@(40,24) #233@(36,24) #234@(33,24) #235@(30,24)\n  e3 (Rocket Soldier) x3: #217@(79,10) #219@(72,17) #239@(21,22)\n  harv (Ore Truck (harvester)) x2: #131@(20,7) #152@(21,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 22 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Proc #3 at 46%, place next turn; then build weap. Army advancing in dispersed line toward 95,11; enemy still not located.", "raw": "{\"thoughts\":\"Third refinery is nearing completion and the infantry force is already pushing across the map toward the likely enemy start. Keep the assault moving and use the incoming income to place the refinery and start a War Factory immediately afterward.\",\"notes\":\"Proc #3 is 68%; place as soon as ready, then build weap. All infantry attacking toward likely enemy base at 95,11; no enemy structures scouted yet.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1607, "completion_tokens": 195, "total_tokens": 1802, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1605, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00699215, "upstream_inference_prompt_cost": 0.00441815, "upstream_inference_completions_cost": 0.002574}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "Third refinery is nearing completion and the infantry force is already pushing across the map toward the likely enemy start. Keep the assault moving and use the incoming income to place the refinery and start a War Factory immediately afterward.", "notes": "Proc #3 is 68%; place as soon as ready, then build weap. All infantry attacking toward likely enemy base at 95,11; no enemy structures scouted yet.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 95, "y": 11}], "feedback": ["attack_move: 22 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 4800, "deaths_cost": 4300, "units_killed": 32, "units_lost": 37, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10900, "army_value": 2800, "income": 4000, "experience": 48, "order_count": 86}}
{"tick": 7801, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 272 made / 120 used, harvesters 2.\nSCORE: assets $10000, army $2800, killed $4300 (37 units, 0 bldgs), lost $4800 (32 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 98%; Building: proc 0%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 31%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 72%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #238@(90,9) #240@(90,9)\n  harv (Ore Truck (harvester)) x2: #132@(104,21) #171@(86,5)98%\nVISIBLE ENEMY UNITS (3):\n  #204 e1@(87,12) 59%, #211 e1@(87,12) 91%, #212 e1@(86,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Army group is gone. Rocket #238 is our only combat unit; enemy scout #203 is at (86,10) with 12% HP. Refinery #67 is still constructing, followed by War Factory, Refinery, and Power Plant. Keep both harvesters mining.", "raw": "{\"thoughts\":\"The second Refinery is nearly complete, and the two Rocket Soldiers can eliminate the damaged enemy scout while preserving both harvesters for income. No additional construction can be funded this turn.\",\"notes\":\"Refinery #67 is at 98% construction, followed by War Factory, Refinery, and Power Plant. Two enemy Rifle Infantry are near (87,12); two Rocket Soldiers are at (90,9). Keep both harvesters mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[238,240],\"x\":86,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"stance\",\"units\":[238,240],\"stance\":\"attack_anything\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1684, "completion_tokens": 258, "total_tokens": 1942, "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": 12.05, "thoughts": "The second Refinery is nearly complete, and the two Rocket Soldiers can eliminate the damaged enemy scout while preserving both harvesters for income. No additional construction can be funded this turn.", "notes": "Refinery #67 is at 98% construction, followed by War Factory, Refinery, and Power Plant. Two enemy Rifle Infantry are near (87,12); two Rocket Soldiers are at (90,9). Keep both harvesters mining.", "commands": [{"do": "attack_move", "units": [238, 240], "x": 86, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}, {"do": "stance", "units": [238, 240], "stance": "attack_anything"}], "feedback": ["attack_move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 4300, "deaths_cost": 4800, "units_killed": 37, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 600, "income": 4300, "experience": 43, "order_count": 81}}
{"tick": 8001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $12 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11200, army $5300, killed $4800 (32 units, 0 bldgs), lost $4300 (37 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: proc 85%; Infantry: e3 72%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #204@(87,12)48% #207@(86,12)24% #210@(86,12)97% #211@(87,12)62% #212@(86,10)68% #215@(87,8) #220@(79,10) #221@(76,13) #222@(76,13) #223@(75,14) #224@(73,16) #226@(72,21) #229@(58,28) #230@(55,28) #231@(53,27) #232@(50,26) #233@(47,24) #234@(44,24) #235@(41,24)\n  e3 (Rocket Soldier) x4: #217@(87,10)98% #219@(80,10) #239@(31,24) #241@(19,20)\n  harv (Ore Truck (harvester)) x2: #131@(20,19) #152@(25,23)\nVISIBLE ENEMY UNITS (2):\n  #238 e3@(90,9) 100%, #240 e3@(90,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 22 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Proc #3 is 68%; place as soon as ready, then build weap. All infantry attacking toward likely enemy base at 95,11; no enemy structures scouted yet.", "raw": "{\"thoughts\":\"Third refinery is nearly complete and the infantry column is reaching the enemy start area. Keep pressure on the likely base location while income resumes, then place the refinery and transition to a War Factory.\",\"notes\":\"Proc #3 85%; immediately place next turn, then build weap. Infantry assault is converging on enemy start around 95,11; two enemy rockets visible at 90,9.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"attack\",\"units\":[204,207,210,211,212,215,217,219],\"target\":238},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1639, "completion_tokens": 269, "total_tokens": 1908, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1637, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00805695, "upstream_inference_prompt_cost": 0.00450615, "upstream_inference_completions_cost": 0.0035508}, "completion_tokens_details": {"reasoning_tokens": 113, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.31, "thoughts": "Third refinery is nearly complete and the infantry column is reaching the enemy start area. Keep pressure on the likely base location while income resumes, then place the refinery and transition to a War Factory.", "notes": "Proc #3 85%; immediately place next turn, then build weap. Infantry assault is converging on enemy start around 95,11; two enemy rockets visible at 90,9.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "attack", "units": [204, 207, 210, 211, 212, 215, 217, 219], "target": 238}, {"do": "rally", "building": 133, "x": 90, "y": 11}], "feedback": ["attack_move: 23 units", "attack: 8 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 4800, "deaths_cost": 4300, "units_killed": 32, "units_lost": 37, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11200, "army_value": 3100, "income": 4500, "experience": 48, "order_count": 86}}
{"tick": 8001, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 4000), power 233 made / 120 used, harvesters 2.\nSCORE: assets $10000, army $2800, killed $4300 (37 units, 0 bldgs), lost $4800 (32 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: proc 98%; Building: proc 0%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 31%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 100%, #208 powr@(91,11) 33%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #238@(90,9) #240@(90,9)\n  harv (Ore Truck (harvester)) x2: #132@(104,18) #171@(92,9)88%\nVISIBLE ENEMY UNITS (5):\n  #204 e1@(87,12) 48%, #211 e1@(87,12) 62%, #212 e1@(86,10) 68%, #215 e1@(87,8) 100%, #217 e3@(87,10) 98%\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: Refinery #67 is at 98% construction, followed by War Factory, Refinery, and Power Plant. Two enemy Rifle Infantry are near (87,12); two Rocket Soldiers are at (90,9). Keep both harvesters mining.", "raw": "{\"thoughts\":\"The second Ore Refinery is nearly complete, with a War Factory and further economy queued behind it. Two enemy rifle squads and a rocket soldier are probing near the base, so the two defending rocket soldiers should engage while the harvesters continue mining.\",\"notes\":\"Refinery is at 98% and should be placed next turn; queued follow-ups are War Factory, Refinery, and Power Plant. Enemy probe is around (86-87,10-12); our two e3 defenders are at (90,9).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[238,240],\"x\":87,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1712, "completion_tokens": 391, "total_tokens": 2103, "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": 15.06, "thoughts": "The second Ore Refinery is nearly complete, with a War Factory and further economy queued behind it. Two enemy rifle squads and a rocket soldier are probing near the base, so the two defending rocket soldiers should engage while the harvesters continue mining.", "notes": "Refinery is at 98% and should be placed next turn; queued follow-ups are War Factory, Refinery, and Power Plant. Enemy probe is around (86-87,10-12); our two e3 defenders are at (90,9).", "commands": [{"do": "attack_move", "units": [238, 240], "x": 87, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 4300, "deaths_cost": 4800, "units_killed": 37, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 600, "income": 4300, "experience": 43, "order_count": 81}}
{"tick": 8201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $43 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11600, army $5700, killed $5700 (34 units, 1 bldgs), lost $4300 (37 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e1 83%; 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%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #204@(87,12)46%* #207@(86,12)24%* #210@(86,12)97%* #211@(87,12)53%* #212@(86,10)68%* #215@(88,8)90% #220@(88,10) #221@(87,12) #222@(86,12) #223@(85,12) #224@(82,14) #226@(79,14) #229@(66,23) #230@(64,25) #231@(62,27) #232@(60,28) #233@(55,28) #234@(53,27) #235@(51,26) #243@(16,22)\n  e3 (Rocket Soldier) x5: #217@(87,10)98%* #219@(81,10)* #239@(42,24) #241@(28,24) #242@(18,20)\n  harv (Ore Truck (harvester)) x2: #131@(19,13) #152@(31,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 23 units\n  - attack: 8 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Proc #3 85%; immediately place next turn, then build weap. Infantry assault is converging on enemy start around 95,11; two enemy rockets visible at 90,9.", "raw": "{\"thoughts\":\"A third refinery is ready and must be placed to accelerate income. Our infantry spearhead is already at the enemy\u2019s likely start, so it should press the area while reinforcements rally forward.\",\"notes\":\"Place proc #3; start War Factory as soon as refinery income permits. Infantry assault around 85-88,10-14 pushing to enemy start 95,11; rally barracks forward.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":22,\"y\":17},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":13},{\"do\":\"attack_move\",\"units\":[204,207,210,211,212,215,217,219,220,221,222,223,224,226],\"x\":96,\"y\":11},{\"do\":\"attack_move\",\"units\":[229,230,231,232,233,234,235,239,241,242],\"x\":82,\"y\":13},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1636, "completion_tokens": 313, "total_tokens": 1949, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1634, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0086295, "upstream_inference_prompt_cost": 0.0044979, "upstream_inference_completions_cost": 0.0041316}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "A third refinery is ready and must be placed to accelerate income. Our infantry spearhead is already at the enemy\u2019s likely start, so it should press the area while reinforcements rally forward.", "notes": "Place proc #3; start War Factory as soon as refinery income permits. Infantry assault around 85-88,10-14 pushing to enemy start 95,11; rally barracks forward.", "commands": [{"do": "place", "item": "proc", "x": 22, "y": 17}, {"do": "build", "item": "weap"}, {"do": "rally", "building": 133, "x": 82, "y": 13}, {"do": "attack_move", "units": [204, 207, 210, 211, 212, 215, 217, 219, 220, 221, 222, 223, 224, 226], "x": 96, "y": 11}, {"do": "attack_move", "units": [229, 230, 231, 232, 233, 234, 235, 239, 241, 242], "x": 82, "y": 13}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "rally #133: ordered", "attack_move: 14 units", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 5700, "deaths_cost": 4300, "units_killed": 34, "units_lost": 37, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11600, "army_value": 3500, "income": 4500, "experience": 57, "order_count": 86}}
{"tick": 8201, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $817 (storage 4000), power 199 made / 120 used, harvesters 2.\nSCORE: assets $9100, army $2200, killed $4300 (37 units, 0 bldgs), lost $5700 (34 units, 1 bldgs). Map explored 21.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: proc 0%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 86%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 99%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 98%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(97,15) #171@(95,9)88%\nVISIBLE ENEMY UNITS (2):\n  #215 e1@(88,8) 90%, #220 e1@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Refinery is at 98% and should be placed next turn; queued follow-ups are War Factory, Refinery, and Power Plant. Enemy probe is around (86-87,10-12); our two e3 defenders are at (90,9).", "raw": "{\"thoughts\":\"Place the ready Refinery to restore ore income, then continue the queued Power Plant and War Factory buildup. No combat units are currently available, so keep the damaged Harvester mining and continue queuing Rocket Soldiers and infantry for defense.\",\"notes\":\"Refinery ready from prior turn; building follow-ups are Refinery, War Factory, Refinery, and Power Plant. Enemy probe sighted at (88,8-10), possibly scouting toward our base; our previous e3 defenders are gone.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1637, "completion_tokens": 291, "total_tokens": 1928, "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": 5.19, "thoughts": "Place the ready Refinery to restore ore income, then continue the queued Power Plant and War Factory buildup. No combat units are currently available, so keep the damaged Harvester mining and continue queuing Rocket Soldiers and infantry for defense.", "notes": "Refinery ready from prior turn; building follow-ups are Refinery, War Factory, Refinery, and Power Plant. Enemy probe sighted at (88,8-10), possibly scouting toward our base; our previous e3 defenders are gone.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 171}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 2x e3: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 4300, "deaths_cost": 5700, "units_killed": 37, "units_lost": 34, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9100, "army_value": 0, "income": 4800, "experience": 43, "order_count": 81}}
{"tick": 8401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $13800, army $6500, killed $5700 (34 units, 1 bldgs), lost $4700 (41 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: weap 0%; Infantry: e1 8%; 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%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #207@(87,9)24% #210@(87,9)97% #212@(88,9)41% #221@(87,9)93% #222@(87,9) #223@(85,10) #224@(85,10) #226@(87,14) #229@(75,18) #230@(73,20) #231@(71,22) #232@(67,22) #233@(66,27) #234@(63,27) #235@(60,28) #243@(24,24) #248@(21,22)\n  e3 (Rocket Soldier) x5: #217@(88,10)73% #219@(84,9) #239@(52,27) #241@(39,24) #242@(27,25)\n  harv (Ore Truck (harvester)) x3: #131@(18,6) #152@(24,20) #246@(32,25)\nVISIBLE ENEMY UNITS (3):\n  #249 e3@(92,9) 98%, #250 e1@(92,9) 100%, #251 e1@(92,9) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #245 proc@(90,11) 81%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - rally #133: ordered\n  - attack_move: 14 units\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Place proc #3; start War Factory as soon as refinery income permits. Infantry assault around 85-88,10-14 pushing to enemy start 95,11; rally barracks forward.", "raw": "{\"thoughts\":\"Our forward infantry has reached the enemy refinery and should destroy it immediately while reinforcements keep marching east. War Factory construction is underway; preserve the economic advantage with all three harvesters mining.\",\"notes\":\"Enemy base confirmed around 90-95,9-11; visible refinery #245 at 90,11. Front assault group is at 84-88,9-14; scattered reinforcements advancing from west. Place War Factory when ready, then produce Medium Tanks.\",\"commands\":[{\"do\":\"attack\",\"units\":[207,210,212,217,219,221,222,223,224,226],\"target\":245},{\"do\":\"attack_move\",\"units\":[229,230,231,232,233,234,239,241,242,243,248],\"x\":94,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1684, "completion_tokens": 342, "total_tokens": 2026, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1682, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0091443, "upstream_inference_prompt_cost": 0.0046299, "upstream_inference_completions_cost": 0.0045144}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.28, "thoughts": "Our forward infantry has reached the enemy refinery and should destroy it immediately while reinforcements keep marching east. War Factory construction is underway; preserve the economic advantage with all three harvesters mining.", "notes": "Enemy base confirmed around 90-95,9-11; visible refinery #245 at 90,11. Front assault group is at 84-88,9-14; scattered reinforcements advancing from west. Place War Factory when ready, then produce Medium Tanks.", "commands": [{"do": "attack", "units": [207, 210, 212, 217, 219, 221, 222, 223, 224, 226], "target": 245}, {"do": "attack_move", "units": [229, 230, 231, 232, 233, 234, 239, 241, 242, 243, 248], "x": 94, "y": 11}, {"do": "rally", "building": 133, "x": 88, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["attack: 10 units", "attack_move: 11 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 5700, "deaths_cost": 4700, "units_killed": 34, "units_lost": 41, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13800, "army_value": 3200, "income": 4000, "experience": 57, "order_count": 88}}
{"tick": 8401, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $59 (storage 6000), power 193 made / 150 used, harvesters 3.\nSCORE: assets $12200, army $3900, killed $4700 (41 units, 0 bldgs), lost $5700 (34 units, 1 bldgs). Map explored 21.3%.\nPRODUCTION: Building: proc 23%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 95%; Infantry: e1 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: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 81%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #250@(92,9) #251@(92,9) #252@(93,9)\n  e3 (Rocket Soldier) x1: #249@(92,9)98%\n  harv (Ore Truck (harvester)) x3: #132@(106,20) #171@(98,6)88% #247@(85,5)65%\nVISIBLE ENEMY UNITS (9):\n  #207 e1@(87,9) 24%, #210 e1@(87,9) 97%, #212 e1@(88,9) 41%, #217 e3@(88,10) 73%, #221 e1@(87,9) 93%, #222 e1@(87,9) 100%, #223 e1@(85,10) 100%, #224 e1@(85,10) 100%, #226 e1@(87,14) 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 e3: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Refinery ready from prior turn; building follow-ups are Refinery, War Factory, Refinery, and Power Plant. Enemy probe sighted at (88,8-10), possibly scouting toward our base; our previous e3 defenders are gone.", "raw": "{\"thoughts\":\"A sizeable enemy infantry scout is inside our base, so the immediate priority is eliminating it while preserving the refineries. I will focus the small local defense group on the strongest cluster and pull the damaged distant harvester back toward the base.\",\"notes\":\"Enemy probe at (85-88,9-14), no enemy buildings seen. Defense group #249-252; damaged harvester #247 retreating to base. Refinery 23% under construction; continue toward War Factory after refinery.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[249,250,251,252],\"x\":87,\"y\":10},{\"do\":\"move\",\"units\":[247],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[249,250,251,252],\"stance\":\"return_fire\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1832, "completion_tokens": 479, "total_tokens": 2311, "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": 9.55, "thoughts": "A sizeable enemy infantry scout is inside our base, so the immediate priority is eliminating it while preserving the refineries. I will focus the small local defense group on the strongest cluster and pull the damaged distant harvester back toward the base.", "notes": "Enemy probe at (85-88,9-14), no enemy buildings seen. Defense group #249-252; damaged harvester #247 retreating to base. Refinery 23% under construction; continue toward War Factory after refinery.", "commands": [{"do": "attack_move", "units": [249, 250, 251, 252], "x": 87, "y": 10}, {"do": "move", "units": [247], "x": 95, "y": 11}, {"do": "stance", "units": [249, 250, 251, 252], "stance": "return_fire"}], "feedback": ["attack_move: 4 units", "move: 1 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 4700, "deaths_cost": 5700, "units_killed": 41, "units_lost": 34, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12200, "army_value": 600, "income": 4650, "experience": 47, "order_count": 89}}
{"tick": 8601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $14 (storage 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $13100, army $5800, killed $5700 (34 units, 1 bldgs), lost $5600 (48 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: weap 13%; Infantry: e1 50%; Infantry: e1 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #224@(85,10)79% #226@(87,14) #229@(84,14) #230@(80,13) #231@(78,15) #232@(75,14) #233@(73,20) #234@(71,20) #235@(69,24) #243@(34,24) #248@(30,24) #254@(17,21) #255@(15,22)\n  e3 (Rocket Soldier) x4: #219@(85,10)95% #239@(61,27) #241@(49,26) #242@(37,24)\n  harv (Ore Truck (harvester)) x3: #131@(18,15) #152@(29,24) #246@(28,22)\nVISIBLE ENEMY UNITS (1):\n  #253 e1@(89,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack_move: 11 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 90-95,9-11; visible refinery #245 at 90,11. Front assault group is at 84-88,9-14; scattered reinforcements advancing from west. Place War Factory when ready, then produce Medium Tanks.", "raw": "{\"thoughts\":\"Our forward infantry has reached the enemy start and should clear defenders while revealing buildings. War Factory construction is underway; once it completes, prioritize continuous Medium Tank production for a decisive base assault.\",\"notes\":\"Enemy base area 90-95,9-11; refinery was seen at 90,11. Frontline infantry/rocket group is engaging near 85,10; factory building is 13%.\",\"commands\":[{\"do\":\"attack\",\"units\":[219,224,226,229,230,231,232],\"target\":253},{\"do\":\"attack_move\",\"units\":[233,234,235,239,241,242],\"x\":93,\"y\":10},{\"do\":\"attack_move\",\"units\":[243,248,254,255],\"x\":82,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":84,\"y\":12},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1585, "completion_tokens": 297, "total_tokens": 1882, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1583, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00827805, "upstream_inference_prompt_cost": 0.00435765, "upstream_inference_completions_cost": 0.0039204}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "Our forward infantry has reached the enemy start and should clear defenders while revealing buildings. War Factory construction is underway; once it completes, prioritize continuous Medium Tank production for a decisive base assault.", "notes": "Enemy base area 90-95,9-11; refinery was seen at 90,11. Frontline infantry/rocket group is engaging near 85,10; factory building is 13%.", "commands": [{"do": "attack", "units": [219, 224, 226, 229, 230, 231, 232], "target": 253}, {"do": "attack_move", "units": [233, 234, 235, 239, 241, 242], "x": 93, "y": 10}, {"do": "attack_move", "units": [243, 248, 254, 255], "x": 82, "y": 13}, {"do": "rally", "building": 133, "x": 84, "y": 12}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["attack: 7 units", "attack_move: 6 units", "attack_move: 4 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 5700, "deaths_cost": 5600, "units_killed": 34, "units_lost": 48, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13100, "army_value": 2500, "income": 4500, "experience": 57, "order_count": 88}}
{"tick": 8601, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 6000), power 193 made / 150 used, harvesters 3.\nSCORE: assets $12300, army $4000, killed $5600 (48 units, 0 bldgs), lost $5700 (34 units, 1 bldgs). Map explored 21.3%.\nPRODUCTION: Building: proc 25%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 26%; 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: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 42%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #250@(90,9) #251@(89,9) #252@(90,9) #253@(89,10)\n  e3 (Rocket Soldier) x1: #249@(90,9)98%\n  harv (Ore Truck (harvester)) x3: #132@(104,21) #171@(86,4)88% #247@(96,4)65%\nVISIBLE ENEMY UNITS (3):\n  #219 e3@(85,10) 95%, #224 e1@(85,10) 79%, #226 e1@(87,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy probe at (85-88,9-14), no enemy buildings seen. Defense group #249-252; damaged harvester #247 retreating to base. Refinery 23% under construction; continue toward War Factory after refinery.", "raw": "{\"thoughts\":\"A small enemy probe is engaging our defensive infantry near the damaged western refinery. Concentrate the five available combat units to eliminate it, and resume mining with the damaged harvester while production continues.\",\"notes\":\"Defense group #249-253 is near (89-90,9); enemy probe #219/#224/#226 is around (85-87,10-14). No enemy structures discovered. Proc and Rifle Infantry queues are progressing despite $0 cash.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[249,250,251,252,253],\"x\":85,\"y\":11},{\"do\":\"harvest\",\"unit\":247}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1744, "completion_tokens": 246, "total_tokens": 1990, "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": 7.15, "thoughts": "A small enemy probe is engaging our defensive infantry near the damaged western refinery. Concentrate the five available combat units to eliminate it, and resume mining with the damaged harvester while production continues.", "notes": "Defense group #249-253 is near (89-90,9); enemy probe #219/#224/#226 is around (85-87,10-14). No enemy structures discovered. Proc and Rifle Infantry queues are progressing despite $0 cash.", "commands": [{"do": "attack_move", "units": [249, 250, 251, 252, 253], "x": 85, "y": 11}, {"do": "harvest", "unit": 247}], "feedback": ["attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 5600, "deaths_cost": 5700, "units_killed": 48, "units_lost": 34, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12300, "army_value": 700, "income": 4500, "experience": 56, "order_count": 89}}
{"tick": 8801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $629 (storage 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $12700, army $5400, killed $5800 (35 units, 1 bldgs), lost $6200 (52 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: weap 22%; Infantry: e1 39%; Infantry: e1 0%; Infantry: e1 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #229@(86,14)1% #231@(82,14)* #232@(78,13)* #233@(81,12) #234@(78,12) #235@(77,16) #243@(45,24) #248@(41,24) #254@(26,25) #255@(23,24) #256@(17,21) #257@(14,22)\n  e3 (Rocket Soldier) x3: #239@(69,20) #241@(58,28) #242@(47,24)\n  harv (Ore Truck (harvester)) x3: #131@(11,21) #152@(32,27) #246@(26,20)\nVISIBLE ENEMY UNITS (3):\n  #249 e3@(86,10) 88%, #250 e1@(86,10) 32%, #251 e1@(86,10) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 6 units\n  - attack_move: 4 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base area 90-95,9-11; refinery was seen at 90,11. Frontline infantry/rocket group is engaging near 85,10; factory building is 13%.", "raw": "{\"thoughts\":\"War Factory is nearing completion while our scattered infantry has reached the enemy approach. Keep pressure on the exposed enemy infantry, preserve the nearly dead rifleman, and rally new troops toward the enemy start while saving income for vehicle production.\",\"notes\":\"Enemy base remains around 90-95,10; infantry skirmish at 86,10. War Factory is 22% building. Preserve #229 and push remaining front force east.\",\"commands\":[{\"do\":\"move\",\"units\":[229],\"x\":70,\"y\":18},{\"do\":\"attack\",\"units\":[231,232,233,234,235],\"target\":249},{\"do\":\"attack_move\",\"units\":[239,241,242,243,248,254,255,256,257],\"x\":91,\"y\":10},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":13},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1573, "completion_tokens": 345, "total_tokens": 1918, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1571, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00887865, "upstream_inference_prompt_cost": 0.00432465, "upstream_inference_completions_cost": 0.004554}, "completion_tokens_details": {"reasoning_tokens": 132, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.69, "thoughts": "War Factory is nearing completion while our scattered infantry has reached the enemy approach. Keep pressure on the exposed enemy infantry, preserve the nearly dead rifleman, and rally new troops toward the enemy start while saving income for vehicle production.", "notes": "Enemy base remains around 90-95,10; infantry skirmish at 86,10. War Factory is 22% building. Preserve #229 and push remaining front force east.", "commands": [{"do": "move", "units": [229], "x": 70, "y": 18}, {"do": "attack", "units": [231, 232, 233, 234, 235], "target": 249}, {"do": "attack_move", "units": [239, 241, 242, 243, 248, 254, 255, 256, 257], "x": 91, "y": 10}, {"do": "rally", "building": 133, "x": 82, "y": 13}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["move: 1 units", "attack: 5 units", "attack_move: 9 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 5800, "deaths_cost": 6200, "units_killed": 35, "units_lost": 52, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12700, "army_value": 2100, "income": 5000, "experience": 58, "order_count": 88}}
{"tick": 8801, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $403 (storage 6000), power 193 made / 150 used, harvesters 3.\nSCORE: assets $12200, army $3900, killed $6200 (52 units, 0 bldgs), lost $5800 (35 units, 1 bldgs). Map explored 21.3%.\nPRODUCTION: Building: proc 28%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 82%; 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: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 35%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #250@(86,10)32% #251@(86,10)96% #252@(87,9)\n  e3 (Rocket Soldier) x1: #249@(86,10)88%\n  harv (Ore Truck (harvester)) x3: #132@(97,15) #171@(87,6)88% #247@(89,3)65%\nVISIBLE ENEMY UNITS (1):\n  #229 e1@(86,14) 1%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Defense group #249-253 is near (89-90,9); enemy probe #219/#224/#226 is around (85-87,10-14). No enemy structures discovered. Proc and Rifle Infantry queues are progressing despite $0 cash.", "raw": "{\"thoughts\":\"Our damaged forward Ore Refinery is at 35% health, while three harvesters are operating and the infantry queue is still producing. The enemy has only a nearly dead rifleman visible near our forward force, so I will focus the combat group on that probe and keep harvesting.\",\"notes\":\"Proc #245 is damaged and being repaired. Forward combat group #249-252 is around (86-87,9-10); enemy probe is at (86,14). No enemy structures discovered yet. Maintain ore income and consolidate the group for a push west.\",\"commands\":[{\"do\":\"repair\",\"building\":245},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247},{\"do\":\"attack_move\",\"units\":[249,250,251,252],\"x\":86,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1704, "completion_tokens": 445, "total_tokens": 2149, "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": 9.39, "thoughts": "Our damaged forward Ore Refinery is at 35% health, while three harvesters are operating and the infantry queue is still producing. The enemy has only a nearly dead rifleman visible near our forward force, so I will focus the combat group on that probe and keep harvesting.", "notes": "Proc #245 is damaged and being repaired. Forward combat group #249-252 is around (86-87,9-10); enemy probe is at (86,14). No enemy structures discovered yet. Maintain ore income and consolidate the group for a push west.", "commands": [{"do": "repair", "building": 245}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}, {"do": "attack_move", "units": [249, 250, 251, 252], "x": 86, "y": 14}], "feedback": ["repair #245: ordered", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 6200, "deaths_cost": 5800, "units_killed": 52, "units_lost": 35, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12200, "army_value": 600, "income": 4500, "experience": 62, "order_count": 89}}
{"tick": 9001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $12800, army $5500, killed $6400 (39 units, 1 bldgs), lost $6400 (54 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Building: weap 38%; Infantry: e1 51%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #231@(83,14)* #232@(82,13)* #234@(82,12)87%* #235@(80,14)* #243@(54,28) #248@(51,26) #254@(35,24) #255@(33,24) #256@(25,25) #257@(23,24) #259@(20,21) #260@(18,20) #261@(15,22)\n  e3 (Rocket Soldier) x3: #239@(76,13) #241@(67,22) #242@(57,28)\n  harv (Ore Truck (harvester)) x3: #131@(7,27) #152@(25,22) #246@(33,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack: 5 units\n  - attack_move: 9 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains around 90-95,10; infantry skirmish at 86,10. War Factory is 22% building. Preserve #229 and push remaining front force east.", "raw": "{\"thoughts\":\"War Factory is nearing completion while our infantry pressure is spread across the center and east. Keep the forward force advancing toward the suspected enemy base and consolidate trailing infantry behind it while harvesters continue mining.\",\"notes\":\"Enemy base likely 90-95,10. Forward infantry at 80-83,12-14; push east/northeast. War Factory 38% complete; cash currently zero, begin tank production immediately when funds arrive.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[231,232,234,235,239],\"x\":94,\"y\":11},{\"do\":\"attack_move\",\"units\":[241,242,243,248,254,255],\"x\":82,\"y\":14},{\"do\":\"move\",\"units\":[256,257,259,260,261],\"x\":55,\"y\":25},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1523, "completion_tokens": 278, "total_tokens": 1801, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1521, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00785675, "upstream_inference_prompt_cost": 0.00418715, "upstream_inference_completions_cost": 0.0036696}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "War Factory is nearing completion while our infantry pressure is spread across the center and east. Keep the forward force advancing toward the suspected enemy base and consolidate trailing infantry behind it while harvesters continue mining.", "notes": "Enemy base likely 90-95,10. Forward infantry at 80-83,12-14; push east/northeast. War Factory 38% complete; cash currently zero, begin tank production immediately when funds arrive.", "commands": [{"do": "attack_move", "units": [231, 232, 234, 235, 239], "x": 94, "y": 11}, {"do": "attack_move", "units": [241, 242, 243, 248, 254, 255], "x": 82, "y": 14}, {"do": "move", "units": [256, 257, 259, 260, 261], "x": 55, "y": 25}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}, {"do": "rally", "building": 133, "x": 70, "y": 20}], "feedback": ["attack_move: 5 units", "attack_move: 6 units", "move: 5 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 6400, "deaths_cost": 6400, "units_killed": 39, "units_lost": 54, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12800, "army_value": 2200, "income": 5000, "experience": 64, "order_count": 88}}
{"tick": 9001, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $194 (storage 6000), power 193 made / 150 used, harvesters 3.\nSCORE: assets $11700, army $3400, killed $6400 (54 units, 0 bldgs), lost $6400 (39 units, 1 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 41%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 76%; 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: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 35%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #258@(90,13)\n  harv (Ore Truck (harvester)) x3: #132@(105,23) #171@(90,12)88% #247@(86,5)65%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #245: ordered\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Proc #245 is damaged and being repaired. Forward combat group #249-252 is around (86-87,9-10); enemy probe is at (86,14). No enemy structures discovered yet. Maintain ore income and consolidate the group for a push west.", "raw": "{\"thoughts\":\"The forward combat group has been lost, and only one rifle infantry unit remains, so the western enemy probe is currently the immediate concern. The damaged refinery is repairing while construction and all production queues remain busy; consolidate new infantry near the western approach for defense and a later counterpush.\",\"notes\":\"Enemy start remains likely at (12,16); last known probe was near (86,14), now not visible. Refinery #245 is at 35% and under repair. Three refineries and three barracks are active/building; keep queues saturated and rally infantry west of the base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[258],\"x\":86,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":10},{\"do\":\"rally\",\"building\":144,\"x\":82,\"y\":10},{\"do\":\"rally\",\"building\":193,\"x\":82,\"y\":10}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1661, "completion_tokens": 657, "total_tokens": 2318, "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": 12.6, "thoughts": "The forward combat group has been lost, and only one rifle infantry unit remains, so the western enemy probe is currently the immediate concern. The damaged refinery is repairing while construction and all production queues remain busy; consolidate new infantry near the western approach for defense and a later counterpush.", "notes": "Enemy start remains likely at (12,16); last known probe was near (86,14), now not visible. Refinery #245 is at 35% and under repair. Three refineries and three barracks are active/building; keep queues saturated and rally infantry west of the base.", "commands": [{"do": "attack_move", "units": [258], "x": 86, "y": 12}, {"do": "rally", "building": 134, "x": 82, "y": 10}, {"do": "rally", "building": 144, "x": 82, "y": 10}, {"do": "rally", "building": 193, "x": 82, "y": 10}], "feedback": ["attack_move: 1 units", "rally #134: ordered", "rally #144: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 6400, "deaths_cost": 6400, "units_killed": 54, "units_lost": 39, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11700, "army_value": 100, "income": 4450, "experience": 64, "order_count": 89}}
{"tick": 9201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $153 (storage 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $12900, army $5600, killed $6400 (39 units, 1 bldgs), lost $6500 (55 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: Building: weap 47%; Infantry: e1 23%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #232@(85,12)97% #234@(85,12)67% #235@(85,13)82% #243@(64,27) #248@(60,28) #254@(46,24) #255@(44,24) #256@(36,25) #257@(33,24) #259@(29,27) #260@(29,20) #261@(24,22) #263@(16,20) #264@(14,22)\n  e3 (Rocket Soldier) x3: #239@(84,11) #241@(75,18) #242@(65,24)\n  harv (Ore Truck (harvester)) x3: #131@(11,24) #152@(26,22) #246@(27,20)\nVISIBLE ENEMY UNITS (2):\n  #247 harv@(88,13) 63%, #258 e1@(89,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - attack_move: 6 units\n  - move: 5 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely 90-95,10. Forward infantry at 80-83,12-14; push east/northeast. War Factory 38% complete; cash currently zero, begin tank production immediately when funds arrive.", "raw": "{\"thoughts\":\"Our forward infantry has reached the likely enemy start and spotted an exposed harvester. Focus fire it while the trailing force continues advancing; the War Factory will enable a stronger armored follow-up shortly.\",\"notes\":\"Enemy contact at 88-89,13; likely base immediately northeast/east around 95,11. Forward rifles/rockets engage harvester, trailing infantry advances to staging around 80,14. War Factory 47%. \u10e1\u10d0\u10db\u10d8 refineries/3 harvesters.\",\"commands\":[{\"do\":\"attack\",\"units\":[232,234,235,239],\"target\":247},{\"do\":\"attack\",\"units\":[232,234,235,239],\"target\":258},{\"do\":\"attack_move\",\"units\":[241,242,243,248,254,255],\"x\":88,\"y\":13},{\"do\":\"attack_move\",\"units\":[256,257,259,260,261,263,264],\"x\":78,\"y\":15},{\"do\":\"rally\",\"building\":133,\"x\":80,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1552, "completion_tokens": 347, "total_tokens": 1899, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1550, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0088473, "upstream_inference_prompt_cost": 0.0042669, "upstream_inference_completions_cost": 0.0045804}, "completion_tokens_details": {"reasoning_tokens": 129, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Our forward infantry has reached the likely enemy start and spotted an exposed harvester. Focus fire it while the trailing force continues advancing; the War Factory will enable a stronger armored follow-up shortly.", "notes": "Enemy contact at 88-89,13; likely base immediately northeast/east around 95,11. Forward rifles/rockets engage harvester, trailing infantry advances to staging around 80,14. War Factory 47%. \u10e1\u10d0\u10db\u10d8 refineries/3 harvesters.", "commands": [{"do": "attack", "units": [232, 234, 235, 239], "target": 247}, {"do": "attack", "units": [232, 234, 235, 239], "target": 258}, {"do": "attack_move", "units": [241, 242, 243, 248, 254, 255], "x": 88, "y": 13}, {"do": "attack_move", "units": [256, 257, 259, 260, 261, 263, 264], "x": 78, "y": 15}, {"do": "rally", "building": 133, "x": 80, "y": 15}], "feedback": ["attack: 4 units", "attack: 4 units", "attack_move: 6 units", "attack_move: 7 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 6400, "deaths_cost": 6500, "units_killed": 39, "units_lost": 55, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12900, "army_value": 2300, "income": 5000, "experience": 64, "order_count": 88}}
{"tick": 9201, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 6000), power 193 made / 150 used, harvesters 3.\nSCORE: assets $12000, army $3700, killed $6500 (55 units, 0 bldgs), lost $6400 (39 units, 1 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 55%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 65%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 35%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #258@(89,13)\n  e3 (Rocket Soldier) x1: #262@(88,9)\n  harv (Ore Truck (harvester)) x3: #132@(100,21) #171@(86,7)77% #247@(88,13)63%\nVISIBLE ENEMY UNITS (4):\n  #232 e1@(85,12) 97%, #234 e1@(85,12) 67%, #235 e1@(85,13) 82%, #239 e3@(84,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #134: ordered\n  - rally #144: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Enemy start remains likely at (12,16); last known probe was near (86,14), now not visible. Refinery #245 is at 35% and under repair. Three refineries and three barracks are active/building; keep queues saturated and rally infantry west of the base.", "raw": "{\"thoughts\":\"The base is well established with multiple refineries and barracks, but the damaged refinery should be repaired to restore income. Two combat units are near a small enemy infantry force; I will push west to eliminate the scouts while the production queues continue building.\",\"notes\":\"Enemy visible at (85,12): three rifle infantry and one rocket soldier. Send #258 and #262 to engage; keep harvesters #171 and #247 mining and repair refinery #245. Continue producing infantry and the queued war factories.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[258,262],\"x\":84,\"y\":12},{\"do\":\"repair\",\"building\":245},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1737, "completion_tokens": 333, "total_tokens": 2070, "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": 4.67, "thoughts": "The base is well established with multiple refineries and barracks, but the damaged refinery should be repaired to restore income. Two combat units are near a small enemy infantry force; I will push west to eliminate the scouts while the production queues continue building.", "notes": "Enemy visible at (85,12): three rifle infantry and one rocket soldier. Send #258 and #262 to engage; keep harvesters #171 and #247 mining and repair refinery #245. Continue producing infantry and the queued war factories.", "commands": [{"do": "attack_move", "units": [258, 262], "x": 84, "y": 12}, {"do": "repair", "building": 245}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}], "feedback": ["attack_move: 2 units", "repair #245: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 6500, "deaths_cost": 6400, "units_killed": 55, "units_lost": 39, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12000, "army_value": 400, "income": 4500, "experience": 65, "order_count": 89}}
{"tick": 9401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $695 (storage 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $13100, army $5800, killed $6800 (41 units, 1 bldgs), lost $6500 (55 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: weap 61%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #232@(85,12)95% #234@(85,12)58% #235@(85,13)52% #243@(72,21) #248@(68,21) #254@(55,28) #255@(53,28) #256@(46,24) #257@(44,24) #259@(38,24) #260@(37,27) #261@(34,24) #263@(25,25) #264@(22,23) #265@(17,26) #266@(16,22)\n  e3 (Rocket Soldier) x3: #239@(85,11) #241@(84,14) #242@(73,16)\n  harv (Ore Truck (harvester)) x3: #131@(16,18) #152@(31,28) #246@(28,21)\nVISIBLE ENEMY UNITS (1):\n  #247 harv@(87,12) 62%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack: 4 units\n  - attack_move: 6 units\n  - attack_move: 7 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy contact at 88-89,13; likely base immediately northeast/east around 95,11. Forward rifles/rockets engage harvester, trailing infantry advances to staging around 80,14. War Factory 47%. \u10e1\u10d0\u10db\u10d8 refineries/3 harvesters.", "raw": "{\"thoughts\":\"Our infantry spearhead has reached the likely enemy start and has found an exposed harvester. Finish it and push through the area while continuing rifle production; the War Factory will soon enable the needed tank force.\",\"notes\":\"Enemy harvester #247 at 87,12; enemy base likely around 95,11. War Factory #weap is 61% and must be placed when ready. Push all infantry east/northeast.\",\"commands\":[{\"do\":\"attack\",\"units\":[232,234,235,239,241,242],\"target\":247},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":96,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":6},{\"do\":\"rally\",\"building\":133,\"x\":84,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1556, "completion_tokens": 238, "total_tokens": 1794, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1554, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074195, "upstream_inference_prompt_cost": 0.0042779, "upstream_inference_completions_cost": 0.0031416}, "completion_tokens_details": {"reasoning_tokens": 66, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "Our infantry spearhead has reached the likely enemy start and has found an exposed harvester. Finish it and push through the area while continuing rifle production; the War Factory will soon enable the needed tank force.", "notes": "Enemy harvester #247 at 87,12; enemy base likely around 95,11. War Factory #weap is 61% and must be placed when ready. Push all infantry east/northeast.", "commands": [{"do": "attack", "units": [232, 234, 235, 239, 241, 242], "target": 247}, {"do": "attack_move", "units": "all_army", "x": 96, "y": 11}, {"do": "train", "item": "e1", "count": 6}, {"do": "rally", "building": 133, "x": 84, "y": 14}], "feedback": ["attack: 6 units", "attack_move: 19 units", "train 6x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 6800, "deaths_cost": 6500, "units_killed": 41, "units_lost": 55, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13100, "army_value": 2500, "income": 6000, "experience": 68, "order_count": 88}}
{"tick": 9401, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $640 (storage 6000), power 193 made / 150 used, harvesters 3.\nSCORE: assets $11900, army $3600, killed $6500 (55 units, 0 bldgs), lost $6800 (41 units, 1 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 66%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 100%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 27%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #267@(90,9)\n  harv (Ore Truck (harvester)) x3: #132@(97,15) #171@(84,5)69% #247@(87,12)62%\nVISIBLE ENEMY UNITS (5):\n  #232 e1@(85,12) 95%, #234 e1@(85,12) 58%, #235 e1@(85,13) 52%, #239 e3@(85,11) 100%, #241 e3@(84,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - repair #245: ordered\nYOUR NOTES FROM LAST TURN: Enemy visible at (85,12): three rifle infantry and one rocket soldier. Send #258 and #262 to engage; keep harvesters #171 and #247 mining and repair refinery #245. Continue producing infantry and the queued war factories.", "raw": "{\"thoughts\":\"The damaged refinery and harvesters are the immediate priority, while enemy infantry is probing the southern base. I will reinforce the infantry queues, add power capacity, set defensive rally points, and use the lone rocket soldier to delay the enemy.\",\"notes\":\"Enemy scout group remains at (85,12), with three rifle infantry and one rocket soldier visible. Refinery #245 is damaged and under repair; harvesters #171 and #247 are low health. Continue filling barracks and queued production buildings.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":134,\"x\":89,\"y\":11},{\"do\":\"rally\",\"building\":144,\"x\":89,\"y\":11},{\"do\":\"attack_move\",\"units\":[267],\"x\":85,\"y\":12},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1699, "completion_tokens": 732, "total_tokens": 2431, "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": 14.3, "thoughts": "The damaged refinery and harvesters are the immediate priority, while enemy infantry is probing the southern base. I will reinforce the infantry queues, add power capacity, set defensive rally points, and use the lone rocket soldier to delay the enemy.", "notes": "Enemy scout group remains at (85,12), with three rifle infantry and one rocket soldier visible. Refinery #245 is damaged and under repair; harvesters #171 and #247 are low health. Continue filling barracks and queued production buildings.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 134, "x": 89, "y": 11}, {"do": "rally", "building": 144, "x": 89, "y": 11}, {"do": "attack_move", "units": [267], "x": 85, "y": 12}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}], "feedback": ["train 5x e1: queued", "train 3x e3: queued", "build powr: started", "rally #134: ordered", "rally #144: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 6500, "deaths_cost": 6800, "units_killed": 55, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11900, "army_value": 300, "income": 5000, "experience": 65, "order_count": 89}}
{"tick": 9601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $42 (storage 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $12900, army $5600, killed $6800 (41 units, 1 bldgs), lost $7000 (58 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: weap 78%; Infantry: e1 19%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #232@(85,10)45% #243@(79,14) #248@(76,13) #254@(64,25) #255@(63,26) #256@(55,28) #257@(53,27) #259@(48,25) #260@(47,26) #261@(45,24) #263@(35,24) #264@(33,24) #265@(26,29) #266@(24,24) #270@(19,20) #271@(17,21) #272@(14,22)\n  e3 (Rocket Soldier) x2: #241@(84,10) #242@(82,15)\n  harv (Ore Truck (harvester)) x3: #131@(9,27) #152@(28,24) #246@(33,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 19 units\n  - train 6x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy harvester #247 at 87,12; enemy base likely around 95,11. War Factory #weap is 61% and must be placed when ready. Push all infantry east/northeast.", "raw": "{\"thoughts\":\"Our infantry and rocket soldiers are spread across the center but have a clear route toward the likely enemy base at the northeast. Keep the pressure moving toward 95,11 while the War Factory completes and ore income resumes production.\",\"notes\":\"Enemy base suspected near 95,11; push all combat units northeast. War Factory is 78% and should be placed immediately when ready next turn.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1546, "completion_tokens": 245, "total_tokens": 1791, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1544, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074844, "upstream_inference_prompt_cost": 0.0042504, "upstream_inference_completions_cost": 0.003234}, "completion_tokens_details": {"reasoning_tokens": 91, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "Our infantry and rocket soldiers are spread across the center but have a clear route toward the likely enemy base at the northeast. Keep the pressure moving toward 95,11 while the War Factory completes and ore income resumes production.", "notes": "Enemy base suspected near 95,11; push all combat units northeast. War Factory is 78% and should be placed immediately when ready next turn.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}, {"do": "rally", "building": 133, "x": 82, "y": 14}], "feedback": ["attack_move: 19 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 6800, "deaths_cost": 7000, "units_killed": 41, "units_lost": 58, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12900, "army_value": 2300, "income": 5500, "experience": 68, "order_count": 94}}
{"tick": 9601, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 6000), power 193 made / 150 used, harvesters 3.\nSCORE: assets $12100, army $3800, killed $7000 (58 units, 0 bldgs), lost $6800 (41 units, 1 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 86%; Building: powr 0%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 88%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #268@(89,9) #269@(89,9)\n  e3 (Rocket Soldier) x1: #267@(89,9)\n  harv (Ore Truck (harvester)) x3: #132@(103,24) #171@(90,12)69% #247@(83,6)8%\nVISIBLE ENEMY UNITS (1):\n  #232 e1@(85,10) 45%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - build powr: started\n  - rally #134: ordered\n  - rally #144: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy scout group remains at (85,12), with three rifle infantry and one rocket soldier visible. Refinery #245 is damaged and under repair; harvesters #171 and #247 are low health. Continue filling barracks and queued production buildings.", "raw": "{\"thoughts\":\"A damaged enemy scout is just west of our base, so eliminate it with all available infantry. With no cash, continue the extensive production already queued and pull critically damaged harvesters back toward safety while repairing the refinery.\",\"notes\":\"Enemy scout #232 is at (85,10), 45% HP. Our three combat units are at (89,9). Harvester #247 has only 8% HP; #171 has 69%. Refinery #245 is at 23% and under repair; production queues remain full.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[267,268,269],\"x\":85,\"y\":10},{\"do\":\"move\",\"units\":[247],\"x\":90,\"y\":11},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"repair\",\"building\":245},{\"do\":\"stance\",\"units\":[267,268,269],\"stance\":\"return_fire\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1763, "completion_tokens": 430, "total_tokens": 2193, "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": "A damaged enemy scout is just west of our base, so eliminate it with all available infantry. With no cash, continue the extensive production already queued and pull critically damaged harvesters back toward safety while repairing the refinery.", "notes": "Enemy scout #232 is at (85,10), 45% HP. Our three combat units are at (89,9). Harvester #247 has only 8% HP; #171 has 69%. Refinery #245 is at 23% and under repair; production queues remain full.", "commands": [{"do": "attack_move", "units": [267, 268, 269], "x": 85, "y": 10}, {"do": "move", "units": [247], "x": 90, "y": 11}, {"do": "harvest", "unit": 171}, {"do": "repair", "building": 245}, {"do": "stance", "units": [267, 268, 269], "stance": "return_fire"}], "feedback": ["attack_move: 3 units", "move: 1 units", "repair #245: ordered", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 7000, "deaths_cost": 6800, "units_killed": 58, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12100, "army_value": 500, "income": 5000, "experience": 70, "order_count": 98}}
{"tick": 9801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $288 (storage 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $12300, army $5000, killed $6800 (41 units, 1 bldgs), lost $7700 (61 units, 0 bldgs). Map explored 24.6%.\nPRODUCTION: Building: weap 84%; Infantry: e1 46%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #243@(84,11)12% #248@(84,11)90% #254@(71,18) #255@(70,18) #256@(64,25) #257@(63,26) #259@(58,28) #260@(56,28) #261@(54,28) #263@(46,24) #264@(44,24) #265@(35,26) #266@(34,24) #270@(28,24) #271@(25,25) #272@(22,23) #274@(15,22)\n  harv (Ore Truck (harvester)) x3: #131@(5,26) #152@(24,20) #246@(29,24)\nVISIBLE ENEMY UNITS (1):\n  #269 e1@(87,9) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base suspected near 95,11; push all combat units northeast. War Factory is 78% and should be placed immediately when ready next turn.", "raw": "{\"thoughts\":\"Our infantry spearhead is closing on the suspected enemy start, while the War Factory is nearly ready. Keep the attack moving northeast and queue anti-vehicle infantry as refinery income becomes available.\",\"notes\":\"War Factory at 84%, place immediately next turn; infantry line advancing from x15-84 toward enemy start 95,11. Enemy rifle spotted at 87,9.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1495, "completion_tokens": 270, "total_tokens": 1765, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1493, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00767415, "upstream_inference_prompt_cost": 0.00411015, "upstream_inference_completions_cost": 0.003564}, "completion_tokens_details": {"reasoning_tokens": 132, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "Our infantry spearhead is closing on the suspected enemy start, while the War Factory is nearly ready. Keep the attack moving northeast and queue anti-vehicle infantry as refinery income becomes available.", "notes": "War Factory at 84%, place immediately next turn; infantry line advancing from x15-84 toward enemy start 95,11. Enemy rifle spotted at 87,9.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 133, "x": 90, "y": 11}], "feedback": ["attack_move: 17 units", "train 5x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 6800, "deaths_cost": 7700, "units_killed": 41, "units_lost": 61, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12300, "army_value": 1700, "income": 5500, "experience": 68, "order_count": 94}}
{"tick": 9801, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 6000), power 193 made / 150 used, harvesters 3.\nSCORE: assets $12400, army $4100, killed $7700 (61 units, 0 bldgs), lost $6800 (41 units, 1 bldgs). Map explored 21.5%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 91%; 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: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #268@(88,9)90% #269@(87,9)\n  e3 (Rocket Soldier) x2: #267@(88,9)98% #273@(88,9)\n  harv (Ore Truck (harvester)) x3: #132@(104,21) #171@(86,7)51% #247@(90,12)8%\nVISIBLE ENEMY UNITS (2):\n  #243 e1@(84,11) 12%, #248 e1@(84,11) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - move: 1 units\n  - repair #245: ordered\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Enemy scout #232 is at (85,10), 45% HP. Our three combat units are at (89,9). Harvester #247 has only 8% HP; #171 has 69%. Refinery #245 is at 23% and under repair; production queues remain full.", "raw": "{\"thoughts\":\"Place the completed refinery to restore ore capacity and income. The four combat units can eliminate the two exposed enemy riflemen, while both damaged harvesters return to mining and the refinery continues repairing.\",\"notes\":\"Refinery #245 is at 23% under repair; harvester #247 is critically damaged at 8%. Enemy riflemen #243/#248 are at (84,11); no enemy buildings are visible yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":[267,268,269,273],\"x\":84,\"y\":11},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1772, "completion_tokens": 417, "total_tokens": 2189, "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": 10.88, "thoughts": "Place the completed refinery to restore ore capacity and income. The four combat units can eliminate the two exposed enemy riflemen, while both damaged harvesters return to mining and the refinery continues repairing.", "notes": "Refinery #245 is at 23% under repair; harvester #247 is critically damaged at 8%. Enemy riflemen #243/#248 are at (84,11); no enemy buildings are visible yet.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": [267, 268, 269, 273], "x": 84, "y": 11}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 7700, "deaths_cost": 6800, "units_killed": 61, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12400, "army_value": 800, "income": 5000, "experience": 77, "order_count": 98}}
{"tick": 10001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $301 (storage 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $12200, army $4900, killed $6800 (41 units, 1 bldgs), lost $7900 (63 units, 0 bldgs). Map explored 24.6%.\nPRODUCTION: Building: weap 96%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #254@(79,10) #255@(78,11) #256@(72,17) #257@(70,19) #259@(66,22) #260@(65,24) #261@(63,26) #263@(55,28) #264@(53,27) #265@(46,26) #266@(45,24) #270@(38,24) #271@(35,24) #272@(32,24) #274@(23,24) #277@(21,22)\n  harv (Ore Truck (harvester)) x3: #131@(14,19) #152@(31,28) #246@(24,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 5x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: War Factory at 84%, place immediately next turn; infantry line advancing from x15-84 toward enemy start 95,11. Enemy rifle spotted at 87,9.", "raw": "{\"thoughts\":\"War Factory is nearly ready and the rifle screen is pushing into the enemy approach. Place it immediately, keep the infantry advancing toward the likely enemy base, and begin armored production as ore income arrives.\",\"notes\":\"Place #weap now; infantry advance east/northeast toward (95,11). Enemy rifle was previously seen near (87,9); enemy base likely around (95,11). Queue tanks as soon as funds permit.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":20,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":84,\"y\":11},{\"do\":\"attack_move\",\"units\":[254,255,256,257,259,260,261,263,264,265,266,270,271,272,274,277],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1518, "completion_tokens": 249, "total_tokens": 1767, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1516, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074602, "upstream_inference_prompt_cost": 0.0041734, "upstream_inference_completions_cost": 0.0032868}, "completion_tokens_details": {"reasoning_tokens": 67, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "War Factory is nearly ready and the rifle screen is pushing into the enemy approach. Place it immediately, keep the infantry advancing toward the likely enemy base, and begin armored production as ore income arrives.", "notes": "Place #weap now; infantry advance east/northeast toward (95,11). Enemy rifle was previously seen near (87,9); enemy base likely around (95,11). Queue tanks as soon as funds permit.", "commands": [{"do": "place", "item": "weap", "x": 20, "y": 13}, {"do": "rally", "building": 133, "x": 84, "y": 11}, {"do": "attack_move", "units": [254, 255, 256, 257, 259, 260, 261, 263, 264, 265, 266, 270, 271, 272, 274, 277], "x": 95, "y": 11}], "feedback": ["place weap: nothing READY TO PLACE with that type", "rally #133: ordered", "attack_move: 16 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 6800, "deaths_cost": 7900, "units_killed": 41, "units_lost": 63, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12200, "army_value": 1600, "income": 6000, "experience": 68, "order_count": 99}}
{"tick": 10001, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $371 (storage 8000), power 193 made / 180 used, harvesters 4.\nSCORE: assets $15200, army $5500, killed $7900 (63 units, 0 bldgs), lost $6800 (41 units, 1 bldgs). Map explored 21.8%.\nPRODUCTION: Building: powr 19%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 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: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #268@(84,11)85%* #269@(84,11)61%*\n  e3 (Rocket Soldier) x3: #267@(84,11)98%* #273@(84,11)* #278@(92,9)\n  harv (Ore Truck (harvester)) x4: #132@(97,15) #171@(84,4)51% #247@(83,8)8% #276@(108,22)\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  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Refinery #245 is at 23% under repair; harvester #247 is critically damaged at 8%. Enemy riflemen #243/#248 are at (84,11); no enemy buildings are visible yet.", "raw": "{\"thoughts\":\"The western group has cleared the immediate enemies and is positioned at the forward edge of the explored map. I will send all five combat units toward the likely enemy base, repair the damaged refinery, and use the remaining cash on an Ore Silo to improve economy.\",\"notes\":\"Main strike group #267/#268/#269/#273/#278 attacking west toward likely enemy start (12,16). Refinery #245 at 23% is being repaired. Harvester #247 remains critically damaged; four refineries are operational.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[267,268,269,273,278],\"x\":12,\"y\":16},{\"do\":\"repair\",\"building\":245},{\"do\":\"build\",\"item\":\"silo\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1741, "completion_tokens": 521, "total_tokens": 2262, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 924, "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": 8.58, "thoughts": "The western group has cleared the immediate enemies and is positioned at the forward edge of the explored map. I will send all five combat units toward the likely enemy base, repair the damaged refinery, and use the remaining cash on an Ore Silo to improve economy.", "notes": "Main strike group #267/#268/#269/#273/#278 attacking west toward likely enemy start (12,16). Refinery #245 at 23% is being repaired. Harvester #247 remains critically damaged; four refineries are operational.", "commands": [{"do": "attack_move", "units": [267, 268, 269, 273, 278], "x": 12, "y": 16}, {"do": "repair", "building": 245}, {"do": "build", "item": "silo"}], "feedback": ["attack_move: 5 units", "repair #245: ordered", "build silo: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 7900, "deaths_cost": 6800, "units_killed": 63, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 15200, "army_value": 1100, "income": 5000, "experience": 79, "order_count": 99}}
{"tick": 10201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $406 (storage 6000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $12300, army $5000, killed $6900 (42 units, 1 bldgs), lost $8100 (65 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #256@(78,12)12% #257@(77,12) #259@(73,15) #260@(73,16) #261@(71,18) #263@(64,25) #264@(62,27) #265@(56,28) #266@(54,28) #270@(48,25) #271@(46,24) #272@(43,24) #274@(33,24) #277@(30,24)\n  e3 (Rocket Soldier) x1: #279@(19,20)\n  harv (Ore Truck (harvester)) x3: #131@(11,21) #152@(29,27) #246@(33,28)\nVISIBLE ENEMY UNITS (3):\n  #267 e3@(81,13) 87%, #268 e1@(81,13) 54%, #273 e3@(81,13) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - rally #133: ordered\n  - attack_move: 16 units\nYOUR NOTES FROM LAST TURN: Place #weap now; infantry advance east/northeast toward (95,11). Enemy rifle was previously seen near (87,9); enemy base likely around (95,11). Queue tanks as soon as funds permit.", "raw": "{\"thoughts\":\"War Factory is ready but was not placed successfully last tick; place it immediately so vehicle production can begin. The infantry screen has reached enemy forward troops near the likely base, so concentrate fire and keep advancing east.\",\"notes\":\"Place ready weap; enemy forward infantry/rockets at 81,13 and likely base near 95,11. Begin tank production as soon as War Factory completes and funds allow.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":20,\"y\":13},{\"do\":\"attack\",\"units\":[256,257,259,260,261,263,264,265,266,270,271,272,274,277,279],\"target\":267},{\"do\":\"stance\",\"units\":[256,257,259,260,261,263,264,265,266,270,271,272,274,277,279],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":80,\"y\":13}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1564, "completion_tokens": 342, "total_tokens": 1906, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1562, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0088143, "upstream_inference_prompt_cost": 0.0042999, "upstream_inference_completions_cost": 0.0045144}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "War Factory is ready but was not placed successfully last tick; place it immediately so vehicle production can begin. The infantry screen has reached enemy forward troops near the likely base, so concentrate fire and keep advancing east.", "notes": "Place ready weap; enemy forward infantry/rockets at 81,13 and likely base near 95,11. Begin tank production as soon as War Factory completes and funds allow.", "commands": [{"do": "place", "item": "weap", "x": 20, "y": 13}, {"do": "attack", "units": [256, 257, 259, 260, 261, 263, 264, 265, 266, 270, 271, 272, 274, 277, 279], "target": 267}, {"do": "stance", "units": [256, 257, 259, 260, 261, 263, 264, 265, 266, 270, 271, 272, 274, 277, 279], "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 80, "y": 13}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack: 15 units", "stance: 15 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 6900, "deaths_cost": 8100, "units_killed": 42, "units_lost": 65, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12300, "army_value": 1700, "income": 6000, "experience": 69, "order_count": 99}}
{"tick": 10201, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 193 made / 180 used, harvesters 4.\nSCORE: assets $15100, army $5400, killed $8100 (65 units, 0 bldgs), lost $6900 (42 units, 1 bldgs). Map explored 21.8%.\nPRODUCTION: Building: powr 57%; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Defense: silo 71%; Infantry: e3 66%; 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: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #268@(81,13)54%\n  e3 (Rocket Soldier) x3: #267@(81,13)87% #273@(81,13)98% #278@(83,14)\n  harv (Ore Truck (harvester)) x4: #132@(106,23) #171@(90,12)51% #247@(86,11)7% #276@(106,22)\nVISIBLE ENEMY UNITS (1):\n  #256 e1@(78,12) 12%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - repair #245: ordered\n  - build silo: started\nYOUR NOTES FROM LAST TURN: Main strike group #267/#268/#269/#273/#278 attacking west toward likely enemy start (12,16). Refinery #245 at 23% is being repaired. Harvester #247 remains critically damaged; four refineries are operational.", "raw": "{\"thoughts\":\"The western strike force has reached the enemy scout and should press toward the likely enemy base at (12,16), though this is a small assault group. Keep infantry production flowing, protect the critically damaged harvester, and continue repairing the damaged refinery.\",\"notes\":\"Main combat group #267/#268/#273/#278 is attacking west near (81,13), with weak enemy rifle #256 nearby. Enemy base likely at (12,16). Refinery #245 and harvester #247 need protection; long infantry queues are filling.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[267,268,273,278],\"x\":78,\"y\":12},{\"do\":\"move\",\"units\":[247],\"x\":90,\"y\":11},{\"do\":\"repair\",\"building\":245},{\"do\":\"rally\",\"building\":193,\"x\":80,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":14},{\"do\":\"rally\",\"building\":144,\"x\":80,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1749, "completion_tokens": 517, "total_tokens": 2266, "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": 9.59, "thoughts": "The western strike force has reached the enemy scout and should press toward the likely enemy base at (12,16), though this is a small assault group. Keep infantry production flowing, protect the critically damaged harvester, and continue repairing the damaged refinery.", "notes": "Main combat group #267/#268/#273/#278 is attacking west near (81,13), with weak enemy rifle #256 nearby. Enemy base likely at (12,16). Refinery #245 and harvester #247 need protection; long infantry queues are filling.", "commands": [{"do": "attack_move", "units": [267, 268, 273, 278], "x": 78, "y": 12}, {"do": "move", "units": [247], "x": 90, "y": 11}, {"do": "repair", "building": 245}, {"do": "rally", "building": 193, "x": 80, "y": 14}, {"do": "rally", "building": 134, "x": 80, "y": 14}, {"do": "rally", "building": 144, "x": 80, "y": 14}], "feedback": ["attack_move: 4 units", "move: 1 units", "repair #245: ordered", "rally #193: ordered", "rally #134: ordered", "rally #144: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 8100, "deaths_cost": 6900, "units_killed": 65, "units_lost": 42, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 15100, "army_value": 1000, "income": 5000, "experience": 81, "order_count": 100}}
{"tick": 10401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $200 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14400, army $5100, killed $7900 (46 units, 1 bldgs), lost $8300 (67 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #259@(76,15)98%* #260@(76,15)91%* #261@(75,16)* #263@(68,23)* #264@(66,25)* #265@(60,28)* #266@(58,28)* #270@(52,27)* #271@(49,26)* #272@(48,25)* #274@(38,24)* #277@(35,24)*\n  e3 (Rocket Soldier) x2: #279@(23,21)* #281@(20,21)\n  harv (Ore Truck (harvester)) x3: #131@(5,25) #152@(23,19) #246@(31,29)\nVISIBLE ENEMY UNITS (0):\n  none\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: 15 units\n  - stance: 15 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place ready weap; enemy forward infantry/rockets at 81,13 and likely base near 95,11. Begin tank production as soon as War Factory completes and funds allow.", "raw": "{\"thoughts\":\"War Factory is online and ore income should soon fund vehicles. Infantry are spread across the approach, so push them together toward the likely enemy base while beginning continuous Light Tank production.\",\"notes\":\"Enemy base likely around 95,11; infantry advancing through central-east approach. War Factory #280 should rally toward 75,18; prioritize tanks and refinery when funds permit.\",\"commands\":[{\"do\":\"rally\",\"building\":280,\"x\":75,\"y\":18},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5},{\"do\":\"attack_move\",\"units\":[259,260,261,263,264,265,266,270,271,272,274,277,279,281],\"x\":91,\"y\":12},{\"do\":\"stance\",\"units\":[259,260,261,263,264,265,266,270,271,272,274,277,279,281],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1572, "completion_tokens": 465, "total_tokens": 2037, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1570, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0104599, "upstream_inference_prompt_cost": 0.0043219, "upstream_inference_completions_cost": 0.006138}, "completion_tokens_details": {"reasoning_tokens": 264, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.87, "thoughts": "War Factory is online and ore income should soon fund vehicles. Infantry are spread across the approach, so push them together toward the likely enemy base while beginning continuous Light Tank production.", "notes": "Enemy base likely around 95,11; infantry advancing through central-east approach. War Factory #280 should rally toward 75,18; prioritize tanks and refinery when funds permit.", "commands": [{"do": "rally", "building": 280, "x": 75, "y": 18}, {"do": "train", "item": "1tnk", "count": 5}, {"do": "attack_move", "units": [259, 260, 261, 263, 264, 265, 266, 270, 271, 272, 274, 277, 279, 281], "x": 91, "y": 12}, {"do": "stance", "units": [259, 260, 261, 263, 264, 265, 266, 270, 271, 272, 274, 277, 279, 281], "stance": "attack_anything"}], "feedback": ["rally #280: ordered", "train 5x 1tnk: queued", "attack_move: 14 units", "stance: 14 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 7900, "deaths_cost": 8300, "units_killed": 46, "units_lost": 67, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14400, "army_value": 1800, "income": 5600, "experience": 79, "order_count": 100}}
{"tick": 10401, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 193 made / 180 used, harvesters 4.\nSCORE: assets $14600, army $4900, killed $8300 (67 units, 0 bldgs), lost $7900 (46 units, 1 bldgs). Map explored 21.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Defense: silo READY TO PLACE; Infantry: e1 26%; 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: 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #283@(90,9) #284@(92,9)\n  e3 (Rocket Soldier) x1: #282@(88,9)\n  harv (Ore Truck (harvester)) x4: #132@(103,21) #171@(87,9)51% #247@(89,13)7%* #276@(97,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\n  - repair #245: ordered\n  - rally #193: ordered\n  - rally #134: ordered\n  - rally #144: ordered\nYOUR NOTES FROM LAST TURN: Main combat group #267/#268/#273/#278 is attacking west near (81,13), with weak enemy rifle #256 nearby. Enemy base likely at (12,16). Refinery #245 and harvester #247 need protection; long infantry queues are filling.", "raw": "{\"thoughts\":\"Our previous combat group is gone, leaving only three combat infantry, while the economy remains strong and several production queues are active. Place the ready power plant and ore silo, return damaged harvesters to work, and probe westward toward the likely enemy base.\",\"notes\":\"Base secured at (95,11); refineries at #245 (damaged), #130, #170, #275. Four harvesters active but #171 is at 51% and #247 at 7%. Enemy start likely (12,16); no enemies currently visible.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"place\",\"item\":\"silo\"},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247},{\"do\":\"attack_move\",\"units\":[282,283,284],\"x\":81,\"y\":13},{\"do\":\"repair\",\"building\":245}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1741, "completion_tokens": 371, "total_tokens": 2112, "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": 11.05, "thoughts": "Our previous combat group is gone, leaving only three combat infantry, while the economy remains strong and several production queues are active. Place the ready power plant and ore silo, return damaged harvesters to work, and probe westward toward the likely enemy base.", "notes": "Base secured at (95,11); refineries at #245 (damaged), #130, #170, #275. Four harvesters active but #171 is at 51% and #247 at 7%. Enemy start likely (12,16); no enemies currently visible.", "commands": [{"do": "place", "item": "powr"}, {"do": "place", "item": "silo"}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}, {"do": "attack_move", "units": [282, 283, 284], "x": 81, "y": 13}, {"do": "repair", "building": 245}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "place silo: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 3 units", "repair #245: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 8300, "deaths_cost": 7900, "units_killed": 67, "units_lost": 46, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 14600, "army_value": 500, "income": 5500, "experience": 83, "order_count": 100}}
{"tick": 10601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14600, army $5300, killed $8300 (48 units, 1 bldgs), lost $8400 (68 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Vehicle: 1tnk 40%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 80%; Infantry: e3 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #259@(81,14)98% #261@(81,14) #263@(76,17) #264@(74,19) #265@(69,24) #266@(67,26) #270@(62,27) #271@(59,28) #272@(57,28) #274@(48,25) #277@(46,24)\n  e3 (Rocket Soldier) x3: #279@(32,24) #281@(27,24) #287@(21,22)\n  harv (Ore Truck (harvester)) x3: #131@(10,20) #152@(30,28) #246@(26,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #280: ordered\n  - train 5x 1tnk: queued\n  - attack_move: 14 units\n  - stance: 14 units\nYOUR NOTES FROM LAST TURN: Enemy base likely around 95,11; infantry advancing through central-east approach. War Factory #280 should rally toward 75,18; prioritize tanks and refinery when funds permit.", "raw": "{\"thoughts\":\"Our infantry spearhead is advancing along the eastern approach while five light tanks are queued behind it. Keep pressure toward the likely Soviet start and rally all new production forward.\",\"notes\":\"Enemy base still unspotted, likely near 95,11. Infantry advancing east; War Factory tank queue active and rallies toward 75,18.\",\"commands\":[{\"do\":\"rally\",\"building\":280,\"x\":75,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":18},{\"do\":\"attack_move\",\"units\":[259,261,263,264,265,266,270,271,272,274,277,279,281,287],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[259,261,263,264,265,266,270,271,272,274,277,279,281,287],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1596, "completion_tokens": 316, "total_tokens": 1912, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1594, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0085591, "upstream_inference_prompt_cost": 0.0043879, "upstream_inference_completions_cost": 0.0041712}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.41, "thoughts": "Our infantry spearhead is advancing along the eastern approach while five light tanks are queued behind it. Keep pressure toward the likely Soviet start and rally all new production forward.", "notes": "Enemy base still unspotted, likely near 95,11. Infantry advancing east; War Factory tank queue active and rallies toward 75,18.", "commands": [{"do": "rally", "building": 280, "x": 75, "y": 18}, {"do": "rally", "building": 133, "x": 75, "y": 18}, {"do": "attack_move", "units": [259, 261, 263, 264, 265, 266, 270, 271, 272, 274, 277, 279, 281, 287], "x": 95, "y": 11}, {"do": "stance", "units": [259, 261, 263, 264, 265, 266, 270, 271, 272, 274, 277, 279, 281, 287], "stance": "attack_anything"}], "feedback": ["rally #280: ordered", "rally #133: ordered", "attack_move: 14 units", "stance: 14 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 8300, "deaths_cost": 8400, "units_killed": 48, "units_lost": 68, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14600, "army_value": 2000, "income": 6000, "experience": 83, "order_count": 105}}
{"tick": 10601, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $793 (storage 11000), power 293 made / 190 used, harvesters 4.\nSCORE: assets $15050, army $4900, killed $8400 (68 units, 0 bldgs), lost $8300 (48 units, 1 bldgs). Map explored 21.9%.\nPRODUCTION: Building: weap 15%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 26%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #284@(84,11)57% #288@(86,10) #289@(87,9) #292@(90,9) #293@(92,9)\n  harv (Ore Truck (harvester)) x4: #132@(97,15) #171@(84,4)51% #247@(85,10)7% #276@(104,21)\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)\n  - place silo: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 3 units\n  - repair #245: ordered\nYOUR NOTES FROM LAST TURN: Base secured at (95,11); refineries at #245 (damaged), #130, #170, #275. Four harvesters active but #171 is at 51% and #247 at 7%. Enemy start likely (12,16); no enemies currently visible.", "raw": "{\"thoughts\":\"The base is secure and power is healthy, with one War Factory progressing and several refineries operating. No enemies are visible, so send the rifle squad toward the likely enemy base while withdrawing the two damaged harvesters.\",\"notes\":\"Likely enemy start remains (12,16). Five rifle infantry are advancing from (84-92,9-11); damaged harvesters #171 and #247 are being recalled to the base. Continue filling barracks and factories.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[284,288,289,292,293],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[171,247],\"x\":90,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1731, "completion_tokens": 629, "total_tokens": 2360, "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": 12.81, "thoughts": "The base is secure and power is healthy, with one War Factory progressing and several refineries operating. No enemies are visible, so send the rifle squad toward the likely enemy base while withdrawing the two damaged harvesters.", "notes": "Likely enemy start remains (12,16). Five rifle infantry are advancing from (84-92,9-11); damaged harvesters #171 and #247 are being recalled to the base. Continue filling barracks and factories.", "commands": [{"do": "attack_move", "units": [284, 288, 289, 292, 293], "x": 12, "y": 16}, {"do": "move", "units": [171, 247], "x": 90, "y": 11}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack_move: 5 units", "move: 2 units", "train 5x e3: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 8400, "deaths_cost": 8300, "units_killed": 68, "units_lost": 48, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 15050, "army_value": 500, "income": 6500, "experience": 84, "order_count": 102}}
{"tick": 10801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "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 germany (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 $648 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14700, army $5400, killed $8600 (51 units, 1 bldgs), lost $8600 (70 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Vehicle: 1tnk 66%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 38%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #263@(82,14)55% #264@(81,12) #265@(76,17) #266@(75,18) #270@(70,23) #271@(68,25) #272@(67,26) #274@(58,28) #277@(55,28)\n  e3 (Rocket Soldier) x4: #279@(43,24) #281@(38,24) #287@(30,24) #297@(17,21)\n  harv (Ore Truck (harvester)) x3: #131@(15,19) #152@(34,27) #246@(25,22)\nVISIBLE ENEMY UNITS (2):\n  #292 e1@(85,13) 100%, #293 e1@(85,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #280: ordered\n  - rally #133: ordered\n  - attack_move: 14 units\n  - stance: 14 units\nYOUR NOTES FROM LAST TURN: Enemy base still unspotted, likely near 95,11. Infantry advancing east; War Factory tank queue active and rallies toward 75,18.", "raw": "{\"thoughts\":\"Our infantry spearhead is close to the likely Soviet start, while all production queues are committed. Keep the force advancing aggressively to reveal and destroy the enemy base, while harvesters continue funding the tank and infantry queues.\",\"notes\":\"Army advancing northeast/east toward likely enemy base at 95,11; 5 light tanks and infantry remain queued. Enemy rifles spotted at 85,13.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1594, "completion_tokens": 263, "total_tokens": 1857, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1592, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007854, "upstream_inference_prompt_cost": 0.0043824, "upstream_inference_completions_cost": 0.0034716}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Our infantry spearhead is close to the likely Soviet start, while all production queues are committed. Keep the force advancing aggressively to reveal and destroy the enemy base, while harvesters continue funding the tank and infantry queues.", "notes": "Army advancing northeast/east toward likely enemy base at 95,11; 5 light tanks and infantry remain queued. Enemy rifles spotted at 85,13.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["attack_move: 13 units", "stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 8600, "deaths_cost": 8600, "units_killed": 51, "units_lost": 70, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14700, "army_value": 2100, "income": 7000, "experience": 86, "order_count": 105}}
{"tick": 10801, "slot": "Multi1", "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: Multi1, faction england (Allies). 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 $25 (storage 11000), power 293 made / 190 used, harvesters 4.\nSCORE: assets $15150, army $5000, killed $8600 (70 units, 0 bldgs), lost $8600 (51 units, 1 bldgs). Map explored 21.9%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 62%; Infantry: e1 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: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #292@(85,13) #293@(85,13) #294@(86,11) #295@(87,9) #296@(89,9) #298@(91,9)\n  harv (Ore Truck (harvester)) x4: #132@(104,24) #171@(89,13)51% #247@(90,12)8%* #276@(107,23)\nVISIBLE ENEMY UNITS (1):\n  #263 e1@(82,14) 55%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 2 units\n  - train 5x e3: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Likely enemy start remains (12,16). Five rifle infantry are advancing from (84-92,9-11); damaged harvesters #171 and #247 are being recalled to the base. Continue filling barracks and factories.", "raw": "{\"thoughts\":\"A weakened enemy rifleman is probing the western approach near our damaged harvesters. Send the five advancing rifles to eliminate it while the sixth guards the base, and ensure both damaged harvesters return to mining.\",\"notes\":\"Enemy scout #263 is at (82,14). Five rifles are advancing from the west; #298 is the base defender. Harvesters #171 and #247 are damaged and returning to mining. Production queues are full but cash is currently $0.\",\"commands\":[{\"do\":\"attack\",\"units\":[292,293,294,295,296],\"target\":263},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247},{\"do\":\"stance\",\"units\":[298],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":193,\"x\":90,\"y\":10}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1762, "completion_tokens": 441, "total_tokens": 2203, "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": 11.17, "thoughts": "A weakened enemy rifleman is probing the western approach near our damaged harvesters. Send the five advancing rifles to eliminate it while the sixth guards the base, and ensure both damaged harvesters return to mining.", "notes": "Enemy scout #263 is at (82,14). Five rifles are advancing from the west; #298 is the base defender. Harvesters #171 and #247 are damaged and returning to mining. Production queues are full but cash is currently $0.", "commands": [{"do": "attack", "units": [292, 293, 294, 295, 296], "target": 263}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}, {"do": "stance", "units": [298], "stance": "defend"}, {"do": "rally", "building": 193, "x": 90, "y": 10}], "feedback": ["attack: 5 units", "stance: 1 units", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 8600, "deaths_cost": 8600, "units_killed": 70, "units_lost": 51, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 15150, "army_value": 600, "income": 6000, "experience": 86, "order_count": 112}}
{"tick": 11001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:20 (tick 11001 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 germany (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 $31 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15400, army $6100, killed $8700 (52 units, 1 bldgs), lost $9000 (74 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Vehicle: 1tnk 13%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #300@(25,16)\n  e1 (Rifle Infantry) x6: #270@(78,15) #271@(75,18) #272@(74,18) #274@(66,23) #277@(64,25) #301@(15,22)\n  e3 (Rocket Soldier) x5: #279@(52,27) #281@(48,25) #287@(41,24) #297@(25,25) #299@(17,21)\n  harv (Ore Truck (harvester)) x3: #131@(5,27) #152@(24,19) #246@(31,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Army advancing northeast/east toward likely enemy base at 95,11; 5 light tanks and infantry remain queued. Enemy rifles spotted at 85,13.", "raw": "{\"thoughts\":\"Our forward infantry screen is approaching the likely enemy start while four light tanks are queued. Keep all combat units pressing east-northeast and rally new armor directly toward the enemy base.\",\"notes\":\"Enemy likely at 95,11; all available army ordered to attack-move there. Four light tanks remain in vehicle queue; 3 harvesters sustain economy.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":82,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1540, "completion_tokens": 267, "total_tokens": 1807, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1538, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077583, "upstream_inference_prompt_cost": 0.0042339, "upstream_inference_completions_cost": 0.0035244}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Our forward infantry screen is approaching the likely enemy start while four light tanks are queued. Keep all combat units pressing east-northeast and rally new armor directly toward the enemy base.", "notes": "Enemy likely at 95,11; all available army ordered to attack-move there. Four light tanks remain in vehicle queue; 3 harvesters sustain economy.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 82, "y": 14}], "feedback": ["attack_move: 12 units", "stance: 12 units", "rally #280: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 8700, "deaths_cost": 9000, "units_killed": 52, "units_lost": 74, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15400, "army_value": 2800, "income": 6500, "experience": 87, "order_count": 105}}
{"tick": 11001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:20 (tick 11001 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 england (Allies). 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 11000), power 293 made / 190 used, harvesters 4.\nSCORE: assets $15050, army $4900, killed $9000 (74 units, 0 bldgs), lost $8700 (52 units, 1 bldgs). Map explored 21.9%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 75%; Infantry: e1 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: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #292@(85,13)55%* #294@(86,11)* #295@(86,11)* #296@(87,10)* #298@(84,11)\n  harv (Ore Truck (harvester)) x4: #132@(105,25) #171@(81,7)51% #247@(82,7)10% #276@(100,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - stance: 1 units\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Enemy scout #263 is at (82,14). Five rifles are advancing from the west; #298 is the base defender. Harvesters #171 and #247 are damaged and returning to mining. Production queues are full but cash is currently $0.", "raw": "{\"thoughts\":\"With no cash and production queues already active, continue the infantry assault while retaining one rifleman at home. The four western riflemen can push toward the likely enemy base and exploit the cleared scout route.\",\"notes\":\"Four rifles (#292, #294, #295, #296) advancing toward enemy start (12,16); #298 remains base defender. Damaged harvesters #171 and #247 are returning to mining; all production queues are full.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[292,294,295,296],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[298],\"stance\":\"defend\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1738, "completion_tokens": 465, "total_tokens": 2203, "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": 10.21, "thoughts": "With no cash and production queues already active, continue the infantry assault while retaining one rifleman at home. The four western riflemen can push toward the likely enemy base and exploit the cleared scout route.", "notes": "Four rifles (#292, #294, #295, #296) advancing toward enemy start (12,16); #298 remains base defender. Damaged harvesters #171 and #247 are returning to mining; all production queues are full.", "commands": [{"do": "attack_move", "units": [292, 294, 295, 296], "x": 12, "y": 16}, {"do": "stance", "units": [298], "stance": "defend"}], "feedback": ["attack_move: 4 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 9000, "deaths_cost": 8700, "units_killed": 74, "units_lost": 52, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 15050, "army_value": 500, "income": 6000, "experience": 90, "order_count": 112}}
{"tick": 11201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:28 (tick 11201 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 germany (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 $230 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15100, army $5800, killed $8700 (52 units, 1 bldgs), lost $9300 (77 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Vehicle: 1tnk 56%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #300@(44,27)\n  e1 (Rifle Infantry) x3: #274@(74,15) #277@(71,18) #301@(23,24)\n  e3 (Rocket Soldier) x5: #279@(62,27) #281@(57,28) #287@(51,26) #297@(35,24) #299@(26,25)\n  harv (Ore Truck (harvester)) x3: #131@(9,25) #152@(30,23) #246@(30,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - stance: 12 units\n  - rally #280: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at 95,11; all available army ordered to attack-move there. Four light tanks remain in vehicle queue; 3 harvesters sustain economy.", "raw": "{\"thoughts\":\"Our force is advancing toward the likely enemy position while four light tanks are queued. Keep harvesters mining and rally armor forward to reinforce the attack.\",\"notes\":\"Attack force moving east/northeast toward enemy start 95,11; vehicle queue has 4 light tanks. Maintain harvester income and rally War Factory toward 60,22.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246},{\"do\":\"rally\",\"building\":280,\"x\":60,\"y\":22},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1527, "completion_tokens": 253, "total_tokens": 1780, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1525, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00753775, "upstream_inference_prompt_cost": 0.00419815, "upstream_inference_completions_cost": 0.0033396}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Our force is advancing toward the likely enemy position while four light tanks are queued. Keep harvesters mining and rally armor forward to reinforce the attack.", "notes": "Attack force moving east/northeast toward enemy start 95,11; vehicle queue has 4 light tanks. Maintain harvester income and rally War Factory toward 60,22.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}, {"do": "rally", "building": 280, "x": 60, "y": 22}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["rally #280: ordered", "attack_move: 9 units", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 8700, "deaths_cost": 9300, "units_killed": 52, "units_lost": 77, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15100, "army_value": 2500, "income": 6500, "experience": 87, "order_count": 105}}
{"tick": 11201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:28 (tick 11201 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 england (Allies). 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 11000), power 293 made / 190 used, harvesters 4.\nSCORE: assets $15250, army $5100, killed $9300 (77 units, 0 bldgs), lost $8700 (52 units, 1 bldgs). Map explored 22%.\nPRODUCTION: Building: weap 43%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 53%; 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: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #292@(80,13)55% #294@(80,13) #295@(80,14) #296@(79,14) #298@(80,14)43%* #302@(89,10)* #303@(89,10)\n  harv (Ore Truck (harvester)) x4: #132@(97,16) #171@(87,11)51% #247@(82,6)11% #276@(102,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Four rifles (#292, #294, #295, #296) advancing toward enemy start (12,16); #298 remains base defender. Damaged harvesters #171 and #247 are returning to mining; all production queues are full.", "raw": "{\"thoughts\":\"The four rifle infantry are the only usable combat force and are positioned to advance toward the likely enemy base at (12,16). Keep them moving as a group, while the damaged harvesters return to mining and the remaining rifles defend the base. Production queues are already full, so avoid spending scarce cash on unnecessary new construction.\",\"notes\":\"Rifle group #292,#294,#295,#296 advancing toward (12,16); #298 base defender. Damaged harvesters #171 and #247 returning to mining. Enemy base likely at (12,16), but no enemy units/buildings are currently visible.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[292,294,295,296],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[298],\"stance\":\"return_fire\"},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1729, "completion_tokens": 453, "total_tokens": 2182, "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": 13.11, "thoughts": "The four rifle infantry are the only usable combat force and are positioned to advance toward the likely enemy base at (12,16). Keep them moving as a group, while the damaged harvesters return to mining and the remaining rifles defend the base. Production queues are already full, so avoid spending scarce cash on unnecessary new construction.", "notes": "Rifle group #292,#294,#295,#296 advancing toward (12,16); #298 base defender. Damaged harvesters #171 and #247 returning to mining. Enemy base likely at (12,16), but no enemy units/buildings are currently visible.", "commands": [{"do": "attack_move", "units": [292, 294, 295, 296], "x": 12, "y": 16}, {"do": "stance", "units": [298], "stance": "return_fire"}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}], "feedback": ["attack_move: 4 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 9300, "deaths_cost": 8700, "units_killed": 77, "units_lost": 52, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 15250, "army_value": 700, "income": 5500, "experience": 93, "order_count": 112}}
{"tick": 11401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:36 (tick 11401 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 germany (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 $118 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14900, army $5600, killed $8700 (52 units, 1 bldgs), lost $9500 (79 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Vehicle: 1tnk 90%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #300@(63,26)\n  e1 (Rifle Infantry) x1: #301@(32,24)\n  e3 (Rocket Soldier) x5: #279@(71,22) #281@(66,23) #287@(60,28) #297@(46,24) #299@(34,24)\n  harv (Ore Truck (harvester)) x3: #131@(16,18) #152@(33,27) #246@(23,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #280: ordered\n  - attack_move: 9 units\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Attack force moving east/northeast toward enemy start 95,11; vehicle queue has 4 light tanks. Maintain harvester income and rally War Factory toward 60,22.", "raw": "{\"thoughts\":\"Our cash is fully committed to four Light Tanks, and the existing strike force is advancing through the center toward the enemy\u2019s likely northeastern start. Keep pressure moving while the new tanks rally directly into the attack route.\",\"notes\":\"Enemy still unseen; likely base near 95,11. Four Light Tanks are queued at #280; all available combat units advance northeast/east.\",\"commands\":[{\"do\":\"rally\",\"building\":280,\"x\":68,\"y\":22},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":25},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1517, "completion_tokens": 255, "total_tokens": 1772, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1515, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00753665, "upstream_inference_prompt_cost": 0.00417065, "upstream_inference_completions_cost": 0.003366}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "Our cash is fully committed to four Light Tanks, and the existing strike force is advancing through the center toward the enemy\u2019s likely northeastern start. Keep pressure moving while the new tanks rally directly into the attack route.", "notes": "Enemy still unseen; likely base near 95,11. Four Light Tanks are queued at #280; all available combat units advance northeast/east.", "commands": [{"do": "rally", "building": 280, "x": 68, "y": 22}, {"do": "rally", "building": 133, "x": 60, "y": 25}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["rally #280: ordered", "rally #133: ordered", "attack_move: 7 units", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 8700, "deaths_cost": 9500, "units_killed": 52, "units_lost": 79, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14900, "army_value": 2300, "income": 6600, "experience": 87, "order_count": 105}}
{"tick": 11401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:36 (tick 11401 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 england (Allies). 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 $426 (storage 11000), power 293 made / 190 used, harvesters 4.\nSCORE: assets $15550, army $5400, killed $9500 (79 units, 0 bldgs), lost $8700 (52 units, 1 bldgs). Map explored 22%.\nPRODUCTION: Building: weap 55%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #292@(74,18)55% #294@(75,18)73% #295@(75,18)64% #296@(75,18)38% #298@(80,14)43%* #302@(89,10)* #303@(89,10)*\n  e3 (Rocket Soldier) x1: #304@(89,10)*\n  harv (Ore Truck (harvester)) x4: #132@(101,20) #171@(86,13)51% #247@(87,12)12% #276@(107,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Rifle group #292,#294,#295,#296 advancing toward (12,16); #298 base defender. Damaged harvesters #171 and #247 returning to mining. Enemy base likely at (12,16), but no enemy units/buildings are currently visible.", "raw": "{\"thoughts\":\"The first rifle group is advancing toward the likely enemy base, while four combat units remain near the base. I will consolidate them toward the front and keep the damaged refinery and harvesters recovering.\",\"notes\":\"Rifle group #292,#294,#295,#296 is advancing toward (12,16); #298,#302,#303 and rocket #304 are assembling to follow. Refinery #245 is at 23% HP; harvesters #171 and #247 are damaged. Production queues remain active, with a War Factory and Rocket Soldiers progressing.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[298,302,303,304],\"x\":74,\"y\":18},{\"do\":\"repair\",\"building\":245},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1750, "completion_tokens": 416, "total_tokens": 2166, "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": 9.6, "thoughts": "The first rifle group is advancing toward the likely enemy base, while four combat units remain near the base. I will consolidate them toward the front and keep the damaged refinery and harvesters recovering.", "notes": "Rifle group #292,#294,#295,#296 is advancing toward (12,16); #298,#302,#303 and rocket #304 are assembling to follow. Refinery #245 is at 23% HP; harvesters #171 and #247 are damaged. Production queues remain active, with a War Factory and Rocket Soldiers progressing.", "commands": [{"do": "attack_move", "units": [298, 302, 303, 304], "x": 74, "y": 18}, {"do": "repair", "building": 245}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}], "feedback": ["attack_move: 4 units", "repair #245: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 9500, "deaths_cost": 8700, "units_killed": 79, "units_lost": 52, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 15550, "army_value": 1000, "income": 6500, "experience": 95, "order_count": 112}}
{"tick": 11601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:44 (tick 11601 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 germany (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 $411 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15300, army $6000, killed $8800 (53 units, 1 bldgs), lost $9800 (80 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Vehicle: 1tnk 37%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #300@(69,21)92% #305@(35,20)\n  e1 (Rifle Infantry) x1: #301@(42,24)\n  e3 (Rocket Soldier) x4: #281@(68,21)50% #287@(68,24) #297@(54,28) #299@(45,24)\n  harv (Ore Truck (harvester)) x3: #131@(17,11) #152@(25,20) #246@(27,10)\nVISIBLE ENEMY UNITS (3):\n  #294 e1@(72,21) 49%, #295 e1@(73,20) 64%, #296 e1@(72,21) 36%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #280: ordered\n  - rally #133: ordered\n  - attack_move: 7 units\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Enemy still unseen; likely base near 95,11. Four Light Tanks are queued at #280; all available combat units advance northeast/east.", "raw": "{\"thoughts\":\"Our forward force is nearing the likely enemy approach and should press northeast while the three queued Light Tanks reinforce it. Spend available ore on rocket infantry to improve anti-vehicle strength.\",\"notes\":\"Main army (7 units) advancing from 35-69,20-28 toward enemy start 95,11; three Light Tanks remain queued. Enemy infantry spotted near 72,21, but no enemy base yet.\",\"commands\":[{\"do\":\"attack\",\"units\":[300,281,287],\"target\":294},{\"do\":\"attack_move\",\"units\":[300,305,301,281,287,297,299],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":280,\"x\":75,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":18},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1547, "completion_tokens": 401, "total_tokens": 1948, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1545, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00954635, "upstream_inference_prompt_cost": 0.00425315, "upstream_inference_completions_cost": 0.0052932}, "completion_tokens_details": {"reasoning_tokens": 197, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.58, "thoughts": "Our forward force is nearing the likely enemy approach and should press northeast while the three queued Light Tanks reinforce it. Spend available ore on rocket infantry to improve anti-vehicle strength.", "notes": "Main army (7 units) advancing from 35-69,20-28 toward enemy start 95,11; three Light Tanks remain queued. Enemy infantry spotted near 72,21, but no enemy base yet.", "commands": [{"do": "attack", "units": [300, 281, 287], "target": 294}, {"do": "attack_move", "units": [300, 305, 301, 281, 287, 297, 299], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 280, "x": 75, "y": 18}, {"do": "rally", "building": 133, "x": 75, "y": 18}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack: 3 units", "attack_move: 7 units", "train 1x e3: queued", "rally #280: ordered", "rally #133: ordered", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 8800, "deaths_cost": 9800, "units_killed": 53, "units_lost": 80, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15300, "army_value": 2700, "income": 6750, "experience": 88, "order_count": 105}}
{"tick": 11601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:44 (tick 11601 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 england (Allies). 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 $153 (storage 11000), power 293 made / 190 used, harvesters 4.\nSCORE: assets $16050, army $5900, killed $9800 (80 units, 0 bldgs), lost $8800 (53 units, 1 bldgs). Map explored 22%.\nPRODUCTION: Building: weap 72%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 8%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #294@(72,21)49% #295@(73,20)64% #296@(72,21)36% #298@(74,18)43%* #302@(80,12) #303@(79,12)\n  e3 (Rocket Soldier) x3: #304@(80,12) #306@(89,10)* #307@(92,9)\n  harv (Ore Truck (harvester)) x4: #132@(102,24) #171@(80,6)51% #247@(86,11)14% #276@(101,19)\nVISIBLE ENEMY UNITS (2):\n  #281 e3@(68,21) 50%, #300 1tnk@(69,21) 92%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - repair #245: ordered\nYOUR NOTES FROM LAST TURN: Rifle group #292,#294,#295,#296 is advancing toward (12,16); #298,#302,#303 and rocket #304 are assembling to follow. Refinery #245 is at 23% HP; harvesters #171 and #247 are damaged. Production queues remain active, with a War Factory and Rocket Soldiers progressing.", "raw": "{\"thoughts\":\"A mixed group of nine combat units can eliminate the damaged enemy rocket soldier and light tank near (68,21), while the base has ample power and active production. Keep the rear rocket soldier home, return damaged harvesters to mining, and continue repairing the critical refinery.\",\"notes\":\"Main force IDs #294,#295,#296,#298,#302,#303,#304,#307,#307 is attacking toward (69,21); #306 remains as base defense. Refinery #245 is under repair; harvesters #171 and #247 are returning to work.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[294,295,296,298,302,303,304,307],\"x\":69,\"y\":21},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247},{\"do\":\"repair\",\"building\":245},{\"do\":\"stance\",\"units\":[306],\"stance\":\"defend\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1779, "completion_tokens": 468, "total_tokens": 2247, "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": 12.68, "thoughts": "A mixed group of nine combat units can eliminate the damaged enemy rocket soldier and light tank near (68,21), while the base has ample power and active production. Keep the rear rocket soldier home, return damaged harvesters to mining, and continue repairing the critical refinery.", "notes": "Main force IDs #294,#295,#296,#298,#302,#303,#304,#307,#307 is attacking toward (69,21); #306 remains as base defense. Refinery #245 is under repair; harvesters #171 and #247 are returning to work.", "commands": [{"do": "attack_move", "units": [294, 295, 296, 298, 302, 303, 304, 307], "x": 69, "y": 21}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}, {"do": "repair", "building": 245}, {"do": "stance", "units": [306], "stance": "defend"}], "feedback": ["attack_move: 8 units", "repair #245: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 9800, "deaths_cost": 8800, "units_killed": 80, "units_lost": 53, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 16050, "army_value": 1500, "income": 7000, "experience": 98, "order_count": 112}}
{"tick": 11801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:52 (tick 11801 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 germany (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 $278 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15600, army $6300, killed $9000 (55 units, 1 bldgs), lost $9800 (80 units, 0 bldgs). Map explored 27.4%.\nPRODUCTION: Vehicle: 1tnk 85%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #300@(69,21)77% #305@(55,30)\n  e1 (Rifle Infantry) x1: #301@(52,27)\n  e3 (Rocket Soldier) x5: #281@(68,21)50% #287@(70,23) #297@(65,27) #299@(54,28) #308@(14,22)\n  harv (Ore Truck (harvester)) x3: #131@(15,5) #152@(29,24) #246@(27,9)\nVISIBLE ENEMY UNITS (5):\n  #295 e1@(73,20) 54%, #298 e1@(72,19) 15%, #302 e1@(71,18) 100%, #303 e1@(71,17) 100%, #304 e3@(72,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 7 units\n  - train 1x e3: queued\n  - rally #280: ordered\n  - rally #133: ordered\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Main army (7 units) advancing from 35-69,20-28 toward enemy start 95,11; three Light Tanks remain queued. Enemy infantry spotted near 72,21, but no enemy base yet.", "raw": "{\"thoughts\":\"Our forward force has reached enemy screening infantry near the likely enemy base approach. Eliminate the visible defenders and push all combat units toward the enemy start while the three Light Tank queues finish.\",\"notes\":\"Army engaging enemy infantry around 71-73,17-20 and then pushes to suspected base at 95,11. Three Light Tanks remain in factory queue; 3 harvesters active.\",\"commands\":[{\"do\":\"attack\",\"units\":[300,281,287,297],\"target\":304},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":280,\"x\":72,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":18},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1612, "completion_tokens": 269, "total_tokens": 1881, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1610, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079827, "upstream_inference_prompt_cost": 0.0044319, "upstream_inference_completions_cost": 0.0035508}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "Our forward force has reached enemy screening infantry near the likely enemy base approach. Eliminate the visible defenders and push all combat units toward the enemy start while the three Light Tank queues finish.", "notes": "Army engaging enemy infantry around 71-73,17-20 and then pushes to suspected base at 95,11. Three Light Tanks remain in factory queue; 3 harvesters active.", "commands": [{"do": "attack", "units": [300, 281, 287, 297], "target": 304}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 280, "x": 72, "y": 18}, {"do": "rally", "building": 133, "x": 72, "y": 18}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack: 4 units", "attack_move: 8 units", "rally #280: ordered", "rally #133: ordered", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 9000, "deaths_cost": 9800, "units_killed": 55, "units_lost": 80, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15600, "army_value": 3000, "income": 6250, "experience": 90, "order_count": 106}}
{"tick": 11801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:52 (tick 11801 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 england (Allies). 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 $221 (storage 11000), power 293 made / 190 used, harvesters 4.\nSCORE: assets $15850, army $5700, killed $9800 (80 units, 0 bldgs), lost $9000 (55 units, 1 bldgs). Map explored 22%.\nPRODUCTION: Building: weap 81%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #295@(73,20)54% #298@(72,19)15% #302@(71,18) #303@(71,17)\n  e3 (Rocket Soldier) x3: #304@(72,17) #306@(89,10)* #307@(84,14)\n  harv (Ore Truck (harvester)) x4: #132@(101,22) #171@(87,12)51% #247@(83,4)15% #276@(98,16)\nVISIBLE ENEMY UNITS (1):\n  #300 1tnk@(69,21) 77%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - repair #245: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Main force IDs #294,#295,#296,#298,#302,#303,#304,#307,#307 is attacking toward (69,21); #306 remains as base defense. Refinery #245 is under repair; harvesters #171 and #247 are returning to work.", "raw": "{\"thoughts\":\"The main combat group is already advancing on the visible enemy tank, while the damaged refinery is being repaired and the base has ample power. I will reinforce the attack with the available combat units, keep the rocket soldier at home as defense, and queue more infantry and an additional barracks.\",\"notes\":\"Main combat force: #295,#298,#302,#303,#304,#307; #306 remains base defense. Enemy tank #300 is at (69,21). Refinery #245 is under repair; harvesters are returning to work. Queue e1/e3 production and expand barracks capacity.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[295,298,302,303,304,307],\"x\":69,\"y\":21},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":10},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1744, "completion_tokens": 501, "total_tokens": 2245, "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": 8.8, "thoughts": "The main combat group is already advancing on the visible enemy tank, while the damaged refinery is being repaired and the base has ample power. I will reinforce the attack with the available combat units, keep the rocket soldier at home as defense, and queue more infantry and an additional barracks.", "notes": "Main combat force: #295,#298,#302,#303,#304,#307; #306 remains base defense. Enemy tank #300 is at (69,21). Refinery #245 is under repair; harvesters are returning to work. Queue e1/e3 production and expand barracks capacity.", "commands": [{"do": "attack_move", "units": [295, 298, 302, 303, 304, 307], "x": 69, "y": 21}, {"do": "train", "item": "e1", "count": 10}, {"do": "train", "item": "e3", "count": 10}, {"do": "build", "item": "tent"}], "feedback": ["attack_move: 6 units", "train 10x e1: queued", "train 10x e3: queued", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 9800, "deaths_cost": 9000, "units_killed": 80, "units_lost": 55, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 15850, "army_value": 1300, "income": 7000, "experience": 98, "order_count": 112}}
{"tick": 12001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:00 (tick 12001 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15300, army $6000, killed $9100 (56 units, 1 bldgs), lost $10800 (82 units, 0 bldgs). Map explored 27.6%.\nPRODUCTION: Vehicle: 1tnk 25%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #305@(68,20) #310@(32,17)\n  e1 (Rifle Infantry) x1: #301@(61,27)\n  e3 (Rocket Soldier) x4: #287@(70,23)65% #297@(70,23)95% #299@(64,27) #308@(22,23)\n  harv (Ore Truck (harvester)) x3: #131@(16,14) #152@(31,27) #246@(23,19)\nVISIBLE ENEMY UNITS (4):\n  #295 e1@(72,21) 17%, #302 e1@(70,19) 86%, #303 e1@(70,19) 78%, #304 e3@(70,19) 36%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack_move: 8 units\n  - rally #280: ordered\n  - rally #133: ordered\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Army engaging enemy infantry around 71-73,17-20 and then pushes to suspected base at 95,11. Three Light Tanks remain in factory queue; 3 harvesters active.", "raw": "{\"thoughts\":\"Our forward force has reached enemy contact and should clear the exposed infantry before pressing into the likely base at 95,11. Vehicle production is already queued and the three refineries/harvesters should restore spending capacity shortly.\",\"notes\":\"Push all combat units east/northeast through enemy infantry toward suspected enemy base (95,11). Two Light Tanks remain in production; preserve harvesters.\",\"commands\":[{\"do\":\"attack\",\"units\":[305,287,297,299,301],\"target\":304},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":78,\"y\":17},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1567, "completion_tokens": 402, "total_tokens": 1969, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1565, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00961455, "upstream_inference_prompt_cost": 0.00430815, "upstream_inference_completions_cost": 0.0053064}, "completion_tokens_details": {"reasoning_tokens": 221, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.19, "thoughts": "Our forward force has reached enemy contact and should clear the exposed infantry before pressing into the likely base at 95,11. Vehicle production is already queued and the three refineries/harvesters should restore spending capacity shortly.", "notes": "Push all combat units east/northeast through enemy infantry toward suspected enemy base (95,11). Two Light Tanks remain in production; preserve harvesters.", "commands": [{"do": "attack", "units": [305, 287, 297, 299, 301], "target": 304}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 78, "y": 17}, {"do": "rally", "building": 133, "x": 78, "y": 17}], "feedback": ["attack: 5 units", "attack_move: 7 units", "stance: 7 units", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 9100, "deaths_cost": 10800, "units_killed": 56, "units_lost": 82, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15300, "army_value": 2700, "income": 6250, "experience": 91, "order_count": 106}}
{"tick": 12001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:00 (tick 12001 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 england (Allies). 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 $423 (storage 11000), power 293 made / 190 used, harvesters 4.\nSCORE: assets $16350, army $6200, killed $10800 (82 units, 0 bldgs), lost $9100 (56 units, 1 bldgs). Map explored 22%.\nPRODUCTION: Building: weap 95%; Building: tent 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 8%; 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: 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: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #295@(72,21)17% #302@(70,19)86% #303@(70,19)78%\n  e3 (Rocket Soldier) x5: #304@(70,19)36% #306@(89,10)* #307@(74,16) #309@(89,10)* #311@(92,9)\n  harv (Ore Truck (harvester)) x4: #132@(97,15) #171@(86,12)51% #247@(87,12)16% #276@(106,25)\nVISIBLE ENEMY UNITS (3):\n  #287 e3@(70,23) 65%, #297 e3@(70,23) 95%, #305 1tnk@(68,20) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - train 10x e1: queued\n  - train 10x e3: queued\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Main combat force: #295,#298,#302,#303,#304,#307; #306 remains base defense. Enemy tank #300 is at (69,21). Refinery #245 is under repair; harvesters are returning to work. Queue e1/e3 production and expand barracks capacity.", "raw": "{\"thoughts\":\"Eight combat units are available, enough for a consolidated push, while several are already damaged. Send the full force toward the enemy rocket team and tank, and keep the two harvesters mining while repairing the damaged refinery.\",\"notes\":\"Army IDs: #295,#302,#303,#304,#306,#307,#309,#311. Push toward enemy at (70,23). Refinery #245 is at 23% and under repair. Weapon Factory #? is 95% built; barracks #193 is under construction.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[295,302,303,304,306,307,309,311],\"x\":70,\"y\":23},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247},{\"do\":\"repair\",\"building\":245}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1928, "completion_tokens": 398, "total_tokens": 2326, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1926, "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}}, "error": "unparseable response", "latency_s": 138.14, "thoughts": "Eight combat units are available, enough for a consolidated push, while several are already damaged. Send the full force toward the enemy rocket team and tank, and keep the two harvesters mining while repairing the damaged refinery.", "notes": "Army IDs: #295,#302,#303,#304,#306,#307,#309,#311. Push toward enemy at (70,23). Refinery #245 is at 23% and under repair. Weapon Factory #? is 95% built; barracks #193 is under construction.", "commands": [{"do": "attack_move", "units": [295, 302, 303, 304, 306, 307, 309, 311], "x": 70, "y": 23}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}, {"do": "repair", "building": 245}], "feedback": ["attack_move: 8 units", "repair #245: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 10800, "deaths_cost": 9100, "units_killed": 82, "units_lost": 56, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 16350, "army_value": 1800, "income": 7600, "experience": 108, "order_count": 133}}
{"tick": 12201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:08 (tick 12201 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 germany (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 $686 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14300, army $5000, killed $9600 (59 units, 1 bldgs), lost $11800 (84 units, 0 bldgs). Map explored 27.7%.\nPRODUCTION: Vehicle: 1tnk 70%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #310@(52,27)\n  e1 (Rifle Infantry) x1: #301@(67,22)\n  e3 (Rocket Soldier) x3: #297@(70,23)32% #299@(70,23)95% #308@(33,24)\n  harv (Ore Truck (harvester)) x3: #131@(17,16) #152@(32,27) #246@(26,11)\nVISIBLE ENEMY UNITS (1):\n  #302 e1@(70,19) 59%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack_move: 7 units\n  - stance: 7 units\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Push all combat units east/northeast through enemy infantry toward suspected enemy base (95,11). Two Light Tanks remain in production; preserve harvesters.", "raw": "{\"thoughts\":\"Our remaining force is small but advancing toward the likely enemy base, while three refineries and harvesters should restore spending capacity. Keep both vehicle queues producing, flood cheap infantry, and push all combat units northeast.\",\"notes\":\"Enemy start remains likely at (95,11); visible enemy rifle at (70,19). Two Light Tanks are queued at War Factory. Continue attack-move east/northeast and rebuild army.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":85,\"y\":15},{\"do\":\"rally\",\"building\":133,\"x\":85,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1509, "completion_tokens": 293, "total_tokens": 1802, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1507, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00801625, "upstream_inference_prompt_cost": 0.00414865, "upstream_inference_completions_cost": 0.0038676}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Our remaining force is small but advancing toward the likely enemy base, while three refineries and harvesters should restore spending capacity. Keep both vehicle queues producing, flood cheap infantry, and push all combat units northeast.", "notes": "Enemy start remains likely at (95,11); visible enemy rifle at (70,19). Two Light Tanks are queued at War Factory. Continue attack-move east/northeast and rebuild army.", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 85, "y": 15}, {"do": "rally", "building": 133, "x": 85, "y": 15}], "feedback": ["train 10x e1: queued", "train 3x e3: queued", "attack_move: 5 units", "stance: 5 units", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 9600, "deaths_cost": 11800, "units_killed": 59, "units_lost": 84, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14300, "army_value": 1700, "income": 6750, "experience": 96, "order_count": 106}}
{"tick": 12201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:08 (tick 12201 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 england (Allies). 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 $558 (storage 11000), power 293 made / 190 used, harvesters 4.\nSCORE: assets $16150, army $6000, killed $11800 (84 units, 0 bldgs), lost $9600 (59 units, 1 bldgs). Map explored 22.1%.\nPRODUCTION: Building: weap READY TO PLACE; Building: tent 0%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 56%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #302@(70,19)59%\n  e3 (Rocket Soldier) x5: #306@(80,14) #307@(72,19) #309@(80,14) #311@(84,14) #312@(89,10)\n  harv (Ore Truck (harvester)) x4: #132@(103,24) #171@(81,5)51% #247@(87,10)18% #276@(102,24)\nVISIBLE ENEMY UNITS (2):\n  #297 e3@(70,23) 32%, #299 e3@(70,23) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - repair #245: ordered\nYOUR NOTES FROM LAST TURN: Army IDs: #295,#302,#303,#304,#306,#307,#309,#311. Push toward enemy at (70,23). Refinery #245 is at 23% and under repair. Weapon Factory #? is 95% built; barracks #193 is under construction.", "raw": "{\"thoughts\":\"The ready War Factory should be deployed immediately to expand vehicle production. The damaged refinery is already repairing, while the surviving infantry are best used to clear the two enemy rocket soldiers and continue west toward the likely enemy base.\",\"notes\":\"War Factory ready to place. Army: #302 plus rockets #306,#307,#309,#311,#312; push west via (70,23), then toward enemy start (12,16). Refinery #245 repairing; protect the damaged harvester #247.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[302,306,307,309,311,312],\"x\":70,\"y\":23},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1869, "completion_tokens": 403, "total_tokens": 2272, "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": 14.85, "thoughts": "The ready War Factory should be deployed immediately to expand vehicle production. The damaged refinery is already repairing, while the surviving infantry are best used to clear the two enemy rocket soldiers and continue west toward the likely enemy base.", "notes": "War Factory ready to place. Army: #302 plus rockets #306,#307,#309,#311,#312; push west via (70,23), then toward enemy start (12,16). Refinery #245 repairing; protect the damaged harvester #247.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [302, 306, 307, 309, 311, 312], "x": 70, "y": 23}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 6 units", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 11800, "deaths_cost": 9600, "units_killed": 84, "units_lost": 59, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 16150, "army_value": 1600, "income": 8000, "experience": 118, "order_count": 133}}
{"tick": 12401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:16 (tick 12401 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 germany (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 $31 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14800, army $5500, killed $10000 (61 units, 1 bldgs), lost $12100 (85 units, 0 bldgs). Map explored 27.8%.\nPRODUCTION: Vehicle: 1tnk 17%; Infantry: e3 75%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #310@(69,21) #317@(27,16)\n  e1 (Rifle Infantry) x2: #301@(69,20) #315@(19,20)\n  e3 (Rocket Soldier) x2: #299@(71,22)26% #308@(44,24)\n  harv (Ore Truck (harvester)) x3: #131@(17,5) #152@(23,19) #246@(25,7)\nVISIBLE ENEMY UNITS (2):\n  #306 e3@(74,19) 100%, #309 e3@(74,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - train 3x e3: queued\n  - attack_move: 5 units\n  - stance: 5 units\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy start remains likely at (95,11); visible enemy rifle at (70,19). Two Light Tanks are queued at War Factory. Continue attack-move east/northeast and rebuild army.", "raw": "{\"thoughts\":\"Forward scouts have reached the enemy approach and spotted rocket soldiers. Eliminate them with the tank/rifle pair while the damaged rocket retreats; reinforce the eastern push with the remaining combat units as production completes.\",\"notes\":\"Enemy approach confirmed around 74,19; likely base 95,11. Forward #310/#301 engage enemy rockets, #299 retreats, #317/#315/#308 advance east.\",\"commands\":[{\"do\":\"attack\",\"units\":[310,301],\"target\":306},{\"do\":\"move\",\"units\":[299],\"x\":55,\"y\":22},{\"do\":\"attack_move\",\"units\":[317,315,308],\"x\":82,\"y\":17},{\"do\":\"stance\",\"units\":[310,301,317,315,308],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":72,\"y\":19},{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":19}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1624, "completion_tokens": 320, "total_tokens": 1944, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1622, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0086889, "upstream_inference_prompt_cost": 0.0044649, "upstream_inference_completions_cost": 0.004224}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Forward scouts have reached the enemy approach and spotted rocket soldiers. Eliminate them with the tank/rifle pair while the damaged rocket retreats; reinforce the eastern push with the remaining combat units as production completes.", "notes": "Enemy approach confirmed around 74,19; likely base 95,11. Forward #310/#301 engage enemy rockets, #299 retreats, #317/#315/#308 advance east.", "commands": [{"do": "attack", "units": [310, 301], "target": 306}, {"do": "move", "units": [299], "x": 55, "y": 22}, {"do": "attack_move", "units": [317, 315, 308], "x": 82, "y": 17}, {"do": "stance", "units": [310, 301, 317, 315, 308], "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 72, "y": 19}, {"do": "rally", "building": 133, "x": 72, "y": 19}], "feedback": ["attack: 2 units", "move: 1 units", "attack_move: 3 units", "stance: 5 units", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 10000, "deaths_cost": 12100, "units_killed": 61, "units_lost": 85, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14800, "army_value": 2200, "income": 5750, "experience": 100, "order_count": 119}}
{"tick": 12401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:16 (tick 12401 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 england (Allies). 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 11000), power 293 made / 220 used, harvesters 4.\nSCORE: assets $18150, army $6000, killed $12100 (85 units, 0 bldgs), lost $10000 (61 units, 1 bldgs). Map explored 22.3%.\nPRODUCTION: Building: tent 47%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 91%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #316@(89,10)*\n  e3 (Rocket Soldier) x5: #306@(74,19) #309@(74,19) #311@(75,18) #312@(80,14) #314@(89,10)*\n  harv (Ore Truck (harvester)) x4: #132@(103,26) #171@(86,7)51% #247@(83,4)19% #276@(97,15)\nVISIBLE ENEMY UNITS (0):\n  none\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: 6 units\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: War Factory ready to place. Army: #302 plus rockets #306,#307,#309,#311,#312; push west via (70,23), then toward enemy start (12,16). Refinery #245 repairing; protect the damaged harvester #247.", "raw": "{\"thoughts\": \"Cash is $0 so all production is stalled; the priority is getting every harvester back on ore and pushing the rocket squad west toward the enemy start. Repair the badly damaged refinery #245 and keep the 19% harvester out of danger.\", \"notes\": \"Army group #306/#309/#311/#312/#314/#316 pushing west via (70,20) toward enemy (12,16). Weap #313 placed; rally west. Damaged refinery #245 repairing, harvester #247 at 19% sent back to base area. Need cash: 4 harvesters mining.\", \"commands\": [{\"do\":\"repair\",\"building\":245}, {\"do\":\"harvest\",\"unit\":132}, {\"do\":\"harvest\",\"unit\":171}, {\"do\":\"harvest\",\"unit\":276}, {\"do\":\"harvest\",\"unit\":247}, {\"do\":\"rally\",\"building\":313,\"x\":70,\"y\":20}, {\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":14}, {\"do\":\"rally\",\"building\":144,\"x\":80,\"y\":14}, {\"do\":\"rally\",\"building\":193,\"x\":80,\"y\":14}, {\"do\":\"attack_move\",\"units\":[306,309,311,312,314,316],\"x\":65,\"y\":20}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1862, "completion_tokens": 753, "total_tokens": 2615, "cost": 0.001236408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001236408, "upstream_inference_prompt_cost": 0.000332808, "upstream_inference_completions_cost": 0.0009036}, "completion_tokens_details": {"reasoning_tokens": 443, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 15.79, "thoughts": "Cash is $0 so all production is stalled; the priority is getting every harvester back on ore and pushing the rocket squad west toward the enemy start. Repair the badly damaged refinery #245 and keep the 19% harvester out of danger.", "notes": "Army group #306/#309/#311/#312/#314/#316 pushing west via (70,20) toward enemy (12,16). Weap #313 placed; rally west. Damaged refinery #245 repairing, harvester #247 at 19% sent back to base area. Need cash: 4 harvesters mining.", "commands": [{"do": "repair", "building": 245}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 276}, {"do": "harvest", "unit": 247}, {"do": "rally", "building": 313, "x": 70, "y": 20}, {"do": "rally", "building": 134, "x": 80, "y": 14}, {"do": "rally", "building": 144, "x": 80, "y": 14}, {"do": "rally", "building": 193, "x": 80, "y": 14}, {"do": "attack_move", "units": [306, 309, 311, 312, 314, 316], "x": 65, "y": 20}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["repair #245: ordered", "rally #313: ordered", "rally #134: ordered", "rally #144: ordered", "rally #193: ordered", "attack_move: 6 units", "train 2x e3: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 12100, "deaths_cost": 10000, "units_killed": 85, "units_lost": 61, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 18150, "army_value": 1600, "income": 7000, "experience": 121, "order_count": 139}}
{"tick": 12601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:24 (tick 12601 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14800, army $5500, killed $10900 (64 units, 1 bldgs), lost $12400 (86 units, 0 bldgs). Map explored 28.7%.\nPRODUCTION: Vehicle: 1tnk 55%; Infantry: e3 63%; 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%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #310@(72,21)56%* #317@(46,23)\n  e1 (Rifle Infantry) x2: #301@(70,20)* #315@(28,24)\n  e3 (Rocket Soldier) x2: #308@(53,27) #319@(20,21)\n  harv (Ore Truck (harvester)) x3: #131@(18,11) #152@(31,26) #246@(26,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - move: 1 units\n  - attack_move: 3 units\n  - stance: 5 units\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy approach confirmed around 74,19; likely base 95,11. Forward #310/#301 engage enemy rockets, #299 retreats, #317/#315/#308 advance east.", "raw": "{\"thoughts\":\"Our scattered combat force needs to consolidate on the eastern approach before pushing the likely enemy base at 95,11. Production is already fully queued and harvesters are active, so use the next income for the existing queues while advancing cautiously.\",\"notes\":\"Enemy base likely 95,11; eastern approach around 74,19. Regroup all combat units near 75,20, then launch unified attack.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[310,301],\"x\":82,\"y\":16},{\"do\":\"attack_move\",\"units\":[317,308,315],\"x\":72,\"y\":20},{\"do\":\"attack_move\",\"units\":[319],\"x\":55,\"y\":22},{\"do\":\"rally\",\"building\":280,\"x\":72,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":20},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1588, "completion_tokens": 425, "total_tokens": 2013, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1586, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0099759, "upstream_inference_prompt_cost": 0.0043659, "upstream_inference_completions_cost": 0.00561}, "completion_tokens_details": {"reasoning_tokens": 223, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.56, "thoughts": "Our scattered combat force needs to consolidate on the eastern approach before pushing the likely enemy base at 95,11. Production is already fully queued and harvesters are active, so use the next income for the existing queues while advancing cautiously.", "notes": "Enemy base likely 95,11; eastern approach around 74,19. Regroup all combat units near 75,20, then launch unified attack.", "commands": [{"do": "attack_move", "units": [310, 301], "x": 82, "y": 16}, {"do": "attack_move", "units": [317, 308, 315], "x": 72, "y": 20}, {"do": "attack_move", "units": [319], "x": 55, "y": 22}, {"do": "rally", "building": 280, "x": 72, "y": 20}, {"do": "rally", "building": 133, "x": 72, "y": 20}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 2 units", "attack_move: 3 units", "attack_move: 1 units", "rally #280: ordered", "rally #133: ordered", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 10900, "deaths_cost": 12400, "units_killed": 64, "units_lost": 86, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14800, "army_value": 2200, "income": 6250, "experience": 109, "order_count": 119}}
{"tick": 12601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:24 (tick 12601 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 england (Allies). 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 $368 (storage 11000), power 293 made / 220 used, harvesters 4.\nSCORE: assets $17350, army $5200, killed $12400 (86 units, 0 bldgs), lost $10900 (64 units, 1 bldgs). Map explored 22.3%.\nPRODUCTION: Building: tent 85%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 27%; Vehicle: 1tnk 0%; Infantry: e3 80%; Infantry: e3 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #316@(78,10) #318@(85,11)\n  e3 (Rocket Soldier) x2: #312@(70,15) #314@(79,10)\n  harv (Ore Truck (harvester)) x4: #132@(97,18) #171@(90,12)51% #247@(86,8)20% #276@(101,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #245: ordered\n  - rally #313: ordered\n  - rally #134: ordered\n  - rally #144: ordered\n  - rally #193: ordered\n  - attack_move: 6 units\n  - train 2x e3: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Army group #306/#309/#311/#312/#314/#316 pushing west via (70,20) toward enemy (12,16). Weap #313 placed; rally west. Damaged refinery #245 repairing, harvester #247 at 19% sent back to base area. Need cash: 4 harvesters mining.", "raw": "{\"thoughts\":\"Our previous attack force has been wiped out, leaving only four scattered combat units and no visible enemy. The base is operational but the damaged refinery needs protection and time to repair; I will preserve the remaining units near home, keep harvesting, and avoid another unsupported push until armored production is ready.\",\"notes\":\"Combat survivors are #312/#314/#316/#318 near the western base approach; no enemy currently visible. Keep harvesters active, repair refinery #245, and continue queued rocket/light-tank production before regrouping for a western attack.\",\"commands\":[{\"do\":\"harvest\",\"unit\":247},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":276},{\"do\":\"repair\",\"building\":245},{\"do\":\"stance\",\"units\":[312,314,316,318],\"stance\":\"return_fire\"},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":11},{\"do\":\"rally\",\"building\":144,\"x\":88,\"y\":11},{\"do\":\"rally\",\"building\":193,\"x\":88,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1987, "completion_tokens": 455, "total_tokens": 2442, "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": 8.55, "thoughts": "Our previous attack force has been wiped out, leaving only four scattered combat units and no visible enemy. The base is operational but the damaged refinery needs protection and time to repair; I will preserve the remaining units near home, keep harvesting, and avoid another unsupported push until armored production is ready.", "notes": "Combat survivors are #312/#314/#316/#318 near the western base approach; no enemy currently visible. Keep harvesters active, repair refinery #245, and continue queued rocket/light-tank production before regrouping for a western attack.", "commands": [{"do": "harvest", "unit": 247}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 276}, {"do": "repair", "building": 245}, {"do": "stance", "units": [312, 314, 316, 318], "stance": "return_fire"}, {"do": "rally", "building": 134, "x": 88, "y": 11}, {"do": "rally", "building": 144, "x": 88, "y": 11}, {"do": "rally", "building": 193, "x": 88, "y": 11}], "feedback": ["repair #245: ordered", "stance: 4 units", "rally #134: ordered", "rally #144: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 12400, "deaths_cost": 10900, "units_killed": 86, "units_lost": 64, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 17350, "army_value": 800, "income": 8000, "experience": 124, "order_count": 143}}
{"tick": 12801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:32 (tick 12801 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 germany (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 $548 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15100, army $5800, killed $11000 (65 units, 1 bldgs), lost $12400 (86 units, 0 bldgs). Map explored 28.9%.\nPRODUCTION: Vehicle: 1tnk 87%; Infantry: e3 38%; 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%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #310@(80,14)54% #317@(65,26)\n  e1 (Rifle Infantry) x2: #301@(77,15) #315@(38,22)\n  e3 (Rocket Soldier) x3: #308@(62,27) #319@(30,22) #321@(16,20)\n  harv (Ore Truck (harvester)) x3: #131@(16,18) #152@(31,28) #246@(25,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 3 units\n  - attack_move: 1 units\n  - rally #280: ordered\n  - rally #133: ordered\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Enemy base likely 95,11; eastern approach around 74,19. Regroup all combat units near 75,20, then launch unified attack.", "raw": "{\"thoughts\":\"Our forward units are converging on the likely enemy start while production is already heavily queued. Push all combat forces through the eastern approach toward the enemy base and keep rallies forward.\",\"notes\":\"Attack force ordered to enemy start 95,11; enemy remains unseen. Three harvesters mining, tank nearly complete at war factory.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":280,\"x\":75,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":20},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1583, "completion_tokens": 356, "total_tokens": 1939, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1581, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00905135, "upstream_inference_prompt_cost": 0.00435215, "upstream_inference_completions_cost": 0.0046992}, "completion_tokens_details": {"reasoning_tokens": 209, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.23, "thoughts": "Our forward units are converging on the likely enemy start while production is already heavily queued. Push all combat forces through the eastern approach toward the enemy base and keep rallies forward.", "notes": "Attack force ordered to enemy start 95,11; enemy remains unseen. Three harvesters mining, tank nearly complete at war factory.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 280, "x": 75, "y": 20}, {"do": "rally", "building": 133, "x": 75, "y": 20}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 7 units", "rally #280: ordered", "rally #133: ordered", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 11000, "deaths_cost": 12400, "units_killed": 65, "units_lost": 86, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15100, "army_value": 2500, "income": 6750, "experience": 110, "order_count": 119}}
{"tick": 12801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:32 (tick 12801 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 england (Allies). 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 $356 (storage 11000), power 293 made / 220 used, harvesters 4.\nSCORE: assets $17850, army $5700, killed $12400 (86 units, 0 bldgs), lost $11000 (65 units, 1 bldgs). Map explored 22.4%.\nPRODUCTION: Building: tent READY TO PLACE; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 72%; Vehicle: 1tnk 0%; Infantry: e1 62%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #316@(70,15)\n  e3 (Rocket Soldier) x4: #312@(65,20)* #314@(70,15) #320@(88,11)* #322@(91,9)\n  harv (Ore Truck (harvester)) x4: #132@(98,19) #171@(85,3)51% #247@(90,12)22% #276@(101,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #245: ordered\n  - stance: 4 units\n  - rally #134: ordered\n  - rally #144: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Combat survivors are #312/#314/#316/#318 near the western base approach; no enemy currently visible. Keep harvesters active, repair refinery #245, and continue queued rocket/light-tank production before regrouping for a western attack.", "raw": "{\"thoughts\":\"No enemy is visible, so the western combat group should consolidate while the damaged refinery and harvesters recover. Place the ready barracks, continue defensive and logistical construction, and avoid unsupported attacks with only four rockets.\",\"notes\":\"Western rally point is around (65,20), on the axis toward likely enemy start (12,16). Infantry IDs #312/#314/#316/#318 are consolidating; #320/#322 are moving forward. Keep refinery #245 repaired and harvesters active.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"build\",\"item\":\"pbox\"},{\"do\":\"move\",\"units\":[316,320,322],\"x\":65,\"y\":20},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247},{\"do\":\"harvest\",\"unit\":276}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1929, "completion_tokens": 584, "total_tokens": 2513, "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": 11.19, "thoughts": "No enemy is visible, so the western combat group should consolidate while the damaged refinery and harvesters recover. Place the ready barracks, continue defensive and logistical construction, and avoid unsupported attacks with only four rockets.", "notes": "Western rally point is around (65,20), on the axis toward likely enemy start (12,16). Infantry IDs #312/#314/#316/#318 are consolidating; #320/#322 are moving forward. Keep refinery #245 repaired and harvesters active.", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "fix"}, {"do": "build", "item": "pbox"}, {"do": "move", "units": [316, 320, 322], "x": 65, "y": 20}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}, {"do": "harvest", "unit": 276}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build fix: started", "build pbox: started", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 12400, "deaths_cost": 11000, "units_killed": 86, "units_lost": 65, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 17850, "army_value": 1300, "income": 8275, "experience": 124, "order_count": 143}}
{"tick": 13001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:40 (tick 13001 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 germany (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 $130 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $16200, army $6900, killed $11300 (66 units, 1 bldgs), lost $12400 (86 units, 0 bldgs). Map explored 28.9%.\nPRODUCTION: Infantry: e1 46%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #310@(84,12)54% #317@(68,22)11% #325@(33,20)\n  e1 (Rifle Infantry) x3: #301@(82,11) #315@(48,25) #328@(14,22)\n  e3 (Rocket Soldier) x4: #308@(65,24) #319@(40,24) #321@(25,25) #327@(17,20)\n  harv (Ore Truck (harvester)) x3: #131@(16,7) #152@(31,26) #246@(24,7)\nVISIBLE ENEMY UNITS (4):\n  #312 e3@(65,20) 17%, #314 e3@(67,18) 100%, #316 e1@(65,20) 93%, #322 e3@(84,9) 72%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #280: ordered\n  - rally #133: ordered\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Attack force ordered to enemy start 95,11; enemy remains unseen. Three harvesters mining, tank nearly complete at war factory.", "raw": "{\"thoughts\":\"Our forward elements are closing on the likely enemy start while the economy has three refineries and harvesters. Keep pressure toward 95,11, queue a second War Factory for sustained tank production, and continue infantry output as ore arrives.\",\"notes\":\"Attack all available combat units toward enemy start 95,11; enemy buildings still not visible. Queue second War Factory; existing barracks rifle queue remains active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"rally\",\"building\":280,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1606, "completion_tokens": 468, "total_tokens": 2074, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1604, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010593, "upstream_inference_prompt_cost": 0.0044154, "upstream_inference_completions_cost": 0.0061776}, "completion_tokens_details": {"reasoning_tokens": 281, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.58, "thoughts": "Our forward elements are closing on the likely enemy start while the economy has three refineries and harvesters. Keep pressure toward 95,11, queue a second War Factory for sustained tank production, and continue infantry output as ore arrives.", "notes": "Attack all available combat units toward enemy start 95,11; enemy buildings still not visible. Queue second War Factory; existing barracks rifle queue remains active.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "rally", "building": 280, "x": 70, "y": 18}, {"do": "rally", "building": 133, "x": 70, "y": 18}], "feedback": ["attack_move: 10 units", "stance: 10 units", "build weap: started", "train 3x 1tnk: queued", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 11300, "deaths_cost": 12400, "units_killed": 66, "units_lost": 86, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16200, "army_value": 3600, "income": 6250, "experience": 113, "order_count": 119}}
{"tick": 13001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:40 (tick 13001 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 england (Allies). 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 11000), power 293 made / 240 used, harvesters 4.\nSCORE: assets $18250, army $5600, killed $12400 (86 units, 0 bldgs), lost $11300 (66 units, 1 bldgs). Map explored 22.4%.\nPRODUCTION: Building: fix 7%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Defense: pbox 16%; Vehicle: 1tnk 87%; Vehicle: 1tnk 0%; Infantry: e1 5%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 23%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #316@(65,20)93% #324@(90,16)* #326@(91,16)*\n  e3 (Rocket Soldier) x3: #312@(65,20)17% #314@(67,18) #322@(84,9)72%\n  harv (Ore Truck (harvester)) x4: #132@(100,27) #171@(85,5)51% #247@(81,6)22% #276@(97,16)\nVISIBLE ENEMY UNITS (4):\n  #301 e1@(82,11) 100%, #308 e3@(65,24) 100%, #310 1tnk@(84,12) 54%, #317 1tnk@(68,22) 11%\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 fix: started\n  - build pbox: started\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Western rally point is around (65,20), on the axis toward likely enemy start (12,16). Infantry IDs #312/#314/#316/#318 are consolidating; #320/#322 are moving forward. Keep refinery #245 repaired and harvesters active.", "raw": "{\"thoughts\": \"Cash is at $0 so everything is stalled \u2014 economy is the bottleneck. My harvesters #171 and #247 are badly damaged and should retreat to base. Army is too small to push; consolidate west and keep queues running once money returns.\", \"notes\": \"Damaged harvesters #171/#247 retreating home. Western group (#312/#314/#316) holding at ~(65,20). Enemy tanks #310/#317 near (84,12) and (68,22). fix + pbox being built. Need income before training.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":276},{\"do\":\"move\",\"units\":[171,247],\"x\":93,\"y\":13},{\"do\":\"rally\",\"building\":313,\"x\":65,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":65,\"y\":20},{\"do\":\"rally\",\"building\":144,\"x\":65,\"y\":20},{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"place\",\"item\":\"pbox\"},{\"do\":\"repair\",\"building\":245},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":247}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1939, "completion_tokens": 830, "total_tokens": 2769, "cost": 0.001351908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001351908, "upstream_inference_prompt_cost": 0.000355908, "upstream_inference_completions_cost": 0.000996}, "completion_tokens_details": {"reasoning_tokens": 575, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 18.54, "thoughts": "Cash is at $0 so everything is stalled \u2014 economy is the bottleneck. My harvesters #171 and #247 are badly damaged and should retreat to base. Army is too small to push; consolidate west and keep queues running once money returns.", "notes": "Damaged harvesters #171/#247 retreating home. Western group (#312/#314/#316) holding at ~(65,20). Enemy tanks #310/#317 near (84,12) and (68,22). fix + pbox being built. Need income before training.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 276}, {"do": "move", "units": [171, 247], "x": 93, "y": 13}, {"do": "rally", "building": 313, "x": 65, "y": 20}, {"do": "rally", "building": 134, "x": 65, "y": 20}, {"do": "rally", "building": 144, "x": 65, "y": 20}, {"do": "place", "item": "fix"}, {"do": "place", "item": "pbox"}, {"do": "repair", "building": 245}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 247}], "feedback": ["move: 2 units", "rally #313: ordered", "rally #134: ordered", "rally #144: ordered", "place fix: nothing READY TO PLACE with that type", "place pbox: nothing READY TO PLACE with that type", "repair #245: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 12400, "deaths_cost": 11300, "units_killed": 86, "units_lost": 66, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 18250, "army_value": 1200, "income": 7875, "experience": 124, "order_count": 146}}
{"tick": 13201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:48 (tick 13201 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 germany (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 $245 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15300, army $6000, killed $11900 (68 units, 1 bldgs), lost $13400 (88 units, 0 bldgs). Map explored 29%.\nPRODUCTION: Building: weap 2%; Vehicle: 1tnk 8%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 13%; Infantry: e1 0%; Infantry: e1 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #310@(86,12)54% #325@(55,28)\n  e1 (Rifle Infantry) x4: #301@(86,10) #315@(57,28) #328@(23,24) #331@(14,22)\n  e3 (Rocket Soldier) x3: #319@(50,26) #321@(35,24) #327@(26,25)\n  harv (Ore Truck (harvester)) x3: #131@(17,5) #152@(23,19) #246@(24,14)\nVISIBLE ENEMY UNITS (1):\n  #171 harv@(90,12) 49%\nVISIBLE ENEMY BUILDINGS (1):\n  #245 proc@(90,11) 13%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - stance: 10 units\n  - build weap: started\n  - train 3x 1tnk: queued\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Attack all available combat units toward enemy start 95,11; enemy buildings still not visible. Queue second War Factory; existing barracks rifle queue remains active.", "raw": "{\"thoughts\":\"Enemy refinery at the likely start is critically damaged and their harvester is exposed. Commit all combat units to finish the refinery and press into the enemy base while production continues.\",\"notes\":\"Enemy base confirmed around 90,11; refinery #245 at 13% and harvester #171 at 49%. All army ordered to destroy refinery, then continue pressure east.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":245},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246},{\"do\":\"rally\",\"building\":280,\"x\":86,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":86,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1621, "completion_tokens": 302, "total_tokens": 1923, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1619, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00844305, "upstream_inference_prompt_cost": 0.00445665, "upstream_inference_completions_cost": 0.0039864}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "Enemy refinery at the likely start is critically damaged and their harvester is exposed. Commit all combat units to finish the refinery and press into the enemy base while production continues.", "notes": "Enemy base confirmed around 90,11; refinery #245 at 13% and harvester #171 at 49%. All army ordered to destroy refinery, then continue pressure east.", "commands": [{"do": "attack", "units": "all_army", "target": 245}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}, {"do": "rally", "building": 280, "x": 86, "y": 12}, {"do": "rally", "building": 133, "x": 86, "y": 12}], "feedback": ["attack: 9 units", "stance: 9 units", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 11900, "deaths_cost": 13400, "units_killed": 68, "units_lost": 88, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15300, "army_value": 2700, "income": 6025, "experience": 119, "order_count": 123}}
{"tick": 13201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:48 (tick 13201 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 england (Allies). 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 11000), power 293 made / 240 used, harvesters 4.\nSCORE: assets $18450, army $5800, killed $13400 (88 units, 0 bldgs), lost $11900 (68 units, 1 bldgs). Map explored 22.4%.\nPRODUCTION: Building: fix 17%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Defense: pbox 34%; Vehicle: 1tnk 3%; Infantry: e3 23%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #245 proc@(90,11) 13%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #330@(91,9)\n  e1 (Rifle Infantry) x4: #316@(65,20)91%* #324@(91,17)* #326@(91,16)* #329@(90,16)*\n  e3 (Rocket Soldier) x1: #314@(65,20)95%*\n  harv (Ore Truck (harvester)) x4: #132@(97,19) #171@(90,12)49% #247@(84,4)22% #276@(101,21)\nVISIBLE ENEMY UNITS (2):\n  #301 e1@(86,10) 100%, #310 1tnk@(86,12) 54%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - rally #313: ordered\n  - rally #134: ordered\n  - rally #144: ordered\n  - place fix: nothing READY TO PLACE with that type\n  - place pbox: nothing READY TO PLACE with that type\n  - repair #245: ordered\nYOUR NOTES FROM LAST TURN: Damaged harvesters #171/#247 retreating home. Western group (#312/#314/#316) holding at ~(65,20). Enemy tanks #310/#317 near (84,12) and (68,22). fix + pbox being built. Need income before training.", "raw": "{\"thoughts\":\"The damaged refinery is being repaired, while the Service Depot and Pillbox remain under construction. The western rifle/rocket group can pressure the visible enemy near (86,10), but the heavily damaged harvesters should return to safety before continuing to mine.\",\"notes\":\"Protect and return harvesters #171 and #247 toward the base refineries. Send the western group (#312/#314/#316) and Light Tank #330 toward the enemy contact near (86,10); keep the base infantry defensive. Continue production queues and place buildings when ready.\",\"commands\":[{\"do\":\"move\",\"units\":[171],\"x\":97,\"y\":14},{\"do\":\"move\",\"units\":[247],\"x\":90,\"y\":11},{\"do\":\"attack_move\",\"units\":[312,314,316],\"x\":86,\"y\":10},{\"do\":\"attack_move\",\"units\":[330],\"x\":86,\"y\":10},{\"do\":\"stance\",\"units\":[324,326,329],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":15},{\"do\":\"rally\",\"building\":144,\"x\":90,\"y\":15},{\"do\":\"rally\",\"building\":193,\"x\":90,\"y\":15},{\"do\":\"rally\",\"building\":323,\"x\":90,\"y\":15}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2002, "completion_tokens": 604, "total_tokens": 2606, "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": 8.96, "thoughts": "The damaged refinery is being repaired, while the Service Depot and Pillbox remain under construction. The western rifle/rocket group can pressure the visible enemy near (86,10), but the heavily damaged harvesters should return to safety before continuing to mine.", "notes": "Protect and return harvesters #171 and #247 toward the base refineries. Send the western group (#312/#314/#316) and Light Tank #330 toward the enemy contact near (86,10); keep the base infantry defensive. Continue production queues and place buildings when ready.", "commands": [{"do": "move", "units": [171], "x": 97, "y": 14}, {"do": "move", "units": [247], "x": 90, "y": 11}, {"do": "attack_move", "units": [312, 314, 316], "x": 86, "y": 10}, {"do": "attack_move", "units": [330], "x": 86, "y": 10}, {"do": "stance", "units": [324, 326, 329], "stance": "defend"}, {"do": "rally", "building": 134, "x": 90, "y": 15}, {"do": "rally", "building": 144, "x": 90, "y": 15}, {"do": "rally", "building": 193, "x": 90, "y": 15}, {"do": "rally", "building": 323, "x": 90, "y": 15}], "feedback": ["move: 1 units", "move: 1 units", "attack_move: 2 units", "attack_move: 1 units", "stance: 3 units", "rally #134: ordered", "rally #144: ordered", "rally #193: ordered", "rally #323: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 13400, "deaths_cost": 11900, "units_killed": 88, "units_lost": 68, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 18450, "army_value": 1400, "income": 8375, "experience": 134, "order_count": 146}}
{"tick": 13401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:56 (tick 13401 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 germany (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 $137 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15500, army $6200, killed $13300 (68 units, 2 bldgs), lost $13400 (88 units, 0 bldgs). Map explored 29%.\nPRODUCTION: Building: weap 15%; Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 55%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #310@(86,12)54% #325@(63,26)*\n  e1 (Rifle Infantry) x6: #301@(86,10)40% #315@(64,27)* #328@(30,24)* #331@(20,21)* #332@(20,21) #333@(15,22)\n  e3 (Rocket Soldier) x3: #319@(56,28)* #321@(42,24)* #327@(33,25)*\n  harv (Ore Truck (harvester)) x3: #131@(18,16) #152@(31,27) #246@(24,19)\nVISIBLE ENEMY UNITS (2):\n  #247 harv@(90,12) 15%, #330 1tnk@(89,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - stance: 9 units\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 90,11; refinery #245 at 13% and harvester #171 at 49%. All army ordered to destroy refinery, then continue pressure east.", "raw": "{\"thoughts\":\"Our forward units are at the enemy start and should eliminate the exposed tank and harvester while the scattered army converges. Production queues are already active; preserve the damaged forward tank by focusing the enemy armor with the nearby infantry support.\",\"notes\":\"Enemy start/base area 90,11. Enemy light tank #330 at 89,9 and damaged harvester #247 at 90,12; converge all army there. War Factory building is 15%, existing tank/infantry queues active.\",\"commands\":[{\"do\":\"attack\",\"units\":[310,301],\"target\":330},{\"do\":\"attack\",\"units\":[310,301],\"target\":247},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":90,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1613, "completion_tokens": 368, "total_tokens": 1981, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1611, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00929225, "upstream_inference_prompt_cost": 0.00443465, "upstream_inference_completions_cost": 0.0048576}, "completion_tokens_details": {"reasoning_tokens": 165, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.0, "thoughts": "Our forward units are at the enemy start and should eliminate the exposed tank and harvester while the scattered army converges. Production queues are already active; preserve the damaged forward tank by focusing the enemy armor with the nearby infantry support.", "notes": "Enemy start/base area 90,11. Enemy light tank #330 at 89,9 and damaged harvester #247 at 90,12; converge all army there. War Factory building is 15%, existing tank/infantry queues active.", "commands": [{"do": "attack", "units": [310, 301], "target": 330}, {"do": "attack", "units": [310, 301], "target": 247}, {"do": "attack_move", "units": "all_army", "x": 90, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["attack: 2 units", "attack: 2 units", "attack_move: 11 units", "stance: 11 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 13300, "deaths_cost": 13400, "units_killed": 68, "units_lost": 88, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 15500, "army_value": 2900, "income": 6575, "experience": 133, "order_count": 123}}
{"tick": 13401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:56 (tick 13401 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 england (Allies). 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 9000), power 293 made / 210 used, harvesters 4.\nSCORE: assets $17050, army $5800, killed $13400 (88 units, 0 bldgs), lost $13300 (68 units, 2 bldgs). Map explored 22.4%.\nPRODUCTION: Building: fix 25%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Defense: pbox 51%; Vehicle: 1tnk 17%; Infantry: e3 74%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #330@(89,9)\n  e1 (Rifle Infantry) x4: #316@(72,13)91% #324@(91,17)* #326@(91,16)* #329@(90,16)*\n  e3 (Rocket Soldier) x1: #314@(73,12)95%\n  harv (Ore Truck (harvester)) x4: #132@(98,19) #171@(99,14)49% #247@(90,12)15% #276@(105,25)\nVISIBLE ENEMY UNITS (2):\n  #301 e1@(86,10) 40%, #310 1tnk@(86,12) 54%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\n  - attack_move: 2 units\n  - attack_move: 1 units\n  - stance: 3 units\n  - rally #134: ordered\n  - rally #144: ordered\n  - rally #193: ordered\n  - rally #323: ordered\nYOUR NOTES FROM LAST TURN: Protect and return harvesters #171 and #247 toward the base refineries. Send the western group (#312/#314/#316) and Light Tank #330 toward the enemy contact near (86,10); keep the base infantry defensive. Continue production queues and place buildings when ready.", "raw": "{\"thoughts\":\"Enemy infantry and a damaged Light Tank have penetrated to (86,10)-(86,12), close to our western economy. Pull the damaged harvesters home and concentrate the western combat group against this threat while the base infantry holds the entrance.\",\"notes\":\"Enemy contact at (86,10)/(86,12). Western strike group: #330, #314, #316. Base defenders: #324, #326, #329. Damaged harvesters #171 and #247 retreating toward refinery area. Construction queues remain active; Service Depot 25%, defenses 51%, tank 17%, infantry 74%.\",\"commands\":[{\"do\":\"move\",\"units\":[247,171],\"x\":97,\"y\":14},{\"do\":\"attack_move\",\"units\":[330,314,316],\"x\":86,\"y\":11},{\"do\":\"stance\",\"units\":[324,326,329],\"stance\":\"attack_anything\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1993, "completion_tokens": 570, "total_tokens": 2563, "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": 10.53, "thoughts": "Enemy infantry and a damaged Light Tank have penetrated to (86,10)-(86,12), close to our western economy. Pull the damaged harvesters home and concentrate the western combat group against this threat while the base infantry holds the entrance.", "notes": "Enemy contact at (86,10)/(86,12). Western strike group: #330, #314, #316. Base defenders: #324, #326, #329. Damaged harvesters #171 and #247 retreating toward refinery area. Construction queues remain active; Service Depot 25%, defenses 51%, tank 17%, infantry 74%.", "commands": [{"do": "move", "units": [247, 171], "x": 97, "y": 14}, {"do": "attack_move", "units": [330, 314, 316], "x": 86, "y": 11}, {"do": "stance", "units": [324, 326, 329], "stance": "attack_anything"}], "feedback": ["move: 2 units", "attack_move: 3 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 13400, "deaths_cost": 13300, "units_killed": 88, "units_lost": 68, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 17050, "army_value": 1400, "income": 8375, "experience": 134, "order_count": 146}}
{"tick": 13601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:04 (tick 13601 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15600, army $6300, killed $14400 (69 units, 2 bldgs), lost $13500 (89 units, 0 bldgs). Map explored 29.7%.\nPRODUCTION: Building: weap 25%; Vehicle: 1tnk 74%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 66%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #310@(88,16)46% #325@(79,14)\n  e1 (Rifle Infantry) x7: #315@(72,21) #328@(41,24) #331@(29,24) #332@(29,24) #333@(23,24) #334@(21,22) #337@(16,22)\n  e3 (Rocket Soldier) x3: #319@(65,25) #321@(51,26) #327@(43,24)\n  harv (Ore Truck (harvester)) x3: #131@(19,14) #152@(34,27) #246@(28,7)\nVISIBLE ENEMY UNITS (6):\n  #314 e3@(83,12) 95%, #316 e1@(82,12) 82%, #324 e1@(91,17) 100%, #326 e1@(91,16) 100%, #329 e1@(90,16) 66%, #338 harv.fullhusk@(92,18) 95%\nVISIBLE ENEMY BUILDINGS (1):\n  #323 tent@(91,15) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack: 2 units\n  - attack_move: 11 units\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Enemy start/base area 90,11. Enemy light tank #330 at 89,9 and damaged harvester #247 at 90,12; converge all army there. War Factory building is 15%, existing tank/infantry queues active.", "raw": "{\"thoughts\":\"Our forward units are already at the enemy base, where their barracks is exposed. Keep the whole army aggressively converging on the likely start while the existing production queues complete and income recovers.\",\"notes\":\"Enemy base at 90,11; visible tent #323 at 91,15. Light tanks #310/#325 are forward; attack-move all army into base and focus tent with tanks.\",\"commands\":[{\"do\":\"attack\",\"units\":[310,325],\"target\":323},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":91,\"y\":13},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1677, "completion_tokens": 291, "total_tokens": 1968, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1675, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00845185, "upstream_inference_prompt_cost": 0.00461065, "upstream_inference_completions_cost": 0.0038412}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "Our forward units are already at the enemy base, where their barracks is exposed. Keep the whole army aggressively converging on the likely start while the existing production queues complete and income recovers.", "notes": "Enemy base at 90,11; visible tent #323 at 91,15. Light tanks #310/#325 are forward; attack-move all army into base and focus tent with tanks.", "commands": [{"do": "attack", "units": [310, 325], "target": 323}, {"do": "attack_move", "units": "all_army", "x": 91, "y": 13}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["attack: 2 units", "attack_move: 12 units", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14400, "deaths_cost": 13500, "units_killed": 69, "units_lost": 89, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 15600, "army_value": 3000, "income": 6675, "experience": 144, "order_count": 123}}
{"tick": 13601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:04 (tick 13601 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 england (Allies). 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 9000), power 293 made / 210 used, harvesters 3.\nSCORE: assets $15950, army $4700, killed $13500 (89 units, 0 bldgs), lost $14400 (69 units, 2 bldgs). Map explored 22.6%.\nPRODUCTION: Building: fix 25%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Defense: pbox 51%; Vehicle: 1tnk 17%; Infantry: e3 74%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 98%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #330@(86,11)94%*\n  e1 (Rifle Infantry) x4: #316@(82,12)82% #324@(91,17) #326@(91,16) #329@(90,16)66%\n  e3 (Rocket Soldier) x1: #314@(83,12)95%\n  harv (Ore Truck (harvester)) x3: #132@(99,27) #171@(97,15)49%* #276@(100,21)\n  harv.fullhusk (harv.fullhusk) x1: #338@(92,18)95%*\nVISIBLE ENEMY UNITS (2):\n  #310 1tnk@(88,16) 46%, #325 1tnk@(79,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - attack_move: 3 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Enemy contact at (86,10)/(86,12). Western strike group: #330, #314, #316. Base defenders: #324, #326, #329. Damaged harvesters #171 and #247 retreating toward refinery area. Construction queues remain active; Service Depot 25%, defenses 51%, tank 17%, infantry 74%.", "raw": "{\"thoughts\":\"Two enemy tanks have penetrated the western base perimeter, but our stronger mobile group is positioned to eliminate them. I am concentrating the western strike force on the healthy tank while base defenders intercept the damaged one, and returning harvesters to income.\",\"notes\":\"Enemy tanks: #325 near (79,14), #310 near (88,16). Western attack group #330/#314/#326? Actual western group is #330/#314/#316; defenders #324/#326/#329. Continue pressure west after tank kills; construction queues remain active.\",\"commands\":[{\"do\":\"attack\",\"units\":[330,314,316],\"target\":325},{\"do\":\"attack\",\"units\":[324,326,329],\"target\":310},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":338}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1986, "completion_tokens": 426, "total_tokens": 2412, "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": 7.35, "thoughts": "Two enemy tanks have penetrated the western base perimeter, but our stronger mobile group is positioned to eliminate them. I am concentrating the western strike force on the healthy tank while base defenders intercept the damaged one, and returning harvesters to income.", "notes": "Enemy tanks: #325 near (79,14), #310 near (88,16). Western attack group #330/#314/#326? Actual western group is #330/#314/#316; defenders #324/#326/#329. Continue pressure west after tank kills; construction queues remain active.", "commands": [{"do": "attack", "units": [330, 314, 316], "target": 325}, {"do": "attack", "units": [324, 326, 329], "target": 310}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 338}], "feedback": ["attack: 3 units", "attack: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 13500, "deaths_cost": 14400, "units_killed": 89, "units_lost": 69, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 15950, "army_value": 1400, "income": 6875, "experience": 135, "order_count": 146}}
{"tick": 13801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:12 (tick 13801 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14200, army $4900, killed $14400 (69 units, 2 bldgs), lost $14900 (91 units, 0 bldgs). Map explored 29.8%.\nPRODUCTION: Building: weap 25%; Vehicle: 1tnk 74%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 66%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #315@(80,14) #328@(50,26) #331@(40,24) #332@(40,24) #333@(34,24) #334@(30,24) #337@(25,25)\n  e3 (Rocket Soldier) x3: #319@(73,17) #321@(61,27) #327@(53,27)\n  harv (Ore Truck (harvester)) x3: #131@(23,7) #152@(26,20) #246@(27,9)\nVISIBLE ENEMY UNITS (2):\n  #314 e3@(83,12) 95%, #316 e1@(83,12) 74%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 12 units\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy base at 90,11; visible tent #323 at 91,15. Light tanks #310/#325 are forward; attack-move all army into base and focus tent with tanks.", "raw": "{\"thoughts\":\"Our small forward force is converging on the exposed enemy position near 83,12 while the war factory and current infantry/tank queues finish. Keep all combat pressure on their likely base and ensure harvesters continue mining for the next production cycle.\",\"notes\":\"Enemy base remains likely around 90,11; enemy e1/e3 visible at 83,12. War Factory is 25% complete; three refineries and three harvesters active. Continue assault east/northeast once units assemble.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":91,\"y\":12},{\"do\":\"attack\",\"units\":[315,319],\"target\":314},{\"do\":\"attack\",\"units\":[315],\"target\":316},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":14},{\"do\":\"rally\",\"building\":280,\"x\":78,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1570, "completion_tokens": 304, "total_tokens": 1874, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1568, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0083292, "upstream_inference_prompt_cost": 0.0043164, "upstream_inference_completions_cost": 0.0040128}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "Our small forward force is converging on the exposed enemy position near 83,12 while the war factory and current infantry/tank queues finish. Keep all combat pressure on their likely base and ensure harvesters continue mining for the next production cycle.", "notes": "Enemy base remains likely around 90,11; enemy e1/e3 visible at 83,12. War Factory is 25% complete; three refineries and three harvesters active. Continue assault east/northeast once units assemble.", "commands": [{"do": "attack_move", "units": "all_army", "x": 91, "y": 12}, {"do": "attack", "units": [315, 319], "target": 314}, {"do": "attack", "units": [315], "target": 316}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}, {"do": "rally", "building": 133, "x": 78, "y": 14}, {"do": "rally", "building": 280, "x": 78, "y": 14}], "feedback": ["attack_move: 10 units", "attack: 2 units", "attack: 1 units", "rally #133: ordered", "rally #280: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14400, "deaths_cost": 14900, "units_killed": 69, "units_lost": 91, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14200, "army_value": 1600, "income": 5675, "experience": 144, "order_count": 123}}
{"tick": 13801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:12 (tick 13801 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 england (Allies). 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 $58 (storage 9000), power 293 made / 210 used, harvesters 3.\nSCORE: assets $16250, army $5000, killed $14900 (91 units, 0 bldgs), lost $14400 (69 units, 2 bldgs). Map explored 22.8%.\nPRODUCTION: Building: fix 43%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Defense: pbox 86%; Vehicle: 1tnk 47%; Infantry: e3 77%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #330@(84,13)94%\n  e1 (Rifle Infantry) x4: #316@(83,12)74%* #324@(91,17)* #326@(91,16)* #329@(90,16)65%*\n  e3 (Rocket Soldier) x2: #314@(83,12)95%* #339@(89,15)*\n  harv (Ore Truck (harvester)) x3: #132@(97,24) #171@(91,19)50% #276@(98,16)\n  harv.fullhusk (harv.fullhusk) x1: #338@(92,18)77%*\nVISIBLE ENEMY UNITS (1):\n  #315 e1@(80,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack: 3 units\nYOUR NOTES FROM LAST TURN: Enemy tanks: #325 near (79,14), #310 near (88,16). Western attack group #330/#314/#326? Actual western group is #330/#314/#316; defenders #324/#326/#329. Continue pressure west after tank kills; construction queues remain active.", "raw": "{\"thoughts\": \"Cash is at $0 with only 3 harvesters and 3 refineries - economy is the bottleneck. I'll get all harvesters mining immediately and keep defenders home near the base since my army is small and enemy tanks were seen west. Production queues are already loaded but stalled on cash, so fixing income is the priority.\", \"notes\": \"Economy-first turn: 3 harvesters sent to mine. Army weak (1 ltnk, 4 e1, 2 e3). Keep defenders near base (83-91). Enemy e1 #315 spotted at (80,14). Build second harv from weap once cash allows. Continue west pressure only after rebuilding army.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":276},{\"do\":\"move\",\"units\":[316,314,330],\"x\":90,\"y\":14},{\"do\":\"move\",\"units\":[324,326,329,339],\"x\":89,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1883, "completion_tokens": 965, "total_tokens": 2848, "cost": 0.001497108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001497108, "upstream_inference_prompt_cost": 0.000339108, "upstream_inference_completions_cost": 0.001158}, "completion_tokens_details": {"reasoning_tokens": 743, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 17.62, "thoughts": "Cash is at $0 with only 3 harvesters and 3 refineries - economy is the bottleneck. I'll get all harvesters mining immediately and keep defenders home near the base since my army is small and enemy tanks were seen west. Production queues are already loaded but stalled on cash, so fixing income is the priority.", "notes": "Economy-first turn: 3 harvesters sent to mine. Army weak (1 ltnk, 4 e1, 2 e3). Keep defenders near base (83-91). Enemy e1 #315 spotted at (80,14). Build second harv from weap once cash allows. Continue west pressure only after rebuilding army.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 276}, {"do": "move", "units": [316, 314, 330], "x": 90, "y": 14}, {"do": "move", "units": [324, 326, 329, 339], "x": 89, "y": 16}], "feedback": ["move: 3 units", "move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 14900, "deaths_cost": 14400, "units_killed": 91, "units_lost": 69, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 16250, "army_value": 1700, "income": 7875, "experience": 149, "order_count": 146}}
{"tick": 14001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:20 (tick 14001 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14400, army $5100, killed $14500 (70 units, 2 bldgs), lost $14900 (91 units, 0 bldgs). Map explored 29.8%.\nPRODUCTION: Building: weap 34%; Vehicle: 1tnk 98%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 31%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #315@(81,14)82%* #328@(60,28) #331@(50,26) #332@(50,26) #333@(45,24) #334@(41,24) #337@(35,24) #340@(18,20) #341@(16,22)\n  e3 (Rocket Soldier) x3: #319@(82,14) #321@(69,20) #327@(62,27)\n  harv (Ore Truck (harvester)) x3: #131@(20,5) #152@(28,23) #246@(23,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack: 2 units\n  - attack: 1 units\n  - rally #133: ordered\n  - rally #280: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains likely around 90,11; enemy e1/e3 visible at 83,12. War Factory is 25% complete; three refineries and three harvesters active. Continue assault east/northeast once units assemble.", "raw": "{\"thoughts\":\"Our economy is fully committed with three refineries, while the first Light Tank is almost complete. No enemy is currently visible, so all combat units should converge on and pressure the likely enemy start immediately.\",\"notes\":\"Enemy base still presumed near 95,11. Send all combat units through 90,11; War Factory and infantry production are queued, cash currently empty.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":90,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":14},{\"do\":\"rally\",\"building\":280,\"x\":82,\"y\":14},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1576, "completion_tokens": 263, "total_tokens": 1839, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1574, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078045, "upstream_inference_prompt_cost": 0.0043329, "upstream_inference_completions_cost": 0.0034716}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Our economy is fully committed with three refineries, while the first Light Tank is almost complete. No enemy is currently visible, so all combat units should converge on and pressure the likely enemy start immediately.", "notes": "Enemy base still presumed near 95,11. Send all combat units through 90,11; War Factory and infantry production are queued, cash currently empty.", "commands": [{"do": "attack_move", "units": "all_army", "x": 90, "y": 11}, {"do": "rally", "building": 133, "x": 82, "y": 14}, {"do": "rally", "building": 280, "x": 82, "y": 14}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 12 units", "rally #133: ordered", "rally #280: ordered", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14500, "deaths_cost": 14900, "units_killed": 70, "units_lost": 91, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14400, "army_value": 1800, "income": 6175, "experience": 145, "order_count": 123}}
{"tick": 14001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:20 (tick 14001 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 england (Allies). 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 $183 (storage 9000), power 293 made / 210 used, harvesters 3.\nSCORE: assets $16150, army $4900, killed $14900 (91 units, 0 bldgs), lost $14500 (70 units, 2 bldgs). Map explored 22.8%.\nPRODUCTION: Building: fix 45%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Defense: pbox 91%; Vehicle: 1tnk 51%; Infantry: e3 90%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #330@(89,14)94%*\n  e1 (Rifle Infantry) x3: #324@(89,16)* #326@(89,16)* #329@(89,16)65%*\n  e3 (Rocket Soldier) x2: #314@(88,13)94%* #339@(89,16)*\n  harv (Ore Truck (harvester)) x3: #132@(97,15) #171@(96,16)50% #276@(94,18)\n  harv.fullhusk (harv.fullhusk) x1: #338@(92,18)59%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - move: 4 units\nYOUR NOTES FROM LAST TURN: Economy-first turn: 3 harvesters sent to mine. Army weak (1 ltnk, 4 e1, 2 e3). Keep defenders near base (83-91). Enemy e1 #315 spotted at (80,14). Build second harv from weap once cash allows. Continue west pressure only after rebuilding army.", "raw": "{\"thoughts\":\"Production is nearly complete, but the visible combat force is only six units, so I will mass it cautiously at the western approach while the damaged harvesters resume mining. I will queue economical reinforcements and reserve defenders near the base until the army can grow.\",\"notes\":\"Western enemy scout previously seen at (80,14), but no enemies currently visible. Army staging point around (83,14); base defenders remain near cells 83-91. Continue producing infantry and replenish vehicles/harvesters as income arrives.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[330,324,326,329,314,339],\"x\":83,\"y\":14},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":338},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"rally\",\"building\":323,\"x\":83,\"y\":14},{\"do\":\"rally\",\"building\":313,\"x\":83,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1939, "completion_tokens": 437, "total_tokens": 2376, "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": 9.77, "thoughts": "Production is nearly complete, but the visible combat force is only six units, so I will mass it cautiously at the western approach while the damaged harvesters resume mining. I will queue economical reinforcements and reserve defenders near the base until the army can grow.", "notes": "Western enemy scout previously seen at (80,14), but no enemies currently visible. Army staging point around (83,14); base defenders remain near cells 83-91. Continue producing infantry and replenish vehicles/harvesters as income arrives.", "commands": [{"do": "attack_move", "units": [330, 324, 326, 329, 314, 339], "x": 83, "y": 14}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 338}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 323, "x": 83, "y": 14}, {"do": "rally", "building": 313, "x": 83, "y": 14}], "feedback": ["attack_move: 6 units", "train 5x e1: queued", "train 1x harv: queued", "rally #323: ordered", "rally #313: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 14900, "deaths_cost": 14500, "units_killed": 91, "units_lost": 70, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 16150, "army_value": 1600, "income": 8100, "experience": 149, "order_count": 146}}
{"tick": 14201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:28 (tick 14201 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14800, army $5500, killed $14500 (70 units, 2 bldgs), lost $15300 (93 units, 0 bldgs). Map explored 29.8%.\nPRODUCTION: Building: weap 45%; Vehicle: 1tnk 28%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #343@(36,21)\n  e1 (Rifle Infantry) x9: #328@(68,21) #331@(60,28) #332@(59,28) #333@(54,28) #334@(51,26) #337@(45,24) #340@(26,25) #341@(24,24) #345@(19,20)\n  e3 (Rocket Soldier) x2: #321@(76,13) #327@(70,19)\n  harv (Ore Truck (harvester)) x3: #131@(21,17) #152@(32,29) #246@(25,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - rally #133: ordered\n  - rally #280: ordered\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy base still presumed near 95,11. Send all combat units through 90,11; War Factory and infantry production are queued, cash currently empty.", "raw": "{\"thoughts\":\"Our economy has three refineries and a second War Factory is nearing completion, while the small forward force has not found resistance. Keep both production types queued and push all combat units toward the presumed enemy base at the northeast corner.\",\"notes\":\"Enemy still unspotted; presumed base around 95,11. Second War Factory is 45% complete; attack force should converge through 90,11.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":6},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1544, "completion_tokens": 361, "total_tokens": 1905, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1542, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0090101, "upstream_inference_prompt_cost": 0.0042449, "upstream_inference_completions_cost": 0.0047652}, "completion_tokens_details": {"reasoning_tokens": 192, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.24, "thoughts": "Our economy has three refineries and a second War Factory is nearing completion, while the small forward force has not found resistance. Keep both production types queued and push all combat units toward the presumed enemy base at the northeast corner.", "notes": "Enemy still unspotted; presumed base around 95,11. Second War Factory is 45% complete; attack force should converge through 90,11.", "commands": [{"do": "train", "item": "1tnk", "count": 6}, {"do": "train", "item": "e1", "count": 10}, {"do": "train", "item": "e3", "count": 4}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["train 6x 1tnk: queued", "train 10x e1: queued", "train 4x e3: queued", "attack_move: 12 units", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14500, "deaths_cost": 15300, "units_killed": 70, "units_lost": 93, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14800, "army_value": 2200, "income": 6175, "experience": 145, "order_count": 123}}
{"tick": 14201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:28 (tick 14201 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 england (Allies). 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 $73 (storage 9000), power 293 made / 210 used, harvesters 3.\nSCORE: assets $16750, army $5500, killed $15300 (93 units, 0 bldgs), lost $14500 (70 units, 2 bldgs). Map explored 22.8%.\nPRODUCTION: Building: fix 65%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Defense: pbox READY TO PLACE; Vehicle: 1tnk 85%; Vehicle: harv 0%; Infantry: e1 12%; Infantry: e1 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #330@(84,14)94%*\n  e1 (Rifle Infantry) x6: #324@(84,14) #326@(84,13) #329@(83,16)65%* #344@(84,15) #346@(89,15) #347@(90,15)\n  e3 (Rocket Soldier) x3: #314@(84,13)26%* #339@(83,15)* #342@(84,15)\n  harv (Ore Truck (harvester)) x3: #132@(99,26) #171@(98,17)50% #276@(104,24)\n  harv.fullhusk (harv.fullhusk) x1: #338@(92,18)41%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - train 5x e1: queued\n  - train 1x harv: queued\n  - rally #323: ordered\n  - rally #313: ordered\nYOUR NOTES FROM LAST TURN: Western enemy scout previously seen at (80,14), but no enemies currently visible. Army staging point around (83,14); base defenders remain near cells 83-91. Continue producing infantry and replenish vehicles/harvesters as income arrives.", "raw": "{\"thoughts\":\"The base is well supplied with refineries, power, barracks, and a war factory, but the army is only a small defensive force and no enemy is currently visible. I will finish placing the pillbox, send the combat force toward the likely enemy start, and restore the damaged harvester and structures while continuing production queues.\",\"notes\":\"Enemy likely at (12,16); no current contacts. Main combat group is around (83-90,14-15). Keep harvesters active and preserve the growing infantry/tank queues.\",\"commands\":[{\"do\":\"place\",\"item\":\"pbox\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"repair\",\"building\":323},{\"do\":\"repair\",\"building\":124},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1995, "completion_tokens": 700, "total_tokens": 2695, "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": 13.59, "thoughts": "The base is well supplied with refineries, power, barracks, and a war factory, but the army is only a small defensive force and no enemy is currently visible. I will finish placing the pillbox, send the combat force toward the likely enemy start, and restore the damaged harvester and structures while continuing production queues.", "notes": "Enemy likely at (12,16); no current contacts. Main combat group is around (83-90,14-15). Keep harvesters active and preserve the growing infantry/tank queues.", "commands": [{"do": "place", "item": "pbox"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 171}, {"do": "repair", "building": 323}, {"do": "repair", "building": 124}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["place pbox: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 10 units", "repair #323: ordered", "repair #124: ordered", "train 5x e1: queued", "train 3x e3: queued", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 15300, "deaths_cost": 14500, "units_killed": 93, "units_lost": 70, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 16750, "army_value": 2200, "income": 8375, "experience": 153, "order_count": 152}}
{"tick": 14401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:36 (tick 14401 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14200, army $4900, killed $14500 (70 units, 2 bldgs), lost $16000 (96 units, 0 bldgs). Map explored 29.8%.\nPRODUCTION: Building: weap 53%; Vehicle: 1tnk 52%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 22%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #343@(57,28)\n  e1 (Rifle Infantry) x9: #331@(67,22) #332@(67,21) #333@(63,26) #334@(60,28) #337@(54,28) #340@(37,24) #341@(34,24) #345@(28,24) #350@(17,21)\n  harv (Ore Truck (harvester)) x3: #131@(19,15) #152@(32,27) #246@(24,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 6x 1tnk: queued\n  - train 10x e1: queued\n  - train 4x e3: queued\n  - attack_move: 12 units\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy still unspotted; presumed base around 95,11. Second War Factory is 45% complete; attack force should converge through 90,11.", "raw": "{\"thoughts\":\"Production is fully queued and the second War Factory is nearing completion. Our scattered forward force should continue probing directly toward the likely Soviet start while reinforcements accumulate.\",\"notes\":\"Place second weap as soon as ready; current army advancing toward enemy start at 95,11. Vehicle and infantry queues are full.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":78,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1685, "completion_tokens": 201, "total_tokens": 1886, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1683, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00728585, "upstream_inference_prompt_cost": 0.00463265, "upstream_inference_completions_cost": 0.0026532}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.56, "thoughts": "Production is fully queued and the second War Factory is nearing completion. Our scattered forward force should continue probing directly toward the likely Soviet start while reinforcements accumulate.", "notes": "Place second weap as soon as ready; current army advancing toward enemy start at 95,11. Vehicle and infantry queues are full.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 78, "y": 18}, {"do": "rally", "building": 133, "x": 78, "y": 18}], "feedback": ["attack_move: 10 units", "stance: 10 units", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14500, "deaths_cost": 16000, "units_killed": 70, "units_lost": 96, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14200, "army_value": 1600, "income": 6575, "experience": 145, "order_count": 143}}
{"tick": 14401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:36 (tick 14401 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 england (Allies). 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 9000), power 293 made / 230 used, harvesters 3.\nSCORE: assets $17450, army $5500, killed $16000 (96 units, 0 bldgs), lost $14500 (70 units, 2 bldgs). Map explored 22.8%.\nPRODUCTION: Building: fix 67%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 88%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 42%; 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #330@(76,14)94%\n  e1 (Rifle Infantry) x6: #324@(77,15) #326@(77,16)87% #329@(78,15)10% #344@(78,15)96% #346@(79,14) #347@(81,15)\n  e3 (Rocket Soldier) x3: #314@(78,15)22% #339@(77,16)94% #342@(77,16)\n  harv (Ore Truck (harvester)) x3: #132@(102,27) #171@(105,24)50% #276@(103,24)\n  harv.fullhusk (harv.fullhusk) x1: #338@(92,18)23%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place pbox: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 10 units\n  - repair #323: ordered\n  - repair #124: ordered\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16); no current contacts. Main combat group is around (83-90,14-15). Keep harvesters active and preserve the growing infantry/tank queues.", "raw": "{\"thoughts\":\"The army is concentrated near (76-81,15), with one badly damaged rifleman and no visible enemies. I will push the full combat group toward the likely enemy base while the existing production queues continue.\",\"notes\":\"Main army: 1 Light Tank, 6 Rifle Infantry, 3 Rocket Soldiers around (76-81,15); attack-move all toward (12,16). No enemy contact. Harvesters operating east/southeast of base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2087, "completion_tokens": 256, "total_tokens": 2343, "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": 8.52, "thoughts": "The army is concentrated near (76-81,15), with one badly damaged rifleman and no visible enemies. I will push the full combat group toward the likely enemy base while the existing production queues continue.", "notes": "Main army: 1 Light Tank, 6 Rifle Infantry, 3 Rocket Soldiers around (76-81,15); attack-move all toward (12,16). No enemy contact. Harvesters operating east/southeast of base.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 16000, "deaths_cost": 14500, "units_killed": 96, "units_lost": 70, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 17450, "army_value": 2300, "income": 7375, "experience": 160, "order_count": 162}}
{"tick": 14601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:44 (tick 14601 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $13900, army $4600, killed $14600 (71 units, 2 bldgs), lost $16300 (99 units, 0 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 53%; Vehicle: 1tnk 52%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 22%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #343@(69,19)63%\n  e1 (Rifle Infantry) x6: #334@(68,21) #337@(63,26) #340@(47,24) #341@(45,24) #345@(39,24) #350@(25,25)\n  harv (Ore Truck (harvester)) x3: #131@(20,5) #152@(29,22) #246@(24,13)\nVISIBLE ENEMY UNITS (9):\n  #314 e3@(73,19) 22%, #324 e1@(73,19) 100%, #326 e1@(73,20) 87%, #330 1tnk@(71,17) 75%, #339 e3@(73,20) 89%, #342 e3@(73,20) 98%, #344 e1@(73,20) 94%, #346 e1@(74,19) 100%, #347 e1@(74,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - stance: 10 units\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place second weap as soon as ready; current army advancing toward enemy start at 95,11. Vehicle and infantry queues are full.", "raw": "{\"thoughts\":\"Our forward force has contacted enemy infantry and a light tank near 73,19 while production remains fully queued. Focus fire the enemy tank and continue the advance toward the likely enemy base.\",\"notes\":\"Second War Factory is still under construction (~53%). Enemy contact at 71-74,17-20; push east/northeast toward 95,11 after clearing.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":330},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":78,\"y\":17},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":17},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1750, "completion_tokens": 382, "total_tokens": 2132, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1748, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0098538, "upstream_inference_prompt_cost": 0.0048114, "upstream_inference_completions_cost": 0.0050424}, "completion_tokens_details": {"reasoning_tokens": 203, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.46, "thoughts": "Our forward force has contacted enemy infantry and a light tank near 73,19 while production remains fully queued. Focus fire the enemy tank and continue the advance toward the likely enemy base.", "notes": "Second War Factory is still under construction (~53%). Enemy contact at 71-74,17-20; push east/northeast toward 95,11 after clearing.", "commands": [{"do": "attack", "units": "all_army", "target": 330}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 78, "y": 17}, {"do": "rally", "building": 133, "x": 78, "y": 17}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["attack: 7 units", "stance: 7 units", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14600, "deaths_cost": 16300, "units_killed": 71, "units_lost": 99, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13900, "army_value": 1300, "income": 5925, "experience": 146, "order_count": 143}}
{"tick": 14601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:44 (tick 14601 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 england (Allies). 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 9000), power 293 made / 230 used, harvesters 3.\nSCORE: assets $17350, army $5400, killed $16300 (99 units, 0 bldgs), lost $14600 (71 units, 2 bldgs). Map explored 22.9%.\nPRODUCTION: Building: fix 67%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 88%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 42%; 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #330@(71,17)75%\n  e1 (Rifle Infantry) x5: #324@(73,19) #326@(73,20)87% #344@(73,20)94% #346@(74,19) #347@(74,19)\n  e3 (Rocket Soldier) x3: #314@(73,19)22% #339@(73,20)89% #342@(73,20)98%\n  harv (Ore Truck (harvester)) x3: #132@(97,17) #171@(105,24)50% #276@(104,24)\n  harv.fullhusk (harv.fullhusk) x1: #338@(92,18)5%*\nVISIBLE ENEMY UNITS (2):\n  #334 e1@(68,21) 100%, #343 1tnk@(69,19) 63%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Main army: 1 Light Tank, 6 Rifle Infantry, 3 Rocket Soldiers around (76-81,15); attack-move all toward (12,16). No enemy contact. Harvesters operating east/southeast of base.", "raw": "{\"thoughts\":\"Our main combat group is west of the base and has enemy light infantry and a tank visible just ahead. I will push into that contact while the long production queues continue, and return the idle damaged harvester to mining.\",\"notes\":\"Main army is engaging around (68-74,19-21); keep pushing west toward the enemy start at (12,16). Production queues are already full, so avoid adding more units until cash and queues recover. Idle damaged harvester #338 should resume harvesting.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[330,324,326,344,346,347,314,339,342],\"x\":68,\"y\":20},{\"do\":\"harvest\",\"unit\":338}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2044, "completion_tokens": 516, "total_tokens": 2560, "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": 15.09, "thoughts": "Our main combat group is west of the base and has enemy light infantry and a tank visible just ahead. I will push into that contact while the long production queues continue, and return the idle damaged harvester to mining.", "notes": "Main army is engaging around (68-74,19-21); keep pushing west toward the enemy start at (12,16). Production queues are already full, so avoid adding more units until cash and queues recover. Idle damaged harvester #338 should resume harvesting.", "commands": [{"do": "attack_move", "units": [330, 324, 326, 344, 346, 347, 314, 339, 342], "x": 68, "y": 20}, {"do": "harvest", "unit": 338}], "feedback": ["attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 16300, "deaths_cost": 14600, "units_killed": 99, "units_lost": 71, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 17350, "army_value": 2200, "income": 6875, "experience": 163, "order_count": 162}}
{"tick": 14801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:52 (tick 14801 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 germany (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 $105 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $13000, army $3700, killed $14600 (71 units, 2 bldgs), lost $17200 (102 units, 0 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 60%; Vehicle: 1tnk 71%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 66%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #340@(56,28) #341@(54,28) #345@(49,26) #350@(35,25)\n  harv (Ore Truck (harvester)) x3: #131@(22,8) #152@(25,21) #246@(23,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - stance: 7 units\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Second War Factory is still under construction (~53%). Enemy contact at 71-74,17-20; push east/northeast toward 95,11 after clearing.", "raw": "{\"thoughts\":\"Our main force was wiped, but both production queues are heavily stocked and the second War Factory is nearing completion. Keep harvesters mining and send surviving scouts east toward the suspected enemy base while new tanks and rockets rally forward.\",\"notes\":\"Second weap at 60%; vehicle queue has 9 light tanks, infantry queue rockets/rifles. Enemy last seen around 71-74,17-20; suspected base 95,11. Rally newly produced forces east.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246},{\"do\":\"attack_move\",\"units\":[340,341,345,350],\"x\":78,\"y\":18},{\"do\":\"rally\",\"building\":280,\"x\":62,\"y\":22},{\"do\":\"rally\",\"building\":133,\"x\":62,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1613, "completion_tokens": 259, "total_tokens": 1872, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1611, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00785345, "upstream_inference_prompt_cost": 0.00443465, "upstream_inference_completions_cost": 0.0034188}, "completion_tokens_details": {"reasoning_tokens": 67, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Our main force was wiped, but both production queues are heavily stocked and the second War Factory is nearing completion. Keep harvesters mining and send surviving scouts east toward the suspected enemy base while new tanks and rockets rally forward.", "notes": "Second weap at 60%; vehicle queue has 9 light tanks, infantry queue rockets/rifles. Enemy last seen around 71-74,17-20; suspected base 95,11. Rally newly produced forces east.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}, {"do": "attack_move", "units": [340, 341, 345, 350], "x": 78, "y": 18}, {"do": "rally", "building": 280, "x": 62, "y": 22}, {"do": "rally", "building": 133, "x": 62, "y": 22}], "feedback": ["attack_move: 4 units", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14600, "deaths_cost": 17200, "units_killed": 71, "units_lost": 102, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13000, "army_value": 400, "income": 5925, "experience": 146, "order_count": 143}}
{"tick": 14801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:52 (tick 14801 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 england (Allies). 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 9000), power 293 made / 230 used, harvesters 3.\nSCORE: assets $18150, army $6200, killed $17200 (102 units, 0 bldgs), lost $14600 (71 units, 2 bldgs). Map explored 22.9%.\nPRODUCTION: Building: fix 79%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 8%; Vehicle: harv 0%; Infantry: e3 51%; 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #330@(68,20)63%* #352@(93,9)\n  e1 (Rifle Infantry) x6: #324@(69,19)* #326@(69,20)87%* #344@(69,20)94%* #346@(69,19)* #347@(69,20)* #351@(85,15)\n  e3 (Rocket Soldier) x3: #314@(69,19)22%* #339@(69,20)89%* #342@(69,20)98%*\n  harv (Ore Truck (harvester)) x3: #132@(98,21) #171@(97,16)50% #276@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Main army is engaging around (68-74,19-21); keep pushing west toward the enemy start at (12,16). Production queues are already full, so avoid adding more units until cash and queues recover. Idle damaged harvester #338 should resume harvesting.", "raw": "{\"thoughts\":\"The main force has reached roughly cell 69 and still has no visible opposition, so it should continue west toward the likely enemy base at (12,16). Economic queues remain active despite zero cash; reinforce the damaged harvester and preserve the two base defenders.\",\"notes\":\"Main attack group of 9 units is pushing west from (68-70,19-20) toward (20,20). Base defenders #352 and #351 remain near the construction yard. Enemy base likely at (12,16).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[330,324,326,344,346,347,314,339,342],\"x\":20,\"y\":20},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"stance\",\"units\":[352,351],\"stance\":\"attack_anything\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2003, "completion_tokens": 369, "total_tokens": 2372, "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": 9.77, "thoughts": "The main force has reached roughly cell 69 and still has no visible opposition, so it should continue west toward the likely enemy base at (12,16). Economic queues remain active despite zero cash; reinforce the damaged harvester and preserve the two base defenders.", "notes": "Main attack group of 9 units is pushing west from (68-70,19-20) toward (20,20). Base defenders #352 and #351 remain near the construction yard. Enemy base likely at (12,16).", "commands": [{"do": "attack_move", "units": [330, 324, 326, 344, 346, 347, 314, 339, 342], "x": 20, "y": 20}, {"do": "harvest", "unit": 171}, {"do": "stance", "units": [352, 351], "stance": "attack_anything"}], "feedback": ["attack_move: 9 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 17200, "deaths_cost": 14600, "units_killed": 102, "units_lost": 71, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 18150, "army_value": 3000, "income": 6875, "experience": 172, "order_count": 162}}
{"tick": 15001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:00 (tick 15001 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $13900, army $4600, killed $14600 (71 units, 2 bldgs), lost $17300 (103 units, 0 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 70%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 32%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #355@(26,18)\n  e1 (Rifle Infantry) x3: #341@(59,28)76% #345@(58,28) #350@(45,25)\n  e3 (Rocket Soldier) x1: #353@(19,20)\n  harv (Ore Truck (harvester)) x3: #131@(23,19) #152@(32,27) #246@(30,25)\nVISIBLE ENEMY UNITS (1):\n  #330 1tnk@(62,27) 57%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Second weap at 60%; vehicle queue has 9 light tanks, infantry queue rockets/rifles. Enemy last seen around 71-74,17-20; suspected base 95,11. Rally newly produced forces east.", "raw": "{\"thoughts\":\"Our production is heavily queued but cash-starved; the forward infantry and lone tank should clear the damaged enemy light tank and continue scouting toward the likely enemy base. The War Factory will complete shortly, giving us additional vehicle production capacity.\",\"notes\":\"Enemy light tank visible at 62,27 damaged. Main force is thin and moving east; enemy base still suspected near 95,11. Place second War Factory as soon as ready, then maintain tanks and refinery income.\",\"commands\":[{\"do\":\"attack\",\"units\":[355,341,345,350,353],\"target\":330},{\"do\":\"stance\",\"units\":[355,341,345,350,353],\"stance\":\"attack_anything\"},{\"do\":\"attack_move\",\"units\":[341,345,350,353],\"x\":78,\"y\":20},{\"do\":\"rally\",\"building\":280,\"x\":62,\"y\":27},{\"do\":\"rally\",\"building\":133,\"x\":62,\"y\":27}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1646, "completion_tokens": 301, "total_tokens": 1947, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1644, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0084986, "upstream_inference_prompt_cost": 0.0045254, "upstream_inference_completions_cost": 0.0039732}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.82, "thoughts": "Our production is heavily queued but cash-starved; the forward infantry and lone tank should clear the damaged enemy light tank and continue scouting toward the likely enemy base. The War Factory will complete shortly, giving us additional vehicle production capacity.", "notes": "Enemy light tank visible at 62,27 damaged. Main force is thin and moving east; enemy base still suspected near 95,11. Place second War Factory as soon as ready, then maintain tanks and refinery income.", "commands": [{"do": "attack", "units": [355, 341, 345, 350, 353], "target": 330}, {"do": "stance", "units": [355, 341, 345, 350, 353], "stance": "attack_anything"}, {"do": "attack_move", "units": [341, 345, 350, 353], "x": 78, "y": 20}, {"do": "rally", "building": 280, "x": 62, "y": 27}, {"do": "rally", "building": 133, "x": 62, "y": 27}], "feedback": ["attack: 5 units", "stance: 5 units", "attack_move: 4 units", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14600, "deaths_cost": 17300, "units_killed": 71, "units_lost": 103, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13900, "army_value": 1300, "income": 6425, "experience": 146, "order_count": 143}}
{"tick": 15001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:00 (tick 15001 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 england (Allies). 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 $197 (storage 9000), power 293 made / 230 used, harvesters 3.\nSCORE: assets $18450, army $6500, killed $17300 (103 units, 0 bldgs), lost $14600 (71 units, 2 bldgs). Map explored 23%.\nPRODUCTION: Building: fix 98%; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 41%; Vehicle: harv 0%; Infantry: e3 65%; 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #330@(62,27)57% #352@(83,14)*\n  e1 (Rifle Infantry) x6: #324@(63,26) #326@(63,26)87% #344@(63,27)94% #346@(63,26) #347@(63,27) #351@(82,13)*\n  e3 (Rocket Soldier) x4: #314@(63,26)22% #339@(63,27)89% #342@(63,26)98% #354@(86,15)\n  harv (Ore Truck (harvester)) x3: #132@(103,26) #171@(92,18)50% #276@(97,15)\nVISIBLE ENEMY UNITS (2):\n  #341 e1@(59,28) 76%, #345 e1@(58,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Main attack group of 9 units is pushing west from (68-70,19-20) toward (20,20). Base defenders #352 and #351 remain near the construction yard. Enemy base likely at (12,16).", "raw": "{\"thoughts\":\"The western strike force has reached the enemy infantry near (58,28), while two defenders are still near the base. Commit the remaining combat units to this engagement and continue the westward push; all production queues are already active despite having no cash available.\",\"notes\":\"Western combat group of 9 is at (62-63,26-27) attacking two enemy riflemen near (58,28). Base defenders #351 and #352 are joining from (82-83,13-14). Enemy base remains likely at (12,16).\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":58,\"y\":28},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2019, "completion_tokens": 445, "total_tokens": 2464, "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": 11.7, "thoughts": "The western strike force has reached the enemy infantry near (58,28), while two defenders are still near the base. Commit the remaining combat units to this engagement and continue the westward push; all production queues are already active despite having no cash available.", "notes": "Western combat group of 9 is at (62-63,26-27) attacking two enemy riflemen near (58,28). Base defenders #351 and #352 are joining from (82-83,13-14). Enemy base remains likely at (12,16).", "commands": [{"do": "attack_move", "units": "all_army", "x": 58, "y": 28}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 12 units", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 17300, "deaths_cost": 14600, "units_killed": 103, "units_lost": 71, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 18450, "army_value": 3300, "income": 7075, "experience": 173, "order_count": 162}}
{"tick": 15201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:08 (tick 15201 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $13700, army $4400, killed $14600 (71 units, 2 bldgs), lost $17500 (105 units, 0 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 78%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 88%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #355@(45,28)\n  e1 (Rifle Infantry) x1: #350@(54,28)90%\n  e3 (Rocket Soldier) x1: #353@(29,24)\n  harv (Ore Truck (harvester)) x3: #131@(23,12) #152@(31,29) #246@(31,27)\nVISIBLE ENEMY UNITS (1):\n  #330 1tnk@(57,28) 56%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - stance: 5 units\n  - attack_move: 4 units\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy light tank visible at 62,27 damaged. Main force is thin and moving east; enemy base still suspected near 95,11. Place second War Factory as soon as ready, then maintain tanks and refinery income.", "raw": "{\"thoughts\":\"Our production is fully queued and income is temporarily exhausted, while the small forward force can finish the damaged enemy tank. Keep pressure east after clearing it and place the War Factory immediately when construction completes.\",\"notes\":\"Enemy base remains likely near 95,11. Forward units around 29-54,28 are engaging damaged enemy light tank #330; War Factory is 78% complete.\",\"commands\":[{\"do\":\"attack\",\"units\":[355,350,353],\"target\":330},{\"do\":\"stance\",\"units\":[355,350,353],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":55,\"y\":28},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":28}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1645, "completion_tokens": 286, "total_tokens": 1931, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1643, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00829785, "upstream_inference_prompt_cost": 0.00452265, "upstream_inference_completions_cost": 0.0037752}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Our production is fully queued and income is temporarily exhausted, while the small forward force can finish the damaged enemy tank. Keep pressure east after clearing it and place the War Factory immediately when construction completes.", "notes": "Enemy base remains likely near 95,11. Forward units around 29-54,28 are engaging damaged enemy light tank #330; War Factory is 78% complete.", "commands": [{"do": "attack", "units": [355, 350, 353], "target": 330}, {"do": "stance", "units": [355, 350, 353], "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 55, "y": 28}, {"do": "rally", "building": 133, "x": 55, "y": 28}], "feedback": ["attack: 3 units", "stance: 3 units", "rally #280: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14600, "deaths_cost": 17500, "units_killed": 71, "units_lost": 105, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13700, "army_value": 1100, "income": 5925, "experience": 146, "order_count": 143}}
{"tick": 15201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:08 (tick 15201 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 england (Allies). 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 9000), power 293 made / 230 used, harvesters 3.\nSCORE: assets $18750, army $6800, killed $17500 (105 units, 0 bldgs), lost $14600 (71 units, 2 bldgs). Map explored 23.3%.\nPRODUCTION: Building: fix READY TO PLACE; Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 51%; Vehicle: harv 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #330@(57,28)56% #352@(71,21)\n  e1 (Rifle Infantry) x6: #324@(59,28)* #326@(59,28)87%* #344@(59,29)94%* #346@(59,28)* #347@(60,29)* #351@(74,19)\n  e3 (Rocket Soldier) x5: #314@(59,28)22% #339@(60,28)89%* #342@(59,28)98% #354@(76,15) #356@(83,14)\n  harv (Ore Truck (harvester)) x3: #132@(100,24) #171@(103,25)50% #276@(106,26)\nVISIBLE ENEMY UNITS (1):\n  #350 e1@(54,28) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Western combat group of 9 is at (62-63,26-27) attacking two enemy riflemen near (58,28). Base defenders #351 and #352 are joining from (82-83,13-14). Enemy base remains likely at (12,16).", "raw": "{\"thoughts\":\"Place the ready Service Depot to enable heavier tanks. The western force has cleared most of the nearby defenders, so consolidate every combat unit and eliminate the remaining enemy rifleman before pushing toward the likely base at (12,16).\",\"notes\":\"Western combat group is around (57-60,28), with defenders at (71-83,14-21) moving west. One enemy e1 remains at (54,28); enemy base likely (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":54,\"y\":28},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2023, "completion_tokens": 245, "total_tokens": 2268, "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": 5.79, "thoughts": "Place the ready Service Depot to enable heavier tanks. The western force has cleared most of the nearby defenders, so consolidate every combat unit and eliminate the remaining enemy rifleman before pushing toward the likely base at (12,16).", "notes": "Western combat group is around (57-60,28), with defenders at (71-83,14-21) moving west. One enemy e1 remains at (54,28); enemy base likely (12,16).", "commands": [{"do": "place", "item": "fix"}, {"do": "attack_move", "units": "all_army", "x": 54, "y": 28}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 13 units", "stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 17500, "deaths_cost": 14600, "units_killed": 105, "units_lost": 71, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 18750, "army_value": 3600, "income": 6375, "experience": 175, "order_count": 162}}
{"tick": 15401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:16 (tick 15401 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $12900, army $3600, killed $14600 (71 units, 2 bldgs), lost $18300 (107 units, 0 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 78%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 88%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #353@(39,24)\n  harv (Ore Truck (harvester)) x3: #131@(23,6) #152@(26,24) #246@(33,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - stance: 3 units\n  - rally #280: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains likely near 95,11. Forward units around 29-54,28 are engaging damaged enemy light tank #330; War Factory is 78% complete.", "raw": "{\"thoughts\":\"Our forward force has been wiped out, but the War Factory is nearly ready and both production queues are heavily stocked. Keep the lone rocket soldier scouting toward the likely enemy base while new armor rebuilds our attack force.\",\"notes\":\"Enemy base still likely near 95,11; only #353 rocket soldier remains visible at 39,24 scouting east. War Factory ready soon; place immediately next turn and let queued light tanks mass.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[353],\"x\":78,\"y\":16},{\"do\":\"stance\",\"units\":[353],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1576, "completion_tokens": 253, "total_tokens": 1829, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1574, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076725, "upstream_inference_prompt_cost": 0.0043329, "upstream_inference_completions_cost": 0.0033396}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.53, "thoughts": "Our forward force has been wiped out, but the War Factory is nearly ready and both production queues are heavily stocked. Keep the lone rocket soldier scouting toward the likely enemy base while new armor rebuilds our attack force.", "notes": "Enemy base still likely near 95,11; only #353 rocket soldier remains visible at 39,24 scouting east. War Factory ready soon; place immediately next turn and let queued light tanks mass.", "commands": [{"do": "attack_move", "units": [353], "x": 78, "y": 16}, {"do": "stance", "units": [353], "stance": "return_fire"}], "feedback": ["attack_move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 14600, "deaths_cost": 18300, "units_killed": 71, "units_lost": 107, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12900, "army_value": 300, "income": 5925, "experience": 146, "order_count": 143}}
{"tick": 15401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:16 (tick 15401 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $19950, army $6800, killed $18300 (107 units, 0 bldgs), lost $14600 (71 units, 2 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 51%; Vehicle: harv 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #330@(54,28)30%* #352@(56,28)\n  e1 (Rifle Infantry) x6: #324@(58,28)* #326@(55,30)87% #344@(54,29)94%* #346@(54,29)* #347@(54,29)* #351@(67,26)\n  e3 (Rocket Soldier) x5: #314@(56,30)22% #339@(54,29)89%* #342@(55,28)98%* #354@(69,22) #356@(73,16)\n  harv (Ore Truck (harvester)) x3: #132@(97,15) #171@(103,26)50% #276@(105,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 13 units\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Western combat group is around (57-60,28), with defenders at (71-83,14-21) moving west. One enemy e1 remains at (54,28); enemy base likely (12,16).", "raw": "{\"thoughts\":\"The western combat group is intact but scattered around (54-60,28), with several damaged units and no visible enemies. I will push the full group west toward the likely enemy base at (12,16), while recalling the damaged harvester to continue mining.\",\"notes\":\"Western army group is being sent to attack-move toward (12,16). Enemy base remains likely at (12,16); no enemy units or buildings are currently visible. Damaged harvester #171 is being sent to mine.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[330,352,324,326,344,346,347,351,314,339,342,354,356],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2062, "completion_tokens": 331, "total_tokens": 2393, "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": 12.04, "thoughts": "The western combat group is intact but scattered around (54-60,28), with several damaged units and no visible enemies. I will push the full group west toward the likely enemy base at (12,16), while recalling the damaged harvester to continue mining.", "notes": "Western army group is being sent to attack-move toward (12,16). Enemy base remains likely at (12,16); no enemy units or buildings are currently visible. Damaged harvester #171 is being sent to mine.", "commands": [{"do": "attack_move", "units": [330, 352, 324, 326, 344, 346, 347, 351, 314, 339, 342, 354, 356], "x": 12, "y": 16}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 13 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 18300, "deaths_cost": 14600, "units_killed": 107, "units_lost": 71, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 19950, "army_value": 3600, "income": 6375, "experience": 183, "order_count": 163}}
{"tick": 15601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:24 (tick 15601 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 germany (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 $103 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $12900, army $3600, killed $15300 (72 units, 2 bldgs), lost $18600 (108 units, 0 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 85%; Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 32%; 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%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #358@(16,22)\n  harv (Ore Truck (harvester)) x3: #131@(24,15) #152@(24,21) #246@(26,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base still likely near 95,11; only #353 rocket soldier remains visible at 39,24 scouting east. War Factory ready soon; place immediately next turn and let queued light tanks mass.", "raw": "{\"thoughts\":\"War Factory is nearly complete, and the economy is fully committed to queued armor and infantry. Keep the lone rocket scouting toward the likely enemy start while production accumulates.\",\"notes\":\"War Factory at 85%; place immediately when ready. Enemy remains unscouted, likely northeast near 95,11. Rocket #358 scouting east.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":18},{\"do\":\"attack_move\",\"units\":[358],\"x\":60,\"y\":18},{\"do\":\"stance\",\"units\":[358],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1559, "completion_tokens": 270, "total_tokens": 1829, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1557, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00785015, "upstream_inference_prompt_cost": 0.00428615, "upstream_inference_completions_cost": 0.003564}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "War Factory is nearly complete, and the economy is fully committed to queued armor and infantry. Keep the lone rocket scouting toward the likely enemy start while production accumulates.", "notes": "War Factory at 85%; place immediately when ready. Enemy remains unscouted, likely northeast near 95,11. Rocket #358 scouting east.", "commands": [{"do": "rally", "building": 133, "x": 45, "y": 18}, {"do": "attack_move", "units": [358], "x": 60, "y": 18}, {"do": "stance", "units": [358], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["rally #133: ordered", "attack_move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 15300, "deaths_cost": 18600, "units_killed": 72, "units_lost": 108, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12900, "army_value": 300, "income": 5925, "experience": 153, "order_count": 143}}
{"tick": 15601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:24 (tick 15601 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $19250, army $6100, killed $18600 (108 units, 0 bldgs), lost $15300 (72 units, 2 bldgs). Map explored 24%.\nPRODUCTION: Building: proc 10%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 71%; Vehicle: harv 0%; Infantry: e3 71%; 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: 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: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #352@(51,28)\n  e1 (Rifle Infantry) x6: #324@(50,28) #326@(46,24)87% #344@(46,24)94% #346@(46,24) #347@(46,24) #351@(57,29)\n  e3 (Rocket Soldier) x5: #314@(48,25)22% #339@(46,24)89% #342@(53,30)98% #354@(60,28) #356@(66,23)\n  harv (Ore Truck (harvester)) x3: #132@(100,23) #171@(101,24)50% #276@(102,22)\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: Western army group is being sent to attack-move toward (12,16). Enemy base remains likely at (12,16); no enemy units or buildings are currently visible. Damaged harvester #171 is being sent to mine.", "raw": "{\"thoughts\":\"The western strike force is progressing through empty terrain toward the likely enemy base at (12,16), with no enemies currently visible. Continue the advance while production and harvesting continue; send the damaged harvester back to mine.\",\"notes\":\"Western army of roughly 13 combat units is moving on (12,16); one Light Tank and 11 infantry are around cells 46-66. Enemy base still unconfirmed and not visible. Harvester #171 is returning to mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2022, "completion_tokens": 230, "total_tokens": 2252, "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": 8.59, "thoughts": "The western strike force is progressing through empty terrain toward the likely enemy base at (12,16), with no enemies currently visible. Continue the advance while production and harvesting continue; send the damaged harvester back to mine.", "notes": "Western army of roughly 13 combat units is moving on (12,16); one Light Tank and 11 infantry are around cells 46-66. Enemy base still unconfirmed and not visible. Harvester #171 is returning to mining.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 18600, "deaths_cost": 15300, "units_killed": 108, "units_lost": 72, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 19250, "army_value": 2900, "income": 5875, "experience": 186, "order_count": 163}}
{"tick": 15801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:32 (tick 15801 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 germany (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 $146 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $13200, army $3900, killed $15300 (72 units, 2 bldgs), lost $18600 (108 units, 0 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 95%; Vehicle: 1tnk 73%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #358@(24,24) #359@(14,21)\n  harv (Ore Truck (harvester)) x3: #131@(23,19) #152@(31,29) #246@(28,22)98%\nVISIBLE ENEMY UNITS (1):\n  #352 1tnk@(30,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: War Factory at 85%; place immediately when ready. Enemy remains unscouted, likely northeast near 95,11. Rocket #358 scouting east.", "raw": "{\"thoughts\":\"Enemy light tank is threatening the refinery/harvester area, so the rocket soldiers must focus it while the exposed truck retreats. The War Factory is nearly ready; place it immediately next turn and begin using it for sustained armor production.\",\"notes\":\"War Factory 95% ready; place next tick. Enemy light tank #352 at 30,19 near harvester #131; rockets #358/#359 engaging. Enemy base still likely northeast around 95,11.\",\"commands\":[{\"do\":\"attack\",\"units\":[358,359],\"target\":352},{\"do\":\"move\",\"units\":[131],\"x\":18,\"y\":18},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246},{\"do\":\"rally\",\"building\":133,\"x\":28,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1571, "completion_tokens": 254, "total_tokens": 1825, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1569, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00767195, "upstream_inference_prompt_cost": 0.00431915, "upstream_inference_completions_cost": 0.0033528}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Enemy light tank is threatening the refinery/harvester area, so the rocket soldiers must focus it while the exposed truck retreats. The War Factory is nearly ready; place it immediately next turn and begin using it for sustained armor production.", "notes": "War Factory 95% ready; place next tick. Enemy light tank #352 at 30,19 near harvester #131; rockets #358/#359 engaging. Enemy base still likely northeast around 95,11.", "commands": [{"do": "attack", "units": [358, 359], "target": 352}, {"do": "move", "units": [131], "x": 18, "y": 18}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}, {"do": "rally", "building": 133, "x": 28, "y": 20}], "feedback": ["attack: 2 units", "move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 15300, "deaths_cost": 18600, "units_killed": 72, "units_lost": 108, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13200, "army_value": 600, "income": 5575, "experience": 153, "order_count": 143}}
{"tick": 15801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:32 (tick 15801 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 england (Allies). 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 $349 (storage 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $19250, army $6100, killed $18600 (108 units, 0 bldgs), lost $15300 (72 units, 2 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 13%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 78%; Vehicle: harv 0%; Infantry: e3 93%; 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: 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: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #352@(30,19)\n  e1 (Rifle Infantry) x6: #324@(41,23) #326@(38,16)87% #344@(38,16)94% #346@(38,16) #347@(38,17) #351@(48,29)\n  e3 (Rocket Soldier) x5: #314@(37,25)22% #339@(38,16)89% #342@(43,28)98% #354@(50,28) #356@(57,28)\n  harv (Ore Truck (harvester)) x3: #132@(104,24) #171@(97,16)50% #276@(97,15)\nVISIBLE ENEMY UNITS (1):\n  #246 harv@(28,22) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Western army of roughly 13 combat units is moving on (12,16); one Light Tank and 11 infantry are around cells 46-66. Enemy base still unconfirmed and not visible. Harvester #171 is returning to mining.", "raw": "{\"thoughts\":\"Our western strike force is approaching the likely enemy base at (12,16), with only an enemy harvester currently visible. Continue the concentrated attack while the existing infantry and Light Tank queues finish.\",\"notes\":\"Western group of 13 combat units advancing on (12,16); enemy harvester #246 spotted at (28,22), enemy base unconfirmed. Harvester #171 is returning to mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2036, "completion_tokens": 215, "total_tokens": 2251, "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": 5.11, "thoughts": "Our western strike force is approaching the likely enemy base at (12,16), with only an enemy harvester currently visible. Continue the concentrated attack while the existing infantry and Light Tank queues finish.", "notes": "Western group of 13 combat units advancing on (12,16); enemy harvester #246 spotted at (28,22), enemy base unconfirmed. Harvester #171 is returning to mining.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 18600, "deaths_cost": 15300, "units_killed": 108, "units_lost": 72, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 19250, "army_value": 2900, "income": 5600, "experience": 186, "order_count": 163}}
{"tick": 16001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:40 (tick 16001 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $13200, army $3900, killed $15300 (72 units, 2 bldgs), lost $18600 (108 units, 0 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 99%; Vehicle: 1tnk 83%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 26%; 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%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 100%, #280 weap@(21,14) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #358@(26,24) #359@(22,20)\n  harv (Ore Truck (harvester)) x3: #131@(17,18)* #152@(33,29)83% #246@(29,30)62%\nVISIBLE ENEMY UNITS (5):\n  #314 e3@(33,27) 22%, #326 e1@(27,14) 87%, #339 e3@(27,14) 89%, #344 e1@(27,14) 94%, #352 1tnk@(30,27) 34%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: War Factory 95% ready; place next tick. Enemy light tank #352 at 30,19 near harvester #131; rockets #358/#359 engaging. Enemy base still likely northeast around 95,11.", "raw": "{\"thoughts\":\"War Factory is about to complete; secure the nearby wounded enemy tank with rockets while keeping the idle harvester mining. Production queues are already saturated, so the immediate priority is placing and rallying the factory.\",\"notes\":\"Place weap as soon as ready; rally it east/northeast. Rockets engaging enemy tank #352 near ore field; enemy base remains likely at 95,11.\",\"commands\":[{\"do\":\"attack\",\"units\":[358,359],\"target\":352},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1634, "completion_tokens": 202, "total_tokens": 1836, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1632, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0071588, "upstream_inference_prompt_cost": 0.0044924, "upstream_inference_completions_cost": 0.0026664}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "War Factory is about to complete; secure the nearby wounded enemy tank with rockets while keeping the idle harvester mining. Production queues are already saturated, so the immediate priority is placing and rallying the factory.", "notes": "Place weap as soon as ready; rally it east/northeast. Rockets engaging enemy tank #352 near ore field; enemy base remains likely at 95,11.", "commands": [{"do": "attack", "units": [358, 359], "target": 352}, {"do": "harvest", "unit": 131}], "feedback": ["attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 15300, "deaths_cost": 18600, "units_killed": 72, "units_lost": 108, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13200, "army_value": 600, "income": 5675, "experience": 153, "order_count": 143}}
{"tick": 16001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:40 (tick 16001 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $20550, army $7400, killed $18600 (108 units, 0 bldgs), lost $15300 (72 units, 2 bldgs). Map explored 27.9%.\nPRODUCTION: Building: proc 31%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 8%; Infantry: e1 37%; Infantry: e1 0%; Infantry: e1 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #352@(30,27)34% #363@(93,9)\n  e1 (Rifle Infantry) x9: #324@(31,22) #326@(27,14)87% #344@(27,14)94% #346@(28,14) #347@(28,14) #351@(38,27) #361@(84,15) #362@(87,15) #364@(89,15)\n  e3 (Rocket Soldier) x6: #314@(33,27)22% #339@(27,14)89% #342@(37,27)98% #354@(41,23) #356@(48,25) #360@(83,14)*\n  harv (Ore Truck (harvester)) x3: #132@(104,26) #171@(99,20)50% #276@(102,25)\nVISIBLE ENEMY UNITS (3):\n  #152 harv@(33,29) 83%, #246 harv@(29,30) 62%, #358 e3@(26,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Western group of 13 combat units advancing on (12,16); enemy harvester #246 spotted at (28,22), enemy base unconfirmed. Harvester #171 is returning to mining.", "raw": "{\"thoughts\":\"The western force has reached the enemy half of the map, while enemy harvesters and a rocket soldier remain visible near the likely base. I will push the damaged western group toward (12,16) and use two nearby riflemen to eliminate the exposed harvester.\",\"notes\":\"Western 12-unit group advancing on likely enemy base (12,16); enemy rocket #358 and harvesters #152/#246 spotted around cells (26,24)-(33,29). Home area has a small defensive group and 3 harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[352,314,324,326,339,342,344,346,347,351,354,356],\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[324,326],\"target\":246},{\"do\":\"rally\",\"building\":134,\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":193,\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2051, "completion_tokens": 719, "total_tokens": 2770, "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": 12.59, "thoughts": "The western force has reached the enemy half of the map, while enemy harvesters and a rocket soldier remain visible near the likely base. I will push the damaged western group toward (12,16) and use two nearby riflemen to eliminate the exposed harvester.", "notes": "Western 12-unit group advancing on likely enemy base (12,16); enemy rocket #358 and harvesters #152/#246 spotted around cells (26,24)-(33,29). Home area has a small defensive group and 3 harvesters.", "commands": [{"do": "attack_move", "units": [352, 314, 324, 326, 339, 342, 344, 346, 347, 351, 354, 356], "x": 12, "y": 16}, {"do": "attack", "units": [324, 326], "target": 246}, {"do": "rally", "building": 134, "x": 12, "y": 16}, {"do": "rally", "building": 193, "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["attack_move: 12 units", "attack: 2 units", "rally #134: ordered", "rally #193: ordered", "train 5x e3: queued", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 18600, "deaths_cost": 15300, "units_killed": 108, "units_lost": 72, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 20550, "army_value": 4200, "income": 6000, "experience": 186, "order_count": 163}}
{"tick": 16201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:48 (tick 16201 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 germany (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 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $13200, army $3900, killed $16000 (73 units, 2 bldgs), lost $18600 (108 units, 0 bldgs). Map explored 30%.\nPRODUCTION: Building: weap 99%; Vehicle: 1tnk 83%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 26%; 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%\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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 76%, #280 weap@(21,14) 97%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #358@(27,24) #359@(25,24)\n  harv (Ore Truck (harvester)) x3: #131@(24,24) #152@(26,21)48% #246@(29,29)53%\nVISIBLE ENEMY UNITS (9):\n  #314 e3@(30,25) 22%, #324 e1@(30,26) 88%, #326 e1@(26,23) 78%, #339 e3@(26,14) 89%, #342 e3@(30,25) 98%, #344 e1@(25,14) 94%, #346 e1@(26,15) 100%, #347 e1@(26,15) 100%, #351 e1@(30,25) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Place weap as soon as ready; rally it east/northeast. Rockets engaging enemy tank #352 near ore field; enemy base remains likely at 95,11.", "raw": "{\"thoughts\":\"A second War Factory is about to complete while enemy infantry are pressuring the ore field. Place it immediately, keep vehicle production flowing, and have the rockets eliminate the closest enemy threat to the harvesters.\",\"notes\":\"Second weap is nearly ready; existing weap #280. Enemy force is around x25-30 near harvesters; enemy base still likely northeast at 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":12},{\"do\":\"attack\",\"units\":[358,359],\"target\":342},{\"do\":\"repair\",\"building\":244},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1652, "completion_tokens": 339, "total_tokens": 1991, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1650, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0090167, "upstream_inference_prompt_cost": 0.0045419, "upstream_inference_completions_cost": 0.0044748}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.84, "thoughts": "A second War Factory is about to complete while enemy infantry are pressuring the ore field. Place it immediately, keep vehicle production flowing, and have the rockets eliminate the closest enemy threat to the harvesters.", "notes": "Second weap is nearly ready; existing weap #280. Enemy force is around x25-30 near harvesters; enemy base still likely northeast at 95,11.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 12}, {"do": "attack", "units": [358, 359], "target": 342}, {"do": "repair", "building": 244}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack: 2 units", "repair #244: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 16000, "deaths_cost": 18600, "units_killed": 73, "units_lost": 108, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13200, "army_value": 600, "income": 5400, "experience": 160, "order_count": 143}}
{"tick": 16201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:48 (tick 16201 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $19850, army $6700, killed $18600 (108 units, 0 bldgs), lost $16000 (73 units, 2 bldgs). Map explored 28.8%.\nPRODUCTION: Building: proc 31%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 8%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 37%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(83,14)*\n  e1 (Rifle Infantry) x9: #324@(30,26)88% #326@(26,23)78% #344@(25,14)94% #346@(26,15) #347@(26,15) #351@(30,25) #361@(84,15)* #362@(84,15)* #364@(82,15)*\n  e3 (Rocket Soldier) x6: #314@(30,25)22% #339@(26,14)89% #342@(30,25)98% #354@(31,23) #356@(40,18) #360@(82,13)*\n  harv (Ore Truck (harvester)) x3: #132@(105,27) #171@(104,26)50% #276@(105,26)\nVISIBLE ENEMY UNITS (5):\n  #131 harv@(24,24) 100%, #152 harv@(26,21) 48%, #246 harv@(29,29) 53%, #358 e3@(27,24) 100%, #359 e3@(25,24) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #280 weap@(21,14) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - attack: 2 units\n  - rally #134: ordered\n  - rally #193: ordered\n  - train 5x e3: queued\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Western 12-unit group advancing on likely enemy base (12,16); enemy rocket #358 and harvesters #152/#246 spotted around cells (26,24)-(33,29). Home area has a small defensive group and 3 harvesters.", "raw": "{\"thoughts\":\"The main western force has reached the enemy forward economy and weapons factory area, so I will push toward the likely base at (12,16) while the queues continue filling. Keep the small home force defensive and return the damaged harvester to ore collection.\",\"notes\":\"Western 11-unit group attacking through (12,16); enemy visible units and factory #280 around cells (21,14)-(29,29). Home defense IDs #361,#362,#363,#364; harvesters active east, #171 damaged.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[314,324,326,339,342,344,346,347,351,354,356],\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[339,344],\"target\":358},{\"do\":\"stance\",\"units\":[361,362,363,364],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2198, "completion_tokens": 411, "total_tokens": 2609, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 924, "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": 9.08, "thoughts": "The main western force has reached the enemy forward economy and weapons factory area, so I will push toward the likely base at (12,16) while the queues continue filling. Keep the small home force defensive and return the damaged harvester to ore collection.", "notes": "Western 11-unit group attacking through (12,16); enemy visible units and factory #280 around cells (21,14)-(29,29). Home defense IDs #361,#362,#363,#364; harvesters active east, #171 damaged.", "commands": [{"do": "attack_move", "units": [314, 324, 326, 339, 342, 344, 346, 347, 351, 354, 356], "x": 12, "y": 16}, {"do": "attack", "units": [339, 344], "target": 358}, {"do": "stance", "units": [361, 362, 363, 364], "stance": "defend"}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 11 units", "attack: 2 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 18600, "deaths_cost": 16000, "units_killed": 108, "units_lost": 73, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 19850, "army_value": 3500, "income": 5500, "experience": 186, "order_count": 171}}
{"tick": 16401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:56 (tick 16401 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 germany (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 $39 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $13600, army $4300, killed $16100 (74 units, 2 bldgs), lost $19200 (110 units, 0 bldgs). Map explored 30%.\nPRODUCTION: Building: weap READY TO PLACE; Vehicle: 1tnk 15%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 3%; Infantry: e1 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 47%, #280 weap@(21,14) 97%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #365@(22,15)\n  e3 (Rocket Soldier) x1: #366@(14,21)\n  harv (Ore Truck (harvester)) x3: #131@(31,28) #152@(28,23)48% #246@(23,19)17%\nVISIBLE ENEMY UNITS (9):\n  #314 e3@(27,23) 22%, #326 e1@(26,23) 78%, #339 e3@(26,18) 89%, #342 e3@(27,24) 76%, #344 e1@(25,18) 94%, #346 e1@(26,15) 69%, #347 e1@(26,15) 98%, #351 e1@(27,24) 100%, #354 e3@(27,23) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - attack: 2 units\n  - repair #244: ordered\nYOUR NOTES FROM LAST TURN: Second weap is nearly ready; existing weap #280. Enemy force is around x25-30 near harvesters; enemy base still likely northeast at 95,11.", "raw": "{\"thoughts\":\"Enemy infantry and rockets are pressuring our damaged refinery and harvesters, so the immediate priority is clearing them while getting the ready second War Factory down. Existing production queues will resume as ore arrives; damaged harvesters need protection.\",\"notes\":\"Enemy raiding group at x25-27,y15-24; base remains unscouted likely northeast. Place second weap, repair proc #244, defend ore line with #365/#366.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":12},{\"do\":\"repair\",\"building\":244},{\"do\":\"attack_move\",\"units\":[365,366],\"x\":26,\"y\":20},{\"do\":\"stance\",\"units\":[365,366],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":24,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":246}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1672, "completion_tokens": 301, "total_tokens": 1973, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1670, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0085701, "upstream_inference_prompt_cost": 0.0045969, "upstream_inference_completions_cost": 0.0039732}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "Enemy infantry and rockets are pressuring our damaged refinery and harvesters, so the immediate priority is clearing them while getting the ready second War Factory down. Existing production queues will resume as ore arrives; damaged harvesters need protection.", "notes": "Enemy raiding group at x25-27,y15-24; base remains unscouted likely northeast. Place second weap, repair proc #244, defend ore line with #365/#366.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 12}, {"do": "repair", "building": 244}, {"do": "attack_move", "units": [365, 366], "x": 26, "y": 20}, {"do": "stance", "units": [365, 366], "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 24, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 246}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "repair #244: ordered", "attack_move: 2 units", "stance: 2 units", "rally #280: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 16100, "deaths_cost": 19200, "units_killed": 74, "units_lost": 110, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13600, "army_value": 1000, "income": 5250, "experience": 161, "order_count": 143}}
{"tick": 16401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:56 (tick 16401 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $19750, army $6600, killed $19200 (110 units, 0 bldgs), lost $16100 (74 units, 2 bldgs). Map explored 29%.\nPRODUCTION: Building: proc 31%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 8%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 37%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(83,14)*\n  e1 (Rifle Infantry) x8: #326@(26,23)78% #344@(25,18)94% #346@(26,15)69% #347@(26,15)98% #351@(27,24) #361@(84,15)* #362@(84,15)* #364@(82,15)*\n  e3 (Rocket Soldier) x6: #314@(27,23)22% #339@(26,18)89% #342@(27,24)76% #354@(27,23) #356@(32,14) #360@(82,13)*\n  harv (Ore Truck (harvester)) x3: #132@(100,20) #171@(104,26)50% #276@(104,23)\nVISIBLE ENEMY UNITS (3):\n  #152 harv@(28,23) 48%, #246 harv@(23,19) 17%, #365 1tnk@(22,15) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #244 proc@(23,18) 47%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - attack: 2 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Western 11-unit group attacking through (12,16); enemy visible units and factory #280 around cells (21,14)-(29,29). Home defense IDs #361,#362,#363,#364; harvesters active east, #171 damaged.", "raw": "{\"thoughts\":\"The western 11-unit force has reached the enemy economy area and can suppress the visible refinery while eliminating the light tank and harvesters. Keep the four home defenders near the base and pull the damaged harvester back to safety.\",\"notes\":\"Western strike group IDs 326,344,346,347,351,314,339,342,354,356,360 attacking through (23,18); visible enemy tank #365 and refinery #244. Home guard IDs 361-364 remains near (82-84,13-15).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[326,344,346,347,351,314,339,342,354,356,360],\"x\":23,\"y\":18},{\"do\":\"move\",\"units\":[171],\"x\":100,\"y\":20},{\"do\":\"stance\",\"units\":[361,362,363,364],\"stance\":\"return_fire\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2137, "completion_tokens": 576, "total_tokens": 2713, "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": 12.72, "thoughts": "The western 11-unit force has reached the enemy economy area and can suppress the visible refinery while eliminating the light tank and harvesters. Keep the four home defenders near the base and pull the damaged harvester back to safety.", "notes": "Western strike group IDs 326,344,346,347,351,314,339,342,354,356,360 attacking through (23,18); visible enemy tank #365 and refinery #244. Home guard IDs 361-364 remains near (82-84,13-15).", "commands": [{"do": "attack_move", "units": [326, 344, 346, 347, 351, 314, 339, 342, 354, 356, 360], "x": 23, "y": 18}, {"do": "move", "units": [171], "x": 100, "y": 20}, {"do": "stance", "units": [361, 362, 363, 364], "stance": "return_fire"}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 11 units", "move: 1 units", "stance: 4 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 19200, "deaths_cost": 16100, "units_killed": 110, "units_lost": 74, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 19750, "army_value": 3400, "income": 5000, "experience": 192, "order_count": 171}}
{"tick": 16601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 11:04 (tick 16601 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 germany (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 6000), power 200 made / 170 used, harvesters 1.\nSCORE: assets $13600, army $2300, killed $16200 (75 units, 2 bldgs), lost $21400 (112 units, 0 bldgs). Map explored 30.4%.\nPRODUCTION: Vehicle: 1tnk 54%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 68%; Infantry: e1 0%; Infantry: e1 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #244 proc@(23,18) 25%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #365@(22,15)47%\n  e1 (Rifle Infantry) x2: #368@(19,20) #371@(17,21)\n  e3 (Rocket Soldier) x1: #366@(22,20)\n  harv (Ore Truck (harvester)) x1: #131@(33,28)\n  harv.emptyhusk (harv.emptyhusk) x2: #373@(33,27)96%* #374@(29,25)97%*\nVISIBLE ENEMY UNITS (4):\n  #339 e3@(26,18) 89%, #344 e1@(25,18) 85%, #347 e1@(26,15) 94%, #356 e3@(26,15) 94%\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  - repair #244: ordered\n  - attack_move: 2 units\n  - stance: 2 units\n  - rally #280: ordered\nYOUR NOTES FROM LAST TURN: Enemy raiding group at x25-27,y15-24; base remains unscouted likely northeast. Place second weap, repair proc #244, defend ore line with #365/#366.", "raw": "{\"thoughts\":\"Enemy raiders are directly on our refinery line while production is already heavily queued and cash is exhausted. Focus the available defenders on eliminating the rocket soldiers first and keep the active harvester mining.\",\"notes\":\"Defend at x25-27,y15-20; #365 is damaged, #366/#368/#371 engage raiders. Three refineries, two war factories; production queues remain full.\",\"commands\":[{\"do\":\"attack\",\"units\":[366,368,371],\"target\":339},{\"do\":\"attack\",\"units\":[365],\"target\":356},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":[365,366,368,371],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1676, "completion_tokens": 283, "total_tokens": 1959, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1674, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0083435, "upstream_inference_prompt_cost": 0.0046079, "upstream_inference_completions_cost": 0.0037356}, "completion_tokens_details": {"reasoning_tokens": 132, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "Enemy raiders are directly on our refinery line while production is already heavily queued and cash is exhausted. Focus the available defenders on eliminating the rocket soldiers first and keep the active harvester mining.", "notes": "Defend at x25-27,y15-20; #365 is damaged, #366/#368/#371 engage raiders. Three refineries, two war factories; production queues remain full.", "commands": [{"do": "attack", "units": [366, 368, 371], "target": 339}, {"do": "attack", "units": [365], "target": 356}, {"do": "harvest", "unit": 131}, {"do": "stance", "units": [365, 366, 368, 371], "stance": "attack_anything"}], "feedback": ["attack: 3 units", "attack: 1 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 16200, "deaths_cost": 21400, "units_killed": 75, "units_lost": 112, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13600, "army_value": 1200, "income": 5250, "experience": 162, "order_count": 144}}
{"tick": 16601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:04 (tick 16601 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 england (Allies). 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 $100 (storage 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $19750, army $6600, killed $21400 (112 units, 0 bldgs), lost $16200 (75 units, 2 bldgs). Map explored 29%.\nPRODUCTION: Building: proc 39%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 18%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 35%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(83,14)*\n  e1 (Rifle Infantry) x8: #326@(29,24)78% #344@(25,18)85% #347@(26,15)94% #351@(30,24) #361@(84,15)* #362@(84,15)* #364@(82,15)* #372@(89,15)\n  e3 (Rocket Soldier) x6: #314@(28,24)22% #339@(26,18)89% #342@(30,24)76% #354@(29,26)* #356@(26,15)94% #360@(74,18)\n  harv (Ore Truck (harvester)) x3: #132@(98,16) #171@(100,20)50%* #276@(97,16)\nVISIBLE ENEMY UNITS (3):\n  #365 1tnk@(22,15) 47%, #366 e3@(22,20) 100%, #374 harv.emptyhusk@(29,25) 97%\nVISIBLE ENEMY BUILDINGS (1):\n  #244 proc@(23,18) 25%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - move: 1 units\n  - stance: 4 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Western strike group IDs 326,344,346,347,351,314,339,342,354,356,360 attacking through (23,18); visible enemy tank #365 and refinery #244. Home guard IDs 361-364 remains near (82-84,13-15).", "raw": "{\"thoughts\":\"The western strike force has reached the enemy area and can finish the exposed refinery while engaging the nearby tank. Continue the concentrated assault, keep the home guard defensive, and resume mining with the idle damaged harvester.\",\"notes\":\"Western force IDs 326,344,347,351,314,339,342,354,356,360 is assaulting refinery #244 near (23,18), with enemy tank #365 nearby. Home guard IDs 361-364 remains near (82-84,13-15). Enemy base likely around (12,16).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[326,344,347,351,314,339,342,354,356,360],\"x\":23,\"y\":18},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"stance\",\"units\":[361,362,363,364],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":323,\"x\":24,\"y\":18}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2190, "completion_tokens": 469, "total_tokens": 2659, "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": 11.82, "thoughts": "The western strike force has reached the enemy area and can finish the exposed refinery while engaging the nearby tank. Continue the concentrated assault, keep the home guard defensive, and resume mining with the idle damaged harvester.", "notes": "Western force IDs 326,344,347,351,314,339,342,354,356,360 is assaulting refinery #244 near (23,18), with enemy tank #365 nearby. Home guard IDs 361-364 remains near (82-84,13-15). Enemy base likely around (12,16).", "commands": [{"do": "attack_move", "units": [326, 344, 347, 351, 314, 339, 342, 354, 356, 360], "x": 23, "y": 18}, {"do": "harvest", "unit": 171}, {"do": "stance", "units": [361, 362, 363, 364], "stance": "defend"}, {"do": "rally", "building": 323, "x": 24, "y": 18}], "feedback": ["attack_move: 10 units", "stance: 4 units", "rally #323: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 21400, "deaths_cost": 16200, "units_killed": 112, "units_lost": 75, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 19750, "army_value": 3400, "income": 5500, "experience": 214, "order_count": 176}}
{"tick": 16801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 11:12 (tick 16801 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 germany (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 200 made / 140 used, harvesters 1.\nSCORE: assets $11500, army $1600, killed $16600 (77 units, 2 bldgs), lost $23500 (113 units, 1 bldgs). Map explored 30.4%.\nPRODUCTION: Vehicle: 1tnk 54%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 68%; Infantry: e1 0%; Infantry: e1 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 100%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #368@(22,20)97% #371@(21,18)*\n  e3 (Rocket Soldier) x1: #366@(22,20)76%\n  harv (Ore Truck (harvester)) x1: #131@(24,19)46%\n  harv.emptyhusk (harv.emptyhusk) x2: #373@(33,27)77%* #374@(29,25)78%*\nVISIBLE ENEMY UNITS (5):\n  #314 e3@(26,22) 22%, #326 e1@(26,20) 36%, #347 e1@(26,15) 88%, #351 e1@(27,21) 100%, #356 e3@(26,15) 41%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack: 1 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Defend at x25-27,y15-20; #365 is damaged, #366/#368/#371 engage raiders. Three refineries, two war factories; production queues remain full.", "raw": "{\"thoughts\":\"Our economy is exhausted and army is nearly gone, but both factories and barracks have long queues in progress. Clear the nearby enemy infantry immediately while the damaged ore truck returns to harvesting.\",\"notes\":\"Keep queued light tanks and rifle infantry running; current defenders #366 #368 #371 clear enemy raiders around x26,y15-22. Enemy base still likely northeast at x95,y11.\",\"commands\":[{\"do\":\"attack\",\"units\":[366,368],\"target\":314},{\"do\":\"attack\",\"units\":[371],\"target\":326},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":[366,368,371],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1634, "completion_tokens": 235, "total_tokens": 1869, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1632, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0075944, "upstream_inference_prompt_cost": 0.0044924, "upstream_inference_completions_cost": 0.003102}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "Our economy is exhausted and army is nearly gone, but both factories and barracks have long queues in progress. Clear the nearby enemy infantry immediately while the damaged ore truck returns to harvesting.", "notes": "Keep queued light tanks and rifle infantry running; current defenders #366 #368 #371 clear enemy raiders around x26,y15-22. Enemy base still likely northeast at x95,y11.", "commands": [{"do": "attack", "units": [366, 368], "target": 314}, {"do": "attack", "units": [371], "target": 326}, {"do": "harvest", "unit": 131}, {"do": "stance", "units": [366, 368, 371], "stance": "attack_anything"}], "feedback": ["attack: 2 units", "attack: 1 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 16600, "deaths_cost": 23500, "units_killed": 77, "units_lost": 113, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11500, "army_value": 500, "income": 5250, "experience": 166, "order_count": 144}}
{"tick": 16801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:12 (tick 16801 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $19650, army $6500, killed $23500 (113 units, 1 bldgs), lost $16600 (77 units, 2 bldgs). Map explored 29%.\nPRODUCTION: Building: proc 51%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 20%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(83,15)*\n  e1 (Rifle Infantry) x7: #326@(26,20)36% #347@(26,15)88% #351@(27,21) #361@(84,15)* #362@(84,15)* #364@(82,15)* #372@(83,14)*\n  e3 (Rocket Soldier) x6: #314@(26,22)22% #342@(28,24)75% #354@(28,25) #356@(26,15)41% #360@(65,24) #375@(86,16)\n  harv (Ore Truck (harvester)) x3: #132@(103,23) #171@(103,25)50% #276@(102,21)\nVISIBLE ENEMY UNITS (4):\n  #131 harv@(24,19) 46%, #366 e3@(22,20) 76%, #368 e1@(22,20) 97%, #374 harv.emptyhusk@(29,25) 78%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - stance: 4 units\n  - rally #323: ordered\nYOUR NOTES FROM LAST TURN: Western force IDs 326,344,347,351,314,339,342,354,356,360 is assaulting refinery #244 near (23,18), with enemy tank #365 nearby. Home guard IDs 361-364 remains near (82-84,13-15). Enemy base likely around (12,16).", "raw": "{\"thoughts\": \"Economy is starved at $0 with 3 harvesters, one damaged. My western force is still near the enemy's refinery/harvester at (22-24,19-20); keep pressing to kill the harvester and push toward the enemy base at (12,16). Home guard stays near base, light tank joins it.\", \"notes\": \"Western assault force 326,347,351,314,342,354,356,360 pushing to (19,18) to kill enemy harv #131 then base (12,16). Home guard 361,362,364,372 + 1tnk #363 defend base. 3 harvesters mining. Cash $0 - waiting on production.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":276},{\"do\":\"attack_move\",\"units\":[326,347,351,314,342,354,356,360],\"x\":19,\"y\":18},{\"do\":\"move\",\"units\":[363],\"x\":84,\"y\":14},{\"do\":\"rally\",\"building\":313,\"x\":85,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2117, "completion_tokens": 1471, "total_tokens": 3588, "cost": 0.002174508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002174508, "upstream_inference_prompt_cost": 0.000409308, "upstream_inference_completions_cost": 0.0017652}, "completion_tokens_details": {"reasoning_tokens": 1220, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 19.35, "thoughts": "Economy is starved at $0 with 3 harvesters, one damaged. My western force is still near the enemy's refinery/harvester at (22-24,19-20); keep pressing to kill the harvester and push toward the enemy base at (12,16). Home guard stays near base, light tank joins it.", "notes": "Western assault force 326,347,351,314,342,354,356,360 pushing to (19,18) to kill enemy harv #131 then base (12,16). Home guard 361,362,364,372 + 1tnk #363 defend base. 3 harvesters mining. Cash $0 - waiting on production.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 276}, {"do": "attack_move", "units": [326, 347, 351, 314, 342, 354, 356, 360], "x": 19, "y": 18}, {"do": "move", "units": [363], "x": 84, "y": 14}, {"do": "rally", "building": 313, "x": 85, "y": 15}], "feedback": ["attack_move: 8 units", "move: 1 units", "rally #313: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 23500, "deaths_cost": 16600, "units_killed": 113, "units_lost": 77, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 19650, "army_value": 3300, "income": 5000, "experience": 235, "order_count": 176}}
{"tick": 17001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 11:20 (tick 17001 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 germany (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 $201 (storage 4000), power 200 made / 140 used, harvesters 1.\nSCORE: assets $11700, army $1800, killed $17700 (82 units, 2 bldgs), lost $23500 (113 units, 1 bldgs). Map explored 30.4%.\nPRODUCTION: Vehicle: 1tnk 76%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 16%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 99%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #368@(22,20)93% #371@(22,18) #376@(16,22) #377@(14,22)\n  e3 (Rocket Soldier) x1: #366@(22,20)41%\n  harv (Ore Truck (harvester)) x1: #131@(17,21)26%\n  harv.emptyhusk (harv.emptyhusk) x2: #373@(33,27)59%* #374@(29,25)60%*\nVISIBLE ENEMY UNITS (1):\n  #351 e1@(22,21) 15%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack: 1 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Keep queued light tanks and rifle infantry running; current defenders #366 #368 #371 clear enemy raiders around x26,y15-22. Enemy base still likely northeast at x95,y11.", "raw": "{\"thoughts\":\"Our base economy is strained but both war factories and barracks have long production queues. Clear the nearby raider, send the healthy infantry east to scout/pressure, and keep the damaged rocket and harvester safe.\",\"notes\":\"Enemy base remains unscouted, likely northeast near 95,11. Infantry scout force moving east; rocket retreats to base. Preserve damaged harvester.\",\"commands\":[{\"do\":\"attack\",\"units\":[368,371,376,377],\"target\":351},{\"do\":\"attack_move\",\"units\":[368,371,376,377],\"x\":45,\"y\":18},{\"do\":\"move\",\"units\":[366],\"x\":14,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":[368,371,376,377],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1585, "completion_tokens": 255, "total_tokens": 1840, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1583, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00772365, "upstream_inference_prompt_cost": 0.00435765, "upstream_inference_completions_cost": 0.003366}, "completion_tokens_details": {"reasoning_tokens": 79, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "Our base economy is strained but both war factories and barracks have long production queues. Clear the nearby raider, send the healthy infantry east to scout/pressure, and keep the damaged rocket and harvester safe.", "notes": "Enemy base remains unscouted, likely northeast near 95,11. Infantry scout force moving east; rocket retreats to base. Preserve damaged harvester.", "commands": [{"do": "attack", "units": [368, 371, 376, 377], "target": 351}, {"do": "attack_move", "units": [368, 371, 376, 377], "x": 45, "y": 18}, {"do": "move", "units": [366], "x": 14, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "stance", "units": [368, 371, 376, 377], "stance": "attack_anything"}], "feedback": ["attack: 4 units", "attack_move: 4 units", "move: 1 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 17700, "deaths_cost": 23500, "units_killed": 82, "units_lost": 113, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11700, "army_value": 700, "income": 5250, "experience": 177, "order_count": 144}}
{"tick": 17001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:20 (tick 17001 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $18550, army $5400, killed $23500 (113 units, 1 bldgs), lost $17700 (82 units, 2 bldgs). Map explored 29.5%.\nPRODUCTION: Building: proc 51%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 20%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(84,14)*\n  e1 (Rifle Infantry) x5: #351@(22,21)15% #361@(84,15)* #362@(84,15)* #364@(82,15)* #372@(83,14)*\n  e3 (Rocket Soldier) x3: #342@(26,21)75% #360@(57,28) #375@(77,16)\n  harv (Ore Truck (harvester)) x3: #132@(103,25) #171@(100,22)50% #276@(105,26)\nVISIBLE ENEMY UNITS (3):\n  #366 e3@(22,20) 41%, #368 e1@(22,20) 93%, #371 e1@(22,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - move: 1 units\n  - rally #313: ordered\nYOUR NOTES FROM LAST TURN: Western assault force 326,347,351,314,342,354,356,360 pushing to (19,18) to kill enemy harv #131 then base (12,16). Home guard 361,362,364,372 + 1tnk #363 defend base. 3 harvesters mining. Cash $0 - waiting on production.", "raw": "{\"thoughts\":\"The western assault has been reduced to a mixed group around the enemy infantry at (22,20), while our home guard is thinly spread. Concentrate all eight combat units on the nearby enemy, then use the reinforcements already in production to continue the base assault.\",\"notes\":\"Eight combat units (351,342,360,361,362,363,364,372,375 actually nine total) are available; send all toward (22,20). Three harvesters remain on mining jobs. Enemy base likely at (12,16).\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":22,\"y\":20},{\"do\":\"rally\",\"building\":313,\"x\":22,\"y\":20}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2120, "completion_tokens": 331, "total_tokens": 2451, "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": 11.45, "thoughts": "The western assault has been reduced to a mixed group around the enemy infantry at (22,20), while our home guard is thinly spread. Concentrate all eight combat units on the nearby enemy, then use the reinforcements already in production to continue the base assault.", "notes": "Eight combat units (351,342,360,361,362,363,364,372,375 actually nine total) are available; send all toward (22,20). Three harvesters remain on mining jobs. Enemy base likely at (12,16).", "commands": [{"do": "attack_move", "units": "all_army", "x": 22, "y": 20}, {"do": "rally", "building": 313, "x": 22, "y": 20}], "feedback": ["attack_move: 9 units", "rally #313: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 23500, "deaths_cost": 17700, "units_killed": 113, "units_lost": 82, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 18550, "army_value": 2200, "income": 4775, "experience": 235, "order_count": 176}}
{"tick": 17201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 11:28 (tick 17201 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $11800, army $1900, killed $18100 (84 units, 2 bldgs), lost $23500 (113 units, 1 bldgs). Map explored 30.7%.\nPRODUCTION: Vehicle: 1tnk 90%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 16%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 99%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #368@(31,20)83% #371@(32,18) #376@(24,18) #377@(23,18) #378@(20,20)\n  e3 (Rocket Soldier) x1: #366@(14,19)35%\n  harv (Ore Truck (harvester)) x1: #131@(11,30)26%\n  harv.emptyhusk (harv.emptyhusk) x2: #373@(33,27)41%* #374@(29,25)42%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack_move: 4 units\n  - move: 1 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy base remains unscouted, likely northeast near 95,11. Infantry scout force moving east; rocket retreats to base. Preserve damaged harvester.", "raw": "{\"thoughts\":\"Our production queues are committed and cash is empty, so the priority is to keep the infantry scouting toward the likely enemy base while preserving the damaged harvester and rocket soldier. New tanks should rally northeast to form an attack force as soon as they emerge.\",\"notes\":\"Enemy still unspotted; likely base at 95,11. Rifle squad scouting/attacking northeast, rocket remains near base, damaged harvester sent to mine. Both war factories rally toward enemy approach.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[368,371,376,377,378],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[366],\"x\":16,\"y\":19},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":280,\"x\":70,\"y\":14},{\"do\":\"rally\",\"building\":367,\"x\":70,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":14},{\"do\":\"stance\",\"units\":[368,371,376,377,378],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1575, "completion_tokens": 337, "total_tokens": 1912, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1573, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00877855, "upstream_inference_prompt_cost": 0.00433015, "upstream_inference_completions_cost": 0.0044484}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Our production queues are committed and cash is empty, so the priority is to keep the infantry scouting toward the likely enemy base while preserving the damaged harvester and rocket soldier. New tanks should rally northeast to form an attack force as soon as they emerge.", "notes": "Enemy still unspotted; likely base at 95,11. Rifle squad scouting/attacking northeast, rocket remains near base, damaged harvester sent to mine. Both war factories rally toward enemy approach.", "commands": [{"do": "attack_move", "units": [368, 371, 376, 377, 378], "x": 95, "y": 11}, {"do": "move", "units": [366], "x": 16, "y": 19}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 280, "x": 70, "y": 14}, {"do": "rally", "building": 367, "x": 70, "y": 14}, {"do": "rally", "building": 133, "x": 70, "y": 14}, {"do": "stance", "units": [368, 371, 376, 377, 378], "stance": "attack_anything"}], "feedback": ["attack_move: 5 units", "move: 1 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 18100, "deaths_cost": 23500, "units_killed": 84, "units_lost": 113, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11800, "army_value": 800, "income": 4750, "experience": 181, "order_count": 144}}
{"tick": 17201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:28 (tick 17201 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 england (Allies). 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 $255 (storage 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $18150, army $5000, killed $23500 (113 units, 1 bldgs), lost $18100 (84 units, 2 bldgs). Map explored 29.5%.\nPRODUCTION: Building: proc 56%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 40%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(68,23)\n  e1 (Rifle Infantry) x4: #361@(76,17) #362@(76,17) #364@(74,18) #372@(74,18)\n  e3 (Rocket Soldier) x2: #360@(47,25) #375@(69,22)\n  harv (Ore Truck (harvester)) x3: #132@(101,26) #171@(97,15)50% #276@(106,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #313: ordered\nYOUR NOTES FROM LAST TURN: Eight combat units (351,342,360,361,362,363,364,372,375 actually nine total) are available; send all toward (22,20). Three harvesters remain on mining jobs. Enemy base likely at (12,16).", "raw": "{\"thoughts\":\"Seven combat units remain and no enemy forces are visible near our position. Continue the advance toward the likely enemy base at (12,16), while reinforcing power for the expanded base.\",\"notes\":\"Attack group of 7 is moving toward (22,20), then enemy base at (12,16). Three harvesters are active; one is damaged. Queue another power plant.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":22,\"y\":20},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":134,\"x\":25,\"y\":20}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2039, "completion_tokens": 343, "total_tokens": 2382, "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": 8.56, "thoughts": "Seven combat units remain and no enemy forces are visible near our position. Continue the advance toward the likely enemy base at (12,16), while reinforcing power for the expanded base.", "notes": "Attack group of 7 is moving toward (22,20), then enemy base at (12,16). Three harvesters are active; one is damaged. Queue another power plant.", "commands": [{"do": "attack_move", "units": "all_army", "x": 22, "y": 20}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 134, "x": 25, "y": 20}], "feedback": ["attack_move: 7 units", "build powr: started", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 23500, "deaths_cost": 18100, "units_killed": 113, "units_lost": 84, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 18150, "army_value": 1800, "income": 4500, "experience": 235, "order_count": 176}}
{"tick": 17401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 11:36 (tick 17401 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $11800, army $1900, killed $18400 (85 units, 2 bldgs), lost $23500 (113 units, 1 bldgs). Map explored 30.8%.\nPRODUCTION: Vehicle: 1tnk 90%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 16%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 99%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #368@(42,24)83% #371@(40,23)91% #376@(33,24) #377@(31,24) #378@(29,24)\n  e3 (Rocket Soldier) x1: #366@(16,19)35%*\n  harv (Ore Truck (harvester)) x1: #131@(10,26)26%\n  harv.emptyhusk (harv.emptyhusk) x2: #373@(33,27)24%* #374@(29,25)24%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 1 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Enemy still unspotted; likely base at 95,11. Rifle squad scouting/attacking northeast, rocket remains near base, damaged harvester sent to mine. Both war factories rally toward enemy approach.", "raw": "{\"thoughts\":\"Our economy is critically weak with only one damaged harvester, but both War Factories have tank queues underway. Keep the rifle scout advancing toward the likely enemy start while the rocket soldier remains to defend the base.\",\"notes\":\"Enemy still unseen; likely base near 95,11. Rifle squad advancing east/northeast; tank and infantry queues are filled. Damaged harvester should continue mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[368,371,376,377,378],\"x\":70,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"units\":[366],\"x\":17,\"y\":18},{\"do\":\"stance\",\"units\":[366],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1605, "completion_tokens": 245, "total_tokens": 1850, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1603, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00764665, "upstream_inference_prompt_cost": 0.00441265, "upstream_inference_completions_cost": 0.003234}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "Our economy is critically weak with only one damaged harvester, but both War Factories have tank queues underway. Keep the rifle scout advancing toward the likely enemy start while the rocket soldier remains to defend the base.", "notes": "Enemy still unseen; likely base near 95,11. Rifle squad advancing east/northeast; tank and infantry queues are filled. Damaged harvester should continue mining.", "commands": [{"do": "attack_move", "units": [368, 371, 376, 377, 378], "x": 70, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "move", "units": [366], "x": 17, "y": 18}, {"do": "stance", "units": [366], "stance": "defend"}], "feedback": ["attack_move: 5 units", "move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 18400, "deaths_cost": 23500, "units_killed": 85, "units_lost": 113, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11800, "army_value": 800, "income": 4250, "experience": 184, "order_count": 144}}
{"tick": 17401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:36 (tick 17401 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $17850, army $4700, killed $23500 (113 units, 1 bldgs), lost $18400 (85 units, 2 bldgs). Map explored 29.6%.\nPRODUCTION: Building: proc 61%; Building: powr 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 47%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 91%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(48,25)\n  e1 (Rifle Infantry) x4: #361@(67,22) #362@(67,22) #364@(65,24) #372@(66,23)\n  e3 (Rocket Soldier) x1: #375@(61,27)\n  harv (Ore Truck (harvester)) x3: #132@(97,15) #171@(105,25)50% #276@(98,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - build powr: started\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Attack group of 7 is moving toward (22,20), then enemy base at (12,16). Three harvesters are active; one is damaged. Queue another power plant.", "raw": "{\"thoughts\":\"All seven combat units are mid-advance with no enemies currently visible, while production and income continue. Keep the full force concentrated on the likely enemy base and avoid diverting the damaged harvester, which is already active.\",\"notes\":\"Main attack group of 7 moving west toward enemy base (12,16), currently around x48-67. Base has multiple refineries, two barracks, war factory, service depot, and ample power; queues remain busy.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2031, "completion_tokens": 322, "total_tokens": 2353, "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": 9.58, "thoughts": "All seven combat units are mid-advance with no enemies currently visible, while production and income continue. Keep the full force concentrated on the likely enemy base and avoid diverting the damaged harvester, which is already active.", "notes": "Main attack group of 7 moving west toward enemy base (12,16), currently around x48-67. Base has multiple refineries, two barracks, war factory, service depot, and ample power; queues remain busy.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 6 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 23500, "deaths_cost": 18400, "units_killed": 113, "units_lost": 85, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 17850, "army_value": 1500, "income": 4500, "experience": 235, "order_count": 177}}
{"tick": 17601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 11:44 (tick 17601 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $11800, army $1900, killed $18400 (85 units, 2 bldgs), lost $23500 (113 units, 1 bldgs). Map explored 30.8%.\nPRODUCTION: Vehicle: 1tnk 90%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 16%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 99%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #368@(43,24)15% #371@(42,24)91% #376@(42,24) #377@(42,24) #378@(40,24)\n  e3 (Rocket Soldier) x1: #366@(17,18)35%*\n  harv (Ore Truck (harvester)) x1: #131@(16,18)27%\n  harv.emptyhusk (harv.emptyhusk) x2: #373@(33,27)6%* #374@(29,25)6%*\nVISIBLE ENEMY UNITS (1):\n  #363 1tnk@(46,25) 88%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy still unseen; likely base near 95,11. Rifle squad advancing east/northeast; tank and infantry queues are filled. Damaged harvester should continue mining.", "raw": "{\"thoughts\":\"Our economy is rebuilding through the two refineries while both war factories and barracks are fully queued. The rifle squad should avoid lingering against the visible tank and continue scouting toward the likely enemy base; the damaged rocket soldier retreats to defend the refineries.\",\"notes\":\"Likely enemy base remains at 95,11. Rifle squad #368,#371,#376,#377,#378 scouts east via 65,20; enemy light tank #363 at 46,25. Keep all production queues funded; harvester #131 is badly damaged but mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[368,371,376,377,378],\"x\":65,\"y\":20},{\"do\":\"move\",\"units\":[366],\"x\":18,\"y\":18},{\"do\":\"stance\",\"units\":[366],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":280,\"x\":35,\"y\":20},{\"do\":\"rally\",\"building\":367,\"x\":35,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":35,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1586, "completion_tokens": 361, "total_tokens": 1947, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1584, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0091256, "upstream_inference_prompt_cost": 0.0043604, "upstream_inference_completions_cost": 0.0047652}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.89, "thoughts": "Our economy is rebuilding through the two refineries while both war factories and barracks are fully queued. The rifle squad should avoid lingering against the visible tank and continue scouting toward the likely enemy base; the damaged rocket soldier retreats to defend the refineries.", "notes": "Likely enemy base remains at 95,11. Rifle squad #368,#371,#376,#377,#378 scouts east via 65,20; enemy light tank #363 at 46,25. Keep all production queues funded; harvester #131 is badly damaged but mining.", "commands": [{"do": "attack_move", "units": [368, 371, 376, 377, 378], "x": 65, "y": 20}, {"do": "move", "units": [366], "x": 18, "y": 18}, {"do": "stance", "units": [366], "stance": "defend"}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 280, "x": 35, "y": 20}, {"do": "rally", "building": 367, "x": 35, "y": 20}, {"do": "rally", "building": 133, "x": 35, "y": 20}], "feedback": ["attack_move: 5 units", "move: 1 units", "stance: 1 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 18400, "deaths_cost": 23500, "units_killed": 85, "units_lost": 113, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11800, "army_value": 800, "income": 4250, "experience": 184, "order_count": 144}}
{"tick": 17601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:44 (tick 17601 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 england (Allies). 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 $135 (storage 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $18450, army $5300, killed $23500 (113 units, 1 bldgs), lost $18400 (85 units, 2 bldgs). Map explored 29.6%.\nPRODUCTION: Building: proc 79%; Building: powr 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 70%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 14%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(46,25)88%\n  e1 (Rifle Infantry) x4: #361@(59,28) #362@(59,28) #364@(57,28) #372@(57,28)\n  e3 (Rocket Soldier) x3: #375@(51,26) #379@(83,16) #380@(90,16)\n  harv (Ore Truck (harvester)) x3: #132@(98,23) #171@(103,24)50% #276@(98,16)\nVISIBLE ENEMY UNITS (4):\n  #368 e1@(43,24) 15%, #371 e1@(42,24) 91%, #376 e1@(42,24) 100%, #377 e1@(42,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Main attack group of 7 moving west toward enemy base (12,16), currently around x48-67. Base has multiple refineries, two barracks, war factory, service depot, and ample power; queues remain busy.", "raw": "{\"thoughts\":\"The main strike force is halfway across the map and can finish the weakened enemy infantry before reaching the enemy base. The damaged harvester should retreat to mining, while all combat units continue the coordinated western advance.\",\"notes\":\"Main force of 8 combat units moving toward enemy base (12,16); enemy infantry concentrated near (42-43,24). Base production queues are active; harvester #171 is damaged.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2079, "completion_tokens": 290, "total_tokens": 2369, "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": 7.78, "thoughts": "The main strike force is halfway across the map and can finish the weakened enemy infantry before reaching the enemy base. The damaged harvester should retreat to mining, while all combat units continue the coordinated western advance.", "notes": "Main force of 8 combat units moving toward enemy base (12,16); enemy infantry concentrated near (42-43,24). Base production queues are active; harvester #171 is damaged.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 8 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 23500, "deaths_cost": 18400, "units_killed": 113, "units_lost": 85, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 18450, "army_value": 2100, "income": 5500, "experience": 235, "order_count": 177}}
{"tick": 17801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 11:52 (tick 17801 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $11700, army $1800, killed $18400 (85 units, 2 bldgs), lost $23600 (114 units, 1 bldgs). Map explored 30.8%.\nPRODUCTION: Vehicle: 1tnk 94%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 41%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 99%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #371@(42,24)80% #376@(42,24)97% #377@(42,24)32% #378@(42,24)\n  e3 (Rocket Soldier) x1: #366@(17,18)35%*\n  harv (Ore Truck (harvester)) x1: #131@(10,26)29%\nVISIBLE ENEMY UNITS (1):\n  #363 1tnk@(45,25) 68%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 1 units\n  - stance: 1 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Likely enemy base remains at 95,11. Rifle squad #368,#371,#376,#377,#378 scouts east via 65,20; enemy light tank #363 at 46,25. Keep all production queues funded; harvester #131 is badly damaged but mining.", "raw": "{\"thoughts\":\"The first light tank is nearly complete and multiple vehicles are queued; the rifle squad has found an enemy light tank while scouting east. Eliminate it if possible, keep the damaged harvester mining, and send new armor toward the eastern approach immediately.\",\"notes\":\"Enemy base still likely 95,11. Rifle squad #371,#376,#377,#378 engaging/scouting around 45,25; enemy light tank #363 there. Damaged rocket #366 remains at base; first light tank imminent from WF.\",\"commands\":[{\"do\":\"attack\",\"units\":[371,376,377,378],\"target\":363},{\"do\":\"move\",\"units\":[366],\"x\":25,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":280,\"x\":55,\"y\":20},{\"do\":\"rally\",\"building\":367,\"x\":55,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1592, "completion_tokens": 503, "total_tokens": 2095, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1590, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0110165, "upstream_inference_prompt_cost": 0.0043769, "upstream_inference_completions_cost": 0.0066396}, "completion_tokens_details": {"reasoning_tokens": 293, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.25, "thoughts": "The first light tank is nearly complete and multiple vehicles are queued; the rifle squad has found an enemy light tank while scouting east. Eliminate it if possible, keep the damaged harvester mining, and send new armor toward the eastern approach immediately.", "notes": "Enemy base still likely 95,11. Rifle squad #371,#376,#377,#378 engaging/scouting around 45,25; enemy light tank #363 there. Damaged rocket #366 remains at base; first light tank imminent from WF.", "commands": [{"do": "attack", "units": [371, 376, 377, 378], "target": 363}, {"do": "move", "units": [366], "x": 25, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 280, "x": 55, "y": 20}, {"do": "rally", "building": 367, "x": 55, "y": 20}, {"do": "rally", "building": 133, "x": 55, "y": 20}], "feedback": ["attack: 4 units", "move: 1 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 18400, "deaths_cost": 23600, "units_killed": 85, "units_lost": 114, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11700, "army_value": 700, "income": 3800, "experience": 184, "order_count": 144}}
{"tick": 17801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:52 (tick 17801 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $18450, army $5300, killed $23600 (114 units, 1 bldgs), lost $18400 (85 units, 2 bldgs). Map explored 29.7%.\nPRODUCTION: Building: proc 82%; Building: powr 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 73%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 33%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(45,25)68%\n  e1 (Rifle Infantry) x4: #361@(48,28) #362@(48,28) #364@(47,25) #372@(48,25)\n  e3 (Rocket Soldier) x3: #375@(47,26) #379@(75,18) #380@(80,14)\n  harv (Ore Truck (harvester)) x3: #132@(101,29) #171@(103,25)50% #276@(108,25)\nVISIBLE ENEMY UNITS (4):\n  #371 e1@(42,24) 80%, #376 e1@(42,24) 97%, #377 e1@(42,24) 32%, #378 e1@(42,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Main force of 8 combat units moving toward enemy base (12,16); enemy infantry concentrated near (42-43,24). Base production queues are active; harvester #171 is damaged.", "raw": "{\"thoughts\":\"Our main combat group is approaching the concentrated enemy infantry near (42,24), while the damaged harvester should return to mining. With no cash available, I will focus on securing the forward position and keep the existing production queues running.\",\"notes\":\"Main force: 1 Light Tank, 4 Rifle Infantry, and 3 Rocket Soldiers; send all combat units toward enemy infantry at (42,24). Harvester #171 is damaged at (103,25) and should retreat to mine. Base production queues remain active; enemy base is likely west/southwest near (12,16).\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":42,\"y\":24},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2074, "completion_tokens": 351, "total_tokens": 2425, "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": 10.55, "thoughts": "Our main combat group is approaching the concentrated enemy infantry near (42,24), while the damaged harvester should return to mining. With no cash available, I will focus on securing the forward position and keep the existing production queues running.", "notes": "Main force: 1 Light Tank, 4 Rifle Infantry, and 3 Rocket Soldiers; send all combat units toward enemy infantry at (42,24). Harvester #171 is damaged at (103,25) and should retreat to mine. Base production queues remain active; enemy base is likely west/southwest near (12,16).", "commands": [{"do": "attack_move", "units": "all_army", "x": 42, "y": 24}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 23600, "deaths_cost": 18400, "units_killed": 114, "units_lost": 85, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 18450, "army_value": 2100, "income": 5000, "experience": 236, "order_count": 177}}
{"tick": 18001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 12:00 (tick 18001 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $11300, army $1400, killed $18400 (85 units, 2 bldgs), lost $24000 (118 units, 1 bldgs). Map explored 30.8%.\nPRODUCTION: Vehicle: 1tnk 94%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 41%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 99%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #366@(25,20)35%*\n  harv (Ore Truck (harvester)) x1: #131@(11,24)30%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - move: 1 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base still likely 95,11. Rifle squad #371,#376,#377,#378 engaging/scouting around 45,25; enemy light tank #363 there. Damaged rocket #366 remains at base; first light tank imminent from WF.", "raw": "{\"thoughts\":\"All production queues are committed but the economy is stalled with a heavily damaged harvester. Keep it mining, preserve the damaged rocket at base, and rally the incoming tank/infantry stream toward the enemy approach while rebuilding a strike force.\",\"notes\":\"Enemy base remains likely at 95,11. Harvester #131 is badly damaged but must mine; rocket #366 defend base. Vehicle queues contain light tanks; rally them east via 45,25.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":[366],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":280,\"x\":45,\"y\":25},{\"do\":\"rally\",\"building\":367,\"x\":45,\"y\":25},{\"do\":\"rally\",\"building\":133,\"x\":40,\"y\":24}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1519, "completion_tokens": 259, "total_tokens": 1778, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1517, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00759495, "upstream_inference_prompt_cost": 0.00417615, "upstream_inference_completions_cost": 0.0034188}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "All production queues are committed but the economy is stalled with a heavily damaged harvester. Keep it mining, preserve the damaged rocket at base, and rally the incoming tank/infantry stream toward the enemy approach while rebuilding a strike force.", "notes": "Enemy base remains likely at 95,11. Harvester #131 is badly damaged but must mine; rocket #366 defend base. Vehicle queues contain light tanks; rally them east via 45,25.", "commands": [{"do": "harvest", "unit": 131}, {"do": "stance", "units": [366], "stance": "defend"}, {"do": "rally", "building": 280, "x": 45, "y": 25}, {"do": "rally", "building": 367, "x": 45, "y": 25}, {"do": "rally", "building": 133, "x": 40, "y": 24}], "feedback": ["stance: 1 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 18400, "deaths_cost": 24000, "units_killed": 85, "units_lost": 118, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11300, "army_value": 300, "income": 3300, "experience": 184, "order_count": 144}}
{"tick": 18001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:00 (tick 18001 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 england (Allies). 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 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $18450, army $5300, killed $24000 (118 units, 1 bldgs), lost $18400 (85 units, 2 bldgs). Map explored 29.7%.\nPRODUCTION: Building: proc 82%; Building: powr 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 73%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 33%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(42,24)60%*\n  e1 (Rifle Infantry) x4: #361@(43,24)* #362@(43,24)* #364@(43,24)* #372@(43,24)*\n  e3 (Rocket Soldier) x3: #375@(43,25)* #379@(67,24) #380@(72,20)\n  harv (Ore Truck (harvester)) x3: #132@(97,20) #171@(99,21)50% #276@(108,26)\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: Main force: 1 Light Tank, 4 Rifle Infantry, and 3 Rocket Soldiers; send all combat units toward enemy infantry at (42,24). Harvester #171 is damaged at (103,25) and should retreat to mine. Base production queues remain active; enemy base is likely west/southwest near (12,16).", "raw": "{\"thoughts\":\"No enemies are currently visible, while the main combat group has reached the central-western area and two rockets are farther ahead. With no cash available, continue the western offensive and recall the damaged harvester to mining.\",\"notes\":\"Main force of 8 combat units is attacking toward likely enemy base at (12,16); no enemy contacts yet. Damaged harvester #171 should return to ore; base queues remain active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[363,361,362,364,372,375,379,380],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2051, "completion_tokens": 265, "total_tokens": 2316, "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": 5.06, "thoughts": "No enemies are currently visible, while the main combat group has reached the central-western area and two rockets are farther ahead. With no cash available, continue the western offensive and recall the damaged harvester to mining.", "notes": "Main force of 8 combat units is attacking toward likely enemy base at (12,16); no enemy contacts yet. Damaged harvester #171 should return to ore; base queues remain active.", "commands": [{"do": "attack_move", "units": [363, 361, 362, 364, 372, 375, 379, 380], "x": 12, "y": 16}, {"do": "harvest", "unit": 171}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 24000, "deaths_cost": 18400, "units_killed": 118, "units_lost": 85, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 18450, "army_value": 2100, "income": 4000, "experience": 240, "order_count": 177}}
{"tick": 18201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 12:08 (tick 18201 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 germany (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 $375 (storage 4000), power 200 made / 140 used, harvesters 1.\nSCORE: assets $11800, army $1900, killed $18400 (85 units, 2 bldgs), lost $24300 (119 units, 1 bldgs). Map explored 30.8%.\nPRODUCTION: Vehicle: 1tnk 3%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 99%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #381@(11,14)\n  e1 (Rifle Infantry) x1: #383@(13,21)\n  harv (Ore Truck (harvester)) x1: #131@(16,18)31%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains likely at 95,11. Harvester #131 is badly damaged but must mine; rocket #366 defend base. Vehicle queues contain light tanks; rally them east via 45,25.", "raw": "{\"thoughts\":\"Our economy is temporarily drained but ore is available, and both war factories are queued for light tanks. Send the existing combat units east to scout toward the likely enemy base while the damaged harvester continues mining.\",\"notes\":\"Enemy likely at 95,11. Both war factories have queued light tanks; rally toward east. Existing tank/rifle scouting east; harvester #131 mining despite damage.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[381,383],\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":280,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":367,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":20},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1503, "completion_tokens": 313, "total_tokens": 1816, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1501, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00826375, "upstream_inference_prompt_cost": 0.00413215, "upstream_inference_completions_cost": 0.0041316}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.54, "thoughts": "Our economy is temporarily drained but ore is available, and both war factories are queued for light tanks. Send the existing combat units east to scout toward the likely enemy base while the damaged harvester continues mining.", "notes": "Enemy likely at 95,11. Both war factories have queued light tanks; rally toward east. Existing tank/rifle scouting east; harvester #131 mining despite damage.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [381, 383], "x": 70, "y": 18}, {"do": "rally", "building": 280, "x": 70, "y": 18}, {"do": "rally", "building": 367, "x": 70, "y": 18}, {"do": "rally", "building": 133, "x": 45, "y": 20}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 2 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 18400, "deaths_cost": 24300, "units_killed": 85, "units_lost": 119, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11800, "army_value": 800, "income": 3300, "experience": 184, "order_count": 144}}
{"tick": 18201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:08 (tick 18201 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 england (Allies). 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 $25 (storage 9000), power 293 made / 260 used, harvesters 3.\nSCORE: assets $18750, army $5600, killed $24300 (119 units, 1 bldgs), lost $18400 (85 units, 2 bldgs). Map explored 29.7%.\nPRODUCTION: Building: proc 92%; Building: powr 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 85%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(26,19)38%\n  e1 (Rifle Infantry) x4: #361@(34,24) #362@(33,24) #364@(33,24) #372@(33,24)\n  e3 (Rocket Soldier) x4: #375@(32,25) #379@(58,28) #380@(64,25) #382@(90,15)\n  harv (Ore Truck (harvester)) x3: #132@(98,17) #171@(97,16)50% #276@(99,17)\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: Main force of 8 combat units is attacking toward likely enemy base at (12,16); no enemy contacts yet. Damaged harvester #171 should return to ore; base queues remain active.", "raw": "{\"thoughts\":\"The eight-unit attack force is still advancing through the central corridor with no enemy contact. Send it toward the likely enemy base again, while recalling the damaged harvester to preserve its ore income; existing production queues should continue automatically.\",\"notes\":\"Main force: 8 combat units (#361-364, #363, #375, #379-380) attacking toward enemy start (12,16). Harvester #171 at (97,16), 50% HP, returning to mine. Refinery #? construction at 92% in Building queue.\",\"commands\":[{\"do\":\"harvest\",\"unit\":171},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2020, "completion_tokens": 270, "total_tokens": 2290, "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": 9.69, "thoughts": "The eight-unit attack force is still advancing through the central corridor with no enemy contact. Send it toward the likely enemy base again, while recalling the damaged harvester to preserve its ore income; existing production queues should continue automatically.", "notes": "Main force: 8 combat units (#361-364, #363, #375, #379-380) attacking toward enemy start (12,16). Harvester #171 at (97,16), 50% HP, returning to mine. Refinery #? construction at 92% in Building queue.", "commands": [{"do": "harvest", "unit": 171}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 24300, "deaths_cost": 18400, "units_killed": 119, "units_lost": 85, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 18750, "army_value": 2400, "income": 4500, "experience": 243, "order_count": 177}}
{"tick": 18401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 12:16 (tick 18401 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $11900, army $2000, killed $18400 (85 units, 2 bldgs), lost $24300 (119 units, 1 bldgs). Map explored 30.8%.\nPRODUCTION: Vehicle: 1tnk 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 61%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 86%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #381@(20,16)\n  e1 (Rifle Infantry) x2: #383@(19,20) #384@(19,20)\n  harv (Ore Truck (harvester)) x1: #131@(18,6)33%\nVISIBLE ENEMY UNITS (6):\n  #361 e1@(26,17) 100%, #362 e1@(26,17) 100%, #363 1tnk@(23,18) 5%, #364 e1@(24,19) 100%, #372 e1@(26,17) 100%, #375 e3@(24,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy likely at 95,11. Both war factories have queued light tanks; rally toward east. Existing tank/rifle scouting east; harvester #131 mining despite damage.", "raw": "{\"thoughts\":\"Enemy infantry and a crippled light tank are at our eastern refinery perimeter. Our production is fully committed despite zero cash; eliminate the immediate raiders while the damaged harvester continues mining.\",\"notes\":\"Enemy raiders at 23-26,17-19; tank #363 is 5%. War factories have light tanks queued and rally east. Enemy main base still likely 95,11.\",\"commands\":[{\"do\":\"attack\",\"units\":[381],\"target\":363},{\"do\":\"attack\",\"units\":[383,384],\"target\":375},{\"do\":\"stance\",\"units\":[381,383,384],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":280,\"x\":30,\"y\":18},{\"do\":\"rally\",\"building\":367,\"x\":30,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":27,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1577, "completion_tokens": 308, "total_tokens": 1885, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1575, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00840125, "upstream_inference_prompt_cost": 0.00433565, "upstream_inference_completions_cost": 0.0040656}, "completion_tokens_details": {"reasoning_tokens": 111, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Enemy infantry and a crippled light tank are at our eastern refinery perimeter. Our production is fully committed despite zero cash; eliminate the immediate raiders while the damaged harvester continues mining.", "notes": "Enemy raiders at 23-26,17-19; tank #363 is 5%. War factories have light tanks queued and rally east. Enemy main base still likely 95,11.", "commands": [{"do": "attack", "units": [381], "target": 363}, {"do": "attack", "units": [383, 384], "target": 375}, {"do": "stance", "units": [381, 383, 384], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 280, "x": 30, "y": 18}, {"do": "rally", "building": 367, "x": 30, "y": 18}, {"do": "rally", "building": 133, "x": 27, "y": 18}], "feedback": ["attack: 1 units", "attack: 2 units", "stance: 3 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 18400, "deaths_cost": 24300, "units_killed": 85, "units_lost": 119, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11900, "army_value": 900, "income": 3300, "experience": 184, "order_count": 144}}
{"tick": 18401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:16 (tick 18401 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 england (Allies). 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 $365 (storage 9000), power 293 made / 260 used, harvesters 4.\nSCORE: assets $20150, army $7000, killed $24300 (119 units, 1 bldgs), lost $18400 (85 units, 2 bldgs). Map explored 29.7%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 9%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 10%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #363@(23,18)5%\n  e1 (Rifle Infantry) x4: #361@(26,17) #362@(26,17) #364@(24,19) #372@(26,17)\n  e3 (Rocket Soldier) x5: #375@(24,19) #379@(48,25) #380@(54,28) #382@(81,15) #386@(90,16)\n  harv (Ore Truck (harvester)) x4: #132@(100,29) #171@(102,21)50% #276@(97,15) #385@(98,9)\nVISIBLE ENEMY UNITS (3):\n  #381 1tnk@(20,16) 99%, #383 e1@(19,20) 100%, #384 e1@(19,20) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #151 proc@(19,18) 86%, #280 weap@(21,14) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Main force: 8 combat units (#361-364, #363, #375, #379-380) attacking toward enemy start (12,16). Harvester #171 at (97,16), 50% HP, returning to mine. Refinery #? construction at 92% in Building queue.", "raw": "{\"thoughts\":\"A refinery is ready to place, and our forward infantry are already near the damaged enemy refinery while enemy reinforcements remain at their war factory. I will reinforce the base economy and consolidate the assault to destroy the refinery and nearby defenders before the timer expires.\",\"notes\":\"Forward strike group: damaged #363 plus #361,#362,#364,#372,#375 around cells 23-26,19. Rockets #379-380 approaching from the southeast; #382-386 nearer home. Enemy tank #381 and two riflemen defend refinery #151, backed by war factory #280.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack\",\"units\":[361,362,363,364,372,375],\"target\":151},{\"do\":\"attack_move\",\"units\":[379,380,382,386],\"x\":20,\"y\":17},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2102, "completion_tokens": 465, "total_tokens": 2567, "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": 8.52, "thoughts": "A refinery is ready to place, and our forward infantry are already near the damaged enemy refinery while enemy reinforcements remain at their war factory. I will reinforce the base economy and consolidate the assault to destroy the refinery and nearby defenders before the timer expires.", "notes": "Forward strike group: damaged #363 plus #361,#362,#364,#372,#375 around cells 23-26,19. Rockets #379-380 approaching from the southeast; #382-386 nearer home. Enemy tank #381 and two riflemen defend refinery #151, backed by war factory #280.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack", "units": [361, 362, 363, 364, 372, 375], "target": 151}, {"do": "attack_move", "units": [379, 380, 382, 386], "x": 20, "y": 17}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "harvest", "unit": 171}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack: 6 units", "attack_move: 4 units", "train 5x e3: queued", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 24300, "deaths_cost": 18400, "units_killed": 119, "units_lost": 85, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 20150, "army_value": 2700, "income": 5500, "experience": 243, "order_count": 177}}
{"tick": 18601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 12:24 (tick 18601 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $11900, army $2000, killed $19500 (88 units, 2 bldgs), lost $24300 (119 units, 1 bldgs). Map explored 30.8%.\nPRODUCTION: Vehicle: 1tnk 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 61%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 71%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #381@(21,17)\n  e1 (Rifle Infantry) x2: #383@(19,20)* #384@(20,20)*\n  harv (Ore Truck (harvester)) x1: #131@(19,9)34%\nVISIBLE ENEMY UNITS (3):\n  #361 e1@(24,16) 100%, #362 e1@(24,16) 91%, #372 e1@(24,16) 36%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack: 2 units\n  - stance: 3 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy raiders at 23-26,17-19; tank #363 is 5%. War factories have light tanks queued and rally east. Enemy main base still likely 95,11.", "raw": "{\"thoughts\":\"Our production is fully committed despite zero cash, and the immediate enemy infantry near the war factories must be cleared. Keep the damaged harvester mining while the nearby tank and infantry eliminate the raiders.\",\"notes\":\"Enemy main base likely 95,11. Five light tanks are queued across vehicle production; infantry queue active. Clear enemy infantry at 24,16, then rally surviving force east.\",\"commands\":[{\"do\":\"attack\",\"units\":[381],\"target\":361},{\"do\":\"attack\",\"units\":[383,384],\"target\":362},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":367,\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":27,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1552, "completion_tokens": 302, "total_tokens": 1854, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1550, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0082533, "upstream_inference_prompt_cost": 0.0042669, "upstream_inference_completions_cost": 0.0039864}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Our production is fully committed despite zero cash, and the immediate enemy infantry near the war factories must be cleared. Keep the damaged harvester mining while the nearby tank and infantry eliminate the raiders.", "notes": "Enemy main base likely 95,11. Five light tanks are queued across vehicle production; infantry queue active. Clear enemy infantry at 24,16, then rally surviving force east.", "commands": [{"do": "attack", "units": [381], "target": 361}, {"do": "attack", "units": [383, 384], "target": 362}, {"do": "harvest", "unit": 131}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 30, "y": 16}, {"do": "rally", "building": 367, "x": 30, "y": 16}, {"do": "rally", "building": 133, "x": 27, "y": 18}], "feedback": ["attack: 1 units", "attack: 2 units", "stance: 3 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 19500, "deaths_cost": 24300, "units_killed": 88, "units_lost": 119, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11900, "army_value": 900, "income": 2800, "experience": 195, "order_count": 144}}
{"tick": 18601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:24 (tick 18601 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 england (Allies). 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 11000), power 293 made / 290 used, harvesters 5.\nSCORE: assets $21550, army $7000, killed $24300 (119 units, 1 bldgs), lost $19500 (88 units, 2 bldgs). Map explored 29.8%.\nPRODUCTION: Building: powr 32%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 64%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #361@(24,16) #362@(24,16)91% #372@(24,16)36%\n  e3 (Rocket Soldier) x4: #379@(38,25) #380@(46,24) #382@(73,19) #386@(80,14)\n  harv (Ore Truck (harvester)) x5: #132@(103,27) #171@(105,24)50% #276@(106,24) #385@(85,11) #388@(103,25)\nVISIBLE ENEMY UNITS (1):\n  #381 1tnk@(21,17) 99%\nVISIBLE ENEMY BUILDINGS (1):\n  #280 weap@(21,14) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 6 units\n  - attack_move: 4 units\n  - train 5x e3: queued\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Forward strike group: damaged #363 plus #361,#362,#364,#372,#375 around cells 23-26,19. Rockets #379-380 approaching from the southeast; #382-386 nearer home. Enemy tank #381 and two riflemen defend refinery #151, backed by war factory #280.", "raw": "{\"thoughts\":\"We have a decisive score lead, but the enemy war factory and lone light tank remain near their exposed base. Seven surviving combat units can overwhelm the local defense, so I am sending every rocket soldier and rifleman against that position.\",\"notes\":\"Enemy base at approximately (21,14-17); visible Light Tank #381 and War Factory #280. Seven combat units are converging to destroy the tank and factory. Economy has five harvesters and strong production queues; keep building infantry and tanks continuously.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":21,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2158, "completion_tokens": 378, "total_tokens": 2536, "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": 7.69, "thoughts": "We have a decisive score lead, but the enemy war factory and lone light tank remain near their exposed base. Seven surviving combat units can overwhelm the local defense, so I am sending every rocket soldier and rifleman against that position.", "notes": "Enemy base at approximately (21,14-17); visible Light Tank #381 and War Factory #280. Seven combat units are converging to destroy the tank and factory. Economy has five harvesters and strong production queues; keep building infantry and tanks continuously.", "commands": [{"do": "attack_move", "units": "all_army", "x": 21, "y": 16}], "feedback": ["attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 24300, "deaths_cost": 19500, "units_killed": 119, "units_lost": 88, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 21550, "army_value": 1600, "income": 5000, "experience": 243, "order_count": 186}}
{"tick": 18801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 12:32 (tick 18801 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $11900, army $2000, killed $19700 (90 units, 2 bldgs), lost $24300 (119 units, 1 bldgs). Map explored 30.8%.\nPRODUCTION: Vehicle: 1tnk 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 61%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #381@(21,17)92%\n  e1 (Rifle Infantry) x2: #383@(20,19)* #384@(21,20)*\n  harv (Ore Truck (harvester)) x1: #131@(18,20)35%\nVISIBLE ENEMY UNITS (1):\n  #361 e1@(24,16) 8%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack: 2 units\n  - stance: 3 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy main base likely 95,11. Five light tanks are queued across vehicle production; infantry queue active. Clear enemy infantry at 24,16, then rally surviving force east.", "raw": "{\"thoughts\":\"All production queues are active but the current field force is tiny. Eliminate the nearby wounded rifleman, keep the damaged ore truck mining, and stage all new units eastward toward the enemy approach.\",\"notes\":\"Enemy base remains likely at 95,11. Current units clear #361 then gather around 35,16; five light tanks and infantry are in production.\",\"commands\":[{\"do\":\"attack\",\"units\":[381,383,384],\"target\":361},{\"do\":\"stance\",\"units\":[381,383,384],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":280,\"x\":35,\"y\":16},{\"do\":\"rally\",\"building\":367,\"x\":35,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":35,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1527, "completion_tokens": 291, "total_tokens": 1818, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1525, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00803935, "upstream_inference_prompt_cost": 0.00419815, "upstream_inference_completions_cost": 0.0038412}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "All production queues are active but the current field force is tiny. Eliminate the nearby wounded rifleman, keep the damaged ore truck mining, and stage all new units eastward toward the enemy approach.", "notes": "Enemy base remains likely at 95,11. Current units clear #361 then gather around 35,16; five light tanks and infantry are in production.", "commands": [{"do": "attack", "units": [381, 383, 384], "target": 361}, {"do": "stance", "units": [381, 383, 384], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 280, "x": 35, "y": 16}, {"do": "rally", "building": 367, "x": 35, "y": 16}, {"do": "rally", "building": 133, "x": 35, "y": 16}], "feedback": ["attack: 3 units", "stance: 3 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 19700, "deaths_cost": 24300, "units_killed": 90, "units_lost": 119, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11900, "army_value": 900, "income": 2150, "experience": 197, "order_count": 144}}
{"tick": 18801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:32 (tick 18801 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 england (Allies). 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 11000), power 293 made / 290 used, harvesters 5.\nSCORE: assets $21350, army $6800, killed $24300 (119 units, 1 bldgs), lost $19700 (90 units, 2 bldgs). Map explored 29.8%.\nPRODUCTION: Building: powr 32%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 64%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #361@(24,16)8%\n  e3 (Rocket Soldier) x4: #379@(29,22) #380@(35,23) #382@(64,25) #386@(72,20)\n  harv (Ore Truck (harvester)) x5: #132@(94,18) #171@(105,27)50% #276@(106,26) #385@(74,18) #388@(105,28)\nVISIBLE ENEMY UNITS (1):\n  #381 1tnk@(21,17) 92%\nVISIBLE ENEMY BUILDINGS (1):\n  #280 weap@(21,14) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy base at approximately (21,14-17); visible Light Tank #381 and War Factory #280. Seven combat units are converging to destroy the tank and factory. Economy has five harvesters and strong production queues; keep building infantry and tanks continuously.", "raw": "{\"thoughts\":\"The enemy War Factory is exposed and lightly defended, while four Rocket Soldiers are positioned to the east/southeast. Send all nearby combat units to destroy it immediately; production is already heavily queued across multiple factories.\",\"notes\":\"Priority target: enemy War Factory #280 at (21,14), with Light Tank #381 nearby. All combat units ordered to attack the factory.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":280}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2079, "completion_tokens": 211, "total_tokens": 2290, "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": 5.93, "thoughts": "The enemy War Factory is exposed and lightly defended, while four Rocket Soldiers are positioned to the east/southeast. Send all nearby combat units to destroy it immediately; production is already heavily queued across multiple factories.", "notes": "Priority target: enemy War Factory #280 at (21,14), with Light Tank #381 nearby. All combat units ordered to attack the factory.", "commands": [{"do": "attack", "units": "all_army", "target": 280}], "feedback": ["attack: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 24300, "deaths_cost": 19700, "units_killed": 119, "units_lost": 90, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 21350, "army_value": 1400, "income": 4500, "experience": 243, "order_count": 186}}
{"tick": 19001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 12:40 (tick 19001 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 germany (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 $64 (storage 4000), power 200 made / 140 used, harvesters 1.\nSCORE: assets $12100, army $2200, killed $20100 (92 units, 2 bldgs), lost $24300 (119 units, 1 bldgs). Map explored 30.8%.\nPRODUCTION: Vehicle: 1tnk 76%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #381@(22,18)92%\n  e1 (Rifle Infantry) x4: #383@(21,19)* #384@(21,19)* #390@(17,18) #391@(15,21)\n  harv (Ore Truck (harvester)) x1: #131@(16,25)37%\nVISIBLE ENEMY UNITS (1):\n  #380 e3@(26,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - stance: 3 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains likely at 95,11. Current units clear #361 then gather around 35,16; five light tanks and infantry are in production.", "raw": "{\"thoughts\":\"Cash is fully committed to five Light Tanks, so preserve the existing force while it clears the nearby rocket soldier and then push toward the likely enemy base. Rally all new armor and infantry eastward for a continuous attack stream.\",\"notes\":\"Enemy base still likely 95,11. Existing small force clears enemy e3 at 26,18 then attacks east; five 1tnk are queued across vehicle production.\",\"commands\":[{\"do\":\"attack\",\"units\":[381,383,384,390,391],\"target\":380},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":35,\"y\":16},{\"do\":\"rally\",\"building\":367,\"x\":35,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":35,\"y\":16},{\"do\":\"attack_move\",\"units\":[381,383,384,390,391],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1513, "completion_tokens": 330, "total_tokens": 1843, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1511, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00851565, "upstream_inference_prompt_cost": 0.00415965, "upstream_inference_completions_cost": 0.004356}, "completion_tokens_details": {"reasoning_tokens": 122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.96, "thoughts": "Cash is fully committed to five Light Tanks, so preserve the existing force while it clears the nearby rocket soldier and then push toward the likely enemy base. Rally all new armor and infantry eastward for a continuous attack stream.", "notes": "Enemy base still likely 95,11. Existing small force clears enemy e3 at 26,18 then attacks east; five 1tnk are queued across vehicle production.", "commands": [{"do": "attack", "units": [381, 383, 384, 390, 391], "target": 380}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 35, "y": 16}, {"do": "rally", "building": 367, "x": 35, "y": 16}, {"do": "rally", "building": 133, "x": 35, "y": 16}, {"do": "attack_move", "units": [381, 383, 384, 390, 391], "x": 95, "y": 11}], "feedback": ["attack: 5 units", "stance: 5 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 20100, "deaths_cost": 24300, "units_killed": 92, "units_lost": 119, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 12100, "army_value": 1100, "income": 2550, "experience": 201, "order_count": 144}}
{"tick": 19001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:40 (tick 19001 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 england (Allies). 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 11000), power 293 made / 290 used, harvesters 5.\nSCORE: assets $21250, army $6700, killed $24300 (119 units, 1 bldgs), lost $20100 (92 units, 2 bldgs). Map explored 29.8%.\nPRODUCTION: Building: powr 80%; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 45%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 35%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #380@(26,18) #382@(55,28) #386@(65,24) #389@(84,16)\n  harv (Ore Truck (harvester)) x5: #132@(99,23) #171@(105,26)50% #276@(97,17) #385@(63,26) #388@(96,20)\nVISIBLE ENEMY UNITS (1):\n  #381 1tnk@(22,18) 92%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\nYOUR NOTES FROM LAST TURN: Priority target: enemy War Factory #280 at (21,14), with Light Tank #381 nearby. All combat units ordered to attack the factory.", "raw": "{\"thoughts\":\"With roughly 80 seconds remaining, the four Rocket Soldiers should converge on the exposed enemy tank and enemy base rather than continue fighting separately. No cash is available, so production cannot be expanded this turn.\",\"notes\":\"Priority enemy area: (21,14), with hostile Light Tank #381 at (22,18). Rockets #380/#382/#386/#389 are converging; five harvesters remain active.\",\"commands\":[{\"do\":\"attack\",\"units\":[380],\"target\":381},{\"do\":\"attack_move\",\"units\":[382,386,389],\"x\":21,\"y\":14},{\"do\":\"rally\",\"building\":313,\"x\":21,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":21,\"y\":14},{\"do\":\"rally\",\"building\":144,\"x\":21,\"y\":14},{\"do\":\"rally\",\"building\":193,\"x\":21,\"y\":14},{\"do\":\"rally\",\"building\":323,\"x\":21,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2021, "completion_tokens": 438, "total_tokens": 2459, "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": 8.44, "thoughts": "With roughly 80 seconds remaining, the four Rocket Soldiers should converge on the exposed enemy tank and enemy base rather than continue fighting separately. No cash is available, so production cannot be expanded this turn.", "notes": "Priority enemy area: (21,14), with hostile Light Tank #381 at (22,18). Rockets #380/#382/#386/#389 are converging; five harvesters remain active.", "commands": [{"do": "attack", "units": [380], "target": 381}, {"do": "attack_move", "units": [382, 386, 389], "x": 21, "y": 14}, {"do": "rally", "building": 313, "x": 21, "y": 14}, {"do": "rally", "building": 134, "x": 21, "y": 14}, {"do": "rally", "building": 144, "x": 21, "y": 14}, {"do": "rally", "building": 193, "x": 21, "y": 14}, {"do": "rally", "building": 323, "x": 21, "y": 14}], "feedback": ["attack: 1 units", "attack_move: 3 units", "rally #313: ordered", "rally #134: ordered", "rally #144: ordered", "rally #193: ordered", "rally #323: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 24300, "deaths_cost": 20100, "units_killed": 119, "units_lost": 92, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 21250, "army_value": 1300, "income": 4500, "experience": 243, "order_count": 186}}
{"tick": 19201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 12:48 (tick 19201 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $12100, army $2200, killed $20400 (93 units, 2 bldgs), lost $24300 (119 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 86%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #381@(41,24)70%\n  e1 (Rifle Infantry) x4: #383@(28,25) #384@(28,25) #390@(24,24) #391@(24,24)\n  harv (Ore Truck (harvester)) x1: #131@(11,31)38%\nVISIBLE ENEMY UNITS (1):\n  #382 e3@(46,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - stance: 5 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy base still likely 95,11. Existing small force clears enemy e3 at 26,18 then attacks east; five 1tnk are queued across vehicle production.", "raw": "{\"thoughts\":\"Time is short, so the priority is to keep pressure toward the likely enemy base while the five Light Tanks complete. The visible rocket soldier must be eliminated and the damaged harvester should continue mining for the queued armor.\",\"notes\":\"Enemy base remains likely at 95,11. Current forward force is tank #381 plus four rifles; five Light Tanks queued across factories. Push east/northeast immediately.\",\"commands\":[{\"do\":\"attack\",\"units\":[381,383,384,390,391],\"target\":382},{\"do\":\"stance\",\"units\":[381,383,384,390,391],\"stance\":\"attack_anything\"},{\"do\":\"attack_move\",\"units\":[381,383,384,390,391],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":280,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":367,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":22},{\"do\":\"repair\",\"building\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1524, "completion_tokens": 329, "total_tokens": 1853, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1522, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0085327, "upstream_inference_prompt_cost": 0.0041899, "upstream_inference_completions_cost": 0.0043428}, "completion_tokens_details": {"reasoning_tokens": 100, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.82, "thoughts": "Time is short, so the priority is to keep pressure toward the likely enemy base while the five Light Tanks complete. The visible rocket soldier must be eliminated and the damaged harvester should continue mining for the queued armor.", "notes": "Enemy base remains likely at 95,11. Current forward force is tank #381 plus four rifles; five Light Tanks queued across factories. Push east/northeast immediately.", "commands": [{"do": "attack", "units": [381, 383, 384, 390, 391], "target": 382}, {"do": "stance", "units": [381, 383, 384, 390, 391], "stance": "attack_anything"}, {"do": "attack_move", "units": [381, 383, 384, 390, 391], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 280, "x": 70, "y": 18}, {"do": "rally", "building": 367, "x": 70, "y": 18}, {"do": "rally", "building": 133, "x": 45, "y": 22}, {"do": "repair", "building": 151}], "feedback": ["attack: 5 units", "stance: 5 units", "attack_move: 5 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered", "repair #151: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 20400, "deaths_cost": 24300, "units_killed": 93, "units_lost": 119, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 12100, "army_value": 1100, "income": 2550, "experience": 204, "order_count": 144}}
{"tick": 19201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:48 (tick 19201 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 england (Allies). 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 $402 (storage 11000), power 293 made / 290 used, harvesters 5.\nSCORE: assets $21250, army $6700, killed $24300 (119 units, 1 bldgs), lost $20400 (93 units, 2 bldgs). Map explored 29.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 76%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 42%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #382@(46,24) #386@(58,28) #389@(76,17) #392@(88,16)\n  harv (Ore Truck (harvester)) x5: #132@(105,29) #171@(97,16)50% #276@(101,19) #385@(51,29) #388@(97,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 3 units\n  - rally #313: ordered\n  - rally #134: ordered\n  - rally #144: ordered\n  - rally #193: ordered\n  - rally #323: ordered\nYOUR NOTES FROM LAST TURN: Priority enemy area: (21,14), with hostile Light Tank #381 at (22,18). Rockets #380/#382/#386/#389 are converging; five harvesters remain active.", "raw": "{\"thoughts\":\"The enemy base is likely near (12,16), and the four rocket soldiers are the only available combat force. Place the ready power plant, send the rockets toward the enemy base, and bring the damaged harvester home for protection and repair.\",\"notes\":\"Power plant ready to place near the base. Rockets #382, #386, #389, and #392 are advancing toward (12,16). Harvester #171 is damaged at (97,16) and should retreat to the base. No enemy units or buildings are currently visible.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[382,386,389,392],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[171],\"x\":95,\"y\":15}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2062, "completion_tokens": 362, "total_tokens": 2424, "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": 10.52, "thoughts": "The enemy base is likely near (12,16), and the four rocket soldiers are the only available combat force. Place the ready power plant, send the rockets toward the enemy base, and bring the damaged harvester home for protection and repair.", "notes": "Power plant ready to place near the base. Rockets #382, #386, #389, and #392 are advancing toward (12,16). Harvester #171 is damaged at (97,16) and should retreat to the base. No enemy units or buildings are currently visible.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [382, 386, 389, 392], "x": 12, "y": 16}, {"do": "move", "units": [171], "x": 95, "y": 15}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 4 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 24300, "deaths_cost": 20400, "units_killed": 119, "units_lost": 93, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 21250, "army_value": 1300, "income": 5500, "experience": 243, "order_count": 186}}
{"tick": 19401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 12:56 (tick 19401 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 germany (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 / 140 used, harvesters 1.\nSCORE: assets $11400, army $1500, killed $20400 (93 units, 2 bldgs), lost $25000 (120 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 86%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #383@(37,24) #384@(37,24) #390@(34,24) #391@(33,24)\n  harv (Ore Truck (harvester)) x1: #131@(15,24)39%\nVISIBLE ENEMY UNITS (1):\n  #385 harv@(38,22) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - stance: 5 units\n  - attack_move: 5 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\n  - repair #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains likely at 95,11. Current forward force is tank #381 plus four rifles; five Light Tanks queued across factories. Push east/northeast immediately.", "raw": "{\"thoughts\":\"Our armor has been lost or is not visible, while five Light Tanks are already queued. The rifle squad should eliminate the exposed enemy harvester and continue scouting northeast toward the likely enemy base as new tanks rally forward.\",\"notes\":\"Enemy harvester #385 is at 38,22; enemy base still likely 95,11. Five Light Tanks remain queued. Refinery #151 is being repaired; send all new forces toward 55,18.\",\"commands\":[{\"do\":\"attack\",\"units\":[383,384,390,391],\"target\":385},{\"do\":\"stance\",\"units\":[383,384,390,391],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":280,\"x\":55,\"y\":18},{\"do\":\"rally\",\"building\":367,\"x\":55,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"repair\",\"building\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1510, "completion_tokens": 368, "total_tokens": 1878, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1508, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009009, "upstream_inference_prompt_cost": 0.0041514, "upstream_inference_completions_cost": 0.0048576}, "completion_tokens_details": {"reasoning_tokens": 145, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.71, "thoughts": "Our armor has been lost or is not visible, while five Light Tanks are already queued. The rifle squad should eliminate the exposed enemy harvester and continue scouting northeast toward the likely enemy base as new tanks rally forward.", "notes": "Enemy harvester #385 is at 38,22; enemy base still likely 95,11. Five Light Tanks remain queued. Refinery #151 is being repaired; send all new forces toward 55,18.", "commands": [{"do": "attack", "units": [383, 384, 390, 391], "target": 385}, {"do": "stance", "units": [383, 384, 390, 391], "stance": "attack_anything"}, {"do": "rally", "building": 280, "x": 55, "y": 18}, {"do": "rally", "building": 367, "x": 55, "y": 18}, {"do": "rally", "building": 133, "x": 45, "y": 20}, {"do": "train", "item": "e1", "count": 5}, {"do": "harvest", "unit": 131}, {"do": "repair", "building": 151}], "feedback": ["attack: 4 units", "stance: 4 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered", "train 5x e1: queued", "repair #151: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 20400, "deaths_cost": 25000, "units_killed": 93, "units_lost": 120, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11400, "army_value": 400, "income": 2050, "experience": 204, "order_count": 144}}
{"tick": 19401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:56 (tick 19401 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 england (Allies). 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 11000), power 393 made / 290 used, harvesters 5.\nSCORE: assets $21850, army $7000, killed $25000 (120 units, 1 bldgs), lost $20400 (93 units, 2 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 5%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 93%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%, #393 powr@(91,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #382@(45,23)20% #386@(48,25) #389@(68,24) #392@(79,14) #394@(84,16)\n  harv (Ore Truck (harvester)) x5: #132@(104,22) #171@(95,16)50%* #276@(106,26) #385@(38,22) #388@(105,27)\nVISIBLE ENEMY UNITS (3):\n  #383 e1@(37,24) 100%, #384 e1@(37,24) 100%, #390 e1@(34,24) 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: 4 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Power plant ready to place near the base. Rockets #382, #386, #389, and #392 are advancing toward (12,16). Harvester #171 is damaged at (97,16) and should retreat to the base. No enemy units or buildings are currently visible.", "raw": "{\"thoughts\":\"The power plant is ready and should be placed, while the five rocket squads continue their advance. The damaged harvester will retreat to safety, and the rockets will consolidate on the enemy infantry while moving toward the likely enemy base.\",\"notes\":\"Power plant ready to place. Rockets #382/#386/#389/#392/#394 are grouped around the western approach and are pushing toward (12,16). Harvester #171 is retreating to base; enemy rifle infantry is visible near (34-37,24).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"attack_move\",\"units\":[382,386,389,392,394],\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2100, "completion_tokens": 252, "total_tokens": 2352, "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 power plant is ready and should be placed, while the five rocket squads continue their advance. The damaged harvester will retreat to safety, and the rockets will consolidate on the enemy infantry while moving toward the likely enemy base.", "notes": "Power plant ready to place. Rockets #382/#386/#389/#392/#394 are grouped around the western approach and are pushing toward (12,16). Harvester #171 is retreating to base; enemy rifle infantry is visible near (34-37,24).", "commands": [{"do": "place", "item": "powr"}, {"do": "harvest", "unit": 171}, {"do": "attack_move", "units": [382, 386, 389, 392, 394], "x": 12, "y": 16}], "feedback": ["place powr: nothing READY TO PLACE with that type", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 25000, "deaths_cost": 20400, "units_killed": 120, "units_lost": 93, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 21850, "army_value": 1600, "income": 5500, "experience": 250, "order_count": 187}}
{"tick": 19601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 13:04 (tick 19601 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 germany (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 $315 (storage 4000), power 200 made / 140 used, harvesters 1.\nSCORE: assets $12100, army $2200, killed $20400 (93 units, 2 bldgs), lost $25000 (120 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 81%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #398@(11,13)\n  e1 (Rifle Infantry) x4: #383@(30,23) #384@(30,23) #390@(29,23) #391@(29,24)\n  harv (Ore Truck (harvester)) x1: #131@(16,18)41%\nVISIBLE ENEMY UNITS (1):\n  #385 harv@(24,20) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - stance: 4 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\n  - train 5x e1: queued\n  - repair #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy harvester #385 is at 38,22; enemy base still likely 95,11. Five Light Tanks remain queued. Refinery #151 is being repaired; send all new forces toward 55,18.", "raw": "{\"thoughts\":\"Our economy is constrained but production queues are already committed. Kill the exposed enemy harvester, keep our damaged ore truck mining, and push the light tank scouting east toward the enemy start while new units rally forward.\",\"notes\":\"Enemy harvester visible at 24,20; enemy base likely 95,11. Refinery #151 repairing. Tank and infantry production queued; rally remains 55,18.\",\"commands\":[{\"do\":\"attack\",\"units\":[398,383,384,390,391],\"target\":385},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[398],\"x\":55,\"y\":18},{\"do\":\"rally\",\"building\":280,\"x\":55,\"y\":18},{\"do\":\"rally\",\"building\":367,\"x\":55,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1567, "completion_tokens": 316, "total_tokens": 1883, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1565, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00847935, "upstream_inference_prompt_cost": 0.00430815, "upstream_inference_completions_cost": 0.0041712}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.86, "thoughts": "Our economy is constrained but production queues are already committed. Kill the exposed enemy harvester, keep our damaged ore truck mining, and push the light tank scouting east toward the enemy start while new units rally forward.", "notes": "Enemy harvester visible at 24,20; enemy base likely 95,11. Refinery #151 repairing. Tank and infantry production queued; rally remains 55,18.", "commands": [{"do": "attack", "units": [398, 383, 384, 390, 391], "target": 385}, {"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [398], "x": 55, "y": 18}, {"do": "rally", "building": 280, "x": 55, "y": 18}, {"do": "rally", "building": 367, "x": 55, "y": 18}, {"do": "rally", "building": 133, "x": 55, "y": 18}], "feedback": ["attack: 5 units", "attack_move: 1 units", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 20400, "deaths_cost": 25000, "units_killed": 93, "units_lost": 120, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 12100, "army_value": 1100, "income": 2050, "experience": 204, "order_count": 149}}
{"tick": 19601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 13:04 (tick 19601 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 england (Allies). 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 11000), power 393 made / 290 used, harvesters 5.\nSCORE: assets $22550, army $7700, killed $25000 (120 units, 1 bldgs), lost $20400 (93 units, 2 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 12%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 13%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 72%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%, #393 powr@(91,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #397@(96,9)\n  e3 (Rocket Soldier) x5: #382@(38,16)20% #386@(41,19) #389@(59,28) #392@(71,21) #394@(76,17)\n  harv (Ore Truck (harvester)) x5: #132@(98,16) #171@(97,15)50% #276@(103,25) #385@(24,20)95% #388@(104,26)\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: 5 units\nYOUR NOTES FROM LAST TURN: Power plant ready to place. Rockets #382/#386/#389/#392/#394 are grouped around the western approach and are pushing toward (12,16). Harvester #171 is retreating to base; enemy rifle infantry is visible near (34-37,24).", "raw": "{\"thoughts\":\"The newly completed power plant still needs placement, while the five rocket soldiers are spread across the western approach with no enemy currently visible. I will place the power plant, regroup the rockets for a continued push toward the likely enemy base, and return the damaged harvesters to mining.\",\"notes\":\"Power plant placement is pending completion. Rockets #382/#386/#389/#392/#394 are advancing toward (12,16); keep the lone light tank home for defense. Harvester #171 is damaged near the base and should resume harvesting; #385 is also lightly damaged in the west.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[382,386,389,392,394],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":385},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2061, "completion_tokens": 437, "total_tokens": 2498, "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": 8.32, "thoughts": "The newly completed power plant still needs placement, while the five rocket soldiers are spread across the western approach with no enemy currently visible. I will place the power plant, regroup the rockets for a continued push toward the likely enemy base, and return the damaged harvesters to mining.", "notes": "Power plant placement is pending completion. Rockets #382/#386/#389/#392/#394 are advancing toward (12,16); keep the lone light tank home for defense. Harvester #171 is damaged near the base and should resume harvesting; #385 is also lightly damaged in the west.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [382, 386, 389, 392, 394], "x": 12, "y": 16}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 385}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["place powr: nothing READY TO PLACE with that type", "attack_move: 5 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 25000, "deaths_cost": 20400, "units_killed": 120, "units_lost": 93, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 22550, "army_value": 2300, "income": 5500, "experience": 250, "order_count": 187}}
{"tick": 19801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 13:12 (tick 19801 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 germany (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 200 made / 140 used, harvesters 1.\nSCORE: assets $12300, army $2400, killed $20400 (93 units, 2 bldgs), lost $25000 (120 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 26%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 13%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 97%, #367 weap@(11,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #398@(31,20)\n  e1 (Rifle Infantry) x6: #383@(27,24) #384@(27,24) #390@(27,24) #391@(27,24) #399@(21,22) #400@(19,20)\n  harv (Ore Truck (harvester)) x1: #131@(20,6)42%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack_move: 1 units\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy harvester visible at 24,20; enemy base likely 95,11. Refinery #151 repairing. Tank and infantry production queued; rally remains 55,18.", "raw": "{\"thoughts\":\"All available combat units should push toward the likely enemy base while production remains queued. The damaged harvester needs to resume mining, and the weakened refinery should be repaired if resources permit.\",\"notes\":\"Army pushing from 20-31,20 toward likely enemy base at 95,11; harvester #131 sent to mine. Keep vehicle/infantry queues active and rally east.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"repair\",\"building\":151},{\"do\":\"rally\",\"building\":280,\"x\":55,\"y\":18},{\"do\":\"rally\",\"building\":367,\"x\":55,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1531, "completion_tokens": 257, "total_tokens": 1788, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1529, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00760155, "upstream_inference_prompt_cost": 0.00420915, "upstream_inference_completions_cost": 0.0033924}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "All available combat units should push toward the likely enemy base while production remains queued. The damaged harvester needs to resume mining, and the weakened refinery should be repaired if resources permit.", "notes": "Army pushing from 20-31,20 toward likely enemy base at 95,11; harvester #131 sent to mine. Keep vehicle/infantry queues active and rally east.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "repair", "building": 151}, {"do": "rally", "building": 280, "x": 55, "y": 18}, {"do": "rally", "building": 367, "x": 55, "y": 18}, {"do": "rally", "building": 133, "x": 55, "y": 18}], "feedback": ["attack_move: 7 units", "repair #151: ordered", "rally #280: ordered", "rally #367: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 20400, "deaths_cost": 25000, "units_killed": 93, "units_lost": 120, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 12300, "army_value": 1300, "income": 2050, "experience": 204, "order_count": 149}}
{"tick": 19801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 13:12 (tick 19801 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 england (Allies). 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 11000), power 393 made / 290 used, harvesters 5.\nSCORE: assets $22850, army $8000, killed $25000 (120 units, 1 bldgs), lost $20400 (93 units, 2 bldgs). Map explored 29.9%.\nPRODUCTION: Building: weap 19%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 43%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%, #393 powr@(91,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #397@(75,15)\n  e3 (Rocket Soldier) x6: #382@(28,14)20% #386@(32,14) #389@(49,28) #392@(62,27) #394@(68,24) #401@(85,16)\n  harv (Ore Truck (harvester)) x5: #132@(99,21) #171@(105,24)50% #276@(105,27) #385@(31,27)91% #388@(106,27)\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: 5 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Power plant placement is pending completion. Rockets #382/#386/#389/#392/#394 are advancing toward (12,16); keep the lone light tank home for defense. Harvester #171 is damaged near the base and should resume harvesting; #385 is also lightly damaged in the west.", "raw": "{\"thoughts\":\"Five rockets are already advancing on the likely enemy base while no enemy units are visible. Keep the sixth rocket and lone tank home as defense, resume the two damaged harvesters, and repair the damaged barracks.\",\"notes\":\"Main strike group: #382/#386/#389/#392/#394 moving toward (12,16). Home defense: #397 and #401. Damaged harvesters #171 and #385 should resume mining; barracks #323 needs repair.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[382,386,389,392,394],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[397],\"x\":85,\"y\":18},{\"do\":\"stance\",\"units\":[397,401],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":385},{\"do\":\"repair\",\"building\":323}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2112, "completion_tokens": 530, "total_tokens": 2642, "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": 14.94, "thoughts": "Five rockets are already advancing on the likely enemy base while no enemy units are visible. Keep the sixth rocket and lone tank home as defense, resume the two damaged harvesters, and repair the damaged barracks.", "notes": "Main strike group: #382/#386/#389/#392/#394 moving toward (12,16). Home defense: #397 and #401. Damaged harvesters #171 and #385 should resume mining; barracks #323 needs repair.", "commands": [{"do": "attack_move", "units": [382, 386, 389, 392, 394], "x": 12, "y": 16}, {"do": "move", "units": [397], "x": 85, "y": 18}, {"do": "stance", "units": [397, 401], "stance": "defend"}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 385}, {"do": "repair", "building": 323}], "feedback": ["attack_move: 5 units", "move: 1 units", "stance: 2 units", "repair #323: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 25000, "deaths_cost": 20400, "units_killed": 120, "units_lost": 93, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 22850, "army_value": 2600, "income": 5500, "experience": 250, "order_count": 192}}
{"tick": 20001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 13:20 (tick 20001 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 germany (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 200 made / 140 used, harvesters 1.\nSCORE: assets $12300, army $2400, killed $20400 (93 units, 2 bldgs), lost $25000 (120 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 26%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 13%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 86%, #367 weap@(11,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #398@(42,24)56%\n  e1 (Rifle Infantry) x6: #383@(31,26) #384@(30,26) #390@(31,26) #391@(31,24) #399@(31,24) #400@(28,24)\n  harv (Ore Truck (harvester)) x1: #131@(22,6)43%\nVISIBLE ENEMY UNITS (3):\n  #382 e3@(25,15) 20%, #386 e3@(25,15) 100%, #389 e3@(45,25) 46%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - repair #151: ordered\n  - rally #280: ordered\n  - rally #367: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Army pushing from 20-31,20 toward likely enemy base at 95,11; harvester #131 sent to mine. Keep vehicle/infantry queues active and rally east.", "raw": "{\"thoughts\":\"All production queues are active despite no cash, and the remaining force must press east immediately before the time limit. Focus the visible rocket soldiers while advancing toward the enemy start position.\",\"notes\":\"Enemy base still unscouted, likely at 95,11. Army is around 28-42,24 pushing east; factories and barracks rallied east.\",\"commands\":[{\"do\":\"attack\",\"units\":[398,383,384,390,391,399,400],\"target\":389},{\"do\":\"attack_move\",\"units\":[398,383,384,390,391,399,400],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[398,383,384,390,391,399,400],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1568, "completion_tokens": 272, "total_tokens": 1840, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1566, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079013, "upstream_inference_prompt_cost": 0.0043109, "upstream_inference_completions_cost": 0.0035904}, "completion_tokens_details": {"reasoning_tokens": 100, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "All production queues are active despite no cash, and the remaining force must press east immediately before the time limit. Focus the visible rocket soldiers while advancing toward the enemy start position.", "notes": "Enemy base still unscouted, likely at 95,11. Army is around 28-42,24 pushing east; factories and barracks rallied east.", "commands": [{"do": "attack", "units": [398, 383, 384, 390, 391, 399, 400], "target": 389}, {"do": "attack_move", "units": [398, 383, 384, 390, 391, 399, 400], "x": 95, "y": 11}, {"do": "stance", "units": [398, 383, 384, 390, 391, 399, 400], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}], "feedback": ["attack: 7 units", "attack_move: 7 units", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 20400, "deaths_cost": 25000, "units_killed": 93, "units_lost": 120, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 12300, "army_value": 1300, "income": 1550, "experience": 204, "order_count": 149}}
{"tick": 20001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 13:20 (tick 20001 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 england (Allies). 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 11000), power 393 made / 290 used, harvesters 5.\nSCORE: assets $22850, army $8000, killed $25000 (120 units, 1 bldgs), lost $20400 (93 units, 2 bldgs). Map explored 30.2%.\nPRODUCTION: Building: weap 19%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 43%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%, #393 powr@(91,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #397@(85,18)*\n  e3 (Rocket Soldier) x6: #382@(25,15)20% #386@(25,15) #389@(45,25)46% #392@(53,27) #394@(59,28) #401@(77,16)\n  harv (Ore Truck (harvester)) x5: #132@(105,27) #171@(105,25)50% #276@(104,22) #385@(35,28)87% #388@(99,18)\nVISIBLE ENEMY UNITS (1):\n  #398 1tnk@(42,24) 56%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 1 units\n  - stance: 2 units\n  - repair #323: ordered\nYOUR NOTES FROM LAST TURN: Main strike group: #382/#386/#389/#392/#394 moving toward (12,16). Home defense: #397 and #401. Damaged harvesters #171 and #385 should resume mining; barracks #323 needs repair.", "raw": "{\"thoughts\":\"The main rocket group is advancing toward the likely enemy base at (12,16), while the remaining Light Tank and Rocket Soldier should protect the home base. With no cash, prioritize continued attacks and resume mining with the damaged harvesters; production queues are already active.\",\"notes\":\"Main strike group #382/#386/#389/#392/#394 is moving toward (12,16). Home defense: #397 and #401. Resume harvesters #171 and #385; barracks #323 is under repair. Enemy visible Light Tank #398 is near (42,24).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[382,386,389,392,394],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":385},{\"do\":\"stance\",\"units\":[397,401],\"stance\":\"defend\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2114, "completion_tokens": 279, "total_tokens": 2393, "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": 9.18, "thoughts": "The main rocket group is advancing toward the likely enemy base at (12,16), while the remaining Light Tank and Rocket Soldier should protect the home base. With no cash, prioritize continued attacks and resume mining with the damaged harvesters; production queues are already active.", "notes": "Main strike group #382/#386/#389/#392/#394 is moving toward (12,16). Home defense: #397 and #401. Resume harvesters #171 and #385; barracks #323 is under repair. Enemy visible Light Tank #398 is near (42,24).", "commands": [{"do": "attack_move", "units": [382, 386, 389, 392, 394], "x": 12, "y": 16}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 385}, {"do": "stance", "units": [397, 401], "stance": "defend"}], "feedback": ["attack_move: 5 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 25000, "deaths_cost": 20400, "units_killed": 120, "units_lost": 93, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 22850, "army_value": 2600, "income": 5500, "experience": 250, "order_count": 192}}
{"tick": 20201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 13:28 (tick 20201 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 germany (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 200 made / 140 used, harvesters 1.\nSCORE: assets $11600, army $1700, killed $20700 (94 units, 2 bldgs), lost $25700 (121 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 26%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 13%; 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 66%, #367 weap@(11,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #383@(41,24) #384@(41,24) #390@(40,24) #391@(41,24) #399@(42,24) #400@(39,24)\n  harv (Ore Truck (harvester)) x1: #131@(21,17)43%\nVISIBLE ENEMY UNITS (3):\n  #382 e3@(25,15) 20%, #386 e3@(25,15) 100%, #392 e3@(43,27) 10%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 7 units\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Enemy base still unscouted, likely at 95,11. Army is around 28-42,24 pushing east; factories and barracks rallied east.", "raw": "{\"thoughts\":\"Our remaining infantry are advancing east and production is already heavily queued. Keep pressure toward the likely Soviet start while the damaged harvester returns to ore and all available queues continue producing.\",\"notes\":\"Army infantry at 39-42,24 pushing northeast toward enemy start 95,11; enemy rocket soldiers spotted near 25,15 and 43,27. Queue light tanks and infantry continuously; repair refinery/factory when income resumes.\",\"commands\":[{\"do\":\"attack\",\"units\":[383,384,390,391,399,400],\"target\":392},{\"do\":\"attack_move\",\"units\":[383,384,390,391,399,400],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":8},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":280,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":367,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1526, "completion_tokens": 372, "total_tokens": 1898, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1524, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0091058, "upstream_inference_prompt_cost": 0.0041954, "upstream_inference_completions_cost": 0.0049104}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.92, "thoughts": "Our remaining infantry are advancing east and production is already heavily queued. Keep pressure toward the likely Soviet start while the damaged harvester returns to ore and all available queues continue producing.", "notes": "Army infantry at 39-42,24 pushing northeast toward enemy start 95,11; enemy rocket soldiers spotted near 25,15 and 43,27. Queue light tanks and infantry continuously; repair refinery/factory when income resumes.", "commands": [{"do": "attack", "units": [383, 384, 390, 391, 399, 400], "target": 392}, {"do": "attack_move", "units": [383, 384, 390, 391, 399, 400], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "1tnk", "count": 4}, {"do": "train", "item": "e1", "count": 8}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 133, "x": 70, "y": 18}, {"do": "rally", "building": 280, "x": 70, "y": 18}, {"do": "rally", "building": 367, "x": 70, "y": 18}], "feedback": ["attack: 6 units", "attack_move: 6 units", "train 4x 1tnk: queued", "train 8x e1: queued", "train 3x e3: queued", "rally #133: ordered", "rally #280: ordered", "rally #367: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 20700, "deaths_cost": 25700, "units_killed": 94, "units_lost": 121, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11600, "army_value": 600, "income": 1550, "experience": 207, "order_count": 149}}
{"tick": 20201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 13:28 (tick 20201 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 england (Allies). 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 11000), power 393 made / 290 used, harvesters 5.\nSCORE: assets $22850, army $8000, killed $25700 (121 units, 1 bldgs), lost $20700 (94 units, 2 bldgs). Map explored 30.3%.\nPRODUCTION: Building: weap 26%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 54%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 14%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%, #393 powr@(91,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #397@(85,18)*\n  e3 (Rocket Soldier) x6: #382@(25,15)20% #386@(25,15) #392@(43,27)10% #394@(49,28) #401@(69,24) #402@(89,16)\n  harv (Ore Truck (harvester)) x5: #132@(109,26) #171@(105,26)50% #276@(98,16) #385@(47,28)87% #388@(97,16)\nVISIBLE ENEMY UNITS (4):\n  #383 e1@(41,24) 100%, #384 e1@(41,24) 100%, #391 e1@(41,24) 99%, #399 e1@(42,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Main strike group #382/#386/#389/#392/#394 is moving toward (12,16). Home defense: #397 and #401. Resume harvesters #171 and #385; barracks #323 is under repair. Enemy visible Light Tank #398 is near (42,24).", "raw": "{\"thoughts\":\"No cash is available, so existing tank and rocket queues should continue. The dispersed rocket squad can consolidate and push toward the likely enemy base while the light tank and nearby rocket cover the approach.\",\"notes\":\"Main strike: #382, #386, #392, #394, #401 attack-moving toward (12,16). #397 remains home defender. Recall exposed harvesters #132, #171, and #385; #276/#388 are already near refineries.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":385}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2135, "completion_tokens": 452, "total_tokens": 2587, "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": 10.67, "thoughts": "No cash is available, so existing tank and rocket queues should continue. The dispersed rocket squad can consolidate and push toward the likely enemy base while the light tank and nearby rocket cover the approach.", "notes": "Main strike: #382, #386, #392, #394, #401 attack-moving toward (12,16). #397 remains home defender. Recall exposed harvesters #132, #171, and #385; #276/#388 are already near refineries.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 385}], "feedback": ["attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 25700, "deaths_cost": 20700, "units_killed": 121, "units_lost": 94, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 22850, "army_value": 2600, "income": 5500, "experience": 257, "order_count": 192}}
{"tick": 20401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 13:36 (tick 20401 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 germany (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 $20 (storage 4000), power 200 made / 140 used, harvesters 1.\nSCORE: assets $11700, army $1800, killed $21300 (96 units, 2 bldgs), lost $25700 (121 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 66%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 39%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 43%, #367 weap@(11,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #383@(51,26) #384@(51,26) #390@(50,26) #391@(51,26) #399@(52,27) #400@(49,26) #403@(17,21)\n  harv (Ore Truck (harvester)) x1: #131@(24,20)43%\nVISIBLE ENEMY UNITS (2):\n  #382 e3@(25,15) 20%, #386 e3@(25,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 6 units\n  - train 4x 1tnk: queued\n  - train 8x e1: queued\n  - train 3x e3: queued\n  - rally #133: ordered\n  - rally #280: ordered\n  - rally #367: ordered\nYOUR NOTES FROM LAST TURN: Army infantry at 39-42,24 pushing northeast toward enemy start 95,11; enemy rocket soldiers spotted near 25,15 and 43,27. Queue light tanks and infantry continuously; repair refinery/factory when income resumes.", "raw": "{\"thoughts\":\"Our forward infantry should keep pushing toward the likely enemy base while the lone nearby rifle clears the enemy rockets threatening our core. Production queues are already saturated; the damaged harvester must keep mining to fund them.\",\"notes\":\"Main infantry group #383 #384 #390 #391 #399 #400 advancing northeast toward enemy start. #403 clears rockets at 25,15. Harvester #131 resumes mining; enemy base still unscouted.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[383,384,390,391,399,400],\"x\":95,\"y\":11},{\"do\":\"attack\",\"units\":[403],\"target\":382},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":[383,384,390,391,399,400],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1694, "completion_tokens": 321, "total_tokens": 2015, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1692, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0088946, "upstream_inference_prompt_cost": 0.0046574, "upstream_inference_completions_cost": 0.0042372}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.58, "thoughts": "Our forward infantry should keep pushing toward the likely enemy base while the lone nearby rifle clears the enemy rockets threatening our core. Production queues are already saturated; the damaged harvester must keep mining to fund them.", "notes": "Main infantry group #383 #384 #390 #391 #399 #400 advancing northeast toward enemy start. #403 clears rockets at 25,15. Harvester #131 resumes mining; enemy base still unscouted.", "commands": [{"do": "attack_move", "units": [383, 384, 390, 391, 399, 400], "x": 95, "y": 11}, {"do": "attack", "units": [403], "target": 382}, {"do": "harvest", "unit": 131}, {"do": "stance", "units": [383, 384, 390, 391, 399, 400], "stance": "attack_anything"}], "feedback": ["attack_move: 6 units", "attack: 1 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 21300, "deaths_cost": 25700, "units_killed": 96, "units_lost": 121, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11700, "army_value": 700, "income": 2050, "experience": 213, "order_count": 164}}
{"tick": 20401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 13:36 (tick 20401 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 england (Allies). 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 11000), power 393 made / 290 used, harvesters 5.\nSCORE: assets $22250, army $7400, killed $25700 (121 units, 1 bldgs), lost $21300 (96 units, 2 bldgs). Map explored 30.3%.\nPRODUCTION: Building: weap 34%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 75%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 85%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%, #393 powr@(91,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #397@(69,19)\n  e3 (Rocket Soldier) x4: #382@(25,15)20% #386@(25,15) #401@(60,28) #402@(79,14)\n  harv (Ore Truck (harvester)) x5: #132@(104,22) #171@(103,26)50% #276@(101,21) #385@(58,28)87% #388@(106,27)\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 strike: #382, #386, #392, #394, #401 attack-moving toward (12,16). #397 remains home defender. Recall exposed harvesters #132, #171, and #385; #276/#388 are already near refineries.", "raw": "{\"thoughts\":\"With little time remaining and no visible enemy, the main priority is to send every available combat unit toward the enemy base while recalling exposed harvesters to protect the economy. Production queues are already active, but cash is currently exhausted.\",\"notes\":\"Strike force is converging on (12,16). Recall #132, #171, and #385 to allied refineries; #276 and #388 are already safe near base. Keep the remaining tanks and rocket soldiers moving toward the enemy base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[397,382,386,401,402],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[132,171],\"x\":100,\"y\":11},{\"do\":\"move\",\"units\":[385],\"x\":97,\"y\":14},{\"do\":\"harvest\",\"unit\":276},{\"do\":\"harvest\",\"unit\":388}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2060, "completion_tokens": 542, "total_tokens": 2602, "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": 10.55, "thoughts": "With little time remaining and no visible enemy, the main priority is to send every available combat unit toward the enemy base while recalling exposed harvesters to protect the economy. Production queues are already active, but cash is currently exhausted.", "notes": "Strike force is converging on (12,16). Recall #132, #171, and #385 to allied refineries; #276 and #388 are already safe near base. Keep the remaining tanks and rocket soldiers moving toward the enemy base.", "commands": [{"do": "attack_move", "units": [397, 382, 386, 401, 402], "x": 12, "y": 16}, {"do": "move", "units": [132, 171], "x": 100, "y": 11}, {"do": "move", "units": [385], "x": 97, "y": 14}, {"do": "harvest", "unit": 276}, {"do": "harvest", "unit": 388}], "feedback": ["attack_move: 5 units", "move: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 25700, "deaths_cost": 21300, "units_killed": 121, "units_lost": 96, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 22250, "army_value": 2000, "income": 6000, "experience": 257, "order_count": 192}}
{"tick": 20601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 13:44 (tick 20601 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 germany (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 200 made / 140 used, harvesters 1.\nSCORE: assets $11700, army $1800, killed $21900 (98 units, 2 bldgs), lost $25700 (121 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 67%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 42%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 28%, #367 weap@(11,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #383@(57,28)95% #384@(57,28)98% #390@(57,28)72% #391@(57,28) #399@(57,28)83% #400@(56,28) #403@(21,18)\n  harv (Ore Truck (harvester)) x1: #131@(32,27)43%\nVISIBLE ENEMY UNITS (2):\n  #386 e3@(25,15) 25%, #397 1tnk@(61,28) 92%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack: 1 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Main infantry group #383 #384 #390 #391 #399 #400 advancing northeast toward enemy start. #403 clears rockets at 25,15. Harvester #131 resumes mining; enemy base still unscouted.", "raw": "{\"thoughts\":\"Our economy is depleted but all production queues are committed. The forward rifle group has encountered a lone enemy light tank near its position, so it will focus it before continuing toward the likely enemy base; the rear rifle eliminates the nearby rocket soldier.\",\"notes\":\"Forward rifles #383 #384 #390 #391 #399 #400 engaging enemy 1tnk #397 at 61,28; #403 attacks rocket #386. All production remains queued; rallies set toward forward force.\",\"commands\":[{\"do\":\"attack\",\"units\":[383,384,390,391,399,400],\"target\":397},{\"do\":\"attack\",\"units\":[403],\"target\":386},{\"do\":\"stance\",\"units\":[383,384,390,391,399,400],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":57,\"y\":28},{\"do\":\"rally\",\"building\":280,\"x\":57,\"y\":28},{\"do\":\"rally\",\"building\":367,\"x\":57,\"y\":28},{\"do\":\"repair\",\"building\":151},{\"do\":\"repair\",\"building\":280}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1649, "completion_tokens": 370, "total_tokens": 2019, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1647, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00941765, "upstream_inference_prompt_cost": 0.00453365, "upstream_inference_completions_cost": 0.004884}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.48, "thoughts": "Our economy is depleted but all production queues are committed. The forward rifle group has encountered a lone enemy light tank near its position, so it will focus it before continuing toward the likely enemy base; the rear rifle eliminates the nearby rocket soldier.", "notes": "Forward rifles #383 #384 #390 #391 #399 #400 engaging enemy 1tnk #397 at 61,28; #403 attacks rocket #386. All production remains queued; rallies set toward forward force.", "commands": [{"do": "attack", "units": [383, 384, 390, 391, 399, 400], "target": 397}, {"do": "attack", "units": [403], "target": 386}, {"do": "stance", "units": [383, 384, 390, 391, 399, 400], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 57, "y": 28}, {"do": "rally", "building": 280, "x": 57, "y": 28}, {"do": "rally", "building": 367, "x": 57, "y": 28}, {"do": "repair", "building": 151}, {"do": "repair", "building": 280}], "feedback": ["attack: 6 units", "attack: 1 units", "stance: 6 units", "rally #133: ordered", "rally #280: ordered", "rally #367: ordered", "repair #151: ordered", "repair #280: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 21900, "deaths_cost": 25700, "units_killed": 98, "units_lost": 121, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11700, "army_value": 700, "income": 2050, "experience": 219, "order_count": 164}}
{"tick": 20601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 13:44 (tick 20601 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 england (Allies). 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 11000), power 393 made / 290 used, harvesters 5.\nSCORE: assets $21650, army $6800, killed $25700 (121 units, 1 bldgs), lost $21900 (98 units, 2 bldgs). Map explored 30.3%.\nPRODUCTION: Building: weap 34%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 75%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 85%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%, #393 powr@(91,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #397@(61,28)92%\n  e3 (Rocket Soldier) x2: #386@(25,15)25% #402@(72,21)\n  harv (Ore Truck (harvester)) x5: #132@(100,12)* #171@(101,16)50% #276@(103,23) #385@(68,24)87% #388@(104,26)\nVISIBLE ENEMY UNITS (6):\n  #383 e1@(57,28) 95%, #384 e1@(57,28) 98%, #390 e1@(57,28) 72%, #391 e1@(57,28) 99%, #399 e1@(57,28) 83%, #400 e1@(56,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Strike force is converging on (12,16). Recall #132, #171, and #385 to allied refineries; #276 and #388 are already safe near base. Keep the remaining tanks and rocket soldiers moving toward the enemy base.", "raw": "{\"thoughts\":\"With very little time remaining, send the surviving strike force into the visible enemy infantry so it can score kills while advancing toward the enemy base. Recall the exposed harvesters to preserve economy and keep queues running.\",\"notes\":\"Strike force: #397 tank and #402 rocket moving via (57,28); damaged #386 is at (25,15). Enemy base remains near (12,16). Harvesters #132, #171, #385 recall to allied refineries; #276 and #388 are safe near base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[397,402],\"x\":57,\"y\":28},{\"do\":\"move\",\"units\":[386],\"x\":30,\"y\":18},{\"do\":\"move\",\"units\":[132],\"x\":100,\"y\":12},{\"do\":\"move\",\"units\":[171],\"x\":101,\"y\":16},{\"do\":\"move\",\"units\":[385],\"x\":97,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2128, "completion_tokens": 323, "total_tokens": 2451, "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": 10.83, "thoughts": "With very little time remaining, send the surviving strike force into the visible enemy infantry so it can score kills while advancing toward the enemy base. Recall the exposed harvesters to preserve economy and keep queues running.", "notes": "Strike force: #397 tank and #402 rocket moving via (57,28); damaged #386 is at (25,15). Enemy base remains near (12,16). Harvesters #132, #171, #385 recall to allied refineries; #276 and #388 are safe near base.", "commands": [{"do": "attack_move", "units": [397, 402], "x": 57, "y": 28}, {"do": "move", "units": [386], "x": 30, "y": 18}, {"do": "move", "units": [132], "x": 100, "y": 12}, {"do": "move", "units": [171], "x": 101, "y": 16}, {"do": "move", "units": [385], "x": 97, "y": 14}], "feedback": ["attack_move: 2 units", "move: 1 units", "move: 1 units", "move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 25700, "deaths_cost": 21900, "units_killed": 121, "units_lost": 98, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 21650, "army_value": 1400, "income": 5000, "experience": 257, "order_count": 192}}
{"tick": 20801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 13:52 (tick 20801 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 germany (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 200 made / 140 used, harvesters 1.\nSCORE: assets $11700, army $1800, killed $22200 (99 units, 2 bldgs), lost $25700 (121 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 67%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 42%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 26%, #367 weap@(11,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #383@(57,28)92% #384@(57,28)95% #390@(57,28)4% #391@(57,28) #399@(57,28)72% #400@(56,28) #403@(21,18)*\n  harv (Ore Truck (harvester)) x1: #131@(30,28)44%\nVISIBLE ENEMY UNITS (1):\n  #397 1tnk@(61,28) 62%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack: 1 units\n  - stance: 6 units\n  - rally #133: ordered\n  - rally #280: ordered\n  - rally #367: ordered\n  - repair #151: ordered\n  - repair #280: ordered\nYOUR NOTES FROM LAST TURN: Forward rifles #383 #384 #390 #391 #399 #400 engaging enemy 1tnk #397 at 61,28; #403 attacks rocket #386. All production remains queued; rallies set toward forward force.", "raw": "{\"thoughts\":\"Final seconds: eliminate the visible damaged tank and push the forward infantry toward the likely enemy base while the harvester resumes mining.\",\"notes\":\"Forward infantry at 57,28 engaging #397; likely enemy base northeast around 95,11. Production queues remain saturated.\",\"commands\":[{\"do\":\"attack\",\"units\":[383,384,390,391,399,400],\"target\":397},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[383,384,390,391,399,400],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[403],\"x\":57,\"y\":28}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1678, "completion_tokens": 323, "total_tokens": 2001, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1676, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008877, "upstream_inference_prompt_cost": 0.0046134, "upstream_inference_completions_cost": 0.0042636}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.04, "thoughts": "Final seconds: eliminate the visible damaged tank and push the forward infantry toward the likely enemy base while the harvester resumes mining.", "notes": "Forward infantry at 57,28 engaging #397; likely enemy base northeast around 95,11. Production queues remain saturated.", "commands": [{"do": "attack", "units": [383, 384, 390, 391, 399, 400], "target": 397}, {"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [383, 384, 390, 391, 399, 400], "x": 95, "y": 11}, {"do": "move", "units": [403], "x": 57, "y": 28}], "feedback": ["attack: 6 units", "attack_move: 6 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 22200, "deaths_cost": 25700, "units_killed": 99, "units_lost": 121, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11700, "army_value": 700, "income": 2000, "experience": 222, "order_count": 164}}
{"tick": 20801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 13:52 (tick 20801 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 england (Allies). 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 $77 (storage 11000), power 393 made / 290 used, harvesters 5.\nSCORE: assets $21350, army $6500, killed $25700 (121 units, 1 bldgs), lost $22200 (99 units, 2 bldgs). Map explored 30.3%.\nPRODUCTION: Building: weap 34%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 75%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 88%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%, #393 powr@(91,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #397@(61,28)62%\n  e3 (Rocket Soldier) x1: #402@(63,26)\n  harv (Ore Truck (harvester)) x5: #132@(100,12)* #171@(101,16)50%* #276@(97,15) #385@(77,16)87% #388@(97,16)\nVISIBLE ENEMY UNITS (6):\n  #383 e1@(57,28) 92%, #384 e1@(57,28) 95%, #390 e1@(57,28) 4%, #391 e1@(57,28) 99%, #399 e1@(57,28) 72%, #400 e1@(56,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - move: 1 units\n  - move: 1 units\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Strike force: #397 tank and #402 rocket moving via (57,28); damaged #386 is at (25,15). Enemy base remains near (12,16). Harvesters #132, #171, #385 recall to allied refineries; #276 and #388 are safe near base.", "raw": "{\"thoughts\":\"The base is well established and power is healthy, but the active strike force is only a damaged Light Tank and one Rocket Soldier near enemy infantry. Send them to the likely enemy base at (12,16) and keep the recalled harvesters mining.\",\"notes\":\"Strike force #397 tank and #402 rocket advancing through (57,28) toward enemy base (12,16). Harvesters #132, #171, and #385 are idle and should mine.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[397,402],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":385}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2149, "completion_tokens": 276, "total_tokens": 2425, "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": 9.33, "thoughts": "The base is well established and power is healthy, but the active strike force is only a damaged Light Tank and one Rocket Soldier near enemy infantry. Send them to the likely enemy base at (12,16) and keep the recalled harvesters mining.", "notes": "Strike force #397 tank and #402 rocket advancing through (57,28) toward enemy base (12,16). Harvesters #132, #171, and #385 are idle and should mine.", "commands": [{"do": "attack_move", "units": [397, 402], "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 385}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 25700, "deaths_cost": 22200, "units_killed": 121, "units_lost": 99, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 21350, "army_value": 1100, "income": 5100, "experience": 257, "order_count": 192}}
{"tick": 21001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 14:00 (tick 21001 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 germany (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 200 made / 140 used, harvesters 1.\nSCORE: assets $11600, army $1700, killed $22200 (99 units, 2 bldgs), lost $25800 (122 units, 1 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 1tnk 67%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 42%; 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: 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%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 tent@(14,21) 100%, #151 proc@(19,18) 70%, #159 powr@(14,13) 100%, #280 weap@(21,14) 26%, #367 weap@(11,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #383@(57,28)9% #384@(57,28)95% #391@(57,28)94% #399@(57,28)51% #400@(56,28) #403@(31,24)\n  harv (Ore Truck (harvester)) x1: #131@(22,20)46%\nVISIBLE ENEMY UNITS (1):\n  #397 1tnk@(61,28) 37%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 6 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Forward infantry at 57,28 engaging #397; likely enemy base northeast around 95,11. Production queues remain saturated.", "raw": "{\"thoughts\":\"Forward infantry should finish the damaged enemy light tank and continue scouting toward the likely northeast base. Ore income is urgently needed to support the heavily queued production and repairs.\",\"notes\":\"Infantry group around 57,28 pushing northeast after killing #397; enemy base still expected near 95,11. Harvester #131 is damaged but must mine.\",\"commands\":[{\"do\":\"attack\",\"units\":[383,384,391,399,400],\"target\":397},{\"do\":\"attack_move\",\"units\":[383,384,391,399,400,403],\"x\":82,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":367,\"x\":57,\"y\":28},{\"do\":\"rally\",\"building\":133,\"x\":57,\"y\":28},{\"do\":\"repair\",\"building\":151},{\"do\":\"repair\",\"building\":280}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1611, "completion_tokens": 314, "total_tokens": 1925, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1609, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00857395, "upstream_inference_prompt_cost": 0.00442915, "upstream_inference_completions_cost": 0.0041448}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.85, "thoughts": "Forward infantry should finish the damaged enemy light tank and continue scouting toward the likely northeast base. Ore income is urgently needed to support the heavily queued production and repairs.", "notes": "Infantry group around 57,28 pushing northeast after killing #397; enemy base still expected near 95,11. Harvester #131 is damaged but must mine.", "commands": [{"do": "attack", "units": [383, 384, 391, 399, 400], "target": 397}, {"do": "attack_move", "units": [383, 384, 391, 399, 400, 403], "x": 82, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 367, "x": 57, "y": 28}, {"do": "rally", "building": 133, "x": 57, "y": 28}, {"do": "repair", "building": 151}, {"do": "repair", "building": 280}], "feedback": ["attack: 5 units", "attack_move: 6 units", "rally #367: ordered", "rally #133: ordered", "repair #151: ordered", "repair #280: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "kills_cost": 22200, "deaths_cost": 25800, "units_killed": 99, "units_lost": 122, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11600, "army_value": 600, "income": 2000, "experience": 222, "order_count": 164}}
{"tick": 21001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 14:00 (tick 21001 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 england (Allies). 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 11000), power 393 made / 290 used, harvesters 5.\nSCORE: assets $22350, army $7500, killed $25800 (122 units, 1 bldgs), lost $22200 (99 units, 2 bldgs). Map explored 30.3%.\nPRODUCTION: Building: weap 45%; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 5%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 91%; 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: 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 93%, #130 proc@(97,14) 100%, #134 tent@(95,8) 100%, #135 powr@(98,11) 100%, #144 tent@(93,14) 100%, #170 proc@(97,7) 100%, #193 tent@(93,8) 93%, #275 proc@(100,11) 100%, #285 powr@(95,15) 100%, #286 silo@(91,10) 100%, #313 weap@(100,8) 100%, #323 tent@(91,15) 76%, #348 pbox@(91,11) 100%, #357 fix@(90,12) 100%, #387 proc@(93,17) 100%, #393 powr@(91,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #397@(61,28)37% #405@(94,9)\n  e3 (Rocket Soldier) x2: #402@(62,27) #404@(82,15)\n  harv (Ore Truck (harvester)) x5: #132@(101,20) #171@(105,24)50% #276@(104,23) #385@(87,18)87% #388@(98,17)\nVISIBLE ENEMY UNITS (5):\n  #383 e1@(57,28) 9%, #384 e1@(57,28) 95%, #391 e1@(57,28) 94%, #399 e1@(57,28) 51%, #400 e1@(56,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Strike force #397 tank and #402 rocket advancing through (57,28) toward enemy base (12,16). Harvesters #132, #171, and #385 are idle and should mine.", "raw": "{\"thoughts\":\"The strike force has reached the enemy infantry near (57,28), while no enemy buildings are currently visible. Send all combat units toward the likely enemy base at (12,16) and restart mining with the idle harvesters; production queues are already saturated.\",\"notes\":\"Four-unit strike force is advancing on enemy base (12,16). Enemy rifle infantry cluster at (57,28). Harvesters #132, #171, and #385 were ordered to mine.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[397,402,404,405],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"harvest\",\"unit\":385}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 2082, "completion_tokens": 295, "total_tokens": 2377, "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": 5.08, "thoughts": "The strike force has reached the enemy infantry near (57,28), while no enemy buildings are currently visible. Send all combat units toward the likely enemy base at (12,16) and restart mining with the idle harvesters; production queues are already saturated.", "notes": "Four-unit strike force is advancing on enemy base (12,16). Enemy rifle infantry cluster at (57,28). Harvesters #132, #171, and #385 were ordered to mine.", "commands": [{"do": "attack_move", "units": [397, 402, 404, 405], "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 171}, {"do": "harvest", "unit": 385}], "feedback": ["attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 25800, "deaths_cost": 22200, "units_killed": 122, "units_lost": 99, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 22350, "army_value": 2100, "income": 5750, "experience": 258, "order_count": 192}}
