{"tick": 1, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Starting the match. Deploying MCV at start location and beginning Power Plant construction.\",\"notes\":\"Deployed MCV at (95,11), building powr next turn to lead into proc and barr.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1153, "completion_tokens": 128, "total_tokens": 1281, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0026895, "upstream_inference_prompt_cost": 0.0017295, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "Starting the match. Deploying MCV at start location and beginning Power Plant construction.", "notes": "Deployed MCV at (95,11), building powr next turn to lead into proc and barr.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:00 (tick 1 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base, then queue power plant.\",\"notes\":\"Start base at (12,16). Enemy likely at (95,11). Plan: powr, proc, barr, expand economy then army.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1648, "completion_tokens": 109, "total_tokens": 1757, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004386, "upstream_inference_prompt_cost": 0.003296, "upstream_inference_completions_cost": 0.00109}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.32, "thoughts": "Deploy MCV to start base, then queue power plant.", "notes": "Start base at (12,16). Enemy likely at (95,11). Plan: powr, proc, barr, expand economy then army.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 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 #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Deployed MCV at (95,11), building powr next turn to lead into proc and barr.", "raw": "{\"thoughts\": \"MCV successfully deployed into Construction Yard and power plant started last turn. Need to verify power plant is building or start it if idle, aiming for rapid ore refinery.\", \"notes\": \"Power plant queued/building -> place powr -> build proc -> build barr.\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1188, "completion_tokens": 73, "total_tokens": 1261, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0023295, "upstream_inference_prompt_cost": 0.001782, "upstream_inference_completions_cost": 0.0005475}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.56, "thoughts": "MCV successfully deployed into Construction Yard and power plant started last turn. Need to verify power plant is building or start it if idle, aiming for rapid ore refinery.", "notes": "Power plant queued/building -> place powr -> build proc -> build barr.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:08 (tick 201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 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 #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Start base at (12,16). Enemy likely at (95,11). Plan: powr, proc, barr, expand economy then army.", "raw": "{\"thoughts\":\"Continue building economy; fact deployed, powr queued. Next add proc and barracks once powr placed.\",\"notes\":\"Base at (12,16), enemy at (95,11). Plan: powr->proc->barr->weap. Build harvesters and army once economy up.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1704, "completion_tokens": 101, "total_tokens": 1805, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004418, "upstream_inference_prompt_cost": 0.003408, "upstream_inference_completions_cost": 0.00101}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "Continue building economy; fact deployed, powr queued. Next add proc and barracks once powr placed.", "notes": "Base at (12,16), enemy at (95,11). Plan: powr->proc->barr->weap. Build harvesters and army once economy up.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 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: Power plant queued/building -> place powr -> build proc -> build barr.", "raw": "{\"thoughts\": \"Power plant is ready to place. Next step in standard Soviet opening is placing power and queuing Ore Refinery (proc) to jumpstart income.\", \"notes\": \"Placing powr -> building proc -> queue barr -> scout with e1/dogs.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1174, "completion_tokens": 82, "total_tokens": 1256, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002376, "upstream_inference_prompt_cost": 0.001761, "upstream_inference_completions_cost": 0.000615}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.1, "thoughts": "Power plant is ready to place. Next step in standard Soviet opening is placing power and queuing Ore Refinery (proc) to jumpstart income.", "notes": "Placing powr -> building proc -> queue barr -> scout with e1/dogs.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:16 (tick 401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 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: Base at (12,16), enemy at (95,11). Plan: powr->proc->barr->weap. Build harvesters and army once economy up.", "raw": "{\"thoughts\":\"Construction yard already placed. Start economy with power plant then refinery.\",\"notes\":\"Base at (12,16), enemy at (95,11). Plan: powr->proc->barr->weap.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1667, "completion_tokens": 122, "total_tokens": 1789, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004554, "upstream_inference_prompt_cost": 0.003334, "upstream_inference_completions_cost": 0.00122}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.05, "thoughts": "Construction yard already placed. Start economy with power plant then refinery.", "notes": "Base at (12,16), enemy at (95,11). Plan: powr->proc->barr->weap.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placing powr -> building proc -> queue barr -> scout with e1/dogs.", "raw": "{\"thoughts\": \"Power plant is placed and proc is now available. Starting Ore Refinery immediately to secure our economy and first harvester.\", \"notes\": \"Building proc -> next place proc near ore, then build barr and weap.\", \"commands\": [{\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1255, "completion_tokens": 61, "total_tokens": 1316, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00234, "upstream_inference_prompt_cost": 0.0018825, "upstream_inference_completions_cost": 0.0004575}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.89, "thoughts": "Power plant is placed and proc is now available. Starting Ore Refinery immediately to secure our economy and first harvester.", "notes": "Building proc -> next place proc near ore, then build barr and weap.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:24 (tick 601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 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: Base at (12,16), enemy at (95,11). Plan: powr->proc->barr->weap.", "raw": "{\"thoughts\":\"Place power plant, queue refinery next, start economy buildup.\",\"notes\":\"Base at (12,16), enemy at (95,11). Plan: powr->proc->barr->weap. Keep building economy then army.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1692, "completion_tokens": 127, "total_tokens": 1819, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004654, "upstream_inference_prompt_cost": 0.003384, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 14, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.01, "thoughts": "Place power plant, queue refinery next, start economy buildup.", "notes": "Base at (12,16), enemy at (95,11). Plan: powr->proc->barr->weap. Keep building economy then army.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Building proc -> next place proc near ore, then build barr and weap.", "raw": "{\"thoughts\": \"Refinery is currently at 23% in the queue. Waiting for it to finish so we can place it and unlock barracks and war factory.\", \"notes\": \"Refinery currently building. Next turn place proc, queue barr, then build weap.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1226, "completion_tokens": 60, "total_tokens": 1286, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002289, "upstream_inference_prompt_cost": 0.001839, "upstream_inference_completions_cost": 0.00045}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.62, "thoughts": "Refinery is currently at 23% in the queue. Waiting for it to finish so we can place it and unlock barracks and war factory.", "notes": "Refinery currently building. Next turn place proc, queue barr, then build weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:32 (tick 801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Plan: powr->proc->barr->weap. Keep building economy then army.", "raw": "{\"thoughts\":\"Continue economy buildup: build ore refinery next, then barracks.\",\"notes\":\"Base at (12,16), enemy at (95,11). Plan: powr(done)->proc->barr->weap. Keep building economy then army.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1808, "completion_tokens": 103, "total_tokens": 1911, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004646, "upstream_inference_prompt_cost": 0.003616, "upstream_inference_completions_cost": 0.00103}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.73, "thoughts": "Continue economy buildup: build ore refinery next, then barracks.", "notes": "Base at (12,16), enemy at (95,11). Plan: powr(done)->proc->barr->weap. Keep building economy then army.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Refinery currently building. Next turn place proc, queue barr, then build weap.", "raw": "{\"thoughts\": \"Refinery is halfway done and will finish soon. Standing by to let it finish without interruption so we can place it and build barracks next.\", \"notes\": \"Refinery finishing; next turn place proc, start barr, then weap and power.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1213, "completion_tokens": 58, "total_tokens": 1271, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0022545, "upstream_inference_prompt_cost": 0.0018195, "upstream_inference_completions_cost": 0.000435}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.05, "thoughts": "Refinery is halfway done and will finish soon. Standing by to let it finish without interruption so we can place it and build barracks next.", "notes": "Refinery finishing; next turn place proc, start barr, then weap and power.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:40 (tick 1001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Plan: powr(done)->proc->barr->weap. Keep building economy then army.", "raw": "{\"thoughts\":\"Proc is building. Queue barracks next while proc finishes, keep economy growing.\",\"notes\":\"Base at (12,16), enemy at (95,11). Plan: proc->barr->weap->tanks. Build harvester economy first.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1762, "completion_tokens": 106, "total_tokens": 1868, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004584, "upstream_inference_prompt_cost": 0.003524, "upstream_inference_completions_cost": 0.00106}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Proc is building. Queue barracks next while proc finishes, keep economy growing.", "notes": "Base at (12,16), enemy at (95,11). Plan: proc->barr->weap->tanks. Build harvester economy first.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Refinery finishing; next turn place proc, start barr, then weap and power.", "raw": "{\"thoughts\": \"Refinery is at 70% and will finish in a few seconds. I will prepare to place it as soon as ready, but since it's not ready this exact tick, I'll queue barracks once ready next turn or let proc finish.\", \"notes\": \"Proc finishing very soon. Next turn place proc, queue barr, then weap.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1213, "completion_tokens": 81, "total_tokens": 1294, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002427, "upstream_inference_prompt_cost": 0.0018195, "upstream_inference_completions_cost": 0.0006075}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.82, "thoughts": "Refinery is at 70% and will finish in a few seconds. I will prepare to place it as soon as ready, but since it's not ready this exact tick, I'll queue barracks once ready next turn or let proc finish.", "notes": "Proc finishing very soon. Next turn place proc, queue barr, then weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:48 (tick 1201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Plan: proc->barr->weap->tanks. Build harvester economy first.", "raw": "{\"thoughts\":\"Continue economy buildup: proc and barr already in progress. Once ready, place them and expand into war factory and tanks.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building proc+barr, will place near base, then weap+tanks, then attack east.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1769, "completion_tokens": 103, "total_tokens": 1872, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004568, "upstream_inference_prompt_cost": 0.003538, "upstream_inference_completions_cost": 0.00103}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.11, "thoughts": "Continue economy buildup: proc and barr already in progress. Once ready, place them and expand into war factory and tanks.", "notes": "Base at (12,16), enemy at (95,11). Building proc+barr, will place near base, then weap+tanks, then attack east.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc finishing very soon. Next turn place proc, queue barr, then weap.", "raw": "{\"thoughts\": \"Refinery is nearly finished; place it as soon as ready and queue barracks immediately followed by war factory. Start scouting and establishing defenses once infantry queue opens.\", \"notes\": \"Placing proc, building barr, then will build weap and scout enemy at (12, 16).\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"barr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1213, "completion_tokens": 92, "total_tokens": 1305, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0025095, "upstream_inference_prompt_cost": 0.0018195, "upstream_inference_completions_cost": 0.00069}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.07, "thoughts": "Refinery is nearly finished; place it as soon as ready and queue barracks immediately followed by war factory. Start scouting and establishing defenses once infantry queue opens.", "notes": "Placing proc, building barr, then will build weap and scout enemy at (12, 16).", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:56 (tick 1401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building proc+barr, will place near base, then weap+tanks, then attack east.", "raw": "{\"thoughts\":\"Proc and barr are building. Wait for them to complete, then place and continue economy/army buildup.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc+barr building. Next: place proc/barr near base, build powr, then weap+tanks, attack east.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1739, "completion_tokens": 122, "total_tokens": 1861, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004698, "upstream_inference_prompt_cost": 0.003478, "upstream_inference_completions_cost": 0.00122}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.14, "thoughts": "Proc and barr are building. Wait for them to complete, then place and continue economy/army buildup.", "notes": "Base at (12,16), enemy at (95,11). Proc+barr building. Next: place proc/barr near base, build powr, then weap+tanks, attack east.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Placing proc, building barr, then will build weap and scout enemy at (12, 16).", "raw": "{\"thoughts\": \"Place the ready Ore Refinery to start our economy and gain a harvester. Barracks is currently building.\", \"notes\": \"Placing proc, waiting for barr to finish, then build weap and train scouts/infantry.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1253, "completion_tokens": 207, "total_tokens": 1460, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003432, "upstream_inference_prompt_cost": 0.0018795, "upstream_inference_completions_cost": 0.0015525}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.66, "thoughts": "Place the ready Ore Refinery to start our economy and gain a harvester. Barracks is currently building.", "notes": "Placing proc, waiting for barr to finish, then build weap and train scouts/infantry.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:04 (tick 1601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc+barr building. Next: place proc/barr near base, build powr, then weap+tanks, attack east.", "raw": "{\"thoughts\":\"Continue economy buildup; wait for proc and barr to finish, queue additional power.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc+barr building. Next: place proc/barr near base once ready, build powr, then weap+tanks, attack east.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1749, "completion_tokens": 119, "total_tokens": 1868, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004688, "upstream_inference_prompt_cost": 0.003498, "upstream_inference_completions_cost": 0.00119}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.6, "thoughts": "Continue economy buildup; wait for proc and barr to finish, queue additional power.", "notes": "Base at (12,16), enemy at (95,11). Proc+barr building. Next: place proc/barr near base once ready, build powr, then weap+tanks, attack east.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2978 + 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: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Placing proc, waiting for barr to finish, then build weap and train scouts/infantry.", "raw": "{\"thoughts\": \"Barracks is finishing up. We will wait for it to finish and place it next turn, while preparing our economy with a War Factory as soon as cash/queue permits.\", \"notes\": \"Barracks at 64%, next turn place barr, build weap, train e1/e3/dog.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1319, "completion_tokens": 72, "total_tokens": 1391, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0025185, "upstream_inference_prompt_cost": 0.0019785, "upstream_inference_completions_cost": 0.00054}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.49, "thoughts": "Barracks is finishing up. We will wait for it to finish and place it next turn, while preparing our economy with a War Factory as soon as cash/queue permits.", "notes": "Barracks at 64%, next turn place barr, build weap, train e1/e3/dog.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:12 (tick 1801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc+barr building. Next: place proc/barr near base once ready, build powr, then weap+tanks, attack east.", "raw": "{\"thoughts\":\"Place the ready proc near base, keep building power and barracks. Enemy far east, need economy first.\",\"notes\":\"Base at (12,16), enemy at (95,11). Placed proc. Next: place barr when ready, build weap, start tank production, scout east.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1796, "completion_tokens": 121, "total_tokens": 1917, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004802, "upstream_inference_prompt_cost": 0.003592, "upstream_inference_completions_cost": 0.00121}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "Place the ready proc near base, keep building power and barracks. Enemy far east, need economy first.", "notes": "Base at (12,16), enemy at (95,11). Placed proc. Next: place barr when ready, build weap, start tank production, scout east.", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). 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 4.2%.\nPRODUCTION: Building: barr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Barracks at 64%, next turn place barr, build weap, train e1/e3/dog.", "raw": "{\"thoughts\": \"Place the barracks and immediately start building the War Factory to tech up. Train a couple riflemen and rocket infantry to scout and protect our base.\", \"notes\": \"Barracks placed, War Factory queued. Once War Factory finishes, start producing tanks.\", \"commands\": [{\"do\": \"place\", \"item\": \"barr\"}, {\"do\": \"build\", \"item\": \"weap\"}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 3}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1294, "completion_tokens": 121, "total_tokens": 1415, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0028485, "upstream_inference_prompt_cost": 0.001941, "upstream_inference_completions_cost": 0.0009075}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.16, "thoughts": "Place the barracks and immediately start building the War Factory to tech up. Train a couple riflemen and rocket infantry to scout and protect our base.", "notes": "Barracks placed, War Factory queued. Once War Factory finishes, start producing tanks.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:20 (tick 2001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(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: Base at (12,16), enemy at (95,11). Placed proc. Next: place barr when ready, build weap, start tank production, scout east.", "raw": "{\"thoughts\":\"Place ready power plant, continue building barracks, queue war factory next for tank production, and keep economy growing.\",\"notes\":\"Base at (12,16), enemy at (95,11). Barr building, powr placed. Next: build weap, then proc2, start tank production, scout east with early units.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1872, "completion_tokens": 158, "total_tokens": 2030, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005324, "upstream_inference_prompt_cost": 0.003744, "upstream_inference_completions_cost": 0.00158}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.84, "thoughts": "Place ready power plant, continue building barracks, queue war factory next for tank production, and keep economy growing.", "notes": "Base at (12,16), enemy at (95,11). Barr building, powr placed. Next: build weap, then proc2, start tank production, scout east with early units.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "weap"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $468 (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 4.7%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Barracks placed, War Factory queued. Once War Factory finishes, start producing tanks.", "raw": "{\"thoughts\": \"Barracks is operational and War Factory is progressing well. Training a mix of rifle infantry and rocket soldiers for scouting and base defense while waiting for armor production.\", \"notes\": \"War Factory building. Training e1/e3 to scout towards enemy start (12, 16) and defend base.\", \"commands\": [{\"do\": \"train\", \"item\": \"e1\", \"count\": 4}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 3}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1423, "completion_tokens": 200, "total_tokens": 1623, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0036345, "upstream_inference_prompt_cost": 0.0021345, "upstream_inference_completions_cost": 0.0015}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.45, "thoughts": "Barracks is operational and War Factory is progressing well. Training a mix of rifle infantry and rocket soldiers for scouting and base defense while waiting for armor production.", "notes": "War Factory building. Training e1/e3 to scout towards enemy start (12, 16) and defend base.", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["train 4x e1: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 475, "experience": 0, "order_count": 8}}
{"tick": 2201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:28 (tick 2201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2676 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 16%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,9)\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 weap: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Barr building, powr placed. Next: build weap, then proc2, start tank production, scout east with early units.", "raw": "{\"thoughts\":\"Continue building infrastructure. Keep barracks and war factory queued, add power as needed. Once barracks done, train infantry to scout/defend.\",\"notes\":\"Base at (12,16), enemy at (95,11). Weap and barr building. Next: place buildings when ready, build proc2, start tank production once weap done, train e1/e3 from barr.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1895, "completion_tokens": 144, "total_tokens": 2039, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00523, "upstream_inference_prompt_cost": 0.00379, "upstream_inference_completions_cost": 0.00144}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Continue building infrastructure. Keep barracks and war factory queued, add power as needed. Once barracks done, train infantry to scout/defend.", "notes": "Base at (12,16), enemy at (95,11). Weap and barr building. Next: place buildings when ready, build proc2, start tank production once weap done, train e1/e3 from barr.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2321 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 32%; Infantry: e3 74%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: War Factory building. Training e1/e3 to scout towards enemy start (12, 16) and defend base.", "raw": "{\"thoughts\": \"War Factory is in progress; queuing an Ore Refinery next for economy and extra harvester once ready. Scouting enemy direction with available rifle infantry.\", \"notes\": \"Weap finishing soon -> build proc -> build fix/3tnk. Scouting enemy towards (12, 16).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 60, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1457, "completion_tokens": 95, "total_tokens": 1552, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002898, "upstream_inference_prompt_cost": 0.0021855, "upstream_inference_completions_cost": 0.0007125}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.29, "thoughts": "War Factory is in progress; queuing an Ore Refinery next for economy and extra harvester once ready. Scouting enemy direction with available rifle infantry.", "notes": "Weap finishing soon -> build proc -> build fix/3tnk. Scouting enemy towards (12, 16).", "commands": [{"do": "attack_move", "units": [135], "x": 60, "y": 15}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:36 (tick 2401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2356 + stored ore $212 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 32%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(15,18)\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 (12,16), enemy at (95,11). Weap and barr building. Next: place buildings when ready, build proc2, start tank production once weap done, train e1/e3 from barr.", "raw": "{\"thoughts\":\"Weap, powr, barr still building. Wait for completion, then place and start unit production.\",\"notes\":\"Base at (12,16), enemy at (95,11). Weap/powr/barr building. Place them once ready, build proc2, train e1/e3, start tank production once weap done.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1886, "completion_tokens": 144, "total_tokens": 2030, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005212, "upstream_inference_prompt_cost": 0.003772, "upstream_inference_completions_cost": 0.00144}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Weap, powr, barr still building. Wait for completion, then place and start unit production.", "notes": "Base at (12,16), enemy at (95,11). Weap/powr/barr building. Place them once ready, build proc2, train e1/e3, start tank production once weap done.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 200, "experience": 0, "order_count": 10}}
{"tick": 2601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1656 + 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 6.2%.\nPRODUCTION: Building: weap 49%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(84,9)\n  e3 (Rocket Soldier) x1: #136@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Weap finishing soon -> build proc -> build fix/3tnk. Scouting enemy towards (12, 16).", "raw": "{\"thoughts\": \"War Factory is nearly complete. Sending infantry scout #135 further west towards enemy base (12, 16) and staging rocket infantry #136 at the base perimeter.\", \"notes\": \"Place weap next turn, build second proc or powr/fix, start tank production.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 60, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [136], \"x\": 90, \"y\": 12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1458, "completion_tokens": 128, "total_tokens": 1586, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003147, "upstream_inference_prompt_cost": 0.002187, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "War Factory is nearly complete. Sending infantry scout #135 further west towards enemy base (12, 16) and staging rocket infantry #136 at the base perimeter.", "notes": "Place weap next turn, build second proc or powr/fix, start tank production.", "commands": [{"do": "attack_move", "units": [135], "x": 60, "y": 14}, {"do": "attack_move", "units": [136], "x": 90, "y": 12}], "feedback": ["attack_move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:44 (tick 2601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2356 + stored ore $154 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 49%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Weap/powr/barr building. Place them once ready, build proc2, train e1/e3, start tank production once weap done.", "raw": "{\"thoughts\":\"Buildings are in progress. Let production continue; nothing to place yet. Will check next turn for placement and start training once barracks ready.\",\"notes\":\"Base at (12,16), enemy likely at (95,11). weap/powr/barr in queue. Once ready, place near base, then build proc2, train e1/e3, build tanks from weap once done.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1851, "completion_tokens": 127, "total_tokens": 1978, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004972, "upstream_inference_prompt_cost": 0.003702, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "Buildings are in progress. Let production continue; nothing to place yet. Will check next turn for placement and start training once barracks ready.", "notes": "Base at (12,16), enemy likely at (95,11). weap/powr/barr in queue. Once ready, place near base, then build proc2, train e1/e3, build tanks from weap once done.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 10}}
{"tick": 2801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1084 + stored ore $407 (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 7.8%.\nPRODUCTION: Building: weap 66%; Infantry: e3 95%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(74,9)\n  e3 (Rocket Soldier) x2: #136@(90,12)* #137@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Place weap next turn, build second proc or powr/fix, start tank production.", "raw": "{\"thoughts\": \"War Factory is finishing soon. Scout with e1 towards enemy start at (12, 16) and prepare to build Heavy Tanks once War Factory and Service Depot are up, or start with Light Tanks/Harvester.\", \"notes\": \"Placing weap next, then build powr or proc, train 1tnk or harv once weap finishes.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 50, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [136, 137], \"x\": 88, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1465, "completion_tokens": 146, "total_tokens": 1611, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0032925, "upstream_inference_prompt_cost": 0.0021975, "upstream_inference_completions_cost": 0.001095}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "War Factory is finishing soon. Scout with e1 towards enemy start at (12, 16) and prepare to build Heavy Tanks once War Factory and Service Depot are up, or start with Light Tanks/Harvester.", "notes": "Placing weap next, then build powr or proc, train 1tnk or harv once weap finishes.", "commands": [{"do": "attack_move", "units": [135], "x": 50, "y": 14}, {"do": "attack_move", "units": [136, 137], "x": 88, "y": 14}], "feedback": ["attack_move: 1 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:52 (tick 2801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2176 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 66%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(16,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely at (95,11). weap/powr/barr in queue. Once ready, place near base, then build proc2, train e1/e3, build tanks from weap once done.", "raw": "{\"thoughts\":\"Production ongoing; let it continue. Nothing to place yet. Keep economy going.\",\"notes\":\"Base at (12,16), enemy likely at (95,11). Buildings weap/powr/barr in queue - place when ready. Next: build proc2, train infantry, then tanks from weap.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1858, "completion_tokens": 111, "total_tokens": 1969, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004826, "upstream_inference_prompt_cost": 0.003716, "upstream_inference_completions_cost": 0.00111}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "Production ongoing; let it continue. Nothing to place yet. Keep economy going.", "notes": "Base at (12,16), enemy likely at (95,11). Buildings weap/powr/barr in queue - place when ready. Next: build proc2, train infantry, then tanks from weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 10}}
{"tick": 3001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $843 + 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 9.4%.\nPRODUCTION: Building: weap 82%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(67,16) #139@(94,9) #140@(95,9)* #141@(94,9)\n  e3 (Rocket Soldier) x3: #136@(88,14)* #137@(88,14)* #138@(96,9)*\n  harv (Ore Truck (harvester)) x1: #130@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Placing weap next, then build powr or proc, train 1tnk or harv once weap finishes.", "raw": "{\"thoughts\": \"War Factory is nearly complete. I will queue infantry while saving slightly, prepare to place the War Factory, and start building another Power Plant/Refinery. Also scouting towards enemy start with e1 #135.\", \"notes\": \"Placing weap when done, then build powr/proc; queue 3tnk/harv once weap is up.\", \"commands\": [{\"do\": \"train\", \"item\": \"e3\", \"count\": 2}, {\"do\": \"attack_move\", \"units\": [135], \"x\": 40, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [136, 137, 138, 139, 140, 141], \"x\": 80, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1481, "completion_tokens": 185, "total_tokens": 1666, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003609, "upstream_inference_prompt_cost": 0.0022215, "upstream_inference_completions_cost": 0.0013875}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.54, "thoughts": "War Factory is nearly complete. I will queue infantry while saving slightly, prepare to place the War Factory, and start building another Power Plant/Refinery. Also scouting towards enemy start with e1 #135.", "notes": "Placing weap when done, then build powr/proc; queue 3tnk/harv once weap is up.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [135], "x": 40, "y": 16}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141], "x": 80, "y": 14}], "feedback": ["train 2x e3: queued", "attack_move: 1 units", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 15}}
{"tick": 3001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:00 (tick 3001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1843 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely at (95,11). Buildings weap/powr/barr in queue - place when ready. Next: build proc2, train infantry, then tanks from weap.", "raw": "{\"thoughts\":\"Building queue underway. Once weap/powr/barr finish, place them and start training. Keep expanding economy with second proc and harvesters.\",\"notes\":\"Base at (12,16), enemy at (95,11). Place weap/powr/barr when ready near base. Then build proc2, train e1/e3 infantry, then tanks from weap. Send harvester back to mining as needed.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1856, "completion_tokens": 167, "total_tokens": 2023, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005382, "upstream_inference_prompt_cost": 0.003712, "upstream_inference_completions_cost": 0.00167}, "completion_tokens_details": {"reasoning_tokens": 15, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.82, "thoughts": "Building queue underway. Once weap/powr/barr finish, place them and start training. Keep expanding economy with second proc and harvesters.", "notes": "Base at (12,16), enemy at (95,11). Place weap/powr/barr when ready near base. Then build proc2, train e1/e3 infantry, then tanks from weap. Send harvester back to mining as needed.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 10}}
{"tick": 3201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $190 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.6%.\nPRODUCTION: Building: weap 99%; Infantry: e3 7%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(63,25) #139@(84,11) #140@(85,10) #141@(84,10)\n  e3 (Rocket Soldier) x4: #136@(80,14)* #137@(80,14)* #138@(86,10) #142@(95,9)\n  harv (Ore Truck (harvester)) x1: #130@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - attack_move: 1 units\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Placing weap when done, then build powr/proc; queue 3tnk/harv once weap is up.", "raw": "{\"thoughts\":\"War factory is finishing up; place it immediately and queue an extra power plant or second refinery as economy allows. Scout west towards the enemy base with infantry.\",\"notes\":\"Weap finishing/placed; queue powr or proc next, then produce harv/heavy tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[135],\"x\":40,\"y\":20},{\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141],\"x\":60,\"y\":20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1516, "completion_tokens": 142, "total_tokens": 1658, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003339, "upstream_inference_prompt_cost": 0.002274, "upstream_inference_completions_cost": 0.001065}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.47, "thoughts": "War factory is finishing up; place it immediately and queue an extra power plant or second refinery as economy allows. Scout west towards the enemy base with infantry.", "notes": "Weap finishing/placed; queue powr or proc next, then produce harv/heavy tanks.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "powr"}, {"do": "attack_move", "units": [135], "x": 40, "y": 20}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141], "x": 60, "y": 20}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build powr: started", "attack_move: 1 units", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:08 (tick 3201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1781 + stored ore $229 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.5%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Place weap/powr/barr when ready near base. Then build proc2, train e1/e3 infantry, then tanks from weap. Send harvester back to mining as needed.", "raw": "{\"thoughts\":\"Continue base setup: place weap/powr/barr when ready, queue more production and start training infantry.\",\"notes\":\"Base at (12,16), enemy at (95,11). Placed weap/powr/barr. Next: build proc2, train e1/e3, then tanks from weap. Keep harvester mining.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1867, "completion_tokens": 184, "total_tokens": 2051, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005574, "upstream_inference_prompt_cost": 0.003734, "upstream_inference_completions_cost": 0.00184}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.92, "thoughts": "Continue base setup: place weap/powr/barr when ready, queue more production and start training infantry.", "notes": "Base at (12,16), enemy at (95,11). Placed weap/powr/barr. Next: build proc2, train e1/e3, then tanks from weap. Keep harvester mining.", "commands": [{"do": "place", "item": "weap"}, {"do": "place", "item": "powr"}, {"do": "place", "item": "barr"}, {"do": "build", "item": "proc"}, {"do": "harvest", "unit": 132}], "feedback": ["place weap: nothing READY TO PLACE with that type", "place powr: nothing READY TO PLACE with that type", "place barr: nothing READY TO PLACE with that type", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 10}}
{"tick": 3401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $351 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.3%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Infantry: e3 75%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(55,28) #139@(76,17) #140@(77,16) #141@(76,16)\n  e3 (Rocket Soldier) x4: #136@(72,21) #137@(72,20) #138@(78,15) #142@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - build powr: started\n  - attack_move: 1 units\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Weap finishing/placed; queue powr or proc next, then produce harv/heavy tanks.", "raw": "{\"thoughts\":\"War factory is ready to place now. I will place weap near base, keep the scout infantry moving toward (12, 16), and prepare vehicle production once placed.\",\"notes\":\"Weap placed, scouts moving to (12, 16). Next: build another harvester and power plant, then heavy tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[135],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141],\"x\":40,\"y\":20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1529, "completion_tokens": 146, "total_tokens": 1675, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0033885, "upstream_inference_prompt_cost": 0.0022935, "upstream_inference_completions_cost": 0.001095}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.93, "thoughts": "War factory is ready to place now. I will place weap near base, keep the scout infantry moving toward (12, 16), and prepare vehicle production once placed.", "notes": "Weap placed, scouts moving to (12, 16). Next: build another harvester and power plant, then heavy tanks.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [135], "x": 12, "y": 16}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141], "x": 40, "y": 20}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1350, "experience": 0, "order_count": 18}}
{"tick": 3401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:16 (tick 3401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1781 + stored ore $219 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(5,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - place powr: nothing READY TO PLACE with that type\n  - place barr: nothing READY TO PLACE with that type\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Placed weap/powr/barr. Next: build proc2, train e1/e3, then tanks from weap. Keep harvester mining.", "raw": "{\"thoughts\":\"War factory ready to place. Keep building economy and start training once barracks done.\",\"notes\":\"Base at (12,16), enemy at (95,11). Placed weap now. Proc2, powr, barr building. Once barr done, train e1/e3. Once weap placed, build tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1961, "completion_tokens": 150, "total_tokens": 2111, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005422, "upstream_inference_prompt_cost": 0.003922, "upstream_inference_completions_cost": 0.0015}, "completion_tokens_details": {"reasoning_tokens": 15, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "War factory ready to place. Keep building economy and start training once barracks done.", "notes": "Base at (12,16), enemy at (95,11). Placed weap now. Proc2, powr, barr building. Once barr done, train e1/e3. Once weap placed, build tanks.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "barr"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 11}}
{"tick": 3601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $100 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(46,24) #139@(68,23) #140@(69,23) #141@(68,23)\n  e3 (Rocket Soldier) x5: #136@(64,25) #137@(63,25) #138@(70,23) #142@(95,9)* #145@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(106,21)\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: 1 units\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Weap placed, scouts moving to (12, 16). Next: build another harvester and power plant, then heavy tanks.", "raw": "{\"thoughts\": \"Place the ready power plant to keep up with future tech power demands. Start training another harvester to boost income, and push scouting infantry toward the enemy base at (12, 16).\", \"notes\": \"Placing powr, queuing harv for economy, advancing scouting infantry toward (12, 16). Next turn: build fix (Service Depot) to unlock 3tnk (Heavy Tank).\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"train\", \"item\": \"harv\", \"count\": 1}, {\"do\": \"attack_move\", \"units\": [135, 136, 137, 138, 139, 140, 141], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [142, 145], \"x\": 50, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1609, "completion_tokens": 220, "total_tokens": 1829, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0040635, "upstream_inference_prompt_cost": 0.0024135, "upstream_inference_completions_cost": 0.00165}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Place the ready power plant to keep up with future tech power demands. Start training another harvester to boost income, and push scouting infantry toward the enemy base at (12, 16).", "notes": "Placing powr, queuing harv for economy, advancing scouting infantry toward (12, 16). Next turn: build fix (Service Depot) to unlock 3tnk (Heavy Tank).", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "harv", "count": 1}, {"do": "attack_move", "units": [135, 136, 137, 138, 139, 140, 141], "x": 12, "y": 16}, {"do": "attack_move", "units": [142, 145], "x": 50, "y": 20}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 1x harv: queued", "attack_move: 7 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 19}}
{"tick": 3601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:24 (tick 3601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1678 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: barr 64%; Building: proc 0%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(11,20)\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  - build barr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Placed weap now. Proc2, powr, barr building. Once barr done, train e1/e3. Once weap placed, build tanks.", "raw": "{\"thoughts\":\"Barracks and second proc/powr still building. War factory is ready, so start producing tanks. Keep economy growing with a second harvester too.\",\"notes\":\"Base at (12,16), enemy at (95,11). barr/proc/powr in queue. Weap ready - building 3tnk. Need more harvesters and infantry once barr completes.\",\"commands\":[{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2019, "completion_tokens": 185, "total_tokens": 2204, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005888, "upstream_inference_prompt_cost": 0.004038, "upstream_inference_completions_cost": 0.00185}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.42, "thoughts": "Barracks and second proc/powr still building. War factory is ready, so start producing tanks. Keep economy growing with a second harvester too.", "notes": "Base at (12,16), enemy at (95,11). barr/proc/powr in queue. Weap ready - building 3tnk. Need more harvesters and infantry once barr completes.", "commands": [{"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 13}}
{"tick": 3801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Vehicle: harv 9%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(35,24) #139@(59,28) #140@(61,27) #141@(60,28)\n  e3 (Rocket Soldier) x5: #136@(54,28) #137@(54,28) #138@(61,27) #142@(85,10) #145@(84,10)\n  harv (Ore Truck (harvester)) x1: #130@(107,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 1x harv: queued\n  - attack_move: 7 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Placing powr, queuing harv for economy, advancing scouting infantry toward (12, 16). Next turn: build fix (Service Depot) to unlock 3tnk (Heavy Tank).", "raw": "{\"thoughts\": \"Currently out of cash while harvester finishes unloading soon and finishes vehicle production. Scouting infantry continues advancing toward enemy base at (12, 16) to find the enemy.\", \"notes\": \"Scouting toward (12,16). Harvester queued (9%). When funds arrive from harv #130, start Service Depot (fix) to unlock Heavy Tanks.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 16, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [136, 137, 138, 139, 140, 141], \"x\": 30, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [142, 145], \"x\": 60, \"y\": 25}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1652, "completion_tokens": 204, "total_tokens": 1856, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004008, "upstream_inference_prompt_cost": 0.002478, "upstream_inference_completions_cost": 0.00153}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.62, "thoughts": "Currently out of cash while harvester finishes unloading soon and finishes vehicle production. Scouting infantry continues advancing toward enemy base at (12, 16) to find the enemy.", "notes": "Scouting toward (12,16). Harvester queued (9%). When funds arrive from harv #130, start Service Depot (fix) to unlock Heavy Tanks.", "commands": [{"do": "attack_move", "units": [135], "x": 16, "y": 18}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141], "x": 30, "y": 20}, {"do": "attack_move", "units": [142, 145], "x": 60, "y": 25}], "feedback": ["attack_move: 1 units", "attack_move: 6 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 21}}
{"tick": 3801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:32 (tick 3801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1320 + stored ore $358 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: barr READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 29%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(12,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). barr/proc/powr in queue. Weap ready - building 3tnk. Need more harvesters and infantry once barr completes.", "raw": "{\"thoughts\":\"Place barracks, keep building economy and start producing tanks from war factory now that it's ready.\",\"notes\":\"Base at (12,16), enemy at (95,11). Placed barr. Build proc/powr queued. Need to queue 3tnk from weap now, and train infantry from barr once placed.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2046, "completion_tokens": 144, "total_tokens": 2190, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005532, "upstream_inference_prompt_cost": 0.004092, "upstream_inference_completions_cost": 0.00144}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Place barracks, keep building economy and start producing tanks from war factory now that it's ready.", "notes": "Base at (12,16), enemy at (95,11). Placed barr. Build proc/powr queued. Need to queue 3tnk from weap now, and train infantry from barr once placed.", "commands": [{"do": "place", "item": "barr"}, {"do": "train", "item": "3tnk", "count": 2}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 14}}
{"tick": 4001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.7%.\nPRODUCTION: Vehicle: harv 9%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(26,20) #139@(49,28) #140@(50,28) #141@(49,28)\n  e3 (Rocket Soldier) x5: #136@(46,24) #137@(45,23) #138@(52,27) #142@(77,15) #145@(76,17)\n  harv (Ore Truck (harvester)) x1: #130@(99,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 6 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Scouting toward (12,16). Harvester queued (9%). When funds arrive from harv #130, start Service Depot (fix) to unlock Heavy Tanks.", "raw": "{\"thoughts\": \"Harvester #130 is close to delivering ore to the refinery, which will inject funds to speed up the queued harvester. Scout #135 is approaching the enemy base at (12,16) while reinforcements move up.\", \"notes\": \"Scout #135 nearing (12,16). Harv building. Next: build fix (Service Depot) to unlock 3tnk as soon as cash allows.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [136, 137, 138, 139, 140, 141], \"x\": 26, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [142, 145], \"x\": 48, \"y\": 25}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1626, "completion_tokens": 217, "total_tokens": 1843, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0040665, "upstream_inference_prompt_cost": 0.002439, "upstream_inference_completions_cost": 0.0016275}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.11, "thoughts": "Harvester #130 is close to delivering ore to the refinery, which will inject funds to speed up the queued harvester. Scout #135 is approaching the enemy base at (12,16) while reinforcements move up.", "notes": "Scout #135 nearing (12,16). Harv building. Next: build fix (Service Depot) to unlock 3tnk as soon as cash allows.", "commands": [{"do": "attack_move", "units": [135], "x": 12, "y": 16}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141], "x": 26, "y": 20}, {"do": "attack_move", "units": [142, 145], "x": 48, "y": 25}], "feedback": ["attack_move: 1 units", "attack_move: 6 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 21}}
{"tick": 4001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:40 (tick 4001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1021 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: proc 23%; Building: powr 0%; Building: barr 0%; Vehicle: harv 59%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Placed barr. Build proc/powr queued. Need to queue 3tnk from weap now, and train infantry from barr once placed.", "raw": "{\"thoughts\":\"Base is well developed already. Need Service Depot to unlock heavy tanks, keep training infantry, and queue more harvesters for economy.\",\"notes\":\"Base at (12,16), enemy at (95,11). Have fact/powr/proc/powr/weap/barr. Building fix next for 3tnk. Train infantry meanwhile, queue harvester for 2nd income.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2131, "completion_tokens": 256, "total_tokens": 2387, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006822, "upstream_inference_prompt_cost": 0.004262, "upstream_inference_completions_cost": 0.00256}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.1, "thoughts": "Base is well developed already. Need Service Depot to unlock heavy tanks, keep training infantry, and queue more harvesters for economy.", "notes": "Base at (12,16), enemy at (95,11). Have fact/powr/proc/powr/weap/barr. Building fix next for 3tnk. Train infantry meanwhile, queue harvester for 2nd income.", "commands": [{"do": "build", "item": "fix"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["build fix: started", "train 3x e1: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1500, "experience": 0, "order_count": 15}}
{"tick": 4201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $255 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Vehicle: harv 31%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(19,16) #139@(40,22) #140@(41,23) #141@(40,22)\n  e3 (Rocket Soldier) x5: #136@(36,20) #137@(36,20) #138@(42,26) #142@(70,23) #145@(69,24)\n  harv (Ore Truck (harvester)) x1: #130@(103,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 6 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Scout #135 nearing (12,16). Harv building. Next: build fix (Service Depot) to unlock 3tnk as soon as cash allows.", "raw": "{\"thoughts\": \"Harvester #2 is at 31% and scout #135 is right outside the enemy base area at (19,16). We'll push #135 straight to (12,16) to uncover the enemy layout, rally the following infantry towards mid-map, and queue Service Depot (fix) as soon as harvester finishes.\", \"notes\": \"Scout #135 entering enemy base at (12,16). 2nd harvester finishing soon. Waiting for cash to build fix for Heavy Tanks.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [136, 137, 138, 139, 140, 141], \"x\": 25, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [142, 145], \"x\": 45, \"y\": 22}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1629, "completion_tokens": 241, "total_tokens": 1870, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004251, "upstream_inference_prompt_cost": 0.0024435, "upstream_inference_completions_cost": 0.0018075}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Harvester #2 is at 31% and scout #135 is right outside the enemy base area at (19,16). We'll push #135 straight to (12,16) to uncover the enemy layout, rally the following infantry towards mid-map, and queue Service Depot (fix) as soon as harvester finishes.", "notes": "Scout #135 entering enemy base at (12,16). 2nd harvester finishing soon. Waiting for cash to build fix for Heavy Tanks.", "commands": [{"do": "attack_move", "units": [135], "x": 12, "y": 16}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141], "x": 25, "y": 18}, {"do": "attack_move", "units": [142, 145], "x": 45, "y": 22}], "feedback": ["attack_move: 1 units", "attack_move: 6 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1900, "income": 2000, "experience": 0, "order_count": 21}}
{"tick": 4201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:48 (tick 4201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $54 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: proc 47%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 90%; Vehicle: harv 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 99%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #148@(8,19)* #149@(9,20)* #150@(10,20)\n  harv (Ore Truck (harvester)) x1: #132@(11,24)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - train 3x e1: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Have fact/powr/proc/powr/weap/barr. Building fix next for 3tnk. Train infantry meanwhile, queue harvester for 2nd income.", "raw": "{\"thoughts\":\"Base is developing well. Keep building fix depot, queue more infantry and power. Enemy scout nearby, ignore for now and focus economy.\",\"notes\":\"Base at (12,16), enemy at (95,11). Have fact/powr/proc/powr/weap/barr/fix building. Queue more e1 and harv. Once fix done, build 3tnk for offense.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2188, "completion_tokens": 185, "total_tokens": 2373, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006226, "upstream_inference_prompt_cost": 0.004376, "upstream_inference_completions_cost": 0.00185}, "completion_tokens_details": {"reasoning_tokens": 18, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.1, "thoughts": "Base is developing well. Keep building fix depot, queue more infantry and power. Enemy scout nearby, ignore for now and focus economy.", "notes": "Base at (12,16), enemy at (95,11). Have fact/powr/proc/powr/weap/barr/fix building. Queue more e1 and harv. Once fix done, build 3tnk for offense.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "build", "item": "powr"}], "feedback": ["train 2x e1: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 300, "income": 1500, "experience": 0, "order_count": 20}}
{"tick": 4401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.7%.\nPRODUCTION: Vehicle: harv 54%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(19,16) #139@(30,20) #140@(31,20) #141@(30,20)\n  e3 (Rocket Soldier) x5: #136@(26,19) #137@(26,19) #138@(33,20) #142@(61,27) #145@(60,28)\n  harv (Ore Truck (harvester)) x1: #130@(105,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 6 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Scout #135 entering enemy base at (12,16). 2nd harvester finishing soon. Waiting for cash to build fix for Heavy Tanks.", "raw": "{\"thoughts\": \"Harvester is over halfway done and our lead scout is almost at the enemy base (12,16). We have $0 cash, so we wait for ore unload before starting Service Depot (fix). Moving our infantry line steadily into enemy territory.\", \"notes\": \"Scout #135 hitting (12,16). Follow up with remaining infantry. Once harv delivers cash, build fix for Heavy Tanks.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [136, 137, 138, 139, 140, 141], \"x\": 16, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [142, 145], \"x\": 25, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1624, "completion_tokens": 214, "total_tokens": 1838, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004041, "upstream_inference_prompt_cost": 0.002436, "upstream_inference_completions_cost": 0.001605}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.83, "thoughts": "Harvester is over halfway done and our lead scout is almost at the enemy base (12,16). We have $0 cash, so we wait for ore unload before starting Service Depot (fix). Moving our infantry line steadily into enemy territory.", "notes": "Scout #135 hitting (12,16). Follow up with remaining infantry. Once harv delivers cash, build fix for Heavy Tanks.", "commands": [{"do": "attack_move", "units": [135], "x": 12, "y": 16}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141], "x": 16, "y": 16}, {"do": "attack_move", "units": [142, 145], "x": 25, "y": 18}], "feedback": ["attack_move: 1 units", "attack_move: 6 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1900, "income": 2000, "experience": 0, "order_count": 21}}
{"tick": 4401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:56 (tick 4401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $269 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: proc 54%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 98%; Vehicle: harv 0%; Infantry: e1 88%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 95%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #148@(8,19)* #149@(9,20)* #150@(10,20)*\n  harv (Ore Truck (harvester)) x1: #132@(14,19)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Have fact/powr/proc/powr/weap/barr/fix building. Queue more e1 and harv. Once fix done, build 3tnk for offense.", "raw": "{\"thoughts\":\"Base is building up nicely with power, refinery, barracks, and factory already set. Keep queuing infantry and harvesters, and once fix depot done start tank production. Enemy scout spotted nearby - keep infantry defending home for now.\",\"notes\":\"Base at (12,16), enemy at (95,11). fact/powr/proc/powr/weap/barr/fix in queue. Once fix done, build 3tnk for offense. Keep training e1 and harv, expand economy.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2204, "completion_tokens": 221, "total_tokens": 2425, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006618, "upstream_inference_prompt_cost": 0.004408, "upstream_inference_completions_cost": 0.00221}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "Base is building up nicely with power, refinery, barracks, and factory already set. Keep queuing infantry and harvesters, and once fix depot done start tank production. Enemy scout spotted nearby - keep infantry defending home for now.", "notes": "Base at (12,16), enemy at (95,11). fact/powr/proc/powr/weap/barr/fix in queue. Once fix done, build 3tnk for offense. Keep training e1 and harv, expand economy.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["train 2x e1: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 300, "income": 2000, "experience": 0, "order_count": 23}}
{"tick": 4601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.7%.\nPRODUCTION: Vehicle: harv 54%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(19,16) #139@(20,16) #140@(21,17) #141@(20,16)\n  e3 (Rocket Soldier) x5: #136@(19,16) #137@(20,16) #138@(23,18) #142@(51,28) #145@(49,28)\n  harv (Ore Truck (harvester)) x1: #130@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 6 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Scout #135 hitting (12,16). Follow up with remaining infantry. Once harv delivers cash, build fix for Heavy Tanks.", "raw": "{\"thoughts\": \"Our vanguard infantry group is nearing enemy base at (12, 16). Harvester is mining, 2nd harvester in production at 54%; once funds arrive we need Service Depot (fix) to unlock Heavy Tanks.\", \"notes\": \"Infantry attacking (12,16). Harvester 2 finishing soon. Next: build fix, then mass 3tnk.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135, 136, 137, 138, 139, 140, 141], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [142, 145], \"x\": 12, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1621, "completion_tokens": 183, "total_tokens": 1804, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003804, "upstream_inference_prompt_cost": 0.0024315, "upstream_inference_completions_cost": 0.0013725}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "Our vanguard infantry group is nearing enemy base at (12, 16). Harvester is mining, 2nd harvester in production at 54%; once funds arrive we need Service Depot (fix) to unlock Heavy Tanks.", "notes": "Infantry attacking (12,16). Harvester 2 finishing soon. Next: build fix, then mass 3tnk.", "commands": [{"do": "attack_move", "units": [135, 136, 137, 138, 139, 140, 141], "x": 12, "y": 16}, {"do": "attack_move", "units": [142, 145], "x": 12, "y": 16}], "feedback": ["attack_move: 7 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1900, "income": 2000, "experience": 0, "order_count": 21}}
{"tick": 4601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:04 (tick 4601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9100, army $2600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: proc 60%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 6%; Vehicle: harv 0%; Infantry: e1 76%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 80%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #148@(8,19)* #149@(8,21)* #150@(10,20)* #152@(9,20)*\n  harv (Ore Truck (harvester)) x2: #132@(7,28) #151@(20,8)\nVISIBLE ENEMY UNITS (6):\n  #135 e1@(19,16) 100%, #136 e3@(19,16) 100%, #137 e3@(20,16) 100%, #139 e1@(20,16) 100%, #140 e1@(21,17) 100%, #141 e1@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). fact/powr/proc/powr/weap/barr/fix in queue. Once fix done, build 3tnk for offense. Keep training e1 and harv, expand economy.", "raw": "{\"thoughts\":\"Enemy infantry cluster right near my base at (19-21,16). My 4 idle e1 should defend. Keep production going for economy and army buildup.\",\"notes\":\"Base (12,16), enemy main at (95,11) but enemy infantry squad spotted near (19-21,16-17) close to my base - defend! Keep building powr/proc/fix/barr, train e1/harv, then build 3tnk once fix done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[148,149,150,152],\"x\":20,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2316, "completion_tokens": 262, "total_tokens": 2578, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007252, "upstream_inference_prompt_cost": 0.004632, "upstream_inference_completions_cost": 0.00262}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.92, "thoughts": "Enemy infantry cluster right near my base at (19-21,16). My 4 idle e1 should defend. Keep production going for economy and army buildup.", "notes": "Base (12,16), enemy main at (95,11) but enemy infantry squad spotted near (19-21,16-17) close to my base - defend! Keep building powr/proc/fix/barr, train e1/harv, then build 3tnk once fix done.", "commands": [{"do": "attack_move", "units": [148, 149, 150, 152], "x": 20, "y": 16}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 4 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 400, "income": 2000, "experience": 0, "order_count": 26}}
{"tick": 4801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $326 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $0 (0 units, 0 bldgs), lost $400 (2 units, 0 bldgs). Map explored 21.7%.\nPRODUCTION: Vehicle: harv 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(19,16)42% #139@(19,16)90% #140@(20,16)\n  e3 (Rocket Soldier) x4: #137@(20,16) #138@(19,16)89% #142@(41,24) #145@(40,24)\n  harv (Ore Truck (harvester)) x1: #130@(99,16)\nVISIBLE ENEMY UNITS (1):\n  #149 e1@(16,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Infantry attacking (12,16). Harvester 2 finishing soon. Next: build fix, then mass 3tnk.", "raw": "{\"thoughts\": \"Our scouting force has reached near the enemy base at (16,18) and encountered infantry. Harvester 2 is almost ready; once done, we need a Service Depot (fix) to unlock Heavy Tanks.\", \"notes\": \"Engage enemy at (12,16). Harvester finishing, then build fix for 3tnk tech.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135, 137, 138, 139, 140, 142, 145], \"x\": 12, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1615, "completion_tokens": 141, "total_tokens": 1756, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00348, "upstream_inference_prompt_cost": 0.0024225, "upstream_inference_completions_cost": 0.0010575}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.98, "thoughts": "Our scouting force has reached near the enemy base at (16,18) and encountered infantry. Harvester 2 is almost ready; once done, we need a Service Depot (fix) to unlock Heavy Tanks.", "notes": "Engage enemy at (12,16). Harvester finishing, then build fix for 3tnk tech.", "commands": [{"do": "attack_move", "units": [135, 137, 138, 139, 140, 142, 145], "x": 12, "y": 16}], "feedback": ["attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 400, "units_killed": 0, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1500, "income": 2500, "experience": 0, "order_count": 21}}
{"tick": 4801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:12 (tick 4801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9100, army $2600, killed $400 (2 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: proc 60%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 6%; Vehicle: harv 0%; Infantry: e1 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #148@(15,19) #149@(16,18) #150@(15,19) #152@(15,18)\n  harv (Ore Truck (harvester)) x2: #132@(9,28) #151@(18,10)\nVISIBLE ENEMY UNITS (5):\n  #135 e1@(19,16) 42%, #137 e3@(20,16) 100%, #138 e3@(19,16) 89%, #139 e1@(19,16) 90%, #140 e1@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11) but enemy infantry squad spotted near (19-21,16-17) close to my base - defend! Keep building powr/proc/fix/barr, train e1/harv, then build 3tnk once fix done.", "raw": "{\"thoughts\":\"Enemy infantry squad near base at (19-21,16-17). Defend with my e1 group, keep production rolling. Queue more infantry and continue building econ.\",\"notes\":\"Base (12,16), enemy main at (95,11). Enemy infantry squad near (19-21,16-17) attacking - defending with e1 group. Continue building powr/proc/fix/barr, train e1/harv, build 3tnk once fix done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[148,149,150,152],\"x\":19,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2326, "completion_tokens": 234, "total_tokens": 2560, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006992, "upstream_inference_prompt_cost": 0.004652, "upstream_inference_completions_cost": 0.00234}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.66, "thoughts": "Enemy infantry squad near base at (19-21,16-17). Defend with my e1 group, keep production rolling. Queue more infantry and continue building econ.", "notes": "Base (12,16), enemy main at (95,11). Enemy infantry squad near (19-21,16-17) attacking - defending with e1 group. Continue building powr/proc/fix/barr, train e1/harv, build 3tnk once fix done.", "commands": [{"do": "attack_move", "units": [148, 149, 150, 152], "x": 19, "y": 16}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 4 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 400, "deaths_cost": 0, "units_killed": 2, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 400, "income": 2000, "experience": 4, "order_count": 28}}
{"tick": 5001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9300, army $2800, killed $100 (1 units, 0 bldgs), lost $1300 (7 units, 0 bldgs). Map explored 22%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #142@(33,18) #145@(32,17)\n  harv (Ore Truck (harvester)) x2: #130@(104,23) #155@(97,8)\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: Engage enemy at (12,16). Harvester finishing, then build fix for 3tnk tech.", "raw": "{\"thoughts\": \"We are currently out of cash while the second harvester begins operations. As soon as ore is delivered, we need a Service Depot to unlock Heavy Tanks and start training defensive forces.\", \"notes\": \"Awaiting ore deposit to start Service Depot (fix) for 3tnk tech. Push scouts forward cautiously.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 155}, {\"do\": \"attack_move\", \"units\": [142, 145], \"x\": 20, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1513, "completion_tokens": 118, "total_tokens": 1631, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0031545, "upstream_inference_prompt_cost": 0.0022695, "upstream_inference_completions_cost": 0.000885}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.2, "thoughts": "We are currently out of cash while the second harvester begins operations. As soon as ore is delivered, we need a Service Depot to unlock Heavy Tanks and start training defensive forces.", "notes": "Awaiting ore deposit to start Service Depot (fix) for 3tnk tech. Push scouts forward cautiously.", "commands": [{"do": "harvest", "unit": 155}, {"do": "attack_move", "units": [142, 145], "x": 20, "y": 16}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1300, "units_killed": 1, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 600, "income": 2500, "experience": 1, "order_count": 21}}
{"tick": 5001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:20 (tick 5001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $2500, killed $1300 (7 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 7.2%.\nPRODUCTION: Building: proc 60%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 6%; Vehicle: harv 0%; Infantry: e1 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #148@(17,18) #150@(17,18)70% #152@(17,17)88%\n  harv (Ore Truck (harvester)) x2: #132@(15,18) #151@(17,17)82%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Enemy infantry squad near (19-21,16-17) attacking - defending with e1 group. Continue building powr/proc/fix/barr, train e1/harv, build 3tnk once fix done.", "raw": "{\"thoughts\":\"Economy still ramping up. Keep production going, defend base with current infantry, continue building queues.\",\"notes\":\"Base (12,16), enemy main at (95,11). Continue building powr/proc/fix/barr, train e1/harv, build 3tnk once fix done. Watch for enemy infantry near (19-21,16-17).\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2276, "completion_tokens": 147, "total_tokens": 2423, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006022, "upstream_inference_prompt_cost": 0.004552, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.63, "thoughts": "Economy still ramping up. Keep production going, defend base with current infantry, continue building queues.", "notes": "Base (12,16), enemy main at (95,11). Continue building powr/proc/fix/barr, train e1/harv, build 3tnk once fix done. Watch for enemy infantry near (19-21,16-17).", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1300, "deaths_cost": 100, "units_killed": 7, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 300, "income": 2000, "experience": 13, "order_count": 30}}
{"tick": 5201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $2500, killed $100 (1 units, 0 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #142@(24,17)\n  harv (Ore Truck (harvester)) x2: #130@(99,20) #155@(89,4)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Awaiting ore deposit to start Service Depot (fix) for 3tnk tech. Push scouts forward cautiously.", "raw": "{\"thoughts\": \"Currently flat broke with $0 cash while harvesters work. Waiting on incoming ore deliveries before queuing up the Service Depot for Heavy Tanks.\", \"notes\": \"Waiting for ore dump to start Service Depot (fix). Scout e3 #142 moving near enemy start (12, 16).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [142], \"x\": 16, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1502, "completion_tokens": 100, "total_tokens": 1602, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003003, "upstream_inference_prompt_cost": 0.002253, "upstream_inference_completions_cost": 0.00075}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.7, "thoughts": "Currently flat broke with $0 cash while harvesters work. Waiting on incoming ore deliveries before queuing up the Service Depot for Heavy Tanks.", "notes": "Waiting for ore dump to start Service Depot (fix). Scout e3 #142 moving near enemy start (12, 16).", "commands": [{"do": "attack_move", "units": [142], "x": 16, "y": 16}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1600, "units_killed": 1, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 300, "income": 2025, "experience": 1, "order_count": 21}}
{"tick": 5201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:28 (tick 5201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $232 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9300, army $2800, killed $1600 (8 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 7.2%.\nPRODUCTION: Building: proc 79%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 30%; Vehicle: harv 0%; Infantry: e1 28%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #148@(19,16)* #150@(19,16)70%* #152@(19,16)88%* #156@(9,20)* #157@(11,19) #158@(10,20)*\n  harv (Ore Truck (harvester)) x2: #132@(11,25) #151@(15,18)82%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Continue building powr/proc/fix/barr, train e1/harv, build 3tnk once fix done. Watch for enemy infantry near (19-21,16-17).", "raw": "{\"thoughts\":\"Base building continues; keep training infantry and preparing for tank production once fix and proc finish. Group idle infantry defensively near base.\",\"notes\":\"Base (12,16), enemy main at (95,11). Continue building powr/proc/fix/barr, train e1/harv, build 3tnk once fix done. Watch for enemy infantry near (19-21,16-17).\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2253, "completion_tokens": 191, "total_tokens": 2444, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006416, "upstream_inference_prompt_cost": 0.004506, "upstream_inference_completions_cost": 0.00191}, "completion_tokens_details": {"reasoning_tokens": 15, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Base building continues; keep training infantry and preparing for tank production once fix and proc finish. Group idle infantry defensively near base.", "notes": "Base (12,16), enemy main at (95,11). Continue building powr/proc/fix/barr, train e1/harv, build 3tnk once fix done. Watch for enemy infantry near (19-21,16-17).", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 2x e1: queued", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1600, "deaths_cost": 100, "units_killed": 8, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 600, "income": 3000, "experience": 16, "order_count": 30}}
{"tick": 5401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $500 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $8700, army $2200, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(98,12) #155@(90,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Waiting for ore dump to start Service Depot (fix). Scout e3 #142 moving near enemy start (12, 16).", "raw": "{\"thoughts\": \"We have $500 ore stored, sufficient to begin queueing infantry defense while harvesting continues. Start a Service Depot (fix) to unlock Heavy Tanks, and queue some rocket soldiers.\", \"notes\": \"Building Service Depot (fix) to unlock Heavy Tanks (3tnk). Harvesters active.\", \"commands\": [{\"do\": \"build\", \"item\": \"fix\"}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1489, "completion_tokens": 100, "total_tokens": 1589, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0029835, "upstream_inference_prompt_cost": 0.0022335, "upstream_inference_completions_cost": 0.00075}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.92, "thoughts": "We have $500 ore stored, sufficient to begin queueing infantry defense while harvesting continues. Start a Service Depot (fix) to unlock Heavy Tanks, and queue some rocket soldiers.", "notes": "Building Service Depot (fix) to unlock Heavy Tanks (3tnk). Harvesters active.", "commands": [{"do": "build", "item": "fix"}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["build fix: started", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 0, "income": 2500, "experience": 1, "order_count": 21}}
{"tick": 5401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:36 (tick 5401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $2900, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 7.4%.\nPRODUCTION: Building: proc 84%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 37%; Vehicle: harv 0%; Infantry: e1 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(10,20)* #159@(9,20)*\n  harv (Ore Truck (harvester)) x2: #132@(6,28) #151@(21,7)82%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Continue building powr/proc/fix/barr, train e1/harv, build 3tnk once fix done. Watch for enemy infantry near (19-21,16-17).", "raw": "{\"thoughts\":\"Continue economy buildup, keep training infantry, group idle army defensively near base until war factory ready for tanks.\",\"notes\":\"Base (12,16), enemy main at (95,11). Building proc/powr/fix/barr in progress. Once fix done, build 3tnk from weap. Keep training e1, harv. Group idle e1 near base for defense.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2282, "completion_tokens": 172, "total_tokens": 2454, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006284, "upstream_inference_prompt_cost": 0.004564, "upstream_inference_completions_cost": 0.00172}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.18, "thoughts": "Continue economy buildup, keep training infantry, group idle army defensively near base until war factory ready for tanks.", "notes": "Base (12,16), enemy main at (95,11). Building proc/powr/fix/barr in progress. Once fix done, build 3tnk from weap. Keep training e1, harv. Group idle e1 near base for defense.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 2x e1: queued", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 700, "income": 2800, "experience": 19, "order_count": 32}}
{"tick": 5601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $8700, army $2200, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Building: fix 20%; Infantry: e3 83%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(102,23) #155@(97,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Building Service Depot (fix) to unlock Heavy Tanks (3tnk). Harvesters active.", "raw": "{\"thoughts\": \"Service Depot is currently building and cash is zero while harvesters gather ore. Once the depot completes, Heavy Tanks will be unlocked.\", \"notes\": \"Waiting for Service Depot to finish to build 3tnk. Harvesters collecting ore.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1497, "completion_tokens": 59, "total_tokens": 1556, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002688, "upstream_inference_prompt_cost": 0.0022455, "upstream_inference_completions_cost": 0.0004425}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Service Depot is currently building and cash is zero while harvesters gather ore. Once the depot completes, Heavy Tanks will be unlocked.", "notes": "Waiting for Service Depot to finish to build 3tnk. Harvesters collecting ore.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 0, "income": 2500, "experience": 1, "order_count": 23}}
{"tick": 5601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:44 (tick 5601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $2900, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 7.8%.\nPRODUCTION: Building: proc 84%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 37%; Vehicle: harv 0%; Infantry: e1 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(10,20)* #159@(9,20)*\n  harv (Ore Truck (harvester)) x2: #132@(13,21) #151@(24,8)82%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Building proc/powr/fix/barr in progress. Once fix done, build 3tnk from weap. Keep training e1, harv. Group idle e1 near base for defense.", "raw": "{\"thoughts\":\"Economy is coming online with proc, fix, barr in progress. Keep training infantry and start tank production once fix is ready. Group idle riflemen defensively near base.\",\"notes\":\"Base (12,16), enemy main at (95,11). Building proc/powr/fix/barr in progress. Once fix done, build 3tnk from weap. Keep training e1, harv. Group idle e1 near base for defense.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2306, "completion_tokens": 209, "total_tokens": 2515, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006702, "upstream_inference_prompt_cost": 0.004612, "upstream_inference_completions_cost": 0.00209}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.17, "thoughts": "Economy is coming online with proc, fix, barr in progress. Keep training infantry and start tank production once fix is ready. Group idle riflemen defensively near base.", "notes": "Base (12,16), enemy main at (95,11). Building proc/powr/fix/barr in progress. Once fix done, build 3tnk from weap. Keep training e1, harv. Group idle e1 near base for defense.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 2x e1: queued", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 700, "income": 2500, "experience": 19, "order_count": 34}}
{"tick": 5801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $203 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $2500, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Building: fix 41%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #160@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(102,22) #155@(91,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Waiting for Service Depot to finish to build 3tnk. Harvesters collecting ore.", "raw": "{\"thoughts\": \"Service Depot (fix) is finishing up. Once done, we will unlock Heavy Tanks (3tnk) and immediately start spamming them to assemble our strike force.\", \"notes\": \"Waiting for fix to place, then queue 3tnk immediately and amass heavy armor.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1485, "completion_tokens": 65, "total_tokens": 1550, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002715, "upstream_inference_prompt_cost": 0.0022275, "upstream_inference_completions_cost": 0.0004875}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.13, "thoughts": "Service Depot (fix) is finishing up. Once done, we will unlock Heavy Tanks (3tnk) and immediately start spamming them to assemble our strike force.", "notes": "Waiting for fix to place, then queue 3tnk immediately and amass heavy armor.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 300, "income": 2500, "experience": 1, "order_count": 23}}
{"tick": 5801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:52 (tick 5801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9500, army $3000, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 7.8%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 52%; Vehicle: harv 0%; Infantry: e1 68%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(10,20)* #159@(8,19)* #161@(9,20)*\n  harv (Ore Truck (harvester)) x2: #132@(11,22) #151@(17,17)82%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Building proc/powr/fix/barr in progress. Once fix done, build 3tnk from weap. Keep training e1, harv. Group idle e1 near base for defense.", "raw": "{\"thoughts\":\"Economy building continues; keep training infantry and queue tank production once fix is done. Group idle e1 for defense.\",\"notes\":\"Base (12,16), enemy main at (95,11). Building proc/powr/fix/barr in progress. Once fix done, build 3tnk from weap. Keep training e1, harv. Group idle e1 near base for defense.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2326, "completion_tokens": 155, "total_tokens": 2481, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006202, "upstream_inference_prompt_cost": 0.004652, "upstream_inference_completions_cost": 0.00155}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Economy building continues; keep training infantry and queue tank production once fix is done. Group idle e1 for defense.", "notes": "Base (12,16), enemy main at (95,11). Building proc/powr/fix/barr in progress. Once fix done, build 3tnk from weap. Keep training e1, harv. Group idle e1 near base for defense.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 800, "income": 3000, "experience": 19, "order_count": 36}}
{"tick": 6001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $2500, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Building: fix 58%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #160@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(98,12) #155@(88,4)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Waiting for fix to place, then queue 3tnk immediately and amass heavy armor.", "raw": "{\"thoughts\": \"Service depot (fix) is finishing at 58% but cash is at $0 right now. Once harvesters deposit ore, fix will complete and unlock Heavy Tanks (3tnk).\", \"notes\": \"Place fix when ready, then queue 3tnk as soon as funds arrive from harvesters.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1480, "completion_tokens": 75, "total_tokens": 1555, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0027825, "upstream_inference_prompt_cost": 0.00222, "upstream_inference_completions_cost": 0.0005625}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.05, "thoughts": "Service depot (fix) is finishing at 58% but cash is at $0 right now. Once harvesters deposit ore, fix will complete and unlock Heavy Tanks (3tnk).", "notes": "Place fix when ready, then queue 3tnk as soon as funds arrive from harvesters.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 300, "income": 2500, "experience": 1, "order_count": 23}}
{"tick": 6001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:00 (tick 6001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9700, army $3200, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 7.8%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 73%; Vehicle: harv 0%; Infantry: e1 93%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(11,21)* #159@(8,19)* #161@(8,21)* #162@(10,20)* #163@(9,20)*\n  harv (Ore Truck (harvester)) x2: #132@(5,27) #151@(20,13)82%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Building proc/powr/fix/barr in progress. Once fix done, build 3tnk from weap. Keep training e1, harv. Group idle e1 near base for defense.", "raw": "{\"thoughts\":\"Place the ready proc refinery, continue economy buildup, group idle infantry for defense while production continues.\",\"notes\":\"Base (12,16), enemy main at (95,11). Proc placed. Waiting on powr/fix/barr. Once fix done, build 3tnk from weap. Keep training e1/harv. Scout enemy soon.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2315, "completion_tokens": 192, "total_tokens": 2507, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00655, "upstream_inference_prompt_cost": 0.00463, "upstream_inference_completions_cost": 0.00192}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.18, "thoughts": "Place the ready proc refinery, continue economy buildup, group idle infantry for defense while production continues.", "notes": "Base (12,16), enemy main at (95,11). Proc placed. Waiting on powr/fix/barr. Once fix done, build 3tnk from weap. Keep training e1/harv. Scout enemy soon.", "commands": [{"do": "place", "item": "proc"}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "stance: 10 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 1000, "income": 3500, "experience": 19, "order_count": 36}}
{"tick": 6201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $206 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $2500, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Building: fix 82%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #160@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(100,21) #155@(90,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Place fix when ready, then queue 3tnk as soon as funds arrive from harvesters.", "raw": "{\"thoughts\": \"Service Depot (fix) is finishing up; place it immediately once ready so we can unlock Heavy Tanks (3tnk). Harvesters are currently unloading/gathering, so queue 3tnk as soon as cash comes in.\", \"notes\": \"Place fix, queue 3tnk immediately, start massing heavy tanks and rocket soldiers.\", \"commands\": [{\"do\": \"place\", \"item\": \"fix\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1486, "completion_tokens": 90, "total_tokens": 1576, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002904, "upstream_inference_prompt_cost": 0.002229, "upstream_inference_completions_cost": 0.000675}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.68, "thoughts": "Service Depot (fix) is finishing up; place it immediately once ready so we can unlock Heavy Tanks (3tnk). Harvesters are currently unloading/gathering, so queue 3tnk as soon as cash comes in.", "notes": "Place fix, queue 3tnk immediately, start massing heavy tanks and rocket soldiers.", "commands": [{"do": "place", "item": "fix"}], "feedback": ["place fix: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 300, "income": 3000, "experience": 1, "order_count": 23}}
{"tick": 6201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:08 (tick 6201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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 / 110 used, harvesters 3.\nSCORE: assets $12200, army $4300, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 8.2%.\nPRODUCTION: Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 73%; Vehicle: harv 0%; Infantry: e1 93%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(11,21)* #159@(8,19)* #161@(8,21)* #162@(10,20)* #163@(9,20)*\n  harv (Ore Truck (harvester)) x3: #132@(11,22) #151@(23,7)82% #165@(10,30)\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  - stance: 10 units\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Proc placed. Waiting on powr/fix/barr. Once fix done, build 3tnk from weap. Keep training e1/harv. Scout enemy soon.", "raw": "{\"thoughts\":\"Economy building up, multiple queues running. Group idle infantry to defend base and scout lightly toward enemy. Keep training e1 and harv.\",\"notes\":\"Base (12,16), enemy main at (95,11). Waiting on powr/fix/barr. Build 3tnk once fix ready. Keep training e1/harv. Scout enemy soon with small group.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2351, "completion_tokens": 203, "total_tokens": 2554, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006732, "upstream_inference_prompt_cost": 0.004702, "upstream_inference_completions_cost": 0.00203}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.7, "thoughts": "Economy building up, multiple queues running. Group idle infantry to defend base and scout lightly toward enemy. Keep training e1 and harv.", "notes": "Base (12,16), enemy main at (95,11). Waiting on powr/fix/barr. Build 3tnk once fix ready. Keep training e1/harv. Scout enemy soon with small group.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["stance: 10 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12200, "army_value": 1000, "income": 3000, "experience": 19, "order_count": 37}}
{"tick": 6401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $2500, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: fix READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #160@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(101,24) #155@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Place fix, queue 3tnk immediately, start massing heavy tanks and rocket soldiers.", "raw": "{\"thoughts\": \"Service depot is ready to place. Cash is tight at $0 so we need incoming harvester drops before queuing heavy tanks.\", \"notes\": \"Placing fix to unlock 3tnk; queue 3tnk as soon as cash comes in; defend harvesters.\", \"commands\": [{\"do\": \"place\", \"item\": \"fix\"}, {\"do\": \"train\", \"item\": \"3tnk\", \"count\": 1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1505, "completion_tokens": 94, "total_tokens": 1599, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0029625, "upstream_inference_prompt_cost": 0.0022575, "upstream_inference_completions_cost": 0.000705}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.15, "thoughts": "Service depot is ready to place. Cash is tight at $0 so we need incoming harvester drops before queuing heavy tanks.", "notes": "Placing fix to unlock 3tnk; queue 3tnk as soon as cash comes in; defend harvesters.", "commands": [{"do": "place", "item": "fix"}, {"do": "train", "item": "3tnk", "count": 1}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 300, "income": 2650, "experience": 1, "order_count": 23}}
{"tick": 6401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:16 (tick 6401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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 / 110 used, harvesters 3.\nSCORE: assets $12400, army $4500, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 8.3%.\nPRODUCTION: Building: powr 57%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 88%; Vehicle: harv 0%; Infantry: e1 56%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(11,21)* #159@(8,19)* #161@(8,21)* #162@(11,20)* #163@(9,20)* #166@(11,21)* #167@(10,20)*\n  harv (Ore Truck (harvester)) x3: #132@(7,24) #151@(18,15)82% #165@(13,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 10 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Waiting on powr/fix/barr. Build 3tnk once fix ready. Keep training e1/harv. Scout enemy soon with small group.", "raw": "{\"thoughts\":\"Economy building up, many idle infantry. Group them defensively near base and continue production. Send one to scout toward enemy.\",\"notes\":\"Base (12,16), enemy main at (95,11). Waiting on powr/fix/barr/proc completion. Build 3tnk once fix ready. Keep training e1/harv. Scout enemy with single unit.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[148],\"x\":50,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2358, "completion_tokens": 262, "total_tokens": 2620, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007336, "upstream_inference_prompt_cost": 0.004716, "upstream_inference_completions_cost": 0.00262}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.63, "thoughts": "Economy building up, many idle infantry. Group them defensively near base and continue production. Send one to scout toward enemy.", "notes": "Base (12,16), enemy main at (95,11). Waiting on powr/fix/barr/proc completion. Build 3tnk once fix ready. Keep training e1/harv. Scout enemy with single unit.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "move", "units": [148], "x": 50, "y": 13}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["stance: 12 units", "move: 1 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12400, "army_value": 1200, "income": 3500, "experience": 19, "order_count": 40}}
{"tick": 6601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $500 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10200, army $2500, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #160@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(99,16) #155@(89,8)\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  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placing fix to unlock 3tnk; queue 3tnk as soon as cash comes in; defend harvesters.", "raw": "{\"thoughts\": \"Service depot is placed, unlocking 3tnk. Harvesters are gathering ore, so queue a Heavy Tank and some Rocket Soldiers as funds trickle in.\", \"notes\": \"3tnk unlocked; building 3tnk and e3; massing heavy tanks to push toward (12, 16).\", \"commands\": [{\"do\": \"train\", \"item\": \"3tnk\", \"count\": 1}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1595, "completion_tokens": 112, "total_tokens": 1707, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0032325, "upstream_inference_prompt_cost": 0.0023925, "upstream_inference_completions_cost": 0.00084}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.37, "thoughts": "Service depot is placed, unlocking 3tnk. Harvesters are gathering ore, so queue a Heavy Tank and some Rocket Soldiers as funds trickle in.", "notes": "3tnk unlocked; building 3tnk and e3; massing heavy tanks to push toward (12, 16).", "commands": [{"do": "train", "item": "3tnk", "count": 1}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["train 1x 3tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 300, "income": 3000, "experience": 1, "order_count": 24}}
{"tick": 6601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:24 (tick 6601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $538 (storage 4000), power 200 made / 110 used, harvesters 4.\nSCORE: assets $13700, army $5800, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 8.4%.\nPRODUCTION: Building: powr READY TO PLACE; Building: fix 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 3%; 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: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(11,21)* #159@(8,19)* #161@(8,21)* #162@(11,20)* #163@(10,19) #166@(11,21)* #167@(10,20) #169@(9,20)* #171@(10,20)\n  harv (Ore Truck (harvester)) x4: #132@(3,25) #151@(18,16)82% #165@(13,22) #170@(15,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 12 units\n  - move: 1 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Waiting on powr/fix/barr/proc completion. Build 3tnk once fix ready. Keep training e1/harv. Scout enemy with single unit.", "raw": "{\"thoughts\":\"Place ready powr, keep building economy and army. Group idle e1 infantry to defend/scout while production continues.\",\"notes\":\"Base (12,16), enemy at (95,11). Waiting on fix/barr/proc/powr completion. Build 3tnk once fix ready. Keep training e1/harv, then push army east once tanks available.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2387, "completion_tokens": 181, "total_tokens": 2568, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006584, "upstream_inference_prompt_cost": 0.004774, "upstream_inference_completions_cost": 0.00181}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.88, "thoughts": "Place ready powr, keep building economy and army. Group idle e1 infantry to defend/scout while production continues.", "notes": "Base (12,16), enemy at (95,11). Waiting on fix/barr/proc/powr completion. Build 3tnk once fix ready. Keep training e1/harv, then push army east once tanks available.", "commands": [{"do": "place", "item": "powr"}, {"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "stance: 11 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13700, "army_value": 1400, "income": 4500, "experience": 19, "order_count": 42}}
{"tick": 6801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $358 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10500, army $2800, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 3tnk 28%; Infantry: e3 7%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #160@(96,9) #175@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(98,17) #155@(87,3)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x 3tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: 3tnk unlocked; building 3tnk and e3; massing heavy tanks to push toward (12, 16).", "raw": "{\"thoughts\": \"Current funds are low ($358 ore) while 3tnk and e3 are in progress. Two harvesters are gathering resources steadily, so I will queue an extra Ore Refinery once funds allow or just focus production on 3tnk and e3 to build an attack force.\", \"notes\": \"Production ongoing for 3tnk and e3. Awaiting cash from harvesters #130 and #155 to mass heavy tanks before pushing (12, 16).\", \"commands\": [{\"do\": \"stance\", \"units\": \"all_army\", \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1607, "completion_tokens": 135, "total_tokens": 1742, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003423, "upstream_inference_prompt_cost": 0.0024105, "upstream_inference_completions_cost": 0.0010125}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.11, "thoughts": "Current funds are low ($358 ore) while 3tnk and e3 are in progress. Two harvesters are gathering resources steadily, so I will queue an extra Ore Refinery once funds allow or just focus production on 3tnk and e3 to build an attack force.", "notes": "Production ongoing for 3tnk and e3. Awaiting cash from harvesters #130 and #155 to mass heavy tanks before pushing (12, 16).", "commands": [{"do": "stance", "units": "all_army", "stance": "defend"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 600, "income": 3500, "experience": 1, "order_count": 27}}
{"tick": 6801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:32 (tick 6801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (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 300 made / 110 used, harvesters 4.\nSCORE: assets $14200, army $6000, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 8.8%.\nPRODUCTION: Building: fix 14%; Building: powr 0%; Building: barr 0%; Vehicle: harv 20%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(11,21)* #159@(8,19)* #161@(8,21)* #162@(11,20)* #163@(11,19)* #166@(11,21)* #167@(11,19)* #169@(10,21)* #171@(11,20)* #173@(9,20)* #174@(10,20)*\n  harv (Ore Truck (harvester)) x4: #132@(12,22) #151@(22,7)82% #165@(11,31) #170@(16,6)\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  - stance: 11 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Waiting on fix/barr/proc/powr completion. Build 3tnk once fix ready. Keep training e1/harv, then push army east once tanks available.", "raw": "{\"thoughts\":\"Economy still building up; lots of idle infantry sitting around base doing nothing. Group them and prep for eventual push once tanks come online. Keep training and building power/proc.\",\"notes\":\"Base (12,16), enemy at (95,11). Waiting on fix/proc completion. Once fix ready build 3tnk from weap. Group idle e1 infantry near barr as defense force until tanks ready. Keep economy growing (harv, powr, proc).\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2426, "completion_tokens": 237, "total_tokens": 2663, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007222, "upstream_inference_prompt_cost": 0.004852, "upstream_inference_completions_cost": 0.00237}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.18, "thoughts": "Economy still building up; lots of idle infantry sitting around base doing nothing. Group them and prep for eventual push once tanks come online. Keep training and building power/proc.", "notes": "Base (12,16), enemy at (95,11). Waiting on fix/proc completion. Once fix ready build 3tnk from weap. Group idle e1 infantry near barr as defense force until tanks ready. Keep economy growing (harv, powr, proc).", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["stance: 16 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14200, "army_value": 1600, "income": 4000, "experience": 19, "order_count": 45}}
{"tick": 7001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10500, army $2800, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 3tnk 43%; Infantry: e3 67%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #160@(96,9)* #175@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(103,24) #155@(93,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Production ongoing for 3tnk and e3. Awaiting cash from harvesters #130 and #155 to mass heavy tanks before pushing (12, 16).", "raw": "{\"thoughts\": \"Harvesters are gathering and unloading ore, financing our current 3tnk and e3 production. We will hold our ground near base until we assemble a solid strike force of heavy tanks and rocket infantry.\", \"notes\": \"Waiting for cash inflow from 2 harvesters to complete 3tnk and queue more. Once 3-4 heavy tanks ready, push towards (12, 16).\", \"commands\": [{\"do\": \"stance\", \"units\": [160, 175], \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1603, "completion_tokens": 120, "total_tokens": 1723, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0033045, "upstream_inference_prompt_cost": 0.0024045, "upstream_inference_completions_cost": 0.0009}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.19, "thoughts": "Harvesters are gathering and unloading ore, financing our current 3tnk and e3 production. We will hold our ground near base until we assemble a solid strike force of heavy tanks and rocket infantry.", "notes": "Waiting for cash inflow from 2 harvesters to complete 3tnk and queue more. Once 3-4 heavy tanks ready, push towards (12, 16).", "commands": [{"do": "stance", "units": [160, 175], "stance": "defend"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 600, "income": 3500, "experience": 1, "order_count": 27}}
{"tick": 7001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:40 (tick 7001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 110 used, harvesters 4.\nSCORE: assets $14300, army $6100, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 9.1%.\nPRODUCTION: Building: fix 28%; Building: powr 0%; Building: barr 0%; Vehicle: harv 36%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(11,21)* #159@(8,19)* #161@(8,21)* #162@(11,20)* #163@(11,19)* #166@(11,21)* #167@(11,19)* #169@(10,21)* #171@(11,20)* #173@(9,20)* #174@(11,20)* #176@(10,20)*\n  harv (Ore Truck (harvester)) x4: #132@(6,23) #151@(18,13)82% #165@(13,27) #170@(17,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 16 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Waiting on fix/proc completion. Once fix ready build 3tnk from weap. Group idle e1 infantry near barr as defense force until tanks ready. Keep economy growing (harv, powr, proc).", "raw": "{\"thoughts\":\"Economy still building up (proc, fix in progress). Keep training infantry and let production continue. Group idle infantry as defense near base.\",\"notes\":\"Base (12,16), enemy at (95,11). Waiting on fix completion to build 3tnk. Keep growing econ, then mass tanks + e3 for assault.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2436, "completion_tokens": 226, "total_tokens": 2662, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007132, "upstream_inference_prompt_cost": 0.004872, "upstream_inference_completions_cost": 0.00226}, "completion_tokens_details": {"reasoning_tokens": 66, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.2, "thoughts": "Economy still building up (proc, fix in progress). Keep training infantry and let production continue. Group idle infantry as defense near base.", "notes": "Base (12,16), enemy at (95,11). Waiting on fix completion to build 3tnk. Keep growing econ, then mass tanks + e3 for assault.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["stance: 17 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14300, "army_value": 1700, "income": 4500, "experience": 19, "order_count": 47}}
{"tick": 7201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $286 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $3100, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 3tnk 53%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #160@(96,9)* #175@(95,9)* #178@(94,9)\n  harv (Ore Truck (harvester)) x2: #130@(102,19) #155@(96,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Waiting for cash inflow from 2 harvesters to complete 3tnk and queue more. Once 3-4 heavy tanks ready, push towards (12, 16).", "raw": "{\"thoughts\": \"Harvesters are actively gathering and unloading ore; the first Heavy Tank is at 53% completion. I will queue another Heavy Tank once income arrives and train rocket soldiers to support the ground force.\", \"notes\": \"3tnk completing soon. Group 3tnks and e3s for push towards (12, 16) once massed.\", \"commands\": [{\"do\": \"train\", \"item\": \"3tnk\", \"count\": 1}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 1}, {\"do\": \"stance\", \"units\": \"idle_army\", \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1605, "completion_tokens": 143, "total_tokens": 1748, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00348, "upstream_inference_prompt_cost": 0.0024075, "upstream_inference_completions_cost": 0.0010725}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "Harvesters are actively gathering and unloading ore; the first Heavy Tank is at 53% completion. I will queue another Heavy Tank once income arrives and train rocket soldiers to support the ground force.", "notes": "3tnk completing soon. Group 3tnks and e3s for push towards (12, 16) once massed.", "commands": [{"do": "train", "item": "3tnk", "count": 1}, {"do": "train", "item": "e3", "count": 1}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 1x 3tnk: queued", "train 1x e3: queued", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 900, "income": 3500, "experience": 1, "order_count": 27}}
{"tick": 7201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:48 (tick 7201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $641 (storage 4000), power 300 made / 110 used, harvesters 4.\nSCORE: assets $14400, army $6200, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 9.1%.\nPRODUCTION: Building: fix 38%; Building: powr 0%; Building: barr 0%; Vehicle: harv 46%; Infantry: e1 85%; 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: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #148@(19,16)91%* #150@(19,16)68%* #152@(20,16)88%* #156@(10,21)* #157@(11,19)* #158@(11,21)* #159@(8,19)* #161@(8,21)* #162@(11,20)* #163@(11,19)* #166@(11,21)* #167@(11,19)* #169@(10,21)* #171@(11,20)* #173@(8,19)* #174@(11,20)* #176@(10,20)* #177@(9,20)*\n  harv (Ore Truck (harvester)) x4: #132@(2,25) #151@(16,19)82% #165@(13,22) #170@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 17 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Waiting on fix completion to build 3tnk. Keep growing econ, then mass tanks + e3 for assault.", "raw": "{\"thoughts\":\"Good economy building up, many idle infantry. Let's group them into an attack force and send toward enemy base while continuing production of tanks and infantry.\",\"notes\":\"Base (12,16), enemy at (95,11). Sending idle e1 group toward enemy as scout/harass. Keep building fix, powr, barr, and training e3/tanks once weap/fix ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2425, "completion_tokens": 237, "total_tokens": 2662, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00722, "upstream_inference_prompt_cost": 0.00485, "upstream_inference_completions_cost": 0.00237}, "completion_tokens_details": {"reasoning_tokens": 45, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.55, "thoughts": "Good economy building up, many idle infantry. Let's group them into an attack force and send toward enemy base while continuing production of tanks and infantry.", "notes": "Base (12,16), enemy at (95,11). Sending idle e1 group toward enemy as scout/harass. Keep building fix, powr, barr, and training e3/tanks once weap/fix ready.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 18 units", "train 3x e3: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14400, "army_value": 1800, "income": 5500, "experience": 19, "order_count": 49}}
{"tick": 7401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $405 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $3100, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 3tnk 70%; Vehicle: 3tnk 0%; Infantry: e3 62%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #160@(96,9)* #175@(95,9)* #178@(94,9)*\n  harv (Ore Truck (harvester)) x2: #130@(98,12) #155@(87,4)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x 3tnk: queued\n  - train 1x e3: queued\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: 3tnk completing soon. Group 3tnks and e3s for push towards (12, 16) once massed.", "raw": "{\"thoughts\": \"Our first Heavy Tank and next Rocket Soldier will finish very shortly. We need to keep queueing 3tnk and e3 while gathering an attack force to push enemy base at (12, 16).\", \"notes\": \"First 3tnk finishing. Stance army to defend/attack_anything, gather group before pushing (12, 16).\", \"commands\": [{\"do\": \"stance\", \"units\": \"all_army\", \"stance\": \"defend\"}, {\"do\": \"rally\", \"building\": 143, \"x\": 92, \"y\": 10}, {\"do\": \"rally\", \"building\": 133, \"x\": 92, \"y\": 10}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1636, "completion_tokens": 163, "total_tokens": 1799, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0036765, "upstream_inference_prompt_cost": 0.002454, "upstream_inference_completions_cost": 0.0012225}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.45, "thoughts": "Our first Heavy Tank and next Rocket Soldier will finish very shortly. We need to keep queueing 3tnk and e3 while gathering an attack force to push enemy base at (12, 16).", "notes": "First 3tnk finishing. Stance army to defend/attack_anything, gather group before pushing (12, 16).", "commands": [{"do": "stance", "units": "all_army", "stance": "defend"}, {"do": "rally", "building": 143, "x": 92, "y": 10}, {"do": "rally", "building": 133, "x": 92, "y": 10}], "feedback": ["stance: 3 units", "rally #143: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 900, "income": 4000, "experience": 1, "order_count": 29}}
{"tick": 7401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:56 (tick 7401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $143 (storage 4000), power 300 made / 110 used, harvesters 4.\nSCORE: assets $14800, army $6600, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.5%.\nPRODUCTION: Building: fix 66%; Building: powr 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 77%; Infantry: e3 5%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #148@(30,22)91% #150@(29,22)68% #152@(28,21)88% #156@(18,27) #157@(20,21) #158@(18,27) #159@(16,24) #161@(16,25) #162@(19,19) #163@(20,20) #166@(19,27) #167@(20,21) #169@(17,27) #171@(20,20) #173@(15,25) #174@(19,19) #176@(17,26) #177@(17,26) #179@(10,20)\n  e3 (Rocket Soldier) x1: #180@(10,20)\n  harv (Ore Truck (harvester)) x4: #132@(11,24) #151@(19,6)82% #165@(11,32) #170@(17,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 3x e3: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Sending idle e1 group toward enemy as scout/harass. Keep building fix, powr, barr, and training e3/tanks once weap/fix ready.", "raw": "{\"thoughts\":\"Economy building up; keep training rocket soldiers and infantry, continue building fix/powr/barr. Push large idle infantry group toward enemy base to scout and harass.\",\"notes\":\"Base (12,16), enemy at (95,11). Large infantry group pushing east. Keep queue full: fix, powr, barr, e3, tanks once weap/fix ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2483, "completion_tokens": 219, "total_tokens": 2702, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007156, "upstream_inference_prompt_cost": 0.004966, "upstream_inference_completions_cost": 0.00219}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "Economy building up; keep training rocket soldiers and infantry, continue building fix/powr/barr. Push large idle infantry group toward enemy base to scout and harass.", "notes": "Base (12,16), enemy at (95,11). Large infantry group pushing east. Keep queue full: fix, powr, barr, e3, tanks once weap/fix ready.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}], "feedback": ["train 3x e3: queued", "train 3x e1: queued", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14800, "army_value": 2200, "income": 5500, "experience": 19, "order_count": 53}}
{"tick": 7601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11100, army $3400, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 3tnk 95%; Vehicle: 3tnk 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #160@(96,9)* #175@(95,9)* #178@(95,9)* #181@(91,10)*\n  harv (Ore Truck (harvester)) x2: #130@(105,22) #155@(90,3)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 3 units\n  - rally #143: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: First 3tnk finishing. Stance army to defend/attack_anything, gather group before pushing (12, 16).", "raw": "{\"thoughts\": \"Our first Heavy Tank is finishing in a moment. Our economy is tight at $0 so we rely on harvesters returning ore to sustain 3tnk production. Keep army guarding the base entrance while massing 3tnk and e3.\", \"notes\": \"Heavy tank about to roll out. Accumulating tanks and rockets before attacking (12, 16).\", \"commands\": [{\"do\": \"stance\", \"units\": \"idle_army\", \"stance\": \"defend\"}, {\"do\": \"attack_move\", \"units\": [160, 175, 178, 181], \"x\": 92, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1632, "completion_tokens": 151, "total_tokens": 1783, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0035805, "upstream_inference_prompt_cost": 0.002448, "upstream_inference_completions_cost": 0.0011325}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.56, "thoughts": "Our first Heavy Tank is finishing in a moment. Our economy is tight at $0 so we rely on harvesters returning ore to sustain 3tnk production. Keep army guarding the base entrance while massing 3tnk and e3.", "notes": "Heavy tank about to roll out. Accumulating tanks and rockets before attacking (12, 16).", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "attack_move", "units": [160, 175, 178, 181], "x": 92, "y": 11}], "feedback": ["stance: 4 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 1200, "income": 4000, "experience": 1, "order_count": 29}}
{"tick": 7601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:04 (tick 7601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 110 used, harvesters 4.\nSCORE: assets $14800, army $6600, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: fix 84%; Building: powr 0%; Building: powr 0%; Building: barr 0%; Vehicle: harv 96%; Infantry: e3 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #148@(42,24)91% #150@(39,24)68% #152@(38,24)88% #156@(27,29) #157@(28,26) #158@(28,28) #159@(24,29) #161@(25,29) #162@(27,25) #163@(28,25) #166@(28,28) #167@(28,26) #169@(27,29) #171@(28,26) #173@(24,29) #174@(27,25) #176@(27,29) #177@(26,29) #179@(11,20)*\n  e3 (Rocket Soldier) x1: #180@(10,20)*\n  harv (Ore Truck (harvester)) x4: #132@(9,23) #151@(18,11)82% #165@(13,26) #170@(16,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - train 3x e1: queued\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Large infantry group pushing east. Keep queue full: fix, powr, barr, e3, tanks once weap/fix ready.", "raw": "{\"thoughts\":\"Big infantry group massed around (27,27). Push them toward enemy base at (95,11) via attack_move. Keep training more units and building economy.\",\"notes\":\"Base (12,16), enemy at (95,11). Army group ~20 e1 pushing east toward enemy. Keep training e1/e3, build fix/powr/barr, get weap tanks going once fix done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[148,150,152,156,157,158,159,161,162,163,166,167,169,171,173,174,176,177],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2552, "completion_tokens": 284, "total_tokens": 2836, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007944, "upstream_inference_prompt_cost": 0.005104, "upstream_inference_completions_cost": 0.00284}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.71, "thoughts": "Big infantry group massed around (27,27). Push them toward enemy base at (95,11) via attack_move. Keep training more units and building economy.", "notes": "Base (12,16), enemy at (95,11). Army group ~20 e1 pushing east toward enemy. Keep training e1/e3, build fix/powr/barr, get weap tanks going once fix done.", "commands": [{"do": "attack_move", "units": [148, 150, 152, 156, 157, 158, 159, 161, 162, 163, 166, 167, 169, 171, 173, 174, 176, 177], "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 151}], "feedback": ["attack_move: 18 units", "train 3x e1: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14800, "army_value": 2200, "income": 6000, "experience": 19, "order_count": 59}}
{"tick": 7801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11100, army $3400, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Vehicle: 3tnk 95%; Vehicle: 3tnk 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #160@(90,12)* #175@(91,13)* #178@(91,10)* #181@(91,12)*\n  harv (Ore Truck (harvester)) x2: #130@(107,21) #155@(93,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 4 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Heavy tank about to roll out. Accumulating tanks and rockets before attacking (12, 16).", "raw": "{\"thoughts\": \"First Heavy Tank is finishing up. Cash is at $0, waiting for harvesters to dump before training more units. Keeping rocket soldiers guarding base approach.\", \"notes\": \"First 3tnk finishing. Once harvesters dump, queue more 3tnk and build up strike force to hit (12, 16).\", \"commands\": [{\"do\": \"stance\", \"units\": [160, 175, 178, 181], \"stance\": \"defend\"}, {\"do\": \"attack_move\", \"units\": [160, 175, 178, 181], \"x\": 88, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1619, "completion_tokens": 159, "total_tokens": 1778, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003621, "upstream_inference_prompt_cost": 0.0024285, "upstream_inference_completions_cost": 0.0011925}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "First Heavy Tank is finishing up. Cash is at $0, waiting for harvesters to dump before training more units. Keeping rocket soldiers guarding base approach.", "notes": "First 3tnk finishing. Once harvesters dump, queue more 3tnk and build up strike force to hit (12, 16).", "commands": [{"do": "stance", "units": [160, 175, 178, 181], "stance": "defend"}, {"do": "attack_move", "units": [160, 175, 178, 181], "x": 88, "y": 14}], "feedback": ["stance: 4 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 1200, "income": 3500, "experience": 1, "order_count": 29}}
{"tick": 7801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:12 (tick 7801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $679 (storage 4000), power 300 made / 110 used, harvesters 5.\nSCORE: assets $16200, army $8000, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: fix 96%; Building: powr 0%; Building: powr 0%; Building: barr 0%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #148@(53,27)91% #150@(50,26)68% #152@(48,25)88% #156@(36,26) #157@(38,26) #158@(36,26) #159@(33,26) #161@(34,26) #162@(37,24) #163@(37,24) #166@(37,26) #167@(38,26) #169@(35,26) #171@(38,26) #173@(33,26) #174@(36,24) #176@(35,26) #177@(34,26) #179@(11,20)*\n  e3 (Rocket Soldier) x2: #180@(10,20)* #185@(9,20)*\n  harv (Ore Truck (harvester)) x5: #132@(3,26) #151@(15,18)82% #165@(12,24) #170@(17,16) #184@(17,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 3x e1: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Army group ~20 e1 pushing east toward enemy. Keep training e1/e3, build fix/powr/barr, get weap tanks going once fix done.", "raw": "{\"thoughts\":\"Army is gathering mid-map; push toward enemy base at (95,11) while continuing infantry production. Keep economy running with harvesters and add more production buildings.\",\"notes\":\"Base (12,16), enemy at (95,11). Big army group (~19 e1 + 2 e3) around (33-38,26), moving east toward enemy. Keep training e1/e3, finish fix/powr/barr, start tanks from weap once fix ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2616, "completion_tokens": 254, "total_tokens": 2870, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007772, "upstream_inference_prompt_cost": 0.005232, "upstream_inference_completions_cost": 0.00254}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.64, "thoughts": "Army is gathering mid-map; push toward enemy base at (95,11) while continuing infantry production. Keep economy running with harvesters and add more production buildings.", "notes": "Base (12,16), enemy at (95,11). Big army group (~19 e1 + 2 e3) around (33-38,26), moving east toward enemy. Keep training e1/e3, finish fix/powr/barr, start tanks from weap once fix ready.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 3 units", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16200, "army_value": 2500, "income": 7000, "experience": 19, "order_count": 65}}
{"tick": 8001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $398 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12250, army $4550, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Vehicle: 3tnk 4%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #187@(97,9)\n  e3 (Rocket Soldier) x4: #160@(88,14)* #175@(88,14)* #178@(88,14)* #181@(88,14)*\n  harv (Ore Truck (harvester)) x2: #130@(99,13) #155@(96,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 4 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: First 3tnk finishing. Once harvesters dump, queue more 3tnk and build up strike force to hit (12, 16).", "raw": "{\"thoughts\": \"Harvesters are returning to drop off ore, which will fund the current Heavy Tank and next units. Gathering our first Heavy Tank with the rocket soldiers at our forward defense point.\", \"notes\": \"3tnk #187 ready; grouping with e3s at (88, 14). Keep building 3tnk as cash arrives to prepare assault on (12, 16).\", \"commands\": [{\"do\": \"move\", \"units\": [187], \"x\": 88, \"y\": 14}, {\"do\": \"stance\", \"units\": [187], \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1644, "completion_tokens": 142, "total_tokens": 1786, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003531, "upstream_inference_prompt_cost": 0.002466, "upstream_inference_completions_cost": 0.001065}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Harvesters are returning to drop off ore, which will fund the current Heavy Tank and next units. Gathering our first Heavy Tank with the rocket soldiers at our forward defense point.", "notes": "3tnk #187 ready; grouping with e3s at (88, 14). Keep building 3tnk as cash arrives to prepare assault on (12, 16).", "commands": [{"do": "move", "units": [187], "x": 88, "y": 14}, {"do": "stance", "units": [187], "stance": "defend"}], "feedback": ["move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12250, "army_value": 2350, "income": 4000, "experience": 1, "order_count": 29}}
{"tick": 8001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:20 (tick 8001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $800 (storage 4000), power 300 made / 110 used, harvesters 5.\nSCORE: assets $16600, army $8400, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 18.7%.\nPRODUCTION: Building: fix READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: barr 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #148@(64,25)91% #150@(61,27)68% #152@(58,28)88% #156@(46,27) #157@(48,27) #158@(47,27) #159@(43,27) #161@(44,27) #162@(48,25) #163@(48,24) #166@(47,27) #167@(48,27) #169@(45,27) #171@(48,27) #173@(43,27) #174@(47,25) #176@(45,27) #177@(44,27) #179@(20,20) #188@(9,19)\n  e3 (Rocket Soldier) x3: #180@(17,26) #185@(17,26) #186@(10,20)*\n  harv (Ore Truck (harvester)) x5: #132@(11,24) #151@(17,11)82% #165@(9,31) #170@(17,17) #184@(18,5)\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  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Big army group (~19 e1 + 2 e3) around (33-38,26), moving east toward enemy. Keep training e1/e3, finish fix/powr/barr, start tanks from weap once fix ready.", "raw": "{\"thoughts\":\"Place service depot, keep building power/barracks, and push main infantry group east toward enemy base at (95,11). Start training more e3 for anti-tank support.\",\"notes\":\"Base (12,16), enemy at (95,11). Main army (~20 e1+3 e3) around (43-48,27), pushing east. Keep training e1/e3, finish powr/barr, place fix, then start tanks from weap.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"fix\"},\n{\"do\":\"attack_move\",\"units\":[148,150,152,156,157,158,159,161,162,163,166,167,169,171,173,174,176,177,180,185],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2696, "completion_tokens": 319, "total_tokens": 3015, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008582, "upstream_inference_prompt_cost": 0.005392, "upstream_inference_completions_cost": 0.00319}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.81, "thoughts": "Place service depot, keep building power/barracks, and push main infantry group east toward enemy base at (95,11). Start training more e3 for anti-tank support.", "notes": "Base (12,16), enemy at (95,11). Main army (~20 e1+3 e3) around (43-48,27), pushing east. Keep training e1/e3, finish powr/barr, place fix, then start tanks from weap.", "commands": [{"do": "place", "item": "fix"}, {"do": "attack_move", "units": [148, 150, 152, 156, 157, 158, 159, 161, 162, 163, 166, 167, 169, 171, 173, 174, 176, 177, 180, 185], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 20 units", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16600, "army_value": 2900, "income": 7500, "experience": 19, "order_count": 71}}
{"tick": 8201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $565 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12250, army $4550, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Vehicle: 3tnk 33%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #187@(89,13)*\n  e3 (Rocket Soldier) x4: #160@(88,14)* #175@(88,14)* #178@(88,14)* #181@(88,14)*\n  harv (Ore Truck (harvester)) x2: #130@(103,17) #155@(91,3)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: 3tnk #187 ready; grouping with e3s at (88, 14). Keep building 3tnk as cash arrives to prepare assault on (12, 16).", "raw": "{\"thoughts\": \"Currently accumulating funds while 3tnk finishes production. We'll start queuing rocket infantry once cash trickles in and prepare our strike force to move out toward (12, 16) once the next heavy tank rolls out.\", \"notes\": \"Holding at (88, 14) until second 3tnk completes, then preparing push toward (12, 16).\", \"commands\": [{\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1655, "completion_tokens": 109, "total_tokens": 1764, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0033, "upstream_inference_prompt_cost": 0.0024825, "upstream_inference_completions_cost": 0.0008175}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "Currently accumulating funds while 3tnk finishes production. We'll start queuing rocket infantry once cash trickles in and prepare our strike force to move out toward (12, 16) once the next heavy tank rolls out.", "notes": "Holding at (88, 14) until second 3tnk completes, then preparing push toward (12, 16).", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12250, "army_value": 2350, "income": 4500, "experience": 1, "order_count": 29}}
{"tick": 8201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:28 (tick 8201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $673 (storage 4000), power 300 made / 140 used, harvesters 5.\nSCORE: assets $18100, army $8700, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: barr 0%; Infantry: e1 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%\nYOUR UNITS (31) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x23: #148@(73,16)91% #150@(69,20)68% #152@(66,22)88% #156@(56,28) #157@(58,28) #158@(57,28) #159@(53,28) #161@(54,28) #162@(57,28) #163@(57,28) #166@(57,28) #167@(58,28) #169@(55,28) #171@(58,28) #173@(53,28) #174@(56,28) #176@(55,28) #177@(54,28) #179@(28,26) #188@(9,21)* #190@(9,20)* #191@(9,20) #192@(10,20)*\n  e3 (Rocket Soldier) x3: #180@(27,29) #185@(26,29) #186@(11,21)*\n  harv (Ore Truck (harvester)) x5: #132@(9,23) #151@(20,6)82% #165@(13,24) #170@(16,5) #184@(18,11)\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: 20 units\n  - train 3x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Main army (~20 e1+3 e3) around (43-48,27), pushing east. Keep training e1/e3, finish powr/barr, place fix, then start tanks from weap.", "raw": "{\"thoughts\":\"Army is scattered around (53-58,28), keep pushing toward enemy base at (95,11). Place the ready power plant, keep training infantry, and start building tanks from war factory.\",\"notes\":\"Base (12,16), enemy at (95,11). Main army group ~20 e1+3 e3 around (53-58,28), push east toward enemy. Keep training e1/e3, start 3tnk from weap once cash allows, place powr, build second proc.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"powr\"},\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2829, "completion_tokens": 282, "total_tokens": 3111, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008478, "upstream_inference_prompt_cost": 0.005658, "upstream_inference_completions_cost": 0.00282}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.58, "thoughts": "Army is scattered around (53-58,28), keep pushing toward enemy base at (95,11). Place the ready power plant, keep training infantry, and start building tanks from war factory.", "notes": "Base (12,16), enemy at (95,11). Main army group ~20 e1+3 e3 around (53-58,28), push east toward enemy. Keep training e1/e3, start 3tnk from weap once cash allows, place powr, build second proc.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 26 units", "train 3x 3tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 18100, "army_value": 3200, "income": 7000, "experience": 19, "order_count": 78}}
{"tick": 8401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12250, army $4550, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Vehicle: 3tnk 58%; Infantry: e3 92%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #187@(89,13)*\n  e3 (Rocket Soldier) x4: #160@(88,14)* #175@(88,14)* #178@(88,14)* #181@(88,14)*\n  harv (Ore Truck (harvester)) x2: #130@(105,23) #155@(89,2)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Holding at (88, 14) until second 3tnk completes, then preparing push toward (12, 16).", "raw": "{\"thoughts\": \"Current funds are low but production of our second 3tnk and additional rocket soldier is underway. Harvesters are actively mining, so we will consolidate our defense posture and prepare to stage an advance across the map toward (12, 16) once the tank rolls out.\", \"notes\": \"Gathering army at (88, 14). Once 3tnk completes, advance army toward mid/enemy start at (12, 16).\", \"commands\": [{\"do\": \"stance\", \"units\": \"all_army\", \"stance\": \"defend\"}, {\"do\": \"move\", \"units\": [187], \"x\": 88, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1648, "completion_tokens": 154, "total_tokens": 1802, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003627, "upstream_inference_prompt_cost": 0.002472, "upstream_inference_completions_cost": 0.001155}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "Current funds are low but production of our second 3tnk and additional rocket soldier is underway. Harvesters are actively mining, so we will consolidate our defense posture and prepare to stage an advance across the map toward (12, 16) once the tank rolls out.", "notes": "Gathering army at (88, 14). Once 3tnk completes, advance army toward mid/enemy start at (12, 16).", "commands": [{"do": "stance", "units": "all_army", "stance": "defend"}, {"do": "move", "units": [187], "x": 88, "y": 14}], "feedback": ["stance: 5 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12250, "army_value": 2350, "income": 4000, "experience": 1, "order_count": 31}}
{"tick": 8401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:36 (tick 8401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $717 (storage 4000), power 400 made / 140 used, harvesters 5.\nSCORE: assets $18500, army $8800, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%; Vehicle: 3tnk 28%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 86%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x24: #148@(83,10)91% #150@(77,12)68% #152@(74,15)88% #156@(64,24) #157@(66,23) #158@(65,24) #159@(63,26) #161@(64,26) #162@(65,24) #163@(66,23) #166@(66,23) #167@(66,23) #169@(64,25) #171@(67,23) #173@(63,26) #174@(65,24) #176@(64,25) #177@(64,25) #179@(37,24) #188@(17,26) #190@(17,25) #191@(17,26) #192@(18,27) #194@(10,20)*\n  e3 (Rocket Soldier) x3: #180@(35,26) #185@(34,26) #186@(19,28)\n  harv (Ore Truck (harvester)) x5: #132@(6,28) #151@(18,16)82% #165@(12,26) #170@(16,4) #184@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 26 units\n  - train 3x 3tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Main army group ~20 e1+3 e3 around (53-58,28), push east toward enemy. Keep training e1/e3, start 3tnk from weap once cash allows, place powr, build second proc.", "raw": "{\"thoughts\":\"Army is scattered en route east; consolidate and continue attack move toward enemy base. Keep production running, place power plant.\",\"notes\":\"Base (12,16), enemy at (95,11). Army spread along path east (17-83,x). Keep pushing toward (95,11), regroup stragglers. Keep training 3tnk/e3, build second proc when cash allows.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2917, "completion_tokens": 232, "total_tokens": 3149, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008154, "upstream_inference_prompt_cost": 0.005834, "upstream_inference_completions_cost": 0.00232}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.8, "thoughts": "Army is scattered en route east; consolidate and continue attack move toward enemy base. Keep production running, place power plant.", "notes": "Base (12,16), enemy at (95,11). Army spread along path east (17-83,x). Keep pushing toward (95,11), regroup stragglers. Keep training 3tnk/e3, build second proc when cash allows.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units", "train 2x 3tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 18500, "army_value": 3300, "income": 8000, "experience": 19, "order_count": 85}}
{"tick": 8601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12250, army $4550, killed $100 (1 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Vehicle: 3tnk 58%; Infantry: e3 92%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #187@(89,13)\n  e3 (Rocket Soldier) x4: #160@(88,14) #175@(88,14) #178@(88,14) #181@(88,14)\n  harv (Ore Truck (harvester)) x2: #130@(102,22) #155@(90,7)\nVISIBLE ENEMY UNITS (2):\n  #148 e1@(89,9) 31%, #150 e1@(86,10) 49%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 5 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Gathering army at (88, 14). Once 3tnk completes, advance army toward mid/enemy start at (12, 16).", "raw": "{\"thoughts\": \"We have two damaged enemy riflemen harassing nearby. I will eliminate them with our gathered forces while awaiting 3tnk completion, keeping units grouped.\", \"notes\": \"Eliminating enemy scouts near (89, 9) and (86, 10). Waiting for 3tnk to finish before pushing west towards (12, 16).\", \"commands\": [{\"do\": \"attack\", \"units\": [187], \"target\": 148}, {\"do\": \"attack\", \"units\": [160, 175, 178, 181], \"target\": 150}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1689, "completion_tokens": 142, "total_tokens": 1831, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0035985, "upstream_inference_prompt_cost": 0.0025335, "upstream_inference_completions_cost": 0.001065}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.58, "thoughts": "We have two damaged enemy riflemen harassing nearby. I will eliminate them with our gathered forces while awaiting 3tnk completion, keeping units grouped.", "notes": "Eliminating enemy scouts near (89, 9) and (86, 10). Waiting for 3tnk to finish before pushing west towards (12, 16).", "commands": [{"do": "attack", "units": [187], "target": 148}, {"do": "attack", "units": [160, 175, 178, 181], "target": 150}], "feedback": ["attack: 1 units", "attack: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12250, "army_value": 2350, "income": 4000, "experience": 1, "order_count": 31}}
{"tick": 8601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:44 (tick 8601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $233 (storage 4000), power 500 made / 140 used, harvesters 5.\nSCORE: assets $19100, army $9100, killed $1900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: barr 64%; Vehicle: 3tnk 57%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 97%; 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%\nYOUR UNITS (33) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x24: #148@(89,9)31% #150@(86,10)49% #152@(82,10)88% #156@(72,17) #157@(74,15) #158@(73,16) #159@(70,18) #161@(71,18) #162@(73,16) #163@(73,15) #166@(73,16) #167@(74,15) #169@(72,17) #171@(74,15) #173@(70,19) #174@(73,17) #176@(72,17) #177@(71,18) #179@(48,25) #188@(27,29) #190@(26,29) #191@(26,29) #192@(27,28) #194@(18,27)\n  e3 (Rocket Soldier) x4: #180@(45,27) #185@(44,27) #186@(28,28) #196@(10,20)*\n  harv (Ore Truck (harvester)) x5: #132@(9,26) #151@(16,18)82% #165@(7,30) #170@(17,15) #184@(18,9)\nVISIBLE ENEMY UNITS (2):\n  #155 harv@(90,7) 100%, #187 3tnk@(89,13) 99%\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: 1 units\n  - train 2x 3tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Army spread along path east (17-83,x). Keep pushing toward (95,11), regroup stragglers. Keep training 3tnk/e3, build second proc when cash allows.", "raw": "{\"thoughts\":\"Army is stretched along path to enemy at (95,11). Push forward group near (72-74) toward enemy base, keep rear troops moving to join. Continue production.\",\"notes\":\"Base (12,16), enemy at (95,11). Push main force (e1 group ~72-74,x and e3s) toward enemy base. Keep training 3tnk/e3, build proc#3 or more power if needed.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[156,157,158,159,161,162,163,166,167,169,171,173,174,176,177],\"x\":90,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[148,150,152],\"x\":92,\"y\":10},\n{\"do\":\"attack_move\",\"units\":[180,185],\"x\":80,\"y\":15},\n{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3000, "completion_tokens": 320, "total_tokens": 3320, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0092, "upstream_inference_prompt_cost": 0.006, "upstream_inference_completions_cost": 0.0032}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.54, "thoughts": "Army is stretched along path to enemy at (95,11). Push forward group near (72-74) toward enemy base, keep rear troops moving to join. Continue production.", "notes": "Base (12,16), enemy at (95,11). Push main force (e1 group ~72-74,x and e3s) toward enemy base. Keep training 3tnk/e3, build proc#3 or more power if needed.", "commands": [{"do": "attack_move", "units": [156, 157, 158, 159, 161, 162, 163, 166, 167, 169, 171, 173, 174, 176, 177], "x": 90, "y": 11}, {"do": "attack_move", "units": [148, 150, 152], "x": 92, "y": 10}, {"do": "attack_move", "units": [180, 185], "x": 80, "y": 15}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 15 units", "attack_move: 3 units", "attack_move: 2 units", "train 2x 3tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 19100, "army_value": 3600, "income": 8500, "experience": 19, "order_count": 91}}
{"tick": 8801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $12250, army $4550, killed $300 (3 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Vehicle: 3tnk 58%; Infantry: e3 92%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 99%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #187@(89,12)96%*\n  e3 (Rocket Soldier) x4: #160@(88,14)33% #175@(88,14) #178@(88,14)90% #181@(88,14)96%\n  harv (Ore Truck (harvester)) x2: #130@(98,12) #155@(97,13)\nVISIBLE ENEMY UNITS (2):\n  #152 e1@(85,10) 78%, #167 e1@(84,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack: 4 units\nYOUR NOTES FROM LAST TURN: Eliminating enemy scouts near (89, 9) and (86, 10). Waiting for 3tnk to finish before pushing west towards (12, 16).", "raw": "{\"thoughts\": \"Eliminating encroaching enemy riflemen near our base perimeter with our heavy tank and rocket soldiers. Vehicle production of 3tnk is underway; once ready we will start assembling an assault column to advance towards (12, 16).\", \"notes\": \"Clear scouts #152 and #167, then rally heavy tanks and rocket soldiers for a westward push.\", \"commands\": [{\"do\": \"attack\", \"units\": [187], \"target\": 152}, {\"do\": \"attack\", \"units\": [160, 175, 178, 181], \"target\": 167}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1710, "completion_tokens": 144, "total_tokens": 1854, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003645, "upstream_inference_prompt_cost": 0.002565, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "Eliminating encroaching enemy riflemen near our base perimeter with our heavy tank and rocket soldiers. Vehicle production of 3tnk is underway; once ready we will start assembling an assault column to advance towards (12, 16).", "notes": "Clear scouts #152 and #167, then rally heavy tanks and rocket soldiers for a westward push.", "commands": [{"do": "attack", "units": [187], "target": 152}, {"do": "attack", "units": [160, 175, 178, 181], "target": 167}], "feedback": ["attack: 1 units", "attack: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 300, "deaths_cost": 1900, "units_killed": 3, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12250, "army_value": 2350, "income": 3500, "experience": 3, "order_count": 31}}
{"tick": 8801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:52 (tick 8801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $560 (storage 4000), power 500 made / 140 used, harvesters 5.\nSCORE: assets $19200, army $9200, killed $1900 (9 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: barr READY TO PLACE; Vehicle: 3tnk 78%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 78%; 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x22: #152@(85,10)78% #156@(81,14) #157@(83,14) #158@(82,14) #159@(78,11) #161@(80,14) #162@(82,14) #163@(83,14) #166@(83,14) #167@(84,14) #169@(81,14) #171@(83,14) #173@(78,11) #174@(82,14) #176@(81,14) #177@(80,14) #179@(57,28) #188@(35,26) #190@(34,26) #191@(34,26) #192@(35,26) #194@(27,29)\n  e3 (Rocket Soldier) x5: #180@(55,28) #185@(55,28) #186@(37,26) #196@(10,21)* #197@(10,20)*\n  harv (Ore Truck (harvester)) x5: #132@(13,21) #151@(20,6)82% #165@(13,22) #170@(17,16) #184@(16,4)\nVISIBLE ENEMY UNITS (4):\n  #160 e3@(88,14) 33%, #175 e3@(88,14) 100%, #178 e3@(88,14) 90%, #181 e3@(88,14) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - attack_move: 3 units\n  - attack_move: 2 units\n  - train 2x 3tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Push main force (e1 group ~72-74,x and e3s) toward enemy base. Keep training 3tnk/e3, build proc#3 or more power if needed.", "raw": "{\"thoughts\":\"Push large infantry group toward enemy base near (88-95,11), place barracks, keep producing tanks/infantry.\",\"notes\":\"Base (12,16), enemy at ~(88-95,11). Main force at ~(78-85,14) pushing east. Keep training 3tnk/e3, place barr, watch for e3 defenders at (88,14).\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":90,\"y\":11},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3066, "completion_tokens": 232, "total_tokens": 3298, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008452, "upstream_inference_prompt_cost": 0.006132, "upstream_inference_completions_cost": 0.00232}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.41, "thoughts": "Push large infantry group toward enemy base near (88-95,11), place barracks, keep producing tanks/infantry.", "notes": "Base (12,16), enemy at ~(88-95,11). Main force at ~(78-85,14) pushing east. Keep training 3tnk/e3, place barr, watch for e3 defenders at (88,14).", "commands": [{"do": "place", "item": "barr"}, {"do": "attack_move", "units": "idle_army", "x": 90, "y": 11}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 2 units", "train 2x 3tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 300, "units_killed": 9, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 19200, "army_value": 3700, "income": 9000, "experience": 19, "order_count": 96}}
{"tick": 9001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $406 (storage 2000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $11350, army $3650, killed $400 (4 units, 0 bldgs), lost $3100 (13 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Vehicle: 3tnk 84%; Infantry: e3 91%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 99%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #187@(88,11)81%\n  e3 (Rocket Soldier) x1: #199@(91,10)*\n  harv (Ore Truck (harvester)) x2: #130@(101,20) #155@(97,13)\nVISIBLE ENEMY UNITS (15):\n  #156 e1@(85,14) 96%, #157 e1@(84,13) 99%, #158 e1@(84,14) 98%, #159 e1@(84,11) 100%, #161 e1@(85,13) 98%, #162 e1@(84,13) 100%, #163 e1@(85,14) 76%, #166 e1@(84,14) 95%, #167 e1@(85,14) 69%, #169 e1@(85,14) 99%, #171 e1@(84,13) 95%, #173 e1@(84,11) 100%, #174 e1@(84,14) 99%, #176 e1@(85,14) 100%, #177 e1@(85,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack: 4 units\nYOUR NOTES FROM LAST TURN: Clear scouts #152 and #167, then rally heavy tanks and rocket soldiers for a westward push.", "raw": "{\"thoughts\": \"An enemy infantry swarm is massed near (84, 13). With a Heavy Tank and Rocket Soldier nearby plus new units completing imminently, crush the infantry clump with the tank and support from the rocket soldier.\", \"notes\": \"Crush infantry mass at (84, 13). Continue building 3tnk and e3 to prepare counter-push towards (12, 16).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [187, 199], \"x\": 84, \"y\": 13}, {\"do\": \"train\", \"item\": \"3tnk\", \"count\": 1}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1873, "completion_tokens": 168, "total_tokens": 2041, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0040695, "upstream_inference_prompt_cost": 0.0028095, "upstream_inference_completions_cost": 0.00126}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "An enemy infantry swarm is massed near (84, 13). With a Heavy Tank and Rocket Soldier nearby plus new units completing imminently, crush the infantry clump with the tank and support from the rocket soldier.", "notes": "Crush infantry mass at (84, 13). Continue building 3tnk and e3 to prepare counter-push towards (12, 16).", "commands": [{"do": "attack_move", "units": [187, 199], "x": 84, "y": 13}, {"do": "train", "item": "3tnk", "count": 1}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 2 units", "train 1x 3tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 400, "deaths_cost": 3100, "units_killed": 4, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11350, "army_value": 1450, "income": 4500, "experience": 4, "order_count": 31}}
{"tick": 9001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:00 (tick 9001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $353 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $21350, army $10850, killed $3100 (13 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 24.9%.\nPRODUCTION: Vehicle: 3tnk 7%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 3%; 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (34) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #201@(15,15)*\n  e1 (Rifle Infantry) x21: #156@(85,14)96% #157@(84,13) #158@(84,14)98% #159@(84,11) #161@(85,13)98% #162@(84,13) #163@(85,14)76% #166@(84,14)95% #167@(85,14)69% #169@(85,14) #171@(84,13)95% #173@(84,11) #174@(84,14) #176@(85,14) #177@(85,13) #179@(66,23) #188@(45,27) #190@(44,27) #191@(44,27) #192@(46,27) #194@(35,26)\n  e3 (Rocket Soldier) x7: #180@(65,27) #185@(65,27) #186@(47,27) #196@(18,27) #197@(16,25) #200@(14,12)* #202@(13,11)\n  harv (Ore Truck (harvester)) x5: #132@(6,29) #151@(21,7)82% #165@(10,26) #170@(17,3) #184@(18,11)\nVISIBLE ENEMY UNITS (1):\n  #187 3tnk@(88,11) 81%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 2 units\n  - train 2x 3tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at ~(88-95,11). Main force at ~(78-85,14) pushing east. Keep training 3tnk/e3, place barr, watch for e3 defenders at (88,14).", "raw": "{\"thoughts\":\"Large infantry group near enemy territory, push toward likely base at (95,11). Keep production going, gather idle units.\",\"notes\":\"Base (12,16), enemy at ~(95,11). Main infantry group ~(84-85,14) pushing east toward base. Keep training 3tnk/e3, watch enemy 3tnk near (88,11).\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[156,157,158,159,161,162,163,166,167,169,171,173,174,176,177],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[180,185],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3100, "completion_tokens": 297, "total_tokens": 3397, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00917, "upstream_inference_prompt_cost": 0.0062, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 46, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.33, "thoughts": "Large infantry group near enemy territory, push toward likely base at (95,11). Keep production going, gather idle units.", "notes": "Base (12,16), enemy at ~(95,11). Main infantry group ~(84-85,14) pushing east toward base. Keep training 3tnk/e3, watch enemy 3tnk near (88,11).", "commands": [{"do": "attack_move", "units": [156, 157, 158, 159, 161, 162, 163, 166, 167, 169, 171, 173, 174, 176, 177], "x": 95, "y": 11}, {"do": "attack_move", "units": [180, 185], "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 15 units", "attack_move: 2 units", "train 2x 3tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3100, "deaths_cost": 400, "units_killed": 13, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 21350, "army_value": 5350, "income": 9000, "experience": 31, "order_count": 102}}
{"tick": 9201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $12800, army $5100, killed $400 (4 units, 0 bldgs), lost $3100 (13 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Vehicle: 3tnk 2%; Infantry: e3 58%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 99%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #187@(88,11)55% #204@(94,9)\n  e3 (Rocket Soldier) x2: #199@(89,11) #203@(91,10)*\n  harv (Ore Truck (harvester)) x2: #130@(102,25) #155@(88,5)\nVISIBLE ENEMY UNITS (15):\n  #156 e1@(85,14) 81%, #157 e1@(84,13) 99%, #158 e1@(84,14) 98%, #159 e1@(84,11) 100%, #161 e1@(85,13) 95%, #162 e1@(84,13) 100%, #163 e1@(85,14) 18%, #166 e1@(84,14) 88%, #167 e1@(85,14) 66%, #169 e1@(85,14) 76%, #171 e1@(84,13) 95%, #173 e1@(84,11) 100%, #174 e1@(84,14) 99%, #176 e1@(85,14) 97%, #177 e1@(85,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 1x 3tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Crush infantry mass at (84, 13). Continue building 3tnk and e3 to prepare counter-push towards (12, 16).", "raw": "{\"thoughts\": \"An enemy rifle infantry swarm is at (84, 13). Use both heavy tanks to crush and fire on them while rocket soldiers support from behind. Harvesters are bringing in income so keep vehicle/infantry queues rolling.\", \"notes\": \"Crushing enemy rifle blob at (84, 13). Rebuild tank force and push toward enemy base at (12, 16).\", \"commands\": [{\"do\": \"move\", \"units\": [187, 204], \"x\": 84, \"y\": 13}, {\"do\": \"attack_move\", \"units\": [199, 203], \"x\": 86, \"y\": 13}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1925, "completion_tokens": 160, "total_tokens": 2085, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0040875, "upstream_inference_prompt_cost": 0.0028875, "upstream_inference_completions_cost": 0.0012}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.43, "thoughts": "An enemy rifle infantry swarm is at (84, 13). Use both heavy tanks to crush and fire on them while rocket soldiers support from behind. Harvesters are bringing in income so keep vehicle/infantry queues rolling.", "notes": "Crushing enemy rifle blob at (84, 13). Rebuild tank force and push toward enemy base at (12, 16).", "commands": [{"do": "move", "units": [187, 204], "x": 84, "y": 13}, {"do": "attack_move", "units": [199, 203], "x": 86, "y": 13}], "feedback": ["move: 2 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 400, "deaths_cost": 3100, "units_killed": 4, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12800, "army_value": 2900, "income": 4000, "experience": 4, "order_count": 34}}
{"tick": 9201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:08 (tick 9201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $374 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $21350, army $10850, killed $3100 (13 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Vehicle: 3tnk 26%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 89%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (34) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #201@(15,15)*\n  e1 (Rifle Infantry) x21: #156@(85,14)81% #157@(84,13) #158@(84,14)98% #159@(84,11) #161@(85,13)95% #162@(84,13) #163@(85,14)18% #166@(84,14)88% #167@(85,14)66% #169@(85,14)76% #171@(84,13)95% #173@(84,11) #174@(84,14) #176@(85,14)97% #177@(85,13) #179@(73,16) #188@(55,28) #190@(54,28) #191@(54,28) #192@(56,28) #194@(45,27)\n  e3 (Rocket Soldier) x7: #180@(73,20) #185@(72,21) #186@(57,28) #196@(27,29) #197@(25,29) #200@(14,12)* #202@(13,12)*\n  harv (Ore Truck (harvester)) x5: #132@(6,27) #151@(16,18)82% #165@(5,29) #170@(19,7) #184@(15,18)\nVISIBLE ENEMY UNITS (1):\n  #187 3tnk@(88,11) 55%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - attack_move: 2 units\n  - train 2x 3tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at ~(95,11). Main infantry group ~(84-85,14) pushing east toward base. Keep training 3tnk/e3, watch enemy 3tnk near (88,11).", "raw": "{\"thoughts\":\"Main infantry group near (84-85,14) close to enemy start. Push them east to find and destroy enemy base. Keep producing tanks and infantry.\",\"notes\":\"Base (12,16), enemy at ~(95,11). Infantry group near (84-85,14) pushing toward enemy base. Keep training 3tnk/e3 nonstop, reinforce with idle tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[156,157,158,159,161,162,163,166,167,169,171,173,174,176,177],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[180,185],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3152, "completion_tokens": 297, "total_tokens": 3449, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009274, "upstream_inference_prompt_cost": 0.006304, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.14, "thoughts": "Main infantry group near (84-85,14) close to enemy start. Push them east to find and destroy enemy base. Keep producing tanks and infantry.", "notes": "Base (12,16), enemy at ~(95,11). Infantry group near (84-85,14) pushing toward enemy base. Keep training 3tnk/e3 nonstop, reinforce with idle tanks.", "commands": [{"do": "attack_move", "units": [156, 157, 158, 159, 161, 162, 163, 166, 167, 169, 171, 173, 174, 176, 177], "x": 95, "y": 11}, {"do": "attack_move", "units": [180, 185], "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 15 units", "attack_move: 2 units", "train 3x 3tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3100, "deaths_cost": 400, "units_killed": 13, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 21350, "army_value": 5350, "income": 9500, "experience": 31, "order_count": 107}}
{"tick": 9401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $12800, army $5100, killed $500 (5 units, 0 bldgs), lost $3100 (13 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Vehicle: 3tnk 2%; Infantry: e3 58%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 99%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #187@(84,13)10% #204@(85,12)\n  e3 (Rocket Soldier) x2: #199@(89,11) #203@(89,11)\n  harv (Ore Truck (harvester)) x2: #130@(99,16) #155@(87,6)\nVISIBLE ENEMY UNITS (17):\n  #156 e1@(85,14) 76%, #157 e1@(83,12) 33%, #158 e1@(84,14) 98%, #159 e1@(84,11) 64%, #161 e1@(85,13) 89%, #162 e1@(85,14) 17%, #166 e1@(84,14) 85%, #167 e1@(85,14) 64%, #169 e1@(85,14) 71%, #171 e1@(84,14) 92%, #173 e1@(84,11) 98%, #174 e1@(84,14) 99%, #176 e1@(85,14) 95%, #177 e1@(85,13) 11%, #179 e1@(81,10) 100%, #180 e3@(80,13) 100%, #185 e3@(80,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Crushing enemy rifle blob at (84, 13). Rebuild tank force and push toward enemy base at (12, 16).", "raw": "{\"thoughts\": \"Enemy rifle infantry swarm is overwhelming our front units. Tank #187 is critically damaged at 10% and must retreat to the service depot #168 immediately, while #204 and infantry hold and crush the rifles.\", \"notes\": \"Repairing #187 at depot #168. #204 engaging rifles. Conserve cash for 3tnk production.\", \"commands\": [{\"do\": \"move\", \"units\": [187], \"x\": 95, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [204], \"x\": 84, \"y\": 13}, {\"do\": \"attack_move\", \"units\": [199, 203], \"x\": 86, \"y\": 12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1939, "completion_tokens": 183, "total_tokens": 2122, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004281, "upstream_inference_prompt_cost": 0.0029085, "upstream_inference_completions_cost": 0.0013725}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.38, "thoughts": "Enemy rifle infantry swarm is overwhelming our front units. Tank #187 is critically damaged at 10% and must retreat to the service depot #168 immediately, while #204 and infantry hold and crush the rifles.", "notes": "Repairing #187 at depot #168. #204 engaging rifles. Conserve cash for 3tnk production.", "commands": [{"do": "move", "units": [187], "x": 95, "y": 15}, {"do": "attack_move", "units": [204], "x": 84, "y": 13}, {"do": "attack_move", "units": [199, 203], "x": 86, "y": 12}], "feedback": ["move: 1 units", "attack_move: 1 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 500, "deaths_cost": 3100, "units_killed": 5, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12800, "army_value": 2900, "income": 4000, "experience": 5, "order_count": 34}}
{"tick": 9401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:16 (tick 9401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $505 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $21850, army $11350, killed $3100 (13 units, 0 bldgs), lost $500 (5 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Vehicle: 3tnk 55%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (35) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #201@(15,15)*\n  e1 (Rifle Infantry) x20: #156@(85,14)76% #157@(83,12)33% #158@(84,14)98% #159@(84,11)64% #161@(85,13)89% #162@(85,14)17% #166@(84,14)85% #167@(85,14)64% #169@(85,14)71% #171@(84,14)92% #173@(84,11)98% #174@(84,14) #176@(85,14)95% #177@(85,13)11% #179@(81,10) #188@(64,25) #190@(64,25) #191@(63,25) #192@(65,24) #194@(56,28)\n  e3 (Rocket Soldier) x9: #180@(80,13) #185@(80,14) #186@(66,23) #196@(36,26) #197@(33,26) #200@(15,12)* #202@(13,12)* #205@(13,12)* #206@(14,12)*\n  harv (Ore Truck (harvester)) x5: #132@(13,21) #151@(17,17)82% #165@(12,22) #170@(18,17) #184@(17,7)\nVISIBLE ENEMY UNITS (2):\n  #187 3tnk@(84,13) 10%, #204 3tnk@(85,12) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - attack_move: 2 units\n  - train 3x 3tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at ~(95,11). Infantry group near (84-85,14) pushing toward enemy base. Keep training 3tnk/e3 nonstop, reinforce with idle tanks.", "raw": "{\"thoughts\":\"Front group near enemy territory is stalled at (84-85,14); push toward enemy base at (95,11) to find and destroy buildings. Keep production rolling.\",\"notes\":\"Base (12,16), enemy at ~(95,11). Infantry/rockets near (84-85,14) pushing east. Keep training 3tnk/e3 nonstop, reinforce with idle tanks, send new tanks to front.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[156,157,158,159,161,162,166,167,169,171,173,174,176,177,179,180,185],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[188,190,191,192,194,186,196,197],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3243, "completion_tokens": 335, "total_tokens": 3578, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009836, "upstream_inference_prompt_cost": 0.006486, "upstream_inference_completions_cost": 0.00335}, "completion_tokens_details": {"reasoning_tokens": 48, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.42, "thoughts": "Front group near enemy territory is stalled at (84-85,14); push toward enemy base at (95,11) to find and destroy buildings. Keep production rolling.", "notes": "Base (12,16), enemy at ~(95,11). Infantry/rockets near (84-85,14) pushing east. Keep training 3tnk/e3 nonstop, reinforce with idle tanks, send new tanks to front.", "commands": [{"do": "attack_move", "units": [156, 157, 158, 159, 161, 162, 166, 167, 169, 171, 173, 174, 176, 177, 179, 180, 185], "x": 95, "y": 11}, {"do": "attack_move", "units": [188, 190, 191, 192, 194, 186, 196, 197], "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 17 units", "attack_move: 8 units", "train 3x 3tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3100, "deaths_cost": 500, "units_killed": 13, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 21850, "army_value": 5850, "income": 9825, "experience": 31, "order_count": 113}}
{"tick": 9601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $144 (storage 2000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $11950, army $4250, killed $700 (7 units, 0 bldgs), lost $4250 (14 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Vehicle: 3tnk 17%; Infantry: e3 17%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 99%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #204@(85,12)24%\n  3tnk.husk (3tnk.husk) x1: #207@(84,13)72%*\n  e3 (Rocket Soldier) x3: #199@(89,11) #203@(89,11) #209@(93,9)\n  harv (Ore Truck (harvester)) x2: #130@(98,17) #155@(95,13)\nVISIBLE ENEMY UNITS (15):\n  #156 e1@(85,14) 59%, #157 e1@(83,12) 31%, #158 e1@(84,14) 88%, #159 e1@(84,11) 64%, #162 e1@(85,14) 3%, #166 e1@(84,14) 68%, #167 e1@(85,14) 60%, #169 e1@(85,14) 35%, #171 e1@(84,14) 77%, #173 e1@(84,11) 97%, #174 e1@(84,14) 93%, #176 e1@(85,14) 90%, #179 e1@(81,10) 100%, #180 e3@(81,12) 100%, #185 e3@(81,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 1 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Repairing #187 at depot #168. #204 engaging rifles. Conserve cash for 3tnk production.", "raw": "{\"thoughts\": \"Heavy tank #204 is heavily damaged (24% HP) and needs to pull back to the Service Depot for repairs immediately. Our rocket infantry will help screen against the enemy infantry mass while we keep building tanks.\", \"notes\": \"Pull #204 back to depot #168. Defend base approach with rocket soldiers. Save funds for 3tnk completion.\", \"commands\": [{\"do\": \"move\", \"units\": [204], \"x\": 95, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [199, 203, 209], \"x\": 88, \"y\": 12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1942, "completion_tokens": 154, "total_tokens": 2096, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004068, "upstream_inference_prompt_cost": 0.002913, "upstream_inference_completions_cost": 0.001155}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "Heavy tank #204 is heavily damaged (24% HP) and needs to pull back to the Service Depot for repairs immediately. Our rocket infantry will help screen against the enemy infantry mass while we keep building tanks.", "notes": "Pull #204 back to depot #168. Defend base approach with rocket soldiers. Save funds for 3tnk completion.", "commands": [{"do": "move", "units": [204], "x": 95, "y": 15}, {"do": "attack_move", "units": [199, 203, 209], "x": 88, "y": 12}], "feedback": ["move: 1 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 700, "deaths_cost": 4250, "units_killed": 7, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11950, "army_value": 2050, "income": 4000, "experience": 7, "order_count": 34}}
{"tick": 9601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:24 (tick 9601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $934 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $21950, army $11450, killed $4250 (14 units, 0 bldgs), lost $700 (7 units, 0 bldgs). Map explored 25.5%.\nPRODUCTION: Vehicle: 3tnk 84%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 47%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (34) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #201@(15,15)*\n  e1 (Rifle Infantry) x18: #156@(85,14)59% #157@(83,12)31% #158@(84,14)88% #159@(84,11)64% #162@(85,14)3% #166@(84,14)68% #167@(85,14)60% #169@(85,14)35% #171@(84,14)77% #173@(84,11)97% #174@(84,14)93% #176@(85,14)90% #179@(81,10) #188@(72,17) #190@(71,18) #191@(71,18) #192@(72,16) #194@(65,24)\n  e3 (Rocket Soldier) x10: #180@(81,12) #185@(81,14) #186@(73,16) #196@(46,26) #197@(44,26) #200@(15,12)* #202@(13,12)* #205@(13,12)* #206@(13,12)* #208@(14,12)*\n  harv (Ore Truck (harvester)) x5: #132@(5,28) #151@(21,6)82% #165@(10,24) #170@(18,15) #184@(20,4)\nVISIBLE ENEMY UNITS (2):\n  #204 3tnk@(85,12) 24%, #207 3tnk.husk@(84,13) 72%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - attack_move: 8 units\n  - train 3x 3tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at ~(95,11). Infantry/rockets near (84-85,14) pushing east. Keep training 3tnk/e3 nonstop, reinforce with idle tanks, send new tanks to front.", "raw": "{\"thoughts\":\"Push forward toward enemy base, finish off the wounded 3tnk, keep training tanks/infantry. My forces are near enemy territory now, should press attack.\",\"notes\":\"Base (12,16), enemy at ~(95,11). Army pushing near (84-85,14). Keep training 3tnk/e3 nonstop, send new units to front to reinforce assault on enemy base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"attack\",\"units\":[180,185],\"target\":204},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3310, "completion_tokens": 270, "total_tokens": 3580, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00932, "upstream_inference_prompt_cost": 0.00662, "upstream_inference_completions_cost": 0.0027}, "completion_tokens_details": {"reasoning_tokens": 46, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.6, "thoughts": "Push forward toward enemy base, finish off the wounded 3tnk, keep training tanks/infantry. My forces are near enemy territory now, should press attack.", "notes": "Base (12,16), enemy at ~(95,11). Army pushing near (84-85,14). Keep training 3tnk/e3 nonstop, send new units to front to reinforce assault on enemy base.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "attack", "units": [180, 185], "target": 204}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 6 units", "attack: 2 units", "train 3x 3tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4250, "deaths_cost": 700, "units_killed": 14, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 21950, "army_value": 5950, "income": 10000, "experience": 42, "order_count": 119}}
{"tick": 9801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $136 (storage 2000), power 197 made / 110 used, harvesters 2.\nSCORE: assets $10200, army $2500, killed $700 (7 units, 0 bldgs), lost $6300 (18 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Vehicle: 3tnk 40%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 99%, #123 powr@(93,11) 98%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 99%, #168 fix@(95,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  3tnk.husk (3tnk.husk) x2: #207@(84,13)54%* #210@(88,12)87%*\n  e3 (Rocket Soldier) x1: #213@(94,9)\n  harv (Ore Truck (harvester)) x2: #130@(101,25) #155@(93,12)98%\nVISIBLE ENEMY UNITS (13):\n  #156 e1@(89,12) 55%, #157 e1@(89,10) 31%, #158 e1@(88,10) 88%, #159 e1@(89,10) 62%, #162 e1@(88,12) 2%, #166 e1@(89,10) 68%, #167 e1@(89,12) 60%, #169 e1@(89,12) 9%, #171 e1@(89,10) 77%, #173 e1@(89,10) 73%, #174 e1@(88,11) 84%, #176 e1@(89,13) 89%, #179 e1@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Pull #204 back to depot #168. Defend base approach with rocket soldiers. Save funds for 3tnk completion.", "raw": "{\"thoughts\": \"An enemy infantry swarm is advancing near (89, 11). Our heavy tanks died leaving husks, but a new 3tnk is underway; train cheap riflemen and grenadiers to counter the infantry ball while holding near base.\", \"notes\": \"Enemy rifle ball at (89,11). 3tnk finishing soon. Train e1/e2 to wipe out enemy infantry.\", \"commands\": [{\"do\": \"train\", \"item\": \"e1\", \"count\": 1}, {\"do\": \"attack_move\", \"units\": [213], \"x\": 93, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1856, "completion_tokens": 141, "total_tokens": 1997, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0038415, "upstream_inference_prompt_cost": 0.002784, "upstream_inference_completions_cost": 0.0010575}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "An enemy infantry swarm is advancing near (89, 11). Our heavy tanks died leaving husks, but a new 3tnk is underway; train cheap riflemen and grenadiers to counter the infantry ball while holding near base.", "notes": "Enemy rifle ball at (89,11). 3tnk finishing soon. Train e1/e2 to wipe out enemy infantry.", "commands": [{"do": "train", "item": "e1", "count": 1}, {"do": "attack_move", "units": [213], "x": 93, "y": 11}], "feedback": ["train 1x e1: queued", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 700, "deaths_cost": 6300, "units_killed": 7, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 300, "income": 4000, "experience": 7, "order_count": 34}}
{"tick": 9801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:32 (tick 9801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $215 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $23400, army $12900, killed $6300 (18 units, 0 bldgs), lost $700 (7 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: Vehicle: 3tnk 13%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 76%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (36) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #201@(28,20) #212@(15,15)*\n  e1 (Rifle Infantry) x18: #156@(89,12)55% #157@(89,10)31% #158@(88,10)88% #159@(89,10)62% #162@(88,12)2% #166@(89,10)68% #167@(89,12)60% #169@(89,12)9% #171@(89,10)77% #173@(89,10)73% #174@(88,11)84% #176@(89,13)89% #179@(88,10) #188@(79,10) #190@(79,10) #191@(78,10) #192@(80,10) #194@(72,17)\n  e3 (Rocket Soldier) x11: #180@(83,12)* #185@(83,14)* #186@(81,10) #196@(56,28) #197@(53,28) #200@(23,18) #202@(22,16) #205@(21,16) #206@(21,17) #208@(22,17) #211@(14,12)*\n  harv (Ore Truck (harvester)) x5: #132@(6,26) #151@(24,8)82% #165@(4,29) #170@(21,6) #184@(17,14)\nVISIBLE ENEMY UNITS (3):\n  #155 harv@(93,12) 98%, #207 3tnk.husk@(84,13) 54%, #210 3tnk.husk@(88,12) 87%\nVISIBLE ENEMY BUILDINGS (1):\n  #123 powr@(93,11) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack: 2 units\n  - train 3x 3tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at ~(95,11). Army pushing near (84-85,14). Keep training 3tnk/e3 nonstop, send new units to front to reinforce assault on enemy base.", "raw": "{\"thoughts\":\"My infantry pushed close to enemy power plant at (93,11); some are badly damaged. Push forward with attack_move to finish off the enemy power plant and find more buildings. Keep tanks and reinforcements coming from home base.\",\"notes\":\"Enemy base ~(93-95,11). Army group near (88-89,10-13) fighting into base. Keep training 3tnk/e3, send new units to front. Watch for damaged e1/e3 units - consider retreat if critical.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":93,\"y\":11},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"move\",\"units\":[201,212],\"x\":85,\"y\":14}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3396, "completion_tokens": 298, "total_tokens": 3694, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009772, "upstream_inference_prompt_cost": 0.006792, "upstream_inference_completions_cost": 0.00298}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.69, "thoughts": "My infantry pushed close to enemy power plant at (93,11); some are badly damaged. Push forward with attack_move to finish off the enemy power plant and find more buildings. Keep tanks and reinforcements coming from home base.", "notes": "Enemy base ~(93-95,11). Army group near (88-89,10-13) fighting into base. Keep training 3tnk/e3, send new units to front. Watch for damaged e1/e3 units - consider retreat if critical.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 93, "y": 11}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [201, 212], "x": 85, "y": 14}], "feedback": ["attack_move: 4 units", "train 2x 3tnk: queued", "train 2x e3: queued", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6300, "deaths_cost": 700, "units_killed": 18, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 23400, "army_value": 7400, "income": 10000, "experience": 62, "order_count": 125}}
{"tick": 10001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 167 made / 110 used, harvesters 2.\nSCORE: assets $9900, army $2200, killed $700 (7 units, 0 bldgs), lost $6600 (19 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 3tnk 46%; Infantry: e1 66%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 99%, #123 powr@(93,11) 87%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 80%, #168 fix@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  3tnk.husk (3tnk.husk) x2: #207@(84,13)36%* #210@(88,12)69%*\n  harv (Ore Truck (harvester)) x2: #130@(99,18) #155@(86,5)49%\nVISIBLE ENEMY UNITS (14):\n  #156 e1@(92,9) 55%, #157 e1@(91,10) 31%, #158 e1@(91,10) 88%, #159 e1@(91,10) 61%, #162 e1@(92,9) 2%, #166 e1@(92,9) 68%, #167 e1@(94,9) 60%, #169 e1@(93,9) 9%, #171 e1@(92,9) 50%, #173 e1@(91,10) 71%, #174 e1@(91,9) 84%, #176 e1@(91,10) 89%, #179 e1@(88,10) 100%, #185 e3@(88,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e1: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rifle ball at (89,11). 3tnk finishing soon. Train e1/e2 to wipe out enemy infantry.", "raw": "{\"thoughts\": \"Enemy infantry ball is right at our doorstep ((91,10) to (94,9)) attacking our buildings/units. A 3tnk and e1 are in production, but cash is zero so production is paused/slow. Harvester 155 is at 49% hp near (86,5), need to keep it alive while defending base.\", \"notes\": \"Enemy infantry swarming around (92,9). 3tnk and e1 queued. Need ore delivery to complete 3tnk and crush infantry.\", \"commands\": [{\"do\": \"repair\", \"building\": 123}, {\"do\": \"repair\", \"building\": 146}, {\"do\": \"move\", \"units\": [155], \"x\": 98, \"y\": 12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1853, "completion_tokens": 180, "total_tokens": 2033, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0041295, "upstream_inference_prompt_cost": 0.0027795, "upstream_inference_completions_cost": 0.00135}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Enemy infantry ball is right at our doorstep ((91,10) to (94,9)) attacking our buildings/units. A 3tnk and e1 are in production, but cash is zero so production is paused/slow. Harvester 155 is at 49% hp near (86,5), need to keep it alive while defending base.", "notes": "Enemy infantry swarming around (92,9). 3tnk and e1 queued. Need ore delivery to complete 3tnk and crush infantry.", "commands": [{"do": "repair", "building": 123}, {"do": "repair", "building": 146}, {"do": "move", "units": [155], "x": 98, "y": 12}], "feedback": ["repair #123: ordered", "repair #146: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 700, "deaths_cost": 6600, "units_killed": 7, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 0, "income": 4000, "experience": 7, "order_count": 35}}
{"tick": 10001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:40 (tick 10001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $396 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $23700, army $13200, killed $6600 (19 units, 0 bldgs), lost $700 (7 units, 0 bldgs). Map explored 27.9%.\nPRODUCTION: Vehicle: 3tnk 36%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (37) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #201@(40,23) #212@(27,20)\n  e1 (Rifle Infantry) x18: #156@(92,9)55% #157@(91,10)31% #158@(91,10)88% #159@(91,10)61% #162@(92,9)2% #166@(92,9)68% #167@(94,9)60% #169@(93,9)9% #171@(92,9)50% #173@(91,10)71% #174@(91,9)84% #176@(91,10)89% #179@(88,10) #188@(86,10) #190@(84,9) #191@(85,10) #192@(85,10) #194@(80,10)\n  e3 (Rocket Soldier) x12: #180@(87,10) #185@(88,14) #186@(86,10) #196@(65,24) #197@(63,26) #200@(32,24) #202@(30,23) #205@(30,23) #206@(30,23) #208@(31,24) #211@(22,18) #214@(13,12)*\n  harv (Ore Truck (harvester)) x5: #132@(13,21) #151@(18,16)82% #165@(8,27) #170@(21,10) #184@(17,17)\nVISIBLE ENEMY UNITS (2):\n  #207 3tnk.husk@(84,13) 36%, #210 3tnk.husk@(88,12) 69%\nVISIBLE ENEMY BUILDINGS (4):\n  #121 fact@(95,11) 99%, #123 powr@(93,11) 87%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - train 2x 3tnk: queued\n  - train 2x e3: queued\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(93-95,11). Army group near (88-89,10-13) fighting into base. Keep training 3tnk/e3, send new units to front. Watch for damaged e1/e3 units - consider retreat if critical.", "raw": "{\"thoughts\":\"My infantry/rocket group is near enemy base (91-94,9-10). Enemy has weak defenses visible. Push all forces to attack enemy buildings directly, focus on fact/weap/barr. Keep tank/e3 production going and reinforce.\",\"notes\":\"Enemy base at (93-95,11). Attacking with e1/e3 group near (85-94,9-10). Keep training 3tnk/e3, send reinforcements to front. Watch for heavy losses, may need to retreat critical units.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[156,157,158,159,162,166,167,169,171,173,174,176,179,180,185,186,188,190,191,192,194],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[196,197,200,202,205,206,208,211],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3480, "completion_tokens": 372, "total_tokens": 3852, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01068, "upstream_inference_prompt_cost": 0.00696, "upstream_inference_completions_cost": 0.00372}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.06, "thoughts": "My infantry/rocket group is near enemy base (91-94,9-10). Enemy has weak defenses visible. Push all forces to attack enemy buildings directly, focus on fact/weap/barr. Keep tank/e3 production going and reinforce.", "notes": "Enemy base at (93-95,11). Attacking with e1/e3 group near (85-94,9-10). Keep training 3tnk/e3, send reinforcements to front. Watch for heavy losses, may need to retreat critical units.", "commands": [{"do": "attack_move", "units": [156, 157, 158, 159, 162, 166, 167, 169, 171, 173, 174, 176, 179, 180, 185, 186, 188, 190, 191, 192, 194], "x": 95, "y": 11}, {"do": "attack_move", "units": [196, 197, 200, 202, 205, 206, 208, 211], "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 21 units", "attack_move: 8 units", "train 2x 3tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6600, "deaths_cost": 700, "units_killed": 19, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 23700, "army_value": 7700, "income": 10225, "experience": 65, "order_count": 129}}
{"tick": 10201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $383 (storage 2000), power 88 made / 110 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $8800, army $1100, killed $700 (7 units, 0 bldgs), lost $7700 (20 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 3tnk 53%; Infantry: e1 100%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 99%, #123 powr@(93,11) 57%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%, #146 powr@(93,14) 31%, #168 fix@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  3tnk.husk (3tnk.husk) x2: #207@(84,13)18%* #210@(88,12)51%*\n  harv (Ore Truck (harvester)) x1: #130@(98,14)\n  harv.emptyhusk (harv.emptyhusk) x1: #216@(91,11)92%*\nVISIBLE ENEMY UNITS (18):\n  #156 e1@(95,9) 55%, #157 e1@(94,9) 31%, #158 e1@(93,8) 88%, #159 e1@(93,8) 61%, #162 e1@(95,9) 2%, #166 e1@(94,9) 68%, #167 e1@(95,9) 60%, #169 e1@(95,9) 9%, #171 e1@(95,9) 50%, #173 e1@(94,9) 71%, #174 e1@(94,9) 84%, #176 e1@(94,9) 89%, #179 e1@(88,10) 100%, #180 e3@(88,10) 100%, #185 e3@(88,14) 100%, #186 e3@(88,10) 100%, #188 e1@(88,10) 100%, #194 e1@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - repair #146: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry swarming around (92,9). 3tnk and e1 queued. Need ore delivery to complete 3tnk and crush infantry.", "raw": "{\"thoughts\": \"Enemy infantry are right on top of our barracks at (95,8) and (94,9). Our lone harvester is unloading/harvesting. Low power and tight funds, but when 3tnk finishes it can squash infantry.\", \"notes\": \"Enemy infantry swarming base. Harvester gathering cash for 3tnk. Build power plant next when funds permit.\", \"commands\": [{\"do\": \"repair\", \"building\": 123}, {\"do\": \"repair\", \"building\": 146}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1961, "completion_tokens": 126, "total_tokens": 2087, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0038865, "upstream_inference_prompt_cost": 0.0029415, "upstream_inference_completions_cost": 0.000945}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.59, "thoughts": "Enemy infantry are right on top of our barracks at (95,8) and (94,9). Our lone harvester is unloading/harvesting. Low power and tight funds, but when 3tnk finishes it can squash infantry.", "notes": "Enemy infantry swarming base. Harvester gathering cash for 3tnk. Build power plant next when funds permit.", "commands": [{"do": "repair", "building": 123}, {"do": "repair", "building": 146}, {"do": "build", "item": "powr"}], "feedback": ["repair #123: ordered", "repair #146: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 700, "deaths_cost": 7700, "units_killed": 7, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 0, "income": 4000, "experience": 7, "order_count": 35}}
{"tick": 10201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:48 (tick 10201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $926 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $24300, army $13800, killed $7700 (20 units, 0 bldgs), lost $700 (7 units, 0 bldgs). Map explored 28.6%.\nPRODUCTION: Vehicle: 3tnk 65%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (39) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #201@(52,27) #212@(39,23)\n  e1 (Rifle Infantry) x18: #156@(95,9)55%* #157@(94,9)31%* #158@(93,8)88%* #159@(93,8)61%* #162@(95,9)2%* #166@(94,9)68%* #167@(95,9)60%* #169@(95,9)9%* #171@(95,9)50%* #173@(94,9)71%* #174@(94,9)84%* #176@(94,9)89%* #179@(88,10) #188@(88,10) #190@(87,10) #191@(87,10)* #192@(87,10)* #194@(88,10)\n  e3 (Rocket Soldier) x14: #180@(88,10) #185@(88,14) #186@(88,10) #196@(72,17) #197@(70,18) #200@(42,25) #202@(40,24) #205@(40,24) #206@(40,24) #208@(41,24) #211@(31,22) #214@(14,12)* #215@(12,11) #217@(13,12)\n  harv (Ore Truck (harvester)) x5: #132@(3,27) #151@(16,19)82% #165@(13,21) #170@(16,18) #184@(19,6)\nVISIBLE ENEMY UNITS (2):\n  #210 3tnk.husk@(88,12) 51%, #216 harv.emptyhusk@(91,11) 92%\nVISIBLE ENEMY BUILDINGS (5):\n  #121 fact@(95,11) 99%, #123 powr@(93,11) 57%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #143 weap@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 21 units\n  - attack_move: 8 units\n  - train 2x 3tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93-95,11). Attacking with e1/e3 group near (85-94,9-10). Keep training 3tnk/e3, send reinforcements to front. Watch for heavy losses, may need to retreat critical units.", "raw": "{\"thoughts\":\"Big army near enemy base already engaging. Push final assault on remaining buildings while keeping production queued and reinforcements en route.\",\"notes\":\"Enemy base at (93-95,11), buildings: fact,powr,proc,barr,weap. Push all_army attack there. Keep training 3tnk/e3, send reinforcements forward as they spawn.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[201,212],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3583, "completion_tokens": 272, "total_tokens": 3855, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009886, "upstream_inference_prompt_cost": 0.007166, "upstream_inference_completions_cost": 0.00272}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.21, "thoughts": "Big army near enemy base already engaging. Push final assault on remaining buildings while keeping production queued and reinforcements en route.", "notes": "Enemy base at (93-95,11), buildings: fact,powr,proc,barr,weap. Push all_army attack there. Keep training 3tnk/e3, send reinforcements forward as they spawn.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "attack_move", "units": [201, 212], "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 15 units", "attack_move: 2 units", "train 2x 3tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 7700, "deaths_cost": 700, "units_killed": 20, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 24300, "army_value": 8300, "income": 10500, "experience": 76, "order_count": 135}}
{"tick": 10401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $164 (storage 2000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $8200, army $1100, killed $700 (7 units, 0 bldgs), lost $8300 (20 units, 2 bldgs). Map explored 23.9%.\nPRODUCTION: Building: powr 36%; Vehicle: 3tnk 63%; Infantry: e1 100%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 99%, #129 proc@(98,11) 100%, #133 barr@(95,8) 97%, #143 weap@(97,8) 100%, #168 fix@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  3tnk.husk (3tnk.husk) x2: #207@(84,13)1%* #210@(88,12)33%*\n  harv (Ore Truck (harvester)) x1: #130@(100,26)\n  harv.emptyhusk (harv.emptyhusk) x1: #216@(91,11)74%*\nVISIBLE ENEMY UNITS (18):\n  #156 e1@(95,9) 55%, #157 e1@(94,9) 31%, #158 e1@(93,8) 88%, #159 e1@(93,8) 61%, #162 e1@(95,9) 2%, #166 e1@(94,9) 68%, #167 e1@(95,9) 60%, #169 e1@(95,9) 9%, #171 e1@(95,9) 50%, #173 e1@(94,9) 71%, #174 e1@(94,9) 84%, #176 e1@(94,9) 89%, #179 e1@(91,9) 100%, #180 e3@(91,9) 100%, #185 e3@(90,13) 100%, #186 e3@(90,10) 100%, #188 e1@(91,9) 100%, #194 e1@(90,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - repair #146: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy infantry swarming base. Harvester gathering cash for 3tnk. Build power plant next when funds permit.", "raw": "{\"thoughts\": \"Base is heavily swarmed by enemy infantry right on top of our production buildings. We are on low power with very low cash; our harvester #130 is still operating, but we desperately need units to clear this swarm.\", \"notes\": \"Enemy infantry swarming barr/weap at (95,9). Need powr and 3tnk to complete, then crush enemy infantry. Keep harvester safe.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 130}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1887, "completion_tokens": 106, "total_tokens": 1993, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0036255, "upstream_inference_prompt_cost": 0.0028305, "upstream_inference_completions_cost": 0.000795}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.6, "thoughts": "Base is heavily swarmed by enemy infantry right on top of our production buildings. We are on low power with very low cash; our harvester #130 is still operating, but we desperately need units to clear this swarm.", "notes": "Enemy infantry swarming barr/weap at (95,9). Need powr and 3tnk to complete, then crush enemy infantry. Keep harvester safe.", "commands": [{"do": "harvest", "unit": 130}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 700, "deaths_cost": 8300, "units_killed": 7, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8200, "army_value": 0, "income": 3500, "experience": 7, "order_count": 36}}
{"tick": 10401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:56 (tick 10401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $705 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $24600, army $14100, killed $8300 (20 units, 2 bldgs), lost $700 (7 units, 0 bldgs). Map explored 29.4%.\nPRODUCTION: Vehicle: 3tnk 94%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 36%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (40) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #201@(63,26) #212@(48,26)\n  e1 (Rifle Infantry) x18: #156@(95,9)55%* #157@(94,9)31%* #158@(93,8)88%* #159@(93,8)61%* #162@(95,9)2%* #166@(94,9)68%* #167@(95,9)60%* #169@(95,9)9%* #171@(95,9)50%* #173@(94,9)71%* #174@(94,9)84%* #176@(94,9)89%* #179@(91,9) #188@(91,9) #190@(87,10)* #191@(87,10)* #192@(87,10)* #194@(90,10)\n  e3 (Rocket Soldier) x15: #180@(91,9) #185@(90,13) #186@(90,10) #196@(80,10) #197@(78,11) #200@(52,27) #202@(50,26) #205@(50,26) #206@(50,26) #208@(51,26) #211@(40,27) #214@(22,18) #215@(12,11)* #217@(13,13)* #218@(13,12)*\n  harv (Ore Truck (harvester)) x5: #132@(6,25) #151@(24,8)82% #165@(5,30) #170@(21,12) #184@(23,7)\nVISIBLE ENEMY UNITS (2):\n  #210 3tnk.husk@(88,12) 33%, #216 harv.emptyhusk@(91,11) 74%\nVISIBLE ENEMY BUILDINGS (4):\n  #121 fact@(95,11) 99%, #129 proc@(98,11) 100%, #133 barr@(95,8) 97%, #143 weap@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - attack_move: 2 units\n  - train 2x 3tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93-95,11), buildings: fact,powr,proc,barr,weap. Push all_army attack there. Keep training 3tnk/e3, send reinforcements forward as they spawn.", "raw": "{\"thoughts\":\"Large army already near enemy base at (93-95,11). Push attack on remaining buildings, keep production rolling.\",\"notes\":\"Enemy base at (93-95,11): fact,proc,barr,weap remain. Keep attacking with e1/e3 stack near there. Send new 3tnk/e3 reinforcements east. Watch harvesters.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[156,157,158,159,162,166,167,169,171,173,174,176,179,188,190,191,192,194,180,185,186,196,197],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[200,202,205,206,208,211,201,212],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3633, "completion_tokens": 307, "total_tokens": 3940, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010336, "upstream_inference_prompt_cost": 0.007266, "upstream_inference_completions_cost": 0.00307}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.14, "thoughts": "Large army already near enemy base at (93-95,11). Push attack on remaining buildings, keep production rolling.", "notes": "Enemy base at (93-95,11): fact,proc,barr,weap remain. Keep attacking with e1/e3 stack near there. Send new 3tnk/e3 reinforcements east. Watch harvesters.", "commands": [{"do": "attack_move", "units": [156, 157, 158, 159, 162, 166, 167, 169, 171, 173, 174, 176, 179, 188, 190, 191, 192, 194, 180, 185, 186, 196, 197], "x": 95, "y": 11}, {"do": "attack_move", "units": [200, 202, 205, 206, 208, 211, 201, 212], "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 23 units", "attack_move: 8 units", "train 3x 3tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 8300, "deaths_cost": 700, "units_killed": 20, "units_lost": 7, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 24600, "army_value": 8600, "income": 10500, "experience": 82, "order_count": 141}}
{"tick": 10601, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $8200, army $1100, killed $800 (8 units, 0 bldgs), lost $8400 (21 units, 2 bldgs). Map explored 24.1%.\nPRODUCTION: Building: powr 63%; Vehicle: 3tnk 70%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 84%, #129 proc@(98,11) 100%, #133 barr@(95,8) 27%, #143 weap@(97,8) 99%, #168 fix@(95,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  3tnk.husk (3tnk.husk) x1: #210@(88,12)15%*\n  harv (Ore Truck (harvester)) x1: #130@(99,24)\n  harv.emptyhusk (harv.emptyhusk) x1: #216@(91,11)56%*\nVISIBLE ENEMY UNITS (21):\n  #156 e1@(92,10) 51%, #157 e1@(93,11) 31%, #158 e1@(92,11) 88%, #159 e1@(92,9) 61%, #166 e1@(93,11) 67%, #167 e1@(92,10) 59%, #169 e1@(92,10) 8%, #171 e1@(91,10) 50%, #173 e1@(93,11) 71%, #174 e1@(93,11) 84%, #176 e1@(93,11) 89%, #179 e1@(91,9) 100%, #180 e3@(91,9) 100%, #185 e3@(91,12) 100%, #186 e3@(90,10) 100%, #188 e1@(91,9) 100%, #190 e1@(91,10) 100%, #191 e1@(91,10) 100%, #192 e1@(91,10) 100%, #194 e1@(90,10) 100%, #196 e3@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry swarming barr/weap at (95,9). Need powr and 3tnk to complete, then crush enemy infantry. Keep harvester safe.", "raw": "{\"thoughts\": \"Base is under heavy attack by a mass of enemy infantry around (92,10). Power plant is at 63% and Heavy Tank at 70%, but low power and $0 cash are stalling us. Need power up and 3tnk out immediately to crush infantry.\", \"notes\": \"Enemy infantry ball at (92,10) attacking base. Harvester returning ore. Wait for 3tnk and powr to finish, then crush enemy infantry.\", \"commands\": [{\"do\": \"repair\", \"building\": 133}, {\"do\": \"repair\", \"building\": 121}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1902, "completion_tokens": 135, "total_tokens": 2037, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0038655, "upstream_inference_prompt_cost": 0.002853, "upstream_inference_completions_cost": 0.0010125}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.53, "thoughts": "Base is under heavy attack by a mass of enemy infantry around (92,10). Power plant is at 63% and Heavy Tank at 70%, but low power and $0 cash are stalling us. Need power up and 3tnk out immediately to crush infantry.", "notes": "Enemy infantry ball at (92,10) attacking base. Harvester returning ore. Wait for 3tnk and powr to finish, then crush enemy infantry.", "commands": [{"do": "repair", "building": 133}, {"do": "repair", "building": 121}], "feedback": ["repair #133: ordered", "repair #121: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 800, "deaths_cost": 8400, "units_killed": 8, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8200, "army_value": 0, "income": 3500, "experience": 8, "order_count": 36}}
{"tick": 10601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:04 (tick 10601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $436 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $25950, army $15450, killed $8400 (21 units, 2 bldgs), lost $800 (8 units, 0 bldgs). Map explored 30.2%.\nPRODUCTION: Vehicle: 3tnk 23%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 65%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (41) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x3: #201@(73,18) #212@(59,28) #220@(15,15)*\n  e1 (Rifle Infantry) x17: #156@(92,10)51%* #157@(93,11)31%* #158@(92,11)88%* #159@(92,9)61%* #166@(93,11)67%* #167@(92,10)59%* #169@(92,10)8%* #171@(91,10)50%* #173@(93,11)71%* #174@(93,11)84%* #176@(93,11)89%* #179@(91,9) #188@(91,9) #190@(91,10) #191@(91,10) #192@(91,10) #194@(90,10)\n  e3 (Rocket Soldier) x16: #180@(91,9) #185@(91,12) #186@(90,10) #196@(91,10) #197@(88,10) #200@(61,27) #202@(60,28) #205@(59,28) #206@(60,28) #208@(60,27) #211@(50,28) #214@(31,24) #215@(12,11)* #217@(13,13)* #218@(12,11)* #221@(13,12)*\n  harv (Ore Truck (harvester)) x5: #132@(13,21) #151@(25,8)82% #165@(6,31) #170@(23,6) #184@(18,16)\nVISIBLE ENEMY UNITS (2):\n  #210 3tnk.husk@(88,12) 15%, #216 harv.emptyhusk@(91,11) 56%\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 84%, #133 barr@(95,8) 27%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 23 units\n  - attack_move: 8 units\n  - train 3x 3tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93-95,11): fact,proc,barr,weap remain. Keep attacking with e1/e3 stack near there. Send new 3tnk/e3 reinforcements east. Watch harvesters.", "raw": "{\"thoughts\":\"Big group already near enemy base at (91-93,10-12). Push attack on remaining fact/barr to finish them off. Keep production queues going and send reinforcements east.\",\"notes\":\"Enemy base (93-95,11) has fact 84%, barr 27% left. Push all e1/e3 stack to destroy them. Reinforce with new 3tnk/e3 east. Watch harvesters at home.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[156,157,158,159,166,167,169,171,173,174,176,179,188,190,191,192,194,180,185,186,196,197],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[201,212,200,202,205,206,208,211,214],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3674, "completion_tokens": 314, "total_tokens": 3988, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010488, "upstream_inference_prompt_cost": 0.007348, "upstream_inference_completions_cost": 0.00314}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.66, "thoughts": "Big group already near enemy base at (91-93,10-12). Push attack on remaining fact/barr to finish them off. Keep production queues going and send reinforcements east.", "notes": "Enemy base (93-95,11) has fact 84%, barr 27% left. Push all e1/e3 stack to destroy them. Reinforce with new 3tnk/e3 east. Watch harvesters at home.", "commands": [{"do": "attack_move", "units": [156, 157, 158, 159, 166, 167, 169, 171, 173, 174, 176, 179, 188, 190, 191, 192, 194, 180, 185, 186, 196, 197], "x": 95, "y": 11}, {"do": "attack_move", "units": [201, 212, 200, 202, 205, 206, 208, 211, 214], "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 22 units", "attack_move: 9 units", "train 2x 3tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 8400, "deaths_cost": 800, "units_killed": 21, "units_lost": 8, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 25950, "army_value": 9950, "income": 10425, "experience": 83, "order_count": 148}}
{"tick": 10801, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7700, army $1100, killed $800 (8 units, 0 bldgs), lost $8900 (21 units, 3 bldgs). Map explored 24.1%.\nPRODUCTION: Building: powr 63%; Vehicle: 3tnk 70%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 35%, #129 proc@(98,11) 100%, #143 weap@(97,8) 99%, #168 fix@(95,15) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(99,13)\n  harv.emptyhusk (harv.emptyhusk) x1: #216@(91,11)38%*\nVISIBLE ENEMY UNITS (22):\n  #156 e1@(92,10) 51%, #157 e1@(93,11) 31%, #158 e1@(92,11) 88%, #159 e1@(92,10) 61%, #166 e1@(93,11) 67%, #167 e1@(92,10) 59%, #169 e1@(92,10) 8%, #171 e1@(92,10) 50%, #173 e1@(93,11) 71%, #174 e1@(93,11) 84%, #176 e1@(93,11) 89%, #179 e1@(91,9) 100%, #180 e3@(91,9) 100%, #185 e3@(91,12) 100%, #186 e3@(90,10) 100%, #188 e1@(91,9) 100%, #190 e1@(91,10) 100%, #191 e1@(91,10) 100%, #192 e1@(91,10) 100%, #194 e1@(90,10) 100%, #196 e3@(91,10) 100%, #197 e3@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #133: ordered\n  - repair #121: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry ball at (92,10) attacking base. Harvester returning ore. Wait for 3tnk and powr to finish, then crush enemy infantry.", "raw": "{\"thoughts\": \"Fact is at 35% hp and under attack by a large enemy infantry force at our doorstep. Power plant and 3tnk are still building slowly due to zero power; harvester #130 is about to unload cash to help finish them. We must keep fact repaired and use harvester to crush enemy infantry if possible.\", \"notes\": \"Fact critical at 35% hp. Enemy infantry ball right outside fact at (92,10)-(93,11). 3tnk finishing soon. Use harvester/3tnk to squash them.\", \"commands\": [{\"do\": \"repair\", \"building\": 121}, {\"do\": \"attack_move\", \"units\": [130], \"x\": 93, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1852, "completion_tokens": 168, "total_tokens": 2020, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004038, "upstream_inference_prompt_cost": 0.002778, "upstream_inference_completions_cost": 0.00126}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "Fact is at 35% hp and under attack by a large enemy infantry force at our doorstep. Power plant and 3tnk are still building slowly due to zero power; harvester #130 is about to unload cash to help finish them. We must keep fact repaired and use harvester to crush enemy infantry if possible.", "notes": "Fact critical at 35% hp. Enemy infantry ball right outside fact at (92,10)-(93,11). 3tnk finishing soon. Use harvester/3tnk to squash them.", "commands": [{"do": "repair", "building": 121}, {"do": "attack_move", "units": [130], "x": 93, "y": 11}], "feedback": ["repair #121: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 800, "deaths_cost": 8900, "units_killed": 8, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 7700, "army_value": 0, "income": 3500, "experience": 8, "order_count": 36}}
{"tick": 10801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:12 (tick 10801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $265 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $26250, army $15750, killed $8900 (21 units, 3 bldgs), lost $800 (8 units, 0 bldgs). Map explored 30.4%.\nPRODUCTION: Vehicle: 3tnk 52%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (42) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x3: #201@(83,14) #212@(66,23) #220@(15,15)*\n  e1 (Rifle Infantry) x17: #156@(92,10)51%* #157@(93,11)31%* #158@(92,11)88%* #159@(92,10)61%* #166@(93,11)67%* #167@(92,10)59%* #169@(92,10)8%* #171@(92,10)50%* #173@(93,11)71%* #174@(93,11)84%* #176@(93,11)89%* #179@(91,9) #188@(91,9) #190@(91,10) #191@(91,10) #192@(91,10) #194@(90,10)\n  e3 (Rocket Soldier) x17: #180@(91,9) #185@(91,12) #186@(90,10) #196@(91,10) #197@(91,10) #200@(69,20) #202@(68,21) #205@(67,22) #206@(67,22) #208@(68,20) #211@(61,27) #214@(41,24) #215@(12,11)* #217@(13,13)* #218@(12,11)* #221@(13,12)* #224@(14,12)*\n  harv (Ore Truck (harvester)) x5: #132@(3,28) #151@(18,17)82% #165@(13,23) #170@(18,12) #184@(18,15)\nVISIBLE ENEMY UNITS (1):\n  #216 harv.emptyhusk@(91,11) 38%\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(95,11) 35%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 22 units\n  - attack_move: 9 units\n  - train 2x 3tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base (93-95,11) has fact 84%, barr 27% left. Push all e1/e3 stack to destroy them. Reinforce with new 3tnk/e3 east. Watch harvesters at home.", "raw": "{\"thoughts\":\"Enemy factory at 35% HP near destruction. Push all infantry near enemy base to finish it off, continue reinforcing with tanks and rockets.\",\"notes\":\"Enemy fact#121@(95,11) at 35%. Finish it off with stacked e1/e3 near (91-93,11). Keep training 3tnk and e3, reinforce east. Watch harvesters at home.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[156,157,158,159,166,167,169,171,173,174,176,179,180,185,186,188,190,191,192,194,196,197],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[201,212],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3710, "completion_tokens": 307, "total_tokens": 4017, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01049, "upstream_inference_prompt_cost": 0.00742, "upstream_inference_completions_cost": 0.00307}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.26, "thoughts": "Enemy factory at 35% HP near destruction. Push all infantry near enemy base to finish it off, continue reinforcing with tanks and rockets.", "notes": "Enemy fact#121@(95,11) at 35%. Finish it off with stacked e1/e3 near (91-93,11). Keep training 3tnk and e3, reinforce east. Watch harvesters at home.", "commands": [{"do": "attack_move", "units": [156, 157, 158, 159, 166, 167, 169, 171, 173, 174, 176, 179, 180, 185, 186, 188, 190, 191, 192, 194, 196, 197], "x": 95, "y": 11}, {"do": "attack_move", "units": [201, 212], "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 22 units", "attack_move: 2 units", "train 2x 3tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 8900, "deaths_cost": 800, "units_killed": 21, "units_lost": 8, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 26250, "army_value": 10250, "income": 10000, "experience": 88, "order_count": 154}}
{"tick": 11001, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $136 (storage 2000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $4600, army $0, killed $1100 (11 units, 0 bldgs), lost $12000 (22 units, 4 bldgs). Map explored 24.1%.\nPRODUCTION: Vehicle: 3tnk 75%\nCAN PRODUCE NOW:\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 99%, #143 weap@(97,8) 99%, #168 fix@(95,15) 96%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv.emptyhusk (harv.emptyhusk) x1: #216@(91,11)20%*\n  harv.fullhusk (harv.fullhusk) x1: #227@(93,11)57%*\nVISIBLE ENEMY UNITS (11):\n  #156 e1@(92,9) 51%, #158 e1@(92,11) 88%, #166 e1@(92,12) 11%, #167 e1@(92,9) 59%, #169 e1@(92,9) 8%, #171 e1@(92,11) 50%, #179 e1@(92,10) 100%, #185 e3@(91,12) 100%, #190 e1@(92,10) 100%, #191 e1@(92,10) 100%, #201 3tnk@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Fact critical at 35% hp. Enemy infantry ball right outside fact at (92,10)-(93,11). 3tnk finishing soon. Use harvester/3tnk to squash them.", "raw": "{\"thoughts\": \"Our Construction Yard has been destroyed and we have no harvesters left, leaving us with zero cash and low power. The Heavy Tank is 75% complete, but with no income to finish it, our remaining production is stalled unless we sell a building like the Service Depot to gain cash.\", \"notes\": \"Fact destroyed. Low power and zero cash. Sell fix to get cash to finish 3tnk and build a harvester or MCV.\", \"commands\": [{\"do\": \"sell\", \"building\": 168}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1578, "completion_tokens": 113, "total_tokens": 1691, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0032145, "upstream_inference_prompt_cost": 0.002367, "upstream_inference_completions_cost": 0.0008475}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.67, "thoughts": "Our Construction Yard has been destroyed and we have no harvesters left, leaving us with zero cash and low power. The Heavy Tank is 75% complete, but with no income to finish it, our remaining production is stalled unless we sell a building like the Service Depot to gain cash.", "notes": "Fact destroyed. Low power and zero cash. Sell fix to get cash to finish 3tnk and build a harvester or MCV.", "commands": [{"do": "sell", "building": 168}], "feedback": ["sell #168: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1100, "deaths_cost": 12000, "units_killed": 11, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 4600, "army_value": 0, "income": 3000, "experience": 11, "order_count": 36}}
{"tick": 11001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 ukraine (Soviet). 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 $896 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $26450, army $15950, killed $12100 (23 units, 4 bldgs), lost $1200 (12 units, 0 bldgs). Map explored 30.9%.\nPRODUCTION: Vehicle: 3tnk 81%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (40) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x3: #201@(91,13) #212@(75,17) #220@(15,15)*\n  e1 (Rifle Infantry) x13: #156@(92,9)51% #158@(92,11)88%* #159@(91,9)61% #166@(92,12)11%* #167@(92,9)59% #169@(92,9)8% #171@(92,11)50% #179@(92,10) #188@(91,10) #190@(92,10) #191@(92,10) #192@(91,10) #194@(91,10)\n  e3 (Rocket Soldier) x19: #180@(91,9) #185@(91,12) #186@(91,10) #196@(91,10) #197@(91,10) #200@(76,13) #202@(75,14) #205@(75,14) #206@(75,14) #208@(76,13) #211@(68,21) #214@(51,26) #215@(12,11)* #217@(13,13)* #218@(12,11)* #221@(13,13)* #224@(14,12)* #225@(12,11)* #226@(13,12)*\n  harv (Ore Truck (harvester)) x5: #132@(6,30) #151@(18,16)82% #165@(10,27) #170@(15,18) #184@(21,5)\nVISIBLE ENEMY UNITS (2):\n  #216 harv.emptyhusk@(91,11) 20%, #227 harv.fullhusk@(93,11) 57%\nVISIBLE ENEMY BUILDINGS (1):\n  #168 fix@(95,15) 96%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 22 units\n  - attack_move: 2 units\n  - train 2x 3tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy fact#121@(95,11) at 35%. Finish it off with stacked e1/e3 near (91-93,11). Keep training 3tnk and e3, reinforce east. Watch harvesters at home.", "raw": "{\"thoughts\":\"Big force near enemy base at (91-95,11-15). Push all combat units there to finish off remaining fix building and any other structures. Keep training tanks and rockets, reinforce home defense minimally.\",\"notes\":\"Enemy fix#168@(95,15) is target. Push stacked army east to wipe remaining buildings. Keep 3tnk/e3 production going. Watch harvesters at home base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":13},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":6}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3753, "completion_tokens": 259, "total_tokens": 4012, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010096, "upstream_inference_prompt_cost": 0.007506, "upstream_inference_completions_cost": 0.00259}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.34, "thoughts": "Big force near enemy base at (91-95,11-15). Push all combat units there to finish off remaining fix building and any other structures. Keep training tanks and rockets, reinforce home defense minimally.", "notes": "Enemy fix#168@(95,15) is target. Push stacked army east to wipe remaining buildings. Keep 3tnk/e3 production going. Watch harvesters at home base.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 13}, {"do": "train", "item": "3tnk", "count": 4}, {"do": "train", "item": "e3", "count": 6}], "feedback": ["attack_move: 35 units", "train 4x 3tnk: queued", "train 6x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 12100, "deaths_cost": 1200, "units_killed": 23, "units_lost": 12, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 26450, "army_value": 10450, "income": 10825, "experience": 119, "order_count": 160}}
{"tick": 11201, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $577 + stored ore $1000 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $3400, army $0, killed $1300 (13 units, 0 bldgs), lost $12200 (24 units, 4 bldgs). Map explored 24.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 64%, #143 weap@(97,8) 87%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv.emptyhusk (harv.emptyhusk) x1: #216@(91,11)2%*\n  harv.fullhusk (harv.fullhusk) x1: #227@(93,11)39%*\nVISIBLE ENEMY UNITS (17):\n  #156 e1@(95,13) 51%, #158 e1@(95,13) 70%, #159 e1@(95,13) 61%, #167 e1@(95,13) 59%, #169 e1@(95,13) 8%, #179 e1@(94,11) 100%, #180 e3@(93,10) 100%, #185 e3@(94,13) 99%, #186 e3@(93,12) 99%, #188 e1@(93,9) 100%, #190 e1@(93,10) 100%, #191 e1@(93,9) 100%, #192 e1@(94,13) 99%, #194 e1@(94,12) 98%, #196 e3@(93,12) 100%, #197 e3@(94,12) 100%, #201 3tnk@(94,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - sell #168: ordered\nYOUR NOTES FROM LAST TURN: Fact destroyed. Low power and zero cash. Sell fix to get cash to finish 3tnk and build a harvester or MCV.", "raw": "{\"thoughts\": \"Our base is swarmed by enemy infantry and a heavy tank right at our doorstep, with both harvesters wrecked into husks and no ConYard. We have enough cash/ore ($1577 total) to build a vehicle; let's produce an APC or Flak Truck to crush infantry and attempt defense.\", \"notes\": \"Base overrun by infantry swarm + 3tnk. Producing flak truck to anti-infantry.\", \"commands\": [{\"do\": \"repair\", \"building\": 129}, {\"do\": \"repair\", \"building\": 143}, {\"do\": \"train\", \"item\": \"ftrk\", \"count\": 1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1595, "completion_tokens": 145, "total_tokens": 1740, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00348, "upstream_inference_prompt_cost": 0.0023925, "upstream_inference_completions_cost": 0.0010875}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.16, "thoughts": "Our base is swarmed by enemy infantry and a heavy tank right at our doorstep, with both harvesters wrecked into husks and no ConYard. We have enough cash/ore ($1577 total) to build a vehicle; let's produce an APC or Flak Truck to crush infantry and attempt defense.", "notes": "Base overrun by infantry swarm + 3tnk. Producing flak truck to anti-infantry.", "commands": [{"do": "repair", "building": 129}, {"do": "repair", "building": 143}, {"do": "train", "item": "ftrk", "count": 1}], "feedback": ["repair #129: ordered", "repair #143: ordered", "train 1x ftrk: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1300, "deaths_cost": 12200, "units_killed": 13, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 3400, "army_value": 0, "income": 3077, "experience": 13, "order_count": 36}}
{"tick": 11201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 ukraine (Soviet). 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 $327 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $27700, army $17200, killed $12300 (25 units, 4 bldgs), lost $1400 (14 units, 0 bldgs). Map explored 31.5%.\nPRODUCTION: Vehicle: 3tnk 10%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (40) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x4: #201@(94,14)* #212@(87,14) #220@(28,20) #234@(15,15)*\n  e1 (Rifle Infantry) x11: #156@(95,13)51%* #158@(95,13)70%* #159@(95,13)61%* #167@(95,13)59%* #169@(95,13)8%* #179@(94,11) #188@(93,9) #190@(93,10) #191@(93,9) #192@(94,13) #194@(94,12)98%\n  e3 (Rocket Soldier) x20: #180@(93,10) #185@(94,13) #186@(93,12) #196@(93,12) #197@(94,12) #200@(87,12) #202@(84,14) #205@(84,14) #206@(84,14) #208@(86,12) #211@(76,13) #214@(61,27) #215@(20,16) #217@(20,16) #218@(20,17) #221@(21,17) #224@(21,17) #225@(20,16) #226@(21,17) #233@(14,12)*\n  harv (Ore Truck (harvester)) x5: #132@(12,23) #151@(26,8)82% #165@(7,31) #170@(22,9) #184@(20,5)\nVISIBLE ENEMY UNITS (2):\n  #216 harv.emptyhusk@(91,11) 2%, #227 harv.fullhusk@(93,11) 39%\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(98,11) 64%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 35 units\n  - train 4x 3tnk: queued\n  - train 6x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy fix#168@(95,15) is target. Push stacked army east to wipe remaining buildings. Keep 3tnk/e3 production going. Watch harvesters at home base.", "raw": "{\"thoughts\":\"Army is already near enemy base at (93-95,9-14). Push attack on remaining enemy proc and any hidden buildings. Keep tank/rocket production rolling.\",\"notes\":\"Enemy base at ~(95,11), only proc#129 visible now. Push all units there to finish them off. Keep training 3tnk/e3 continuously.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":97,\"y\":11},{\"do\":\"attack\",\"units\":[201,212,179,188,190,191,192,194,180,185,186,196,197,200,202,205,206,208,211],\"target\":129}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3827, "completion_tokens": 254, "total_tokens": 4081, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010194, "upstream_inference_prompt_cost": 0.007654, "upstream_inference_completions_cost": 0.00254}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.97, "thoughts": "Army is already near enemy base at (93-95,9-14). Push attack on remaining enemy proc and any hidden buildings. Keep tank/rocket production rolling.", "notes": "Enemy base at ~(95,11), only proc#129 visible now. Push all units there to finish them off. Keep training 3tnk/e3 continuously.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 97, "y": 11}, {"do": "attack", "units": [201, 212, 179, 188, 190, 191, 192, 194, 180, 185, 186, 196, 197, 200, 202, 205, 206, 208, 211], "target": 129}], "feedback": ["attack_move: 8 units", "attack: 19 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 12300, "deaths_cost": 1400, "units_killed": 25, "units_lost": 14, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 27700, "army_value": 11700, "income": 10500, "experience": 121, "order_count": 170}}
{"tick": 11401, "slot": "Multi0", "model": "google/gemini-3.8-flash", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $522 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $2000, army $0, killed $1300 (13 units, 0 bldgs), lost $13600 (24 units, 5 bldgs). Map explored 24.1%.\nPRODUCTION: Vehicle: ftrk 18%\nCAN PRODUCE NOW:\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #143 weap@(97,8) 74%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv.fullhusk (harv.fullhusk) x1: #227@(93,11)21%*\nVISIBLE ENEMY UNITS (14):\n  #156 e1@(96,11) 51%, #158 e1@(96,11) 70%, #159 e1@(96,11) 61%, #167 e1@(96,11) 59%, #169 e1@(96,11) 8%, #179 e1@(94,11) 100%, #180 e3@(93,10) 100%, #186 e3@(93,12) 99%, #188 e1@(93,9) 100%, #190 e1@(93,10) 100%, #191 e1@(93,9) 100%, #194 e1@(94,12) 98%, #196 e3@(93,12) 100%, #197 e3@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #129: ordered\n  - repair #143: ordered\n  - train 1x ftrk: queued\nYOUR NOTES FROM LAST TURN: Base overrun by infantry swarm + 3tnk. Producing flak truck to anti-infantry.", "raw": "{\"thoughts\":\"Only the War Factory remains and low power is stalling production, while enemy infantry surrounds us. Repair the War Factory to keep it alive as long as possible while waiting for the flak truck.\",\"notes\":\"Last stand at War Factory. Flak truck building slowly under low power.\",\"commands\":[{\"do\":\"repair\",\"building\":143}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1491, "completion_tokens": 72, "total_tokens": 1563, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0027765, "upstream_inference_prompt_cost": 0.0022365, "upstream_inference_completions_cost": 0.00054}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.26, "thoughts": "Only the War Factory remains and low power is stalling production, while enemy infantry surrounds us. Repair the War Factory to keep it alive as long as possible while waiting for the flak truck.", "notes": "Last stand at War Factory. Flak truck building slowly under low power.", "commands": [{"do": "repair", "building": 143}], "feedback": ["repair #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1300, "deaths_cost": 13600, "units_killed": 13, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 2000, "army_value": 0, "income": 3077, "experience": 13, "order_count": 37}}
{"tick": 11401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 ukraine (Soviet). 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 $106 (storage 4000), power 500 made / 160 used, harvesters 5.\nSCORE: assets $28000, army $17500, killed $13700 (25 units, 5 bldgs), lost $1400 (14 units, 0 bldgs). Map explored 31.7%.\nPRODUCTION: Vehicle: 3tnk 39%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 23%, #134 powr@(12,13) 100%, #144 weap@(15,14) 100%, #147 barr@(10,19) 100%, #164 proc@(13,20) 100%, #172 powr@(10,13) 100%, #189 fix@(7,16) 100%, #193 powr@(8,19) 100%, #195 powr@(8,13) 100%, #198 barr@(14,11) 100%\nYOUR UNITS (41) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x4: #201@(94,14)* #212@(94,15)* #220@(40,23) #234@(27,20)\n  e1 (Rifle Infantry) x11: #156@(96,11)51%* #158@(96,11)70%* #159@(96,11)61%* #167@(96,11)59%* #169@(96,11)8%* #179@(94,11) #188@(93,9) #190@(93,10) #191@(93,9) #192@(94,13)* #194@(94,12)98%*\n  e3 (Rocket Soldier) x21: #180@(93,10) #185@(94,13)* #186@(93,12)* #196@(93,12)* #197@(94,12)* #200@(92,12)* #202@(89,13)* #205@(89,13)* #206@(89,13)* #208@(92,12)* #211@(81,13)* #214@(68,21) #215@(29,22) #217@(29,22) #218@(29,22) #221@(30,22) #224@(30,23) #225@(29,22) #226@(30,23) #233@(22,18) #235@(13,12)*\n  harv (Ore Truck (harvester)) x5: #132@(10,25) #151@(21,11)82% #165@(13,22) #170@(22,4) #184@(17,17)\nVISIBLE ENEMY UNITS (1):\n  #227 harv.fullhusk@(93,11) 21%\nVISIBLE ENEMY BUILDINGS (1):\n  #143 weap@(97,8) 74%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack: 19 units\nYOUR NOTES FROM LAST TURN: Enemy base at ~(95,11), only proc#129 visible now. Push all units there to finish them off. Keep training 3tnk/e3 continuously.", "raw": "{\"thoughts\":\"Army is near enemy base at (95,11)-(97,8). Continue attack to destroy remaining weap#143 and mop up. Keep production running.\",\"notes\":\"Enemy base at ~(95,11), weap#143 74% hp remaining target. Push all units there, finish demolition. Keep training 3tnk/e3 continuously.\",\"commands\":[{\"do\":\"attack\",\"units\":[179,188,190,191,192,194,180,185,186,196,197,200,202,205,206,208,201,212],\"target\":143},{\"do\":\"attack_move\",\"units\":[211,214],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3787, "completion_tokens": 275, "total_tokens": 4062, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010324, "upstream_inference_prompt_cost": 0.007574, "upstream_inference_completions_cost": 0.00275}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.9, "thoughts": "Army is near enemy base at (95,11)-(97,8). Continue attack to destroy remaining weap#143 and mop up. Keep production running.", "notes": "Enemy base at ~(95,11), weap#143 74% hp remaining target. Push all units there, finish demolition. Keep training 3tnk/e3 continuously.", "commands": [{"do": "attack", "units": [179, 188, 190, 191, 192, 194, 180, 185, 186, 196, 197, 200, 202, 205, 206, 208, 201, 212], "target": 143}, {"do": "attack_move", "units": [211, 214], "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack: 18 units", "attack_move: 2 units", "train 2x 3tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 13700, "deaths_cost": 1400, "units_killed": 25, "units_lost": 14, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 28000, "army_value": 12000, "income": 10000, "experience": 135, "order_count": 170}}
