{"tick": 1, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:00 (tick 1 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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\":\"Deploy immediately and begin the standard Soviet economy opening with power.\",\"notes\":\"Home base at (95,11); enemy likely at northwest (12,16). Deploy MCV, then power/refinery/barracks/second refinery.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1098, "completion_tokens": 104, "total_tokens": 1202, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1096, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0043912, "upstream_inference_prompt_cost": 0.0030184, "upstream_inference_completions_cost": 0.0013728}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.68, "thoughts": "Deploy immediately and begin the standard Soviet economy opening with power.", "notes": "Home base at (95,11); enemy likely at northwest (12,16). Deploy MCV, then power/refinery/barracks/second refinery.", "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": "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: 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\": \"Starting the match. Deploying MCV at home cell and queuing initial Power Plant.\", \"notes\": \"Deployed MCV, building powr -> proc -> barr opening.\", \"commands\": [{\"do\": \"deploy\", \"unit\": 120}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1153, "completion_tokens": 95, "total_tokens": 1248, "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": 0.002442, "upstream_inference_prompt_cost": 0.0017295, "upstream_inference_completions_cost": 0.0007125}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.3, "thoughts": "Starting the match. Deploying MCV at home cell and queuing initial Power Plant.", "notes": "Deployed MCV, building powr -> proc -> barr opening.", "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": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:08 (tick 201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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: Home base at (95,11); enemy likely at northwest (12,16). Deploy MCV, then power/refinery/barracks/second refinery.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant is underway. I will place it immediately when ready, then rush a refinery for income.\",\"notes\":\"Base (95,11), enemy likely northwest near (12,16). First power plant constructing; next priority refinery then barracks and second refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":91,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1137, "completion_tokens": 121, "total_tokens": 1258, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1135, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00472285, "upstream_inference_prompt_cost": 0.00312565, "upstream_inference_completions_cost": 0.0015972}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.77, "thoughts": "Construction Yard is deployed and the first power plant is underway. I will place it immediately when ready, then rush a refinery for income.", "notes": "Base (95,11), enemy likely northwest near (12,16). First power plant constructing; next priority refinery then barracks and second refinery.", "commands": [{"do": "place", "item": "powr", "x": 91, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "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: 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: Deployed MCV, building powr -> proc -> barr opening.", "raw": "{\"thoughts\": \"MCV is deployed. Need to start building power plant to kick off standard Soviet opening.\", \"notes\": \"Building powr -> proc -> barr opening.\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1178, "completion_tokens": 51, "total_tokens": 1229, "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": 0.0021495, "upstream_inference_prompt_cost": 0.001767, "upstream_inference_completions_cost": 0.0003825}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.51, "thoughts": "MCV is deployed. Need to start building power plant to kick off standard Soviet opening.", "notes": "Building powr -> proc -> barr opening.", "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": 401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:16 (tick 401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely northwest near (12,16). First power plant constructing; next priority refinery then barracks and second refinery.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the opening power plant must be started immediately. I will establish power, then place it and rush the first refinery for income.\",\"notes\":\"Base at (95,11); enemy likely far west near (12,16). Power plant starting; next place it, build refinery, then barracks/second refinery.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1148, "completion_tokens": 107, "total_tokens": 1255, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1146, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045683, "upstream_inference_prompt_cost": 0.0031559, "upstream_inference_completions_cost": 0.0014124}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.45, "thoughts": "Construction Yard is deployed and the opening power plant must be started immediately. I will establish power, then place it and rush the first refinery for income.", "notes": "Base at (95,11); enemy likely far west near (12,16). Power plant starting; next place it, build refinery, then barracks/second refinery.", "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": 401, "slot": "Multi1", "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: 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: Building powr -> proc -> barr opening.", "raw": "{\"thoughts\": \"Power plant is ready. Place it immediately and start an Ore Refinery to get our economy and first harvester going.\", \"notes\": \"Placing powr, building proc next, followed by barracks.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1167, "completion_tokens": 71, "total_tokens": 1238, "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": 0.002283, "upstream_inference_prompt_cost": 0.0017505, "upstream_inference_completions_cost": 0.0005325}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.38, "thoughts": "Power plant is ready. Place it immediately and start an Ore Refinery to get our economy and first harvester going.", "notes": "Placing powr, building proc next, followed by barracks.", "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": 601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:24 (tick 601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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: Base at (95,11); enemy likely far west near (12,16). Power plant starting; next place it, build refinery, then barracks/second refinery.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant is ready. I will place it immediately, start a refinery for income, and begin basic infantry production as soon as infrastructure permits.\",\"notes\":\"Base (95,11), enemy likely west around (12,16). Place power then refinery; establish economy and scout west.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":91,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1136, "completion_tokens": 113, "total_tokens": 1249, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1134, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0046145, "upstream_inference_prompt_cost": 0.0031229, "upstream_inference_completions_cost": 0.0014916}, "completion_tokens_details": {"reasoning_tokens": 11, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.71, "thoughts": "Construction Yard is deployed and the first power plant is ready. I will place it immediately, start a refinery for income, and begin basic infantry production as soon as infrastructure permits.", "notes": "Base (95,11), enemy likely west around (12,16). Place power then refinery; establish economy and scout west.", "commands": [{"do": "place", "item": "powr", "x": 91, "y": 11}, {"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": 601, "slot": "Multi1", "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: 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%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placing powr, building proc next, followed by barracks.", "raw": "{\"thoughts\": \"Power plant is up. Now queueing the first Ore Refinery (proc) to jumpstart income and get our first harvester.\", \"notes\": \"Building proc, next will be barr or second proc.\", \"commands\": [{\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1250, "completion_tokens": 60, "total_tokens": 1310, "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": 0.002325, "upstream_inference_prompt_cost": 0.001875, "upstream_inference_completions_cost": 0.00045}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.29, "thoughts": "Power plant is up. Now queueing the first Ore Refinery (proc) to jumpstart income and get our first harvester.", "notes": "Building proc, next will be barr or second proc.", "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": 801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:32 (tick 801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 2.3%.\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%, #124 powr@(92,12) 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 (95,11), enemy likely west around (12,16). Place power then refinery; establish economy and scout west.", "raw": "{\"thoughts\":\"Power is established and cash is available; immediately start the first refinery to activate income, then build infantry for scouting and pressure.\",\"notes\":\"Base at (95,11), enemy likely west near (12,16). Start refinery now; next place it and build barracks, then scout west.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1189, "completion_tokens": 116, "total_tokens": 1305, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1187, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00479985, "upstream_inference_prompt_cost": 0.00326865, "upstream_inference_completions_cost": 0.0015312}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.02, "thoughts": "Power is established and cash is available; immediately start the first refinery to activate income, then build infantry for scouting and pressure.", "notes": "Base at (95,11), enemy likely west near (12,16). Start refinery now; next place it and build barracks, then scout west.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["build proc: started", "train e1: 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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "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: 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 $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Building proc, next will be barr or second proc.", "raw": "{\"thoughts\": \"Refinery is currently building at 23%. With plenty of cash ($4378), I need to wait for the refinery to finish, place it, then build a barracks and a second refinery.\", \"notes\": \"Refinery building (23%). When complete, place it, build barr, then second proc/weap.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1222, "completion_tokens": 78, "total_tokens": 1300, "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": 0.002418, "upstream_inference_prompt_cost": 0.001833, "upstream_inference_completions_cost": 0.000585}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.39, "thoughts": "Refinery is currently building at 23%. With plenty of cash ($4378), I need to wait for the refinery to finish, place it, then build a barracks and a second refinery.", "notes": "Refinery building (23%). When complete, place it, build barr, then second proc/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": 1001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:40 (tick 1001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\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%, #124 powr@(92,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely west near (12,16). Start refinery now; next place it and build barracks, then scout west.", "raw": "{\"thoughts\":\"Ore Refinery is still constructing; preserve cash for immediate expansion into barracks and a second refinery once it completes.\",\"notes\":\"Base (95,11); refinery at 23%. Enemy likely far west near (12,16). Place refinery immediately when ready, then barracks and scout west.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1187, "completion_tokens": 147, "total_tokens": 1334, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1185, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00520355, "upstream_inference_prompt_cost": 0.00326315, "upstream_inference_completions_cost": 0.0019404}, "completion_tokens_details": {"reasoning_tokens": 75, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.4, "thoughts": "Ore Refinery is still constructing; preserve cash for immediate expansion into barracks and a second refinery once it completes.", "notes": "Base (95,11); refinery at 23%. Enemy likely far west near (12,16). Place refinery immediately when ready, then barracks and scout west.", "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": "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: 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 $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Refinery building (23%). When complete, place it, build barr, then second proc/weap.", "raw": "{\"thoughts\": \"Ore Refinery is halfway through construction. Waiting for it to finish so we can deploy our economy and get our first harvester.\", \"notes\": \"Refinery finishing soon. Once placed, build barr -> weap/proc #2.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1219, "completion_tokens": 99, "total_tokens": 1318, "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": 0.002571, "upstream_inference_prompt_cost": 0.0018285, "upstream_inference_completions_cost": 0.0007425}, "completion_tokens_details": {"reasoning_tokens": 45, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.18, "thoughts": "Ore Refinery is halfway through construction. Waiting for it to finish so we can deploy our economy and get our first harvester.", "notes": "Refinery finishing soon. Once placed, build barr -> weap/proc #2.", "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": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:48 (tick 1201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\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%, #124 powr@(92,12) 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 (95,11); refinery at 23%. Enemy likely far west near (12,16). Place refinery immediately when ready, then barracks and scout west.", "raw": "{\"thoughts\":\"The first refinery is nearly complete and must be placed immediately to start income. I will follow with barracks production and begin infantry scouting toward the likely western enemy base.\",\"notes\":\"Base at (95,11); place ready refinery as soon as available. Next build barracks, train scouts, then expand economy/war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":14},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1158, "completion_tokens": 129, "total_tokens": 1287, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1156, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0048862, "upstream_inference_prompt_cost": 0.0031834, "upstream_inference_completions_cost": 0.0017028}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.02, "thoughts": "The first refinery is nearly complete and must be placed immediately to start income. I will follow with barracks production and begin infantry scouting toward the likely western enemy base.", "notes": "Base at (95,11); place ready refinery as soon as available. Next build barracks, train scouts, then expand economy/war factory.", "commands": [{"do": "place", "item": "proc", "x": 89, "y": 14}, {"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": 1201, "slot": "Multi1", "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: 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 $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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Refinery finishing soon. Once placed, build barr -> weap/proc #2.", "raw": "{\"thoughts\": \"Refinery is at 70% and will finish shortly. I'll pre-emptively queue barr once it's ready, but right now we wait the couple of seconds for proc to complete.\", \"notes\": \"Place proc when ready, build barr, then queue second proc or weap.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1213, "completion_tokens": 70, "total_tokens": 1283, "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": 0.0023445, "upstream_inference_prompt_cost": 0.0018195, "upstream_inference_completions_cost": 0.000525}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.13, "thoughts": "Refinery is at 70% and will finish shortly. I'll pre-emptively queue barr once it's ready, but right now we wait the couple of seconds for proc to complete.", "notes": "Place proc when ready, build barr, then queue second proc or 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": 1401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:56 (tick 1401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\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  #121 fact@(95,11) 100%, #124 powr@(92,12) 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: Base at (95,11); place ready refinery as soon as available. Next build barracks, train scouts, then expand economy/war factory.", "raw": "{\"thoughts\":\"The first refinery is still constructing and the barracks is queued behind it. I will place the refinery as soon as it finishes, then begin infantry scouting and sustain production.\",\"notes\":\"Base (95,11). Refinery at 70%, barracks queued; next turn place proc, then train scouts and queue second refinery/war factory.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1188, "completion_tokens": 243, "total_tokens": 1431, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1186, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0064735, "upstream_inference_prompt_cost": 0.0032659, "upstream_inference_completions_cost": 0.0032076}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.73, "thoughts": "The first refinery is still constructing and the barracks is queued behind it. I will place the refinery as soon as it finishes, then begin infantry scouting and sustain production.", "notes": "Base (95,11). Refinery at 70%, barracks queued; next turn place proc, then train scouts and queue second refinery/war factory.", "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": "Multi1", "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: 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 $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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Place proc when ready, build barr, then queue second proc or weap.", "raw": "{\"thoughts\": \"Refinery is nearly finished; queue Barracks immediately to unlock military production and scouting. We will place the refinery once complete and follow up with a War Factory or second Refinery.\", \"notes\": \"Place proc, build barr, scout enemy at (95, 11), build weap next.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"barr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1212, "completion_tokens": 93, "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": 0.0025155, "upstream_inference_prompt_cost": 0.001818, "upstream_inference_completions_cost": 0.0006975}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "Refinery is nearly finished; queue Barracks immediately to unlock military production and scouting. We will place the refinery once complete and follow up with a War Factory or second Refinery.", "notes": "Place proc, build barr, scout enemy at (95, 11), build weap next.", "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": 1601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:04 (tick 1601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\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  #121 fact@(95,11) 100%, #124 powr@(92,12) 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 (95,11). Refinery at 70%, barracks queued; next turn place proc, then train scouts and queue second refinery/war factory.", "raw": "{\"thoughts\":\"The first refinery is almost complete and the barracks is queued behind it. I will place the refinery immediately, start the war factory path, and establish infantry production as soon as the barracks finishes.\",\"notes\":\"Base at 95,11; place refinery now. Barracks queued; next prioritize infantry scouts, second refinery, then tanks toward enemy start 12,16.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":14},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1162, "completion_tokens": 261, "total_tokens": 1423, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1160, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066396, "upstream_inference_prompt_cost": 0.0031944, "upstream_inference_completions_cost": 0.0034452}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "The first refinery is almost complete and the barracks is queued behind it. I will place the refinery immediately, start the war factory path, and establish infantry production as soon as the barracks finishes.", "notes": "Base at 95,11; place refinery now. Barracks queued; next prioritize infantry scouts, second refinery, then tanks toward enemy start 12,16.", "commands": [{"do": "place", "item": "proc", "x": 89, "y": 14}, {"do": "build", "item": "weap"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build weap: 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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "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: 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: 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%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Place proc, build barr, scout enemy at (95, 11), build weap next.", "raw": "{\"thoughts\": \"Place the completed Ore Refinery to get our economy and first harvester started. Once placed and barracks completes, start training scouts and infantry while preparing to build a War Factory.\", \"notes\": \"Placing proc, queueing weap after barr finishes, train scout e1.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"barr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1252, "completion_tokens": 86, "total_tokens": 1338, "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": 0.002523, "upstream_inference_prompt_cost": 0.001878, "upstream_inference_completions_cost": 0.000645}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.0, "thoughts": "Place the completed Ore Refinery to get our economy and first harvester started. Once placed and barracks completes, start training scouts and infantry while preparing to build a War Factory.", "notes": "Placing proc, queueing weap after barr finishes, train scout e1.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}], "feedback": ["place proc: 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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:12 (tick 1801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 2.3%.\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%, #124 powr@(92,12) 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 weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at 95,11; place refinery now. Barracks queued; next prioritize infantry scouts, second refinery, then tanks toward enemy start 12,16.", "raw": "{\"thoughts\":\"The first refinery is ready while the barracks is constructing. Place it immediately to start income, then use the barracks for scouting infantry and expand into a second refinery/war factory.\",\"notes\":\"Place proc; barracks is building. Enemy likely west at 12,16. Start infantry scouting as soon as barracks completes.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1201, "completion_tokens": 176, "total_tokens": 1377, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1199, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00562485, "upstream_inference_prompt_cost": 0.00330165, "upstream_inference_completions_cost": 0.0023232}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "The first refinery is ready while the barracks is constructing. Place it immediately to start income, then use the barracks for scouting infantry and expand into a second refinery/war factory.", "notes": "Place proc; barracks is building. Enemy likely west at 12,16. Start infantry scouting as soon as barracks completes.", "commands": [{"do": "place", "item": "proc", "x": 89, "y": 15}], "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": 1801, "slot": "Multi1", "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: 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 $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 3.6%.\nPRODUCTION: Building: barr 64%; 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%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(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)\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Placing proc, queueing weap after barr finishes, train scout e1.", "raw": "{\"thoughts\": \"Barracks is finishing up. We will prepare War Factory (weap) to unlock armor production and start producing basic infantry for scouting and defense.\", \"notes\": \"Barracks finishing soon. Place barr, build weap, train e1 scout and e3 rocket soldiers.\", \"commands\": [{\"do\": \"place\", \"item\": \"barr\"}, {\"do\": \"build\", \"item\": \"weap\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1326, "completion_tokens": 88, "total_tokens": 1414, "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": 0.002649, "upstream_inference_prompt_cost": 0.001989, "upstream_inference_completions_cost": 0.00066}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.45, "thoughts": "Barracks is finishing up. We will prepare War Factory (weap) to unlock armor production and start producing basic infantry for scouting and defense.", "notes": "Barracks finishing soon. Place barr, build weap, train e1 scout and e3 rocket soldiers.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "weap"}], "feedback": ["place barr: nothing READY TO PLACE with that type", "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": 2001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:20 (tick 2001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(99,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Place proc; barracks is building. Enemy likely west at 12,16. Start infantry scouting as soon as barracks completes.", "raw": "{\"thoughts\":\"Barracks is nearly complete; immediately place it next turn and begin infantry scouting west. Economy is healthy with one refinery and surplus power, so keep the harvester mining while preparing a second refinery or war factory.\",\"notes\":\"Barr 64% at 1:20. Enemy likely far west around (12,16). Place barracks when ready, train scouts, then prioritize proc #2/weap.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1229, "completion_tokens": 144, "total_tokens": 1373, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1227, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00527945, "upstream_inference_prompt_cost": 0.00337865, "upstream_inference_completions_cost": 0.0019008}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.18, "thoughts": "Barracks is nearly complete; immediately place it next turn and begin infantry scouting west. Economy is healthy with one refinery and surplus power, so keep the harvester mining while preparing a second refinery or war factory.", "notes": "Barr 64% at 1:20. Enemy likely far west around (12,16). Place barracks when ready, train scouts, then prioritize proc #2/weap.", "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "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: 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 $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 3.8%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: nothing READY TO PLACE with that type\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Barracks finishing soon. Place barr, build weap, train e1 scout and e3 rocket soldiers.", "raw": "{\"thoughts\": \"Barracks is ready to place. We will place the barracks, start training rifle infantry for scouting, and maintain war factory production to prepare for heavy tanks.\", \"notes\": \"Barracks placed. Scout enemy at (95, 11). War factory in progress.\", \"commands\": [{\"do\": \"place\", \"item\": \"barr\"}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 3}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1331, "completion_tokens": 113, "total_tokens": 1444, "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": 0.002844, "upstream_inference_prompt_cost": 0.0019965, "upstream_inference_completions_cost": 0.0008475}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.83, "thoughts": "Barracks is ready to place. We will place the barracks, start training rifle infantry for scouting, and maintain war factory production to prepare for heavy tanks.", "notes": "Barracks placed. Scout enemy at (95, 11). War factory in progress.", "commands": [{"do": "place", "item": "barr"}, {"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)", "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": 8}}
{"tick": 2201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:28 (tick 2201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 5.2%.\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Barr 64% at 1:20. Enemy likely far west around (12,16). Place barracks when ready, train scouts, then prioritize proc #2/weap.", "raw": "{\"thoughts\":\"Barracks is ready and the economy can support immediate scouting plus a second refinery. I will establish infantry scouting west while starting refinery #2, then transition to a War Factory.\",\"notes\":\"Place barracks; refinery #2 started. Scout likely enemy start at (12,16) with infantry; build War Factory once refinery is placed/affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\",\"x\":93,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":131,\"x\":80,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1214, "completion_tokens": 200, "total_tokens": 1414, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1212, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0059774, "upstream_inference_prompt_cost": 0.0033374, "upstream_inference_completions_cost": 0.00264}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.47, "thoughts": "Barracks is ready and the economy can support immediate scouting plus a second refinery. I will establish infantry scouting west while starting refinery #2, then transition to a War Factory.", "notes": "Place barracks; refinery #2 started. Scout likely enemy start at (12,16) with infantry; build War Factory once refinery is placed/affordable.", "commands": [{"do": "place", "item": "barr", "x": 93, "y": 16}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 131, "x": 80, "y": 16}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #131: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi1", "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: 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 $2555 + stored ore $421 (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 4.2%.\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: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\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 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. Scout enemy at (95, 11). War factory in progress.", "raw": "{\"thoughts\": \"Barracks is now complete, so infantry production is unlocked. War Factory is building; queue some riflemen to scout and rocket soldiers for defense.\", \"notes\": \"Scout enemy at (95, 11) with first rifleman. War Factory completing soon, then build Service Depot and Heavy Tanks.\", \"commands\": [{\"do\": \"train\", \"item\": \"e1\", \"count\": 2}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 3}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1426, "completion_tokens": 108, "total_tokens": 1534, "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": 0.002949, "upstream_inference_prompt_cost": 0.002139, "upstream_inference_completions_cost": 0.00081}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Barracks is now complete, so infantry production is unlocked. War Factory is building; queue some riflemen to scout and rocket soldiers for defense.", "notes": "Scout enemy at (95, 11) with first rifleman. War Factory completing soon, then build Service Depot and Heavy Tanks.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["train 2x 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": 500, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:36 (tick 2401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2478 + stored ore $0 (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 5.3%.\nPRODUCTION: Building: proc 23%\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(90,17)\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 proc: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #131: ordered\nYOUR NOTES FROM LAST TURN: Place barracks; refinery #2 started. Scout likely enemy start at (12,16) with infantry; build War Factory once refinery is placed/affordable.", "raw": "{\"thoughts\":\"Second refinery is nearing completion, so I will immediately use the barracks for rifle scouts while saving for a War Factory. Scouts will head west toward the likely enemy start and reveal the map.\",\"notes\":\"Place proc #2 as soon as ready, then build War Factory. Rifle scouts rally/advance west toward (12,16); enemy not yet seen.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1314, "completion_tokens": 175, "total_tokens": 1489, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1312, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0059224, "upstream_inference_prompt_cost": 0.0036124, "upstream_inference_completions_cost": 0.00231}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Second refinery is nearing completion, so I will immediately use the barracks for rifle scouts while saving for a War Factory. Scouts will head west toward the likely enemy start and reveal the map.", "notes": "Place proc #2 as soon as ready, then build War Factory. Rifle scouts rally/advance west toward (12,16); enemy not yet seen.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 70, "y": 15}], "feedback": ["train 5x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "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: 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 $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 4.3%.\nPRODUCTION: Building: weap 32%; Building: barr 0%; Infantry: e3 74%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(12,14)*\n  harv (Ore Truck (harvester)) x1: #130@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Scout enemy at (95, 11) with first rifleman. War Factory completing soon, then build Service Depot and Heavy Tanks.", "raw": "{\"thoughts\": \"War Factory is progressing well and infantry is queued. Sending our rifle infantry to scout towards the enemy base at (95, 11) to map terrain and spot enemy build order.\", \"notes\": \"Rifleman scouting (95, 11). War Factory finishes next turn; will place and queue fix/harv/3tnk.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 95, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1451, "completion_tokens": 110, "total_tokens": 1561, "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": 0.0030015, "upstream_inference_prompt_cost": 0.0021765, "upstream_inference_completions_cost": 0.000825}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.25, "thoughts": "War Factory is progressing well and infantry is queued. Sending our rifle infantry to scout towards the enemy base at (95, 11) to map terrain and spot enemy build order.", "notes": "Rifleman scouting (95, 11). War Factory finishes next turn; will place and queue fix/harv/3tnk.", "commands": [{"do": "attack_move", "units": [135], "x": 95, "y": 11}], "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": 14}}
{"tick": 2601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:44 (tick 2601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc 46%; Infantry: e1 18%; 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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #137@(88,17) #138@(90,18) #139@(93,18)\n  harv (Ore Truck (harvester)) x1: #132@(97,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place proc #2 as soon as ready, then build War Factory. Rifle scouts rally/advance west toward (12,16); enemy not yet seen.", "raw": "{\"thoughts\":\"Second refinery is underway; keep expanding infantry while scouts push west toward the suspected enemy start. Save building queue for the War Factory immediately after the refinery is placed.\",\"notes\":\"Proc #2 at 46%; place then build weap. Scout west with rifles; likely enemy near (12,16).\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":16},{\"do\":\"attack_move\",\"units\":[137,138,139],\"x\":70,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1328, "completion_tokens": 226, "total_tokens": 1554, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1326, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066341, "upstream_inference_prompt_cost": 0.0036509, "upstream_inference_completions_cost": 0.0029832}, "completion_tokens_details": {"reasoning_tokens": 78, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.93, "thoughts": "Second refinery is underway; keep expanding infantry while scouts push west toward the suspected enemy start. Save building queue for the War Factory immediately after the refinery is placed.", "notes": "Proc #2 at 46%; place then build weap. Scout west with rifles; likely enemy near (12,16).", "commands": [{"do": "rally", "building": 134, "x": 70, "y": 16}, {"do": "attack_move", "units": [137, 138, 139], "x": 70, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["rally #134: ordered", "attack_move: 3 units", "train 5x 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": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 2601, "slot": "Multi1", "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: 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 $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 5%.\nPRODUCTION: Building: weap 49%; Building: barr 0%; Infantry: e3 85%; Infantry: e3 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(21,17)\n  e3 (Rocket Soldier) x1: #136@(11,14)*\n  harv (Ore Truck (harvester)) x1: #130@(17,10)\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: Rifleman scouting (95, 11). War Factory finishes next turn; will place and queue fix/harv/3tnk.", "raw": "{\"thoughts\": \"War Factory is halfway done. Let rifleman continue scouting towards likely enemy base at (95, 11). Keep infantry production running and prepare to place War Factory next turn.\", \"notes\": \"Rifleman scouting to (95, 11). War Factory finishes next turn; place and queue second harvester or Heavy Tanks once Service Depot is up.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 95, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1454, "completion_tokens": 111, "total_tokens": 1565, "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": 0.0030135, "upstream_inference_prompt_cost": 0.002181, "upstream_inference_completions_cost": 0.0008325}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.93, "thoughts": "War Factory is halfway done. Let rifleman continue scouting towards likely enemy base at (95, 11). Keep infantry production running and prepare to place War Factory next turn.", "notes": "Rifleman scouting to (95, 11). War Factory finishes next turn; place and queue second harvester or Heavy Tanks once Service Depot is up.", "commands": [{"do": "attack_move", "units": [135], "x": 95, "y": 11}], "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": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:52 (tick 2801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1662 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: proc 70%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; 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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(79,14) #138@(81,15) #139@(84,16) #141@(87,16)\n  harv (Ore Truck (harvester)) x1: #132@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 3 units\n  - train 5x e1: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Proc #2 at 46%; place then build weap. Scout west with rifles; likely enemy near (12,16).", "raw": "{\"thoughts\":\"Second refinery is nearly complete; place it as soon as ready, then prioritize a War Factory and enough power to support it. Rifle scouts should keep pressing west toward the likely enemy base while infantry production continues.\",\"notes\":\"Proc #2 was 70% at 1:52; place it, then build weap and add powr before/after it. Scouts advancing west toward enemy start (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":88,\"y\":20},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":134,\"x\":72,\"y\":16},{\"do\":\"attack_move\",\"units\":[137,138,139,141],\"x\":55,\"y\":16},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1397, "completion_tokens": 273, "total_tokens": 1670, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1395, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00744425, "upstream_inference_prompt_cost": 0.00384065, "upstream_inference_completions_cost": 0.0036036}, "completion_tokens_details": {"reasoning_tokens": 101, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "Second refinery is nearly complete; place it as soon as ready, then prioritize a War Factory and enough power to support it. Rifle scouts should keep pressing west toward the likely enemy base while infantry production continues.", "notes": "Proc #2 was 70% at 1:52; place it, then build weap and add powr before/after it. Scouts advancing west toward enemy start (12,16).", "commands": [{"do": "place", "item": "proc", "x": 88, "y": 20}, {"do": "build", "item": "weap"}, {"do": "rally", "building": 134, "x": 72, "y": 16}, {"do": "attack_move", "units": [137, 138, 139, 141], "x": 55, "y": 16}, {"do": "harvest", "unit": 132}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build weap: started", "rally #134: ordered", "attack_move: 4 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": 21}}
{"tick": 2801, "slot": "Multi1", "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: 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 $1151 + stored ore $340 (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 6.5%.\nPRODUCTION: Building: weap 66%; Building: barr 0%; Infantry: e3 95%; 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(30,23)\n  e3 (Rocket Soldier) x2: #136@(10,14)* #140@(11,14)*\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\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: Rifleman scouting to (95, 11). War Factory finishes next turn; place and queue second harvester or Heavy Tanks once Service Depot is up.", "raw": "{\"thoughts\": \"Weap is at 66% completion. Continue scouting enemy base with the rifleman and queue up a couple more rocket soldiers to defend the home base while saving cash to place the War Factory.\", \"notes\": \"Weap finishing soon. Scout enemy at (95, 11). Once Weap is down, build a second harvester or fix/heavy tanks.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 60, \"y\": 20}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1464, "completion_tokens": 132, "total_tokens": 1596, "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": 0.003186, "upstream_inference_prompt_cost": 0.002196, "upstream_inference_completions_cost": 0.00099}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.32, "thoughts": "Weap is at 66% completion. Continue scouting enemy base with the rifleman and queue up a couple more rocket soldiers to defend the home base while saving cash to place the War Factory.", "notes": "Weap finishing soon. Scout enemy at (95, 11). Once Weap is down, build a second harvester or fix/heavy tanks.", "commands": [{"do": "attack_move", "units": [135], "x": 60, "y": 20}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 1 units", "train 2x 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": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 14}}
{"tick": 3001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:00 (tick 3001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $998 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.1%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(69,15) #138@(73,20) #139@(75,16) #141@(78,15)\n  e3 (Rocket Soldier) x1: #143@(86,16)\n  harv (Ore Truck (harvester)) x1: #132@(93,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build weap: started\n  - rally #134: ordered\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Proc #2 was 70% at 1:52; place it, then build weap and add powr before/after it. Scouts advancing west toward enemy start (12,16).", "raw": "{\"thoughts\":\"Second refinery is nearly ready, followed by the War Factory. Keep scouting west toward the likely enemy start while maintaining infantry production and sending the harvester to ore.\",\"notes\":\"Place proc #2 as soon as ready; weap follows in building queue. Scouts moving west toward (12,16); no enemy sighted.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":16},{\"do\":\"attack_move\",\"units\":[137,138,139,141,143],\"x\":45,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":4}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1428, "completion_tokens": 234, "total_tokens": 1662, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1426, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0070147, "upstream_inference_prompt_cost": 0.0039259, "upstream_inference_completions_cost": 0.0030888}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "Second refinery is nearly ready, followed by the War Factory. Keep scouting west toward the likely enemy start while maintaining infantry production and sending the harvester to ore.", "notes": "Place proc #2 as soon as ready; weap follows in building queue. Scouts moving west toward (12,16); no enemy sighted.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 70, "y": 16}, {"do": "attack_move", "units": [137, 138, 139, 141, 143], "x": 45, "y": 16}, {"do": "train", "item": "e1", "count": 4}], "feedback": ["rally #134: ordered", "attack_move: 5 units", "train 4x 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": 6000, "army_value": 700, "income": 500, "experience": 0, "order_count": 22}}
{"tick": 3001, "slot": "Multi1", "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: 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 $828 + 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 7.9%.\nPRODUCTION: Building: weap 82%; Building: barr 0%; Infantry: e3 5%; 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(39,22)\n  e3 (Rocket Soldier) x4: #136@(10,14)* #140@(10,13)* #142@(11,14)* #144@(12,14)\n  harv (Ore Truck (harvester)) x1: #130@(16,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Weap finishing soon. Scout enemy at (95, 11). Once Weap is down, build a second harvester or fix/heavy tanks.", "raw": "{\"thoughts\": \"War factory will finish momentarily; preparing to place it as soon as ready and follow up with a power plant. Scouting enemy base at (95,11) with our rifleman while gathering rocket soldiers defensively.\", \"notes\": \"Place weap when ready, queue powr, then build second harvester/fix for heavy tanks. Scout at (95, 11).\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"build\", \"item\": \"powr\"}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}, {\"do\": \"attack_move\", \"units\": [135], \"x\": 95, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1492, "completion_tokens": 158, "total_tokens": 1650, "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": 0.002238, "upstream_inference_completions_cost": 0.001185}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "War factory will finish momentarily; preparing to place it as soon as ready and follow up with a power plant. Scouting enemy base at (95,11) with our rifleman while gathering rocket soldiers defensively.", "notes": "Place weap when ready, queue powr, then build second harvester/fix for heavy tanks. Scout at (95, 11).", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [135], "x": 95, "y": 11}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build powr: started", "train 2x e3: queued", "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": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 16}}
{"tick": 3201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:08 (tick 3201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $790 + stored ore $303 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Infantry: e1 8%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(64,24) #138@(64,25) #139@(67,23) #141@(70,23) #146@(88,17) #147@(90,18) #149@(93,17)\n  e3 (Rocket Soldier) x2: #143@(77,16) #145@(85,16)\n  harv (Ore Truck (harvester)) x1: #132@(93,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 5 units\n  - train 4x e1: queued\nYOUR NOTES FROM LAST TURN: Place proc #2 as soon as ready; weap follows in building queue. Scouts moving west toward (12,16); no enemy sighted.", "raw": "{\"thoughts\":\"Second refinery is ready and must be placed immediately to expand income with a second harvester. Infantry scouting has not found the enemy yet, so keep the combat group advancing west toward the likely base while new infantry rallies forward.\",\"notes\":\"Place proc #2; War Factory is queued after placement. Army scouts advancing west toward likely enemy start (12,16); enemy still unseen.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":88,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":20},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":35,\"y\":18},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1435, "completion_tokens": 220, "total_tokens": 1655, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1433, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00684915, "upstream_inference_prompt_cost": 0.00394515, "upstream_inference_completions_cost": 0.002904}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.51, "thoughts": "Second refinery is ready and must be placed immediately to expand income with a second harvester. Infantry scouting has not found the enemy yet, so keep the combat group advancing west toward the likely base while new infantry rallies forward.", "notes": "Place proc #2; War Factory is queued after placement. Army scouts advancing west toward likely enemy start (12,16); enemy still unseen.", "commands": [{"do": "place", "item": "proc", "x": 88, "y": 20}, {"do": "rally", "building": 134, "x": 70, "y": 20}, {"do": "attack_move", "units": "all_army", "x": 35, "y": 18}, {"do": "harvest", "unit": 132}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "rally #134: ordered", "attack_move: 9 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": 26}}
{"tick": 3201, "slot": "Multi1", "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: 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 $163 + 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 9.5%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Building: barr 0%; Infantry: e3 16%; Infantry: e3 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(49,26)\n  e3 (Rocket Soldier) x5: #136@(10,14)* #140@(10,13)* #142@(11,14)* #144@(11,14)* #148@(12,14)*\n  harv (Ore Truck (harvester)) x1: #130@(16,8)\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  - train 2x e3: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Place weap when ready, queue powr, then build second harvester/fix for heavy tanks. Scout at (95, 11).", "raw": "{\"thoughts\": \"War Factory is at 99% and will finish immediately; place it as soon as ready. Scout #135 continues towards the enemy base at (95, 11). Keep power building queued to support the new factory.\", \"notes\": \"Place weap when ready, queue proc or harv next for eco, keep scouting (95, 11).\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"attack_move\", \"units\": [135], \"x\": 95, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1536, "completion_tokens": 128, "total_tokens": 1664, "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": 0.003264, "upstream_inference_prompt_cost": 0.002304, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.32, "thoughts": "War Factory is at 99% and will finish immediately; place it as soon as ready. Scout #135 continues towards the enemy base at (95, 11). Keep power building queued to support the new factory.", "notes": "Place weap when ready, queue proc or harv next for eco, keep scouting (95, 11).", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [135], "x": 95, "y": 11}], "feedback": ["place weap: nothing READY TO PLACE with that type", "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": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:16 (tick 3401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $437 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9200, army $3600, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.1%.\nPRODUCTION: Building: weap 16%; Infantry: e3 80%; 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\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(58,28)85% #138@(58,28)40% #139@(59,28) #141@(61,27) #146@(79,14) #147@(81,15) #149@(86,25) #152@(86,18)\n  e3 (Rocket Soldier) x2: #143@(69,22) #145@(76,17)\n  harv (Ore Truck (harvester)) x2: #132@(101,26) #151@(99,27)\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  - rally #134: ordered\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Place proc #2; War Factory is queued after placement. Army scouts advancing west toward likely enemy start (12,16); enemy still unseen.", "raw": "{\"thoughts\":\"Second refinery is operating and the War Factory is building. Keep infantry flowing and push the scouting force west toward the expected enemy base while harvesters mine.\",\"notes\":\"War Factory at 16%; infantry queued. Scout force progressing west; no enemy sighted yet. Place War Factory immediately when ready, then add power/depot as cash permits.\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":20},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":35,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1458, "completion_tokens": 221, "total_tokens": 1679, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1456, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069256, "upstream_inference_prompt_cost": 0.0040084, "upstream_inference_completions_cost": 0.0029172}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "Second refinery is operating and the War Factory is building. Keep infantry flowing and push the scouting force west toward the expected enemy base while harvesters mine.", "notes": "War Factory at 16%; infantry queued. Scout force progressing west; no enemy sighted yet. Place War Factory immediately when ready, then add power/depot as cash permits.", "commands": [{"do": "rally", "building": 134, "x": 55, "y": 20}, {"do": "attack_move", "units": "all_army", "x": 35, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["rally #134: ordered", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1400, "income": 1000, "experience": 1, "order_count": 27}}
{"tick": 3401, "slot": "Multi1", "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: 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 $188 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $2600, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 10.4%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: barr 0%; Infantry: e3 71%; Infantry: e3 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #136@(10,14)* #140@(10,13)* #142@(11,14)* #144@(11,14)* #148@(12,14)*\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\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  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Place weap when ready, queue proc or harv next for eco, keep scouting (95, 11).", "raw": "{\"thoughts\": \"War Factory is ready to place now. Place it immediately, queue another power plant or refinery once funds arrive from the harvester, and send a rocket soldier forward to scout towards the enemy start.\", \"notes\": \"Weap placed, next need proc or harv for eco, scout towards (95, 11).\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"attack_move\", \"units\": [136], \"x\": 50, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1493, "completion_tokens": 116, "total_tokens": 1609, "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": 0.0031095, "upstream_inference_prompt_cost": 0.0022395, "upstream_inference_completions_cost": 0.00087}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.5, "thoughts": "War Factory is ready to place now. Place it immediately, queue another power plant or refinery once funds arrive from the harvester, and send a rocket soldier forward to scout towards the enemy start.", "notes": "Weap placed, next need proc or harv for eco, scout towards (95, 11).", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [136], "x": 50, "y": 15}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6800, "army_value": 1500, "income": 1175, "experience": 0, "order_count": 19}}
{"tick": 3601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:24 (tick 3601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9600, army $4000, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.2%.\nPRODUCTION: Building: weap 27%; Infantry: e1 56%; 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\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #137@(48,28)85% #138@(48,28)40% #139@(48,28) #141@(52,27) #146@(72,21) #147@(73,20) #149@(78,25) #152@(78,15) #156@(88,18)\n  e3 (Rocket Soldier) x3: #143@(61,27) #145@(68,23) #154@(85,17)\n  harv (Ore Truck (harvester)) x2: #132@(94,23) #151@(101,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: War Factory at 16%; infantry queued. Scout force progressing west; no enemy sighted yet. Place War Factory immediately when ready, then add power/depot as cash permits.", "raw": "{\"thoughts\":\"War Factory is nearing completion while our infantry scouting line has advanced well toward the enemy\u2019s likely western start. Keep the force pushing west to reveal and pressure the enemy base, while income funds the next production steps.\",\"notes\":\"War Factory 27% building; 2 refineries/harvesters. Scout force ordered toward likely enemy start (12,16); place weap as soon as ready, then build power/depot and tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":48,\"y\":24}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1447, "completion_tokens": 199, "total_tokens": 1646, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1445, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00660495, "upstream_inference_prompt_cost": 0.00397815, "upstream_inference_completions_cost": 0.0026268}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "War Factory is nearing completion while our infantry scouting line has advanced well toward the enemy\u2019s likely western start. Keep the force pushing west to reveal and pressure the enemy base, while income funds the next production steps.", "notes": "War Factory 27% building; 2 refineries/harvesters. Scout force ordered toward likely enemy start (12,16); place weap as soon as ready, then build power/depot and tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 48, "y": 24}], "feedback": ["attack_move: 12 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 1800, "income": 1000, "experience": 1, "order_count": 27}}
{"tick": 3601, "slot": "Multi1", "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: 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 10.4%.\nPRODUCTION: Building: powr 80%; Building: barr 0%; Infantry: e3 53%; 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%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #153 weap@(14,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x6: #136@(20,14) #140@(10,13)* #142@(11,14)* #144@(11,14)* #148@(11,14)* #155@(12,14)*\n  harv (Ore Truck (harvester)) x1: #130@(16,7)\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\nYOUR NOTES FROM LAST TURN: Weap placed, next need proc or harv for eco, scout towards (95, 11).", "raw": "{\"thoughts\": \"War Factory is complete, and a Power Plant is finishing soon. Cash is at $0, waiting for harvester #130 to dump ore so we can build a second harvester or refinery.\", \"notes\": \"Waiting for harvester delivery; build harv next from weap; keep scouting towards enemy.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136], \"x\": 45, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [140, 142, 144, 148, 155], \"x\": 18, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1574, "completion_tokens": 147, "total_tokens": 1721, "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": 0.0034635, "upstream_inference_prompt_cost": 0.002361, "upstream_inference_completions_cost": 0.0011025}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "War Factory is complete, and a Power Plant is finishing soon. Cash is at $0, waiting for harvester #130 to dump ore so we can build a second harvester or refinery.", "notes": "Waiting for harvester delivery; build harv next from weap; keep scouting towards enemy.", "commands": [{"do": "attack_move", "units": [136], "x": 45, "y": 14}, {"do": "attack_move", "units": [140, 142, 144, 148, 155], "x": 18, "y": 14}], "feedback": ["attack_move: 1 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 20}}
{"tick": 3801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:32 (tick 3801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $186 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $4200, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.1%.\nPRODUCTION: Building: weap 35%; Infantry: e1 11%; 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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(39,23)85% #138@(39,23)40% #139@(39,23) #141@(42,24) #146@(63,26) #147@(65,24) #149@(68,24) #152@(70,23) #156@(80,14) #157@(90,18) #158@(93,18)\n  e3 (Rocket Soldier) x3: #143@(50,28) #145@(60,28) #154@(77,16)\n  harv (Ore Truck (harvester)) x2: #132@(92,22) #151@(91,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: War Factory 27% building; 2 refineries/harvesters. Scout force ordered toward likely enemy start (12,16); place weap as soon as ready, then build power/depot and tanks.", "raw": "{\"thoughts\":\"War Factory is still constructing and cash is temporarily empty, while the scouting force is advancing toward the likely enemy start. Keep the army moving west to reveal and pressure the enemy, and ensure both harvesters remain mining.\",\"notes\":\"War Factory 35% at 2:32; immediately place when ready, then build power/depot and begin heavy tanks. Scout force advancing west toward enemy start (12,16).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[137,138,139,141,143,145,146,147,149,152,154,156],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1455, "completion_tokens": 273, "total_tokens": 1728, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1453, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00760375, "upstream_inference_prompt_cost": 0.00400015, "upstream_inference_completions_cost": 0.0036036}, "completion_tokens_details": {"reasoning_tokens": 101, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "War Factory is still constructing and cash is temporarily empty, while the scouting force is advancing toward the likely enemy start. Keep the army moving west to reveal and pressure the enemy, and ensure both harvesters remain mining.", "notes": "War Factory 35% at 2:32; immediately place when ready, then build power/depot and begin heavy tanks. Scout force advancing west toward enemy start (12,16).", "commands": [{"do": "attack_move", "units": [137, 138, 139, 141, 143, 145, 146, 147, 149, 152, 154, 156], "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}, {"do": "rally", "building": 134, "x": 55, "y": 20}], "feedback": ["attack_move: 12 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2000, "income": 1500, "experience": 1, "order_count": 27}}
{"tick": 3801, "slot": "Multi1", "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: 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.7%.\nPRODUCTION: Building: powr 80%; Building: barr 0%; Infantry: e3 53%; 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%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #153 weap@(14,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x6: #136@(31,14) #140@(18,14)* #142@(18,14)* #144@(18,14)* #148@(18,14)* #155@(18,14)*\n  harv (Ore Truck (harvester)) x1: #130@(17,6)\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: 5 units\nYOUR NOTES FROM LAST TURN: Waiting for harvester delivery; build harv next from weap; keep scouting towards enemy.", "raw": "{\"thoughts\": \"Harvester is currently gathering ore at (17,6) and cash is at $0. Once the harvester unloads, cash will flow in to finish powr, then we need a second harvester and a Service Depot (fix) for Heavy Tanks.\", \"notes\": \"Need 2nd harvester as soon as cash arrives; place powr when ready; tech to fix for 3tnk.\", \"commands\": [{\"do\": \"train\", \"item\": \"harv\", \"count\": 1}, {\"do\": \"attack_move\", \"units\": [136], \"x\": 50, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1557, "completion_tokens": 138, "total_tokens": 1695, "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": 0.0033705, "upstream_inference_prompt_cost": 0.0023355, "upstream_inference_completions_cost": 0.001035}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.89, "thoughts": "Harvester is currently gathering ore at (17,6) and cash is at $0. Once the harvester unloads, cash will flow in to finish powr, then we need a second harvester and a Service Depot (fix) for Heavy Tanks.", "notes": "Need 2nd harvester as soon as cash arrives; place powr when ready; tech to fix for 3tnk.", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "attack_move", "units": [136], "x": 50, "y": 14}], "feedback": ["train 1x harv: queued", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 20}}
{"tick": 4001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:40 (tick 4001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $80 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4500, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.5%.\nPRODUCTION: Building: weap 51%\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #137@(31,16)85% #138@(31,16)40% #139@(31,16) #141@(33,18) #146@(53,27) #147@(56,28) #149@(59,28) #152@(62,27) #156@(72,21) #157@(81,15) #158@(84,17) #159@(86,18) #160@(90,18) #161@(93,18)\n  e3 (Rocket Soldier) x3: #143@(41,24) #145@(49,28) #154@(70,23)\n  harv (Ore Truck (harvester)) x2: #132@(102,25) #151@(84,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: War Factory 35% at 2:32; immediately place when ready, then build power/depot and begin heavy tanks. Scout force advancing west toward enemy start (12,16).", "raw": "{\"thoughts\":\"War Factory is nearly complete while our scouting infantry push has not yet found the enemy. Keep the army advancing toward the likely western base and rally future infantry forward; spend incoming ore on a Service Depot as soon as the factory is placed.\",\"notes\":\"Place weap immediately next turn; then build fix for heavy tanks. All current combat units advancing toward enemy start around 12,16; enemy still unseen.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1449, "completion_tokens": 216, "total_tokens": 1665, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1447, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00683485, "upstream_inference_prompt_cost": 0.00398365, "upstream_inference_completions_cost": 0.0028512}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.0, "thoughts": "War Factory is nearly complete while our scouting infantry push has not yet found the enemy. Keep the army advancing toward the likely western base and rally future infantry forward; spend incoming ore on a Service Depot as soon as the factory is placed.", "notes": "Place weap immediately next turn; then build fix for heavy tanks. All current combat units advancing toward enemy start around 12,16; enemy still unseen.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 35, "y": 16}], "feedback": ["attack_move: 17 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2300, "income": 2000, "experience": 1, "order_count": 27}}
{"tick": 4001, "slot": "Multi1", "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: 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 13%.\nPRODUCTION: Building: powr 80%; Building: barr 0%; Vehicle: harv 0%; Infantry: e3 53%; 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%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #153 weap@(14,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x6: #136@(41,16) #140@(18,14)* #142@(18,14)* #144@(18,14)* #148@(18,14)* #155@(18,14)*\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Need 2nd harvester as soon as cash arrives; place powr when ready; tech to fix for 3tnk.", "raw": "{\"thoughts\": \"Harvester is currently unloading, which will fund our queued powr and harv. We'll group idle rocket soldiers slightly forward to guard the approach and keep scouting towards (95, 11).\", \"notes\": \"Place powr when ready, queue fix next for 3tnk tech, complete 2nd harvester.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"attack_move\", \"units\": [140, 142, 144, 148, 155], \"x\": 30, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [136], \"x\": 60, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1573, "completion_tokens": 168, "total_tokens": 1741, "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": 0.0036195, "upstream_inference_prompt_cost": 0.0023595, "upstream_inference_completions_cost": 0.00126}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.48, "thoughts": "Harvester is currently unloading, which will fund our queued powr and harv. We'll group idle rocket soldiers slightly forward to guard the approach and keep scouting towards (95, 11).", "notes": "Place powr when ready, queue fix next for 3tnk tech, complete 2nd harvester.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [140, 142, 144, 148, 155], "x": 30, "y": 16}, {"do": "attack_move", "units": [136], "x": 60, "y": 14}], "feedback": ["place powr: nothing READY TO PLACE with that type", "attack_move: 5 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 21}}
{"tick": 4201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:48 (tick 4201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4500, killed $1000 (4 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20.8%.\nPRODUCTION: Building: weap 55%\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #137@(26,16)31% #138@(26,16)32% #139@(26,15) #141@(26,14) #146@(46,24) #147@(47,25) #149@(49,28) #152@(52,27) #156@(63,26) #157@(73,20) #158@(75,18) #159@(78,15) #160@(81,15) #161@(87,25)\n  e3 (Rocket Soldier) x3: #143@(33,18) #145@(43,24)88% #154@(61,27)\n  harv (Ore Truck (harvester)) x2: #132@(95,23) #151@(79,23)\nVISIBLE ENEMY UNITS (3):\n  #136 e3@(45,21) 38%, #142 e3@(22,16) 90%, #155 e3@(22,16) 40%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place weap immediately next turn; then build fix for heavy tanks. All current combat units advancing toward enemy start around 12,16; enemy still unseen.", "raw": "{\"thoughts\":\"War Factory is nearly ready; place it immediately when complete and begin vehicle production as cash arrives. Infantry are already pressuring toward the enemy start, so keep their rally forward and eliminate visible rocket soldiers if encountered.\",\"notes\":\"Enemy likely remains near west start (12,16). Place weap as soon as ready; then build power/fix and produce tanks continuously. Infantry attack group is spread along route west.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":91,\"y\":25},{\"do\":\"rally\",\"building\":134,\"x\":25,\"y\":16},{\"do\":\"attack_move\",\"units\":[137,138,139,141,143,145,146,147,149,152,154,156,157,158,159,160,161],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1480, "completion_tokens": 219, "total_tokens": 1699, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1478, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069597, "upstream_inference_prompt_cost": 0.0040689, "upstream_inference_completions_cost": 0.0028908}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "War Factory is nearly ready; place it immediately when complete and begin vehicle production as cash arrives. Infantry are already pressuring toward the enemy start, so keep their rally forward and eliminate visible rocket soldiers if encountered.", "notes": "Enemy likely remains near west start (12,16). Place weap as soon as ready; then build power/fix and produce tanks continuously. Infantry attack group is spread along route west.", "commands": [{"do": "place", "item": "weap", "x": 91, "y": 25}, {"do": "rally", "building": 134, "x": 25, "y": 16}, {"do": "attack_move", "units": [137, 138, 139, 141, 143, 145, 146, 147, 149, 152, 154, 156, 157, 158, 159, 160, 161], "x": 12, "y": 16}], "feedback": ["place weap: nothing READY TO PLACE with that type", "rally #134: ordered", "attack_move: 17 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1000, "deaths_cost": 0, "units_killed": 4, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2300, "income": 2000, "experience": 10, "order_count": 27}}
{"tick": 4201, "slot": "Multi1", "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: 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 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $0 (0 units, 0 bldgs), lost $1000 (4 units, 0 bldgs). Map explored 13.4%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%; Vehicle: harv 20%; Infantry: e1 81%\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%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #153 weap@(14,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #136@(45,21)38% #142@(22,16)90% #155@(22,16)40% #162@(11,14)*\n  harv (Ore Truck (harvester)) x1: #130@(17,9)\nVISIBLE ENEMY UNITS (4):\n  #137 e1@(26,16) 31%, #138 e1@(26,16) 32%, #145 e3@(43,24) 88%, #146 e1@(46,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - attack_move: 5 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Place powr when ready, queue fix next for 3tnk tech, complete 2nd harvester.", "raw": "{\"thoughts\": \"Power plant is ready to place. We need to place it, cancel the accidental second barracks to save cash, finish our second harvester, and prepare for fix (service depot) to unlock Heavy Tanks.\", \"notes\": \"Place powr, queue fix once funds permit, complete harv #2, produce e3s for defense against enemy infantry pushing.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"cancel\", \"item\": \"barr\"}, {\"do\": \"attack_move\", \"units\": [142, 155, 162], \"x\": 26, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1633, "completion_tokens": 143, "total_tokens": 1776, "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": 0.003522, "upstream_inference_prompt_cost": 0.0024495, "upstream_inference_completions_cost": 0.0010725}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "Power plant is ready to place. We need to place it, cancel the accidental second barracks to save cash, finish our second harvester, and prepare for fix (service depot) to unlock Heavy Tanks.", "notes": "Place powr, queue fix once funds permit, complete harv #2, produce e3s for defense against enemy infantry pushing.", "commands": [{"do": "place", "item": "powr"}, {"do": "cancel", "item": "barr"}, {"do": "attack_move", "units": [142, 155, 162], "x": 26, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 1000, "units_killed": 0, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 2000, "experience": 0, "order_count": 21}}
{"tick": 4401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:56 (tick 4401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $365 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4500, killed $2200 (8 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.5%.\nPRODUCTION: Building: weap 61%\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #137@(20,16)15% #138@(19,16)28% #139@(19,15) #141@(19,14) #146@(35,24) #147@(38,22) #149@(40,24) #152@(43,24) #156@(54,28) #157@(65,24) #158@(68,24) #159@(70,23) #160@(73,20) #161@(80,26)\n  e3 (Rocket Soldier) x3: #143@(24,14) #145@(36,21)83% #154@(51,28)\n  harv (Ore Truck (harvester)) x2: #132@(92,23) #151@(81,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(15,16) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - rally #134: ordered\n  - attack_move: 17 units\nYOUR NOTES FROM LAST TURN: Enemy likely remains near west start (12,16). Place weap as soon as ready; then build power/fix and produce tanks continuously. Infantry attack group is spread along route west.", "raw": "{\"thoughts\":\"War Factory is still constructing and our infantry column is closing on the exposed enemy refinery. Keep pressure on the west while saving ore for immediate vehicle production once the factory is placed.\",\"notes\":\"Enemy refinery #129 at (15,16); infantry spread east-to-west toward it. War Factory 61% building, cash low; place immediately next turn when ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":15,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1475, "completion_tokens": 232, "total_tokens": 1707, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1473, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00711755, "upstream_inference_prompt_cost": 0.00405515, "upstream_inference_completions_cost": 0.0030624}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.63, "thoughts": "War Factory is still constructing and our infantry column is closing on the exposed enemy refinery. Keep pressure on the west while saving ore for immediate vehicle production once the factory is placed.", "notes": "Enemy refinery #129 at (15,16); infantry spread east-to-west toward it. War Factory 61% building, cash low; place immediately next turn when ready.", "commands": [{"do": "attack_move", "units": "all_army", "x": 15, "y": 16}, {"do": "rally", "building": 134, "x": 15, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 17 units", "rally #134: ordered", "stance: 17 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2200, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2300, "income": 2500, "experience": 22, "order_count": 27}}
{"tick": 4401, "slot": "Multi1", "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: 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 1.\nSCORE: assets $7600, army $1100, killed $0 (0 units, 0 bldgs), lost $2200 (8 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Vehicle: harv 20%; Infantry: e1 81%\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%, #123 powr@(10,16) 100%, #129 proc@(15,16) 97%, #133 barr@(12,13) 100%, #153 weap@(14,13) 100%, #163 powr@(10,19) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,7)\nVISIBLE ENEMY UNITS (4):\n  #137 e1@(20,16) 15%, #138 e1@(19,16) 28%, #139 e1@(19,15) 100%, #141 e1@(19,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Place powr, queue fix once funds permit, complete harv #2, produce e3s for defense against enemy infantry pushing.", "raw": "{\"thoughts\": \"Enemy rifle infantry are harassing near our refinery at (19,15). Our cash is at $0 waiting for harvester delivery, so let the pending e1 and harv complete to defend and stabilize income.\", \"notes\": \"Enemy infantry at (19,15). Wait for harv delivery, then produce fix and heavy tanks.\", \"commands\": [{\"do\": \"repair\", \"building\": 129}, {\"do\": \"attack_move\", \"units\": \"idle_army\", \"x\": 19, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1576, "completion_tokens": 121, "total_tokens": 1697, "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": 0.0032715, "upstream_inference_prompt_cost": 0.002364, "upstream_inference_completions_cost": 0.0009075}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.2, "thoughts": "Enemy rifle infantry are harassing near our refinery at (19,15). Our cash is at $0 waiting for harvester delivery, so let the pending e1 and harv complete to defend and stabilize income.", "notes": "Enemy infantry at (19,15). Wait for harv delivery, then produce fix and heavy tanks.", "commands": [{"do": "repair", "building": 129}, {"do": "attack_move", "units": "idle_army", "x": 19, "y": 15}], "feedback": ["repair #129: ordered", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 2200, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 2000, "experience": 0, "order_count": 23}}
{"tick": 4601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:04 (tick 4601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $31 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4500, killed $2200 (8 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: weap 78%\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #137@(20,16)15% #138@(19,16)28% #139@(19,15) #141@(19,14) #146@(24,24) #147@(27,22) #149@(29,23) #152@(32,24) #156@(44,27) #157@(55,28) #158@(59,28) #159@(61,27) #160@(64,25) #161@(70,24)\n  e3 (Rocket Soldier) x3: #143@(19,16) #145@(25,20)83% #154@(42,24)\n  harv (Ore Truck (harvester)) x2: #132@(102,23) #151@(89,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(15,16) 72%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - rally #134: ordered\n  - stance: 17 units\nYOUR NOTES FROM LAST TURN: Enemy refinery #129 at (15,16); infantry spread east-to-west toward it. War Factory 61% building, cash low; place immediately next turn when ready.", "raw": "{\"thoughts\":\"War Factory is nearly ready while our infantry column is pressuring the exposed enemy refinery. Keep the advance aggressive and focus the refinery when units are in range; spend incoming ore immediately on vehicles once the factory is placed.\",\"notes\":\"Enemy refinery #129 at (15,16), 72%. War Factory 78% complete; place as soon as ready, then produce tanks. Infantry column spans x20-70 advancing west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":15,\"y\":16},{\"do\":\"attack\",\"units\":[137,138,139,141,143],\"target\":129},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1466, "completion_tokens": 224, "total_tokens": 1690, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1464, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069872, "upstream_inference_prompt_cost": 0.0040304, "upstream_inference_completions_cost": 0.0029568}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "War Factory is nearly ready while our infantry column is pressuring the exposed enemy refinery. Keep the advance aggressive and focus the refinery when units are in range; spend incoming ore immediately on vehicles once the factory is placed.", "notes": "Enemy refinery #129 at (15,16), 72%. War Factory 78% complete; place as soon as ready, then produce tanks. Infantry column spans x20-70 advancing west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 15, "y": 16}, {"do": "attack", "units": [137, 138, 139, 141, 143], "target": 129}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["attack_move: 17 units", "attack: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2200, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2300, "income": 2500, "experience": 22, "order_count": 27}}
{"tick": 4601, "slot": "Multi1", "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: 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 1.\nSCORE: assets $7600, army $1100, killed $0 (0 units, 0 bldgs), lost $2200 (8 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Vehicle: harv 20%; Infantry: e1 81%\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%, #123 powr@(10,16) 100%, #129 proc@(15,16) 72%, #133 barr@(12,13) 100%, #153 weap@(14,13) 100%, #163 powr@(10,19) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\nVISIBLE ENEMY UNITS (5):\n  #137 e1@(20,16) 15%, #138 e1@(19,16) 28%, #139 e1@(19,15) 100%, #141 e1@(19,14) 100%, #143 e3@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #129: ordered\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy infantry at (19,15). Wait for harv delivery, then produce fix and heavy tanks.", "raw": "{\"thoughts\": \"Harvester #130 is unloading/near refinery #129, and a second harvester is in production. Enemy infantry are probing outside our base at (19,15); once our rifleman finishes training and the harvester unloads cash, we will build base defenses and tanks to repel them.\", \"notes\": \"Enemy infantry group at (19,15). Harv finishing soon. Need fix for 3tnk once cash arrives.\", \"commands\": [{\"do\": \"repair\", \"building\": 129}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1582, "completion_tokens": 114, "total_tokens": 1696, "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": 0.003228, "upstream_inference_prompt_cost": 0.002373, "upstream_inference_completions_cost": 0.000855}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.07, "thoughts": "Harvester #130 is unloading/near refinery #129, and a second harvester is in production. Enemy infantry are probing outside our base at (19,15); once our rifleman finishes training and the harvester unloads cash, we will build base defenses and tanks to repel them.", "notes": "Enemy infantry group at (19,15). Harv finishing soon. Need fix for 3tnk once cash arrives.", "commands": [{"do": "repair", "building": 129}], "feedback": ["repair #129: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 2200, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 2000, "experience": 0, "order_count": 23}}
{"tick": 4801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:12 (tick 4801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $241 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4500, killed $2200 (8 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: weap 93%\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #137@(20,16)15% #138@(19,16)28% #139@(19,15) #141@(19,14) #146@(19,18) #147@(19,16) #149@(21,17) #152@(23,18) #156@(35,25) #157@(45,28) #158@(48,28) #159@(52,27) #160@(55,28) #161@(61,27)\n  e3 (Rocket Soldier) x3: #143@(19,16) #145@(20,15)83% #154@(32,23)\n  harv (Ore Truck (harvester)) x2: #132@(98,23) #151@(83,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(15,16) 38%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - attack: 5 units\nYOUR NOTES FROM LAST TURN: Enemy refinery #129 at (15,16), 72%. War Factory 78% complete; place as soon as ready, then produce tanks. Infantry column spans x20-70 advancing west.", "raw": "{\"thoughts\":\"Our infantry is already at the exposed enemy refinery and should finish it immediately. The War Factory is ready to place, after which we will transition into nonstop vehicle production and continue the westward assault.\",\"notes\":\"Enemy refinery #129 at (15,16) is heavily damaged; infantry column approaching from east. Place War Factory now and destroy refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":91,\"y\":25},{\"do\":\"attack\",\"units\":[137,138,139,141,143,145,146,147,149,152],\"target\":129},{\"do\":\"attack_move\",\"units\":[154,156,157,158,159,160,161],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1463, "completion_tokens": 311, "total_tokens": 1774, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1461, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00812735, "upstream_inference_prompt_cost": 0.00402215, "upstream_inference_completions_cost": 0.0041052}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "Our infantry is already at the exposed enemy refinery and should finish it immediately. The War Factory is ready to place, after which we will transition into nonstop vehicle production and continue the westward assault.", "notes": "Enemy refinery #129 at (15,16) is heavily damaged; infantry column approaching from east. Place War Factory now and destroy refinery.", "commands": [{"do": "place", "item": "weap", "x": 91, "y": 25}, {"do": "attack", "units": [137, 138, 139, 141, 143, 145, 146, 147, 149, 152], "target": 129}, {"do": "attack_move", "units": [154, 156, 157, 158, 159, 160, 161], "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack: 10 units", "attack_move: 7 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2200, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2300, "income": 3000, "experience": 22, "order_count": 27}}
{"tick": 4801, "slot": "Multi1", "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: 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 $176 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $7700, army $1200, killed $0 (0 units, 0 bldgs), lost $2200 (8 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Vehicle: harv 47%\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%, #123 powr@(10,16) 100%, #129 proc@(15,16) 38%, #133 barr@(12,13) 100%, #153 weap@(14,13) 100%, #163 powr@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #166@(12,14)*\n  harv (Ore Truck (harvester)) x1: #130@(17,9)91%\nVISIBLE ENEMY UNITS (8):\n  #137 e1@(20,16) 15%, #138 e1@(19,16) 28%, #139 e1@(19,15) 100%, #141 e1@(19,14) 100%, #143 e3@(19,16) 100%, #145 e3@(20,15) 83%, #146 e1@(19,18) 100%, #147 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #129: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry group at (19,15). Harv finishing soon. Need fix for 3tnk once cash arrives.", "raw": "{\"thoughts\": \"Enemy infantry ball is right outside my refinery at (19,16) and damaged it. The harvester at 47% will complete shortly and give me a second harvester, but I need basic infantry defense and need to protect the refinery.\", \"notes\": \"Enemy infantry cluster at (19,16). Harv building. Train infantry to fend off harass.\", \"commands\": [{\"do\": \"repair\", \"building\": 129}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1644, "completion_tokens": 115, "total_tokens": 1759, "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": 0.0033285, "upstream_inference_prompt_cost": 0.002466, "upstream_inference_completions_cost": 0.0008625}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.39, "thoughts": "Enemy infantry ball is right outside my refinery at (19,16) and damaged it. The harvester at 47% will complete shortly and give me a second harvester, but I need basic infantry defense and need to protect the refinery.", "notes": "Enemy infantry cluster at (19,16). Harv building. Train infantry to fend off harass.", "commands": [{"do": "repair", "building": 129}, {"do": "train", "item": "e1", "count": 1}], "feedback": ["repair #129: ordered", "train 1x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 2200, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 100, "income": 2500, "experience": 0, "order_count": 23}}
{"tick": 5001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:20 (tick 5001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $443 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4600, killed $3600 (8 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e1 58%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\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%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #137@(20,16)15%* #138@(19,16)28%* #139@(19,15)* #141@(19,14)* #146@(19,18)* #147@(19,16)* #149@(20,16)* #152@(20,16)* #156@(27,17) #157@(37,22) #158@(39,23) #159@(42,24) #160@(46,24) #161@(51,28) #167@(89,23)\n  e3 (Rocket Soldier) x3: #143@(19,16)* #145@(19,14)83% #154@(23,18)\n  harv (Ore Truck (harvester)) x2: #132@(89,22) #151@(79,24)\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  - attack: 10 units\n  - attack_move: 7 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy refinery #129 at (15,16) is heavily damaged; infantry column approaching from east. Place War Factory now and destroy refinery.", "raw": "{\"thoughts\":\"Our forward infantry has likely destroyed the exposed enemy refinery and is near their start. Place the completed War Factory immediately, keep infantry production flowing, and press all combat units through the enemy base area while adding another refinery.\",\"notes\":\"Enemy base is at west around (12,16); forward infantry already near it. Place War Factory, then expand economy and produce armor when funds arrive.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":91,\"y\":25},{\"do\":\"rally\",\"building\":134,\"x\":18,\"y\":16},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1491, "completion_tokens": 265, "total_tokens": 1756, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1489, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00759715, "upstream_inference_prompt_cost": 0.00409915, "upstream_inference_completions_cost": 0.003498}, "completion_tokens_details": {"reasoning_tokens": 101, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Our forward infantry has likely destroyed the exposed enemy refinery and is near their start. Place the completed War Factory immediately, keep infantry production flowing, and press all combat units through the enemy base area while adding another refinery.", "notes": "Enemy base is at west around (12,16); forward infantry already near it. Place War Factory, then expand economy and produce armor when funds arrive.", "commands": [{"do": "place", "item": "weap", "x": 91, "y": 25}, {"do": "rally", "building": 134, "x": 18, "y": 16}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "proc"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "rally #134: ordered", "attack_move: 18 units", "train 3x e3: queued", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10200, "army_value": 2400, "income": 3500, "experience": 36, "order_count": 30}}
{"tick": 5001, "slot": "Multi1", "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: 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 0), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $1200, killed $0 (0 units, 0 bldgs), lost $3600 (8 units, 1 bldgs). Map explored 13.7%.\nPRODUCTION: Infantry: e1 83%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, 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, 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: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #133 barr@(12,13) 100%, #153 weap@(14,13) 97%, #163 powr@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #166@(12,14)*\n  harv (Ore Truck (harvester)) x1: #130@(20,8)91%\nVISIBLE ENEMY UNITS (6):\n  #138 e1@(19,16) 28%, #139 e1@(19,15) 100%, #141 e1@(19,14) 100%, #143 e3@(19,16) 100%, #145 e3@(19,14) 83%, #147 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #129: ordered\n  - train 1x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry cluster at (19,16). Harv building. Train infantry to fend off harass.", "raw": "{\"thoughts\":\"Enemy infantry group is very close at (19,16) right outside our base. Our cash is $0 and our refinery seems destroyed (missing from building list!), but we have a harvester #130 mining. Need cash from #130 docking or surviving to rebuild economy, but without a refinery #130 can't dump ore! Wait, did refinery die? Yes, no proc in buildings list!\",\"notes\":\"Refinery was destroyed! Cash $0. Harv #130 has nowhere to unload if no refinery. Wait, we have no cash to build proc ($1400 needed). Can we sell something? Sell powr #163 or barr #133 to get cash for proc?\",\"commands\":[{\"do\":\"sell\",\"building\":163},{\"do\":\"sell\",\"building\":133},{\"do\":\"train\",\"item\":\"e1\",\"count\":1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1552, "completion_tokens": 192, "total_tokens": 1744, "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": 0.003768, "upstream_inference_prompt_cost": 0.002328, "upstream_inference_completions_cost": 0.00144}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "Enemy infantry group is very close at (19,16) right outside our base. Our cash is $0 and our refinery seems destroyed (missing from building list!), but we have a harvester #130 mining. Need cash from #130 docking or surviving to rebuild economy, but without a refinery #130 can't dump ore! Wait, did refinery die? Yes, no proc in buildings list!", "notes": "Refinery was destroyed! Cash $0. Harv #130 has nowhere to unload if no refinery. Wait, we have no cash to build proc ($1400 needed). Can we sell something? Sell powr #163 or barr #133 to get cash for proc?", "commands": [{"do": "sell", "building": 163}, {"do": "sell", "building": 133}, {"do": "train", "item": "e1", "count": 1}], "feedback": ["sell #163: ordered", "sell #133: ordered", "train 1x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 3600, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6300, "army_value": 100, "income": 2500, "experience": 0, "order_count": 24}}
{"tick": 5201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:28 (tick 5201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $218 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $12300, army $4700, killed $3600 (8 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: proc 7%; Infantry: e3 25%; Infantry: e3 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #137@(17,16)15% #138@(17,16)28% #139@(18,15) #141@(18,14) #146@(17,16) #147@(17,16) #149@(17,16) #152@(17,15) #156@(18,16) #157@(29,14) #158@(29,22) #159@(32,24) #160@(35,24) #161@(42,24) #167@(83,27) #174@(87,18)\n  e3 (Rocket Soldier) x3: #143@(18,16) #145@(19,14)83% #154@(17,15)\n  harv (Ore Truck (harvester)) x2: #132@(102,23) #151@(87,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #153 weap@(14,13) 59%\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - rally #134: ordered\n  - attack_move: 18 units\n  - train 3x e3: queued\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy base is at west around (12,16); forward infantry already near it. Place War Factory, then expand economy and produce armor when funds arrive.", "raw": "{\"thoughts\":\"Our forward infantry is on top of the exposed enemy War Factory and should finish it immediately. A refinery is building but power is currently low, so the next construction priority is a power plant followed by armor production.\",\"notes\":\"Enemy base confirmed west around (12,16); enemy War Factory #153 at (14,13) is damaged. Proc is building; place it when ready, then build powr. Forward infantry assaulting #153.\",\"commands\":[{\"do\":\"attack\",\"units\":[137,138,139,141,143,145,146,147,149,152,154,156],\"target\":153},{\"do\":\"attack_move\",\"units\":[157,158,159,160,161],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":17,\"y\":16},{\"do\":\"rally\",\"building\":168,\"x\":18,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1604, "completion_tokens": 300, "total_tokens": 1904, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1602, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0083699, "upstream_inference_prompt_cost": 0.0044099, "upstream_inference_completions_cost": 0.00396}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "Our forward infantry is on top of the exposed enemy War Factory and should finish it immediately. A refinery is building but power is currently low, so the next construction priority is a power plant followed by armor production.", "notes": "Enemy base confirmed west around (12,16); enemy War Factory #153 at (14,13) is damaged. Proc is building; place it when ready, then build powr. Forward infantry assaulting #153.", "commands": [{"do": "attack", "units": [137, 138, 139, 141, 143, 145, 146, 147, 149, 152, 154, 156], "target": 153}, {"do": "attack_move", "units": [157, 158, 159, 160, 161], "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 17, "y": 16}, {"do": "rally", "building": 168, "x": 18, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["attack: 12 units", "attack_move: 5 units", "rally #134: ordered", "rally #168: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12300, "army_value": 2500, "income": 3500, "experience": 36, "order_count": 35}}
{"tick": 5201, "slot": "Multi1", "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: 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 $400 + stored ore $0 (storage 0), power 100 made / 30 used, harvesters 1.\nSCORE: assets $5800, army $1520, killed $0 (0 units, 0 bldgs), lost $3600 (8 units, 1 bldgs). Map explored 13.8%.\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, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #153 weap@(14,13) 59%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #166@(12,14)* #169@(12,13)* #170@(11,13)* #171@(10,19)*\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn (tecn) x1: #172@(9,20)*\n  tecn2 (tecn2) x1: #173@(9,18)*\nVISIBLE ENEMY UNITS (12):\n  #137 e1@(17,16) 15%, #138 e1@(17,16) 28%, #139 e1@(18,15) 100%, #141 e1@(18,14) 100%, #143 e3@(18,16) 100%, #145 e3@(19,14) 83%, #146 e1@(17,16) 100%, #147 e1@(17,16) 100%, #149 e1@(17,16) 100%, #152 e1@(17,15) 100%, #154 e3@(17,15) 100%, #156 e1@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - sell #163: ordered\n  - sell #133: ordered\n  - train 1x e1: queued\nYOUR NOTES FROM LAST TURN: Refinery was destroyed! Cash $0. Harv #130 has nowhere to unload if no refinery. Wait, we have no cash to build proc ($1400 needed). Can we sell something? Sell powr #163 or barr #133 to get cash for proc?", "raw": "{\"thoughts\": \"Sold buildings gave us $400, but we need $1400 for a refinery so harvester can unload. With enemy infantry swarming our base, repair weap and use rifle infantry to hold off the attackers while we survive.\", \"notes\": \"Need cash for refinery ($1400) or we are economically dead. Harvester #130 is idle/waiting. Defend weap #153 from enemy infantry blob.\", \"commands\": [{\"do\": \"repair\", \"building\": 153}, {\"do\": \"attack_move\", \"units\": [166, 169, 170, 171], \"x\": 17, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1701, "completion_tokens": 157, "total_tokens": 1858, "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": 0.003729, "upstream_inference_prompt_cost": 0.0025515, "upstream_inference_completions_cost": 0.0011775}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "Sold buildings gave us $400, but we need $1400 for a refinery so harvester can unload. With enemy infantry swarming our base, repair weap and use rifle infantry to hold off the attackers while we survive.", "notes": "Need cash for refinery ($1400) or we are economically dead. Harvester #130 is idle/waiting. Defend weap #153 from enemy infantry blob.", "commands": [{"do": "repair", "building": 153}, {"do": "attack_move", "units": [166, 169, 170, 171], "x": 17, "y": 15}], "feedback": ["repair #153: ordered", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 3600, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5800, "army_value": 400, "income": 2400, "experience": 0, "order_count": 25}}
{"tick": 5401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:36 (tick 5401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $496 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11400, army $3800, killed $3600 (8 units, 1 bldgs), lost $900 (7 units, 0 bldgs). Map explored 25.5%.\nPRODUCTION: Building: proc 15%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #139@(18,15) #141@(18,14) #156@(18,16) #157@(18,14) #158@(20,16) #159@(23,18) #160@(28,17) #161@(31,24) #167@(74,25) #174@(78,15)\n  e3 (Rocket Soldier) x2: #143@(18,16)89% #145@(19,14)83%\n  harv (Ore Truck (harvester)) x2: #132@(102,26) #151@(87,24)\nVISIBLE ENEMY UNITS (1):\n  #169 e1@(14,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 12 units\n  - attack_move: 5 units\n  - rally #134: ordered\n  - rally #168: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed west around (12,16); enemy War Factory #153 at (14,13) is damaged. Proc is building; place it when ready, then build powr. Forward infantry assaulting #153.", "raw": "{\"thoughts\":\"Our forward infantry are at the enemy approach and the enemy base is just west around (12,16). Power is low while the refinery completes, so keep the assault pressure up and place the refinery immediately when ready before adding power.\",\"notes\":\"Enemy base west around (12,16); push all combat units there. Refinery #proc is 15% building; power is 100/110 low.\",\"commands\":[{\"do\":\"attack\",\"units\":[139,141,143,145,156,157,158],\"target\":169},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":18,\"y\":16},{\"do\":\"rally\",\"building\":168,\"x\":25,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1546, "completion_tokens": 283, "total_tokens": 1829, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1544, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007986, "upstream_inference_prompt_cost": 0.0042504, "upstream_inference_completions_cost": 0.0037356}, "completion_tokens_details": {"reasoning_tokens": 111, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Our forward infantry are at the enemy approach and the enemy base is just west around (12,16). Power is low while the refinery completes, so keep the assault pressure up and place the refinery immediately when ready before adding power.", "notes": "Enemy base west around (12,16); push all combat units there. Refinery #proc is 15% building; power is 100/110 low.", "commands": [{"do": "attack", "units": [139, 141, 143, 145, 156, 157, 158], "target": 169}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 18, "y": 16}, {"do": "rally", "building": 168, "x": 25, "y": 18}], "feedback": ["attack: 7 units", "attack_move: 12 units", "rally #134: ordered", "rally #168: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 900, "units_killed": 8, "units_lost": 7, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11400, "army_value": 1600, "income": 4000, "experience": 36, "order_count": 35}}
{"tick": 5401, "slot": "Multi1", "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: 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 $400 + stored ore $0 (storage 0), power 100 made / 30 used, harvesters 1.\nSCORE: assets $5800, army $1520, killed $900 (7 units, 0 bldgs), lost $3600 (8 units, 1 bldgs). Map explored 13.9%.\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, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #153 weap@(14,13) 18%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #166@(13,14) #169@(14,14) #170@(13,14) #171@(13,18)\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn (tecn) x1: #172@(8,21)*\n  tecn2 (tecn2) x1: #173@(9,18)*\nVISIBLE ENEMY UNITS (6):\n  #139 e1@(18,15) 100%, #141 e1@(18,14) 100%, #143 e3@(18,16) 89%, #145 e3@(19,14) 83%, #156 e1@(18,16) 100%, #157 e1@(18,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Need cash for refinery ($1400) or we are economically dead. Harvester #130 is idle/waiting. Defend weap #153 from enemy infantry blob.", "raw": "{\"thoughts\": \"Enemy infantry blob is attacking near War Factory (#153). We need Harvester #130 to unload ore to get funds, but we don't have an Ore Refinery right now (sold/destroyed). Without a refinery, harvester cannot unload, meaning we must build proc or save up.\", \"notes\": \"No proc means harvester can't unload. Cash is $400, proc is $1400. Need barracks to produce infantry or sell damaged weap if about to die, but let's check cash options. Power plant can be sold for cash if desperate, or keep defending.\", \"commands\": [{\"do\":\"repair\",\"building\":153},{\"do\":\"attack_move\",\"units\":[166,169,170,171,172,173],\"x\":18,\"y\":15},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1562, "completion_tokens": 195, "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": 0.0038055, "upstream_inference_prompt_cost": 0.002343, "upstream_inference_completions_cost": 0.0014625}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "Enemy infantry blob is attacking near War Factory (#153). We need Harvester #130 to unload ore to get funds, but we don't have an Ore Refinery right now (sold/destroyed). Without a refinery, harvester cannot unload, meaning we must build proc or save up.", "notes": "No proc means harvester can't unload. Cash is $400, proc is $1400. Need barracks to produce infantry or sell damaged weap if about to die, but let's check cash options. Power plant can be sold for cash if desperate, or keep defending.", "commands": [{"do": "repair", "building": 153}, {"do": "attack_move", "units": [166, 169, 170, 171, 172, 173], "x": 18, "y": 15}, {"do": "harvest", "unit": 130}], "feedback": ["repair #153: ordered", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 900, "deaths_cost": 3600, "units_killed": 7, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5800, "army_value": 400, "income": 2400, "experience": 9, "order_count": 25}}
{"tick": 5601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:44 (tick 5601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $273 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11000, army $3400, killed $5800 (10 units, 2 bldgs), lost $1300 (11 units, 0 bldgs). Map explored 25.5%.\nPRODUCTION: Building: proc 23%; Infantry: e3 99%; Infantry: e3 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #139@(18,15) #156@(17,16)34% #160@(17,16) #161@(23,18) #167@(64,25) #174@(71,22)\n  e3 (Rocket Soldier) x2: #143@(17,16)9% #145@(18,14)83%\n  harv (Ore Truck (harvester)) x2: #132@(92,23) #151@(79,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 12 units\n  - rally #134: ordered\n  - rally #168: ordered\nYOUR NOTES FROM LAST TURN: Enemy base west around (12,16); push all combat units there. Refinery #proc is 15% building; power is 100/110 low.", "raw": "{\"thoughts\":\"Our refinery is nearing completion but low power is slowing all production. Keep the remaining infantry advancing toward the known western enemy start while harvesters maintain income; immediately prioritize a power plant once funds arrive.\",\"notes\":\"Enemy base believed around (12,16). Refinery is 23% complete; place it when ready, then build powr. All army continues west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151},{\"do\":\"rally\",\"building\":134,\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":168,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1499, "completion_tokens": 245, "total_tokens": 1744, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1497, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00735515, "upstream_inference_prompt_cost": 0.00412115, "upstream_inference_completions_cost": 0.003234}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Our refinery is nearing completion but low power is slowing all production. Keep the remaining infantry advancing toward the known western enemy start while harvesters maintain income; immediately prioritize a power plant once funds arrive.", "notes": "Enemy base believed around (12,16). Refinery is 23% complete; place it when ready, then build powr. All army continues west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}, {"do": "rally", "building": 134, "x": 12, "y": 16}, {"do": "rally", "building": 168, "x": 12, "y": 16}], "feedback": ["attack_move: 8 units", "rally #134: ordered", "rally #168: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 5800, "deaths_cost": 1300, "units_killed": 10, "units_lost": 11, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11000, "army_value": 1200, "income": 3500, "experience": 58, "order_count": 35}}
{"tick": 5601, "slot": "Multi1", "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: 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 $400 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 1.\nSCORE: assets $3600, army $1300, killed $1300 (11 units, 0 bldgs), lost $5800 (10 units, 2 bldgs). Map explored 13.9%.\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) 99%, #123 powr@(10,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #166@(13,14) #170@(13,14)91%\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\nVISIBLE ENEMY UNITS (4):\n  #139 e1@(18,15) 100%, #143 e3@(17,16) 9%, #156 e1@(17,16) 34%, #160 e1@(17,16) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: No proc means harvester can't unload. Cash is $400, proc is $1400. Need barracks to produce infantry or sell damaged weap if about to die, but let's check cash options. Power plant can be sold for cash if desperate, or keep defending.", "raw": "{\"thoughts\":\"Our base is nearly wiped out with only ConYard and Power Plant remaining, cash at $400, and enemy infantry attacking nearby. We need immediate cash to rebuild an Ore Refinery so our harvester can unload; selling our Power Plant provides cash and spawns riflemen, while we can build a kennel or wait/sell to reach $1400. Wait, selling powr gives $150 (half of 300), total $550, still not enough for proc ($1400), but ConYard sell gives $2500 and an MCV/infantry, or we can build barracks with $500 if we sell powr. Let's sell powr, build barr ($500), train dogs/riflemen to survive, and defend base.\",\"notes\":\"ConYard and Powr surviving. Sold powr for cash to build barr. Need income or harvester unloading soon.\",\"commands\":[{\"do\":\"sell\",\"building\":123},{\"do\":\"attack_move\",\"units\":[166,170],\"x\":17,\"y\":16},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1419, "completion_tokens": 246, "total_tokens": 1665, "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": 0.0039735, "upstream_inference_prompt_cost": 0.0021285, "upstream_inference_completions_cost": 0.001845}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Our base is nearly wiped out with only ConYard and Power Plant remaining, cash at $400, and enemy infantry attacking nearby. We need immediate cash to rebuild an Ore Refinery so our harvester can unload; selling our Power Plant provides cash and spawns riflemen, while we can build a kennel or wait/sell to reach $1400. Wait, selling powr gives $150 (half of 300), total $550, still not enough for proc ($1400), but ConYard sell gives $2500 and an MCV/infantry, or we can build barracks with $500 if we sell powr. Let's sell powr, build barr ($500), train dogs/riflemen to survive, and defend base.", "notes": "ConYard and Powr surviving. Sold powr for cash to build barr. Need income or harvester unloading soon.", "commands": [{"do": "sell", "building": 123}, {"do": "attack_move", "units": [166, 170], "x": 17, "y": 16}, {"do": "build", "item": "barr"}], "feedback": ["sell #123: ordered", "attack_move: 2 units", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1300, "deaths_cost": 5800, "units_killed": 11, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3600, "army_value": 200, "income": 2400, "experience": 13, "order_count": 25}}
{"tick": 5801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:52 (tick 5801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $551 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10800, army $3200, killed $6000 (12 units, 2 bldgs), lost $1800 (14 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: proc 31%; Infantry: e3 36%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #139@(16,15)2% #161@(17,16) #167@(55,28) #174@(62,27)\n  e3 (Rocket Soldier) x2: #145@(16,14)83% #175@(87,24)\n  harv (Ore Truck (harvester)) x2: #132@(95,24) #151@(83,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #134: ordered\n  - rally #168: ordered\nYOUR NOTES FROM LAST TURN: Enemy base believed around (12,16). Refinery is 23% complete; place it when ready, then build powr. All army continues west.", "raw": "{\"thoughts\":\"The refinery is still building and power is low, so I will place it immediately when ready and follow with a power plant. Our scattered infantry should keep pressing west toward the suspected enemy base while harvesters continue mining.\",\"notes\":\"Enemy base still presumed near (12,16); refinery 31% building, then place proc and build powr. Keep combat forces moving west; do not include harvesters in attacks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151},{\"do\":\"attack_move\",\"units\":[139,145,161],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[167,174,175],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":168,\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1467, "completion_tokens": 347, "total_tokens": 1814, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1465, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00861355, "upstream_inference_prompt_cost": 0.00403315, "upstream_inference_completions_cost": 0.0045804}, "completion_tokens_details": {"reasoning_tokens": 156, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.47, "thoughts": "The refinery is still building and power is low, so I will place it immediately when ready and follow with a power plant. Our scattered infantry should keep pressing west toward the suspected enemy base while harvesters continue mining.", "notes": "Enemy base still presumed near (12,16); refinery 31% building, then place proc and build powr. Keep combat forces moving west; do not include harvesters in attacks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}, {"do": "attack_move", "units": [139, 145, 161], "x": 12, "y": 16}, {"do": "attack_move", "units": [167, 174, 175], "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 20, "y": 16}, {"do": "rally", "building": 168, "x": 20, "y": 16}], "feedback": ["attack_move: 3 units", "attack_move: 3 units", "rally #134: ordered", "rally #168: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6000, "deaths_cost": 1800, "units_killed": 12, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10800, "army_value": 1000, "income": 4000, "experience": 60, "order_count": 35}}
{"tick": 5801, "slot": "Multi1", "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: 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 $550 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 1.\nSCORE: assets $3200, army $1220, killed $1800 (14 units, 0 bldgs), lost $6000 (12 units, 2 bldgs). Map explored 13.9%.\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) 95%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #176@(10,15)*\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn (tecn) x1: #177@(10,16)*\n  tecn2 (tecn2) x1: #178@(9,17)*\nVISIBLE ENEMY UNITS (3):\n  #139 e1@(16,15) 2%, #145 e3@(16,14) 83%, #161 e1@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - sell #123: ordered\n  - attack_move: 2 units\n  - build barr: started\nYOUR NOTES FROM LAST TURN: ConYard and Powr surviving. Sold powr for cash to build barr. Need income or harvester unloading soon.", "raw": "{\"thoughts\": \"We sold the power plant and now have $550, but no refinery is alive, so the harvester cannot unload unless we build a proc ($1480 which we can't afford right now) or rebuild powr -> barr or powr. Wait, can we produce powr? Yes, powr is $300. Let's start powr so we can unlock barr/proc.\", \"notes\": \"Building powr to get tech tree back online. Need cash/survival against nearby enemy infantry.\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}, {\"do\": \"attack_move\", \"units\": [176, 177, 178], \"x\": 16, \"y\": 15}, {\"do\": \"repair\", \"building\": 122}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1349, "completion_tokens": 181, "total_tokens": 1530, "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": 0.003381, "upstream_inference_prompt_cost": 0.0020235, "upstream_inference_completions_cost": 0.0013575}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.41, "thoughts": "We sold the power plant and now have $550, but no refinery is alive, so the harvester cannot unload unless we build a proc ($1480 which we can't afford right now) or rebuild powr -> barr or powr. Wait, can we produce powr? Yes, powr is $300. Let's start powr so we can unlock barr/proc.", "notes": "Building powr to get tech tree back online. Need cash/survival against nearby enemy infantry.", "commands": [{"do": "build", "item": "powr"}, {"do": "attack_move", "units": [176, 177, 178], "x": 16, "y": 15}, {"do": "repair", "building": 122}], "feedback": ["build powr: started", "attack_move: 3 units", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1800, "deaths_cost": 6000, "units_killed": 14, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3200, "army_value": 100, "income": 2050, "experience": 18, "order_count": 26}}
{"tick": 6001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:00 (tick 6001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $628 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10400, army $2800, killed $6000 (12 units, 2 bldgs), lost $2200 (16 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc 39%; Infantry: e3 73%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #161@(17,16)36% #167@(44,28) #174@(52,27)\n  e3 (Rocket Soldier) x1: #175@(78,27)\n  harv (Ore Truck (harvester)) x2: #132@(102,26) #151@(89,22)\nVISIBLE ENEMY UNITS (2):\n  #177 tecn@(15,15) 100%, #178 tecn2@(15,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 3 units\n  - rally #134: ordered\n  - rally #168: ordered\nYOUR NOTES FROM LAST TURN: Enemy base still presumed near (12,16); refinery 31% building, then place proc and build powr. Keep combat forces moving west; do not include harvesters in attacks.", "raw": "{\"thoughts\":\"We are low power while the third refinery is nearing completion, so queue a power plant immediately behind it. Our scattered combat units should converge on the suspected enemy base and clear the visible technicians while infantry production continues.\",\"notes\":\"Place proc when ready, then place queued powr; enemy base remains near x12,y16. Combat units advancing west; 2 harvesters mining.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[161,167,174,175],\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[161,167,174,175],\"target\":177},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1487, "completion_tokens": 356, "total_tokens": 1843, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1485, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00878735, "upstream_inference_prompt_cost": 0.00408815, "upstream_inference_completions_cost": 0.0046992}, "completion_tokens_details": {"reasoning_tokens": 186, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "We are low power while the third refinery is nearing completion, so queue a power plant immediately behind it. Our scattered combat units should converge on the suspected enemy base and clear the visible technicians while infantry production continues.", "notes": "Place proc when ready, then place queued powr; enemy base remains near x12,y16. Combat units advancing west; 2 harvesters mining.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [161, 167, 174, 175], "x": 12, "y": 16}, {"do": "attack", "units": [161, 167, 174, 175], "target": 177}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["build powr: started", "train 3x e1: queued", "attack_move: 4 units", "attack: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6000, "deaths_cost": 2200, "units_killed": 12, "units_lost": 16, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10400, "army_value": 600, "income": 4275, "experience": 60, "order_count": 35}}
{"tick": 6001, "slot": "Multi1", "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: 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 $250 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 1.\nSCORE: assets $3200, army $1220, killed $2200 (16 units, 0 bldgs), lost $6000 (12 units, 2 bldgs). Map explored 13.9%.\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) 83%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #176@(13,14)\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn (tecn) x1: #177@(15,15)\n  tecn2 (tecn2) x1: #178@(15,16)\nVISIBLE ENEMY UNITS (1):\n  #161 e1@(17,16) 36%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - attack_move: 3 units\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Building powr to get tech tree back online. Need cash/survival against nearby enemy infantry.", "raw": "{\"thoughts\": \"Power plant is ready; placing it immediately will unlock barracks and refinery so we can rebuild. Harvester #130 is still operating, giving us future income, while our infantry finishes off the lone enemy rifleman.\", \"notes\": \"Placing powr, then building barr/proc once available. Defending base.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"attack\", \"units\": [176, 177, 178], \"target\": 161}, {\"do\": \"harvest\", \"unit\": 130}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1317, "completion_tokens": 130, "total_tokens": 1447, "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": 0.0029505, "upstream_inference_prompt_cost": 0.0019755, "upstream_inference_completions_cost": 0.000975}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "Power plant is ready; placing it immediately will unlock barracks and refinery so we can rebuild. Harvester #130 is still operating, giving us future income, while our infantry finishes off the lone enemy rifleman.", "notes": "Placing powr, then building barr/proc once available. Defending base.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack", "units": [176, 177, 178], "target": 161}, {"do": "harvest", "unit": 130}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2200, "deaths_cost": 6000, "units_killed": 16, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3200, "army_value": 100, "income": 2050, "experience": 22, "order_count": 27}}
{"tick": 6201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:08 (tick 6201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $529 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10600, army $3000, killed $6000 (12 units, 2 bldgs), lost $2300 (17 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: proc 47%; Building: powr 0%; Infantry: e1 33%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #167@(34,27) #174@(42,26)\n  e3 (Rocket Soldier) x2: #175@(69,24) #180@(91,20)\n  harv (Ore Truck (harvester)) x2: #132@(97,24) #151@(101,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 3x e1: queued\n  - attack_move: 4 units\n  - attack: 4 units\nYOUR NOTES FROM LAST TURN: Place proc when ready, then place queued powr; enemy base remains near x12,y16. Combat units advancing west; 2 harvesters mining.", "raw": "{\"thoughts\":\"A refinery is nearly complete and the queued power plant will follow; low power is currently slowing production. Keep infantry pressure moving toward the likely enemy base while both harvesters continue mining.\",\"notes\":\"Place proc immediately when ready, then place powr. Enemy base likely west near (12,16); advance combat units west and rally new infantry there.\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":18},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":18,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1480, "completion_tokens": 270, "total_tokens": 1750, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1478, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076329, "upstream_inference_prompt_cost": 0.0040689, "upstream_inference_completions_cost": 0.003564}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "A refinery is nearly complete and the queued power plant will follow; low power is currently slowing production. Keep infantry pressure moving toward the likely enemy base while both harvesters continue mining.", "notes": "Place proc immediately when ready, then place powr. Enemy base likely west near (12,16); advance combat units west and rally new infantry there.", "commands": [{"do": "rally", "building": 134, "x": 35, "y": 18}, {"do": "attack_move", "units": "all_army", "x": 18, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["rally #134: ordered", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6000, "deaths_cost": 2300, "units_killed": 12, "units_lost": 17, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10600, "army_value": 800, "income": 3925, "experience": 60, "order_count": 39}}
{"tick": 6201, "slot": "Multi1", "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: 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 $250 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 1.\nSCORE: assets $3500, army $1220, killed $2300 (17 units, 0 bldgs), lost $6000 (12 units, 2 bldgs). Map explored 14.3%.\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) 83%, #179 powr@(10,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #176@(13,14)*\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn (tecn) x1: #177@(11,22)49%\n  tecn2 (tecn2) x1: #178@(14,18)\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: 3 units\nYOUR NOTES FROM LAST TURN: Placing powr, then building barr/proc once available. Defending base.", "raw": "{\"thoughts\": \"Power plant is placed and active. With only $250 in cash and 1 harvester currently mining without a refinery, we desperately need to get a refinery or barracks running; wait for cash to build barr/proc.\", \"notes\": \"Need cash from harv to build proc ($1400) or barr ($500). Wait for cash intake, protect fact.\", \"commands\": [{\"do\": \"repair\", \"building\": 122}, {\"do\": \"stance\", \"units\": [176, 177, 178], \"stance\": \"defend\"}, {\"do\": \"move\", \"units\": [176, 177, 178], \"x\": 13, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1353, "completion_tokens": 168, "total_tokens": 1521, "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": 0.0032895, "upstream_inference_prompt_cost": 0.0020295, "upstream_inference_completions_cost": 0.00126}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.34, "thoughts": "Power plant is placed and active. With only $250 in cash and 1 harvester currently mining without a refinery, we desperately need to get a refinery or barracks running; wait for cash to build barr/proc.", "notes": "Need cash from harv to build proc ($1400) or barr ($500). Wait for cash intake, protect fact.", "commands": [{"do": "repair", "building": 122}, {"do": "stance", "units": [176, 177, 178], "stance": "defend"}, {"do": "move", "units": [176, 177, 178], "x": 13, "y": 16}], "feedback": ["repair #122: ordered", "stance: 3 units", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2300, "deaths_cost": 6000, "units_killed": 17, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3500, "army_value": 100, "income": 2050, "experience": 23, "order_count": 28}}
{"tick": 6401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:16 (tick 6401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $807 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10700, army $3100, killed $6000 (12 units, 2 bldgs), lost $2300 (17 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: proc 55%; Building: powr 0%; Infantry: e1 45%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #167@(27,22) #174@(34,19) #181@(91,20)\n  e3 (Rocket Soldier) x2: #175@(60,28) #180@(84,27)\n  harv (Ore Truck (harvester)) x2: #132@(89,22) #151@(101,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Place proc immediately when ready, then place powr. Enemy base likely west near (12,16); advance combat units west and rally new infantry there.", "raw": "{\"thoughts\":\"The second refinery is still building and a power plant is queued behind it; low power is slowing everything, so I will preserve income and keep infantry flowing. Our scattered scouts should continue probing west toward the enemy start while harvesters keep mining.\",\"notes\":\"Refinery at 55%, power plant queued after it. Enemy base still unspotted, likely west near (12,16). Keep attacking west and rally barracks forward.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":20},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1461, "completion_tokens": 359, "total_tokens": 1820, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1459, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00875545, "upstream_inference_prompt_cost": 0.00401665, "upstream_inference_completions_cost": 0.0047388}, "completion_tokens_details": {"reasoning_tokens": 192, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.98, "thoughts": "The second refinery is still building and a power plant is queued behind it; low power is slowing everything, so I will preserve income and keep infantry flowing. Our scattered scouts should continue probing west toward the enemy start while harvesters keep mining.", "notes": "Refinery at 55%, power plant queued after it. Enemy base still unspotted, likely west near (12,16). Keep attacking west and rally barracks forward.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 55, "y": 20}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["train 5x e1: queued", "rally #134: ordered", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6000, "deaths_cost": 2300, "units_killed": 12, "units_lost": 17, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10700, "army_value": 900, "income": 4425, "experience": 60, "order_count": 39}}
{"tick": 6401, "slot": "Multi1", "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: 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 $250 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 1.\nSCORE: assets $3500, army $1220, killed $2300 (17 units, 0 bldgs), lost $6000 (12 units, 2 bldgs). Map explored 14.3%.\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) 83%, #179 powr@(10,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #176@(14,16)*\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn (tecn) x1: #177@(14,17)49%*\n  tecn2 (tecn2) x1: #178@(14,14)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - stance: 3 units\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Need cash from harv to build proc ($1400) or barr ($500). Wait for cash intake, protect fact.", "raw": "{\"thoughts\": \"Our harvester #130 is mining ore at (21,8), but we only have $250 cash and need an Ore Refinery ($1400) or Barracks ($500). Wait for the harvester to unload, but since we don't have a refinery currently, wait\u2014harvester #130 needs a refinery to unload! Wait, we don't have a proc, so where can it unload? It can't! But we have $250. Can we build a kennel for $200? Or save? Wait, without proc, harvester can't unload. Wait, did we lose our proc? Yes, lost 2 bldgs. If we have $250, we can't afford proc ($1400) or barr ($500). Wait! Can we sell power plant #179? A power plant costs $300, sells for $150 -> $400, still not enough for barr ($500). Wait, fact has repair ordered costing cash! Stop repairing fact immediately so we don't bleed our $250!\", \"notes\": \"Halt repair on fact to save cash. Need to get to $500 or $1400. Check if selling powr gets us closer or if we have other income. Wait, if we sell powr ($150), cash is $400, still $100 short.\", \"commands\": [{\"do\": \"repair\", \"building\": 122}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1363, "completion_tokens": 332, "total_tokens": 1695, "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": 0.0045345, "upstream_inference_prompt_cost": 0.0020445, "upstream_inference_completions_cost": 0.00249}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.48, "thoughts": "Our harvester #130 is mining ore at (21,8), but we only have $250 cash and need an Ore Refinery ($1400) or Barracks ($500). Wait for the harvester to unload, but since we don't have a refinery currently, wait\u2014harvester #130 needs a refinery to unload! Wait, we don't have a proc, so where can it unload? It can't! But we have $250. Can we build a kennel for $200? Or save? Wait, without proc, harvester can't unload. Wait, did we lose our proc? Yes, lost 2 bldgs. If we have $250, we can't afford proc ($1400) or barr ($500). Wait! Can we sell power plant #179? A power plant costs $300, sells for $150 -> $400, still not enough for barr ($500). Wait, fact has repair ordered costing cash! Stop repairing fact immediately so we don't bleed our $250!", "notes": "Halt repair on fact to save cash. Need to get to $500 or $1400. Check if selling powr gets us closer or if we have other income. Wait, if we sell powr ($150), cash is $400, still $100 short.", "commands": [{"do": "repair", "building": 122}], "feedback": ["repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2300, "deaths_cost": 6000, "units_killed": 17, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3500, "army_value": 100, "income": 1875, "experience": 23, "order_count": 28}}
{"tick": 6601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:24 (tick 6601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $585 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10800, army $3200, killed $6000 (12 units, 2 bldgs), lost $2300 (17 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: proc 63%; Building: powr 0%; Infantry: e1 56%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #167@(19,16)67% #174@(25,14) #181@(83,27) #182@(89,18)\n  e3 (Rocket Soldier) x2: #175@(50,28) #180@(76,24)\n  harv (Ore Truck (harvester)) x2: #132@(78,26) #151@(89,22)\nVISIBLE ENEMY UNITS (1):\n  #176 e1@(14,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #134: ordered\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Refinery at 55%, power plant queued after it. Enemy base still unspotted, likely west near (12,16). Keep attacking west and rally barracks forward.", "raw": "{\"thoughts\":\"Refinery construction is progressing but power is currently low, with a power plant queued immediately behind it. Our scattered infantry and rockets should continue pushing west toward the likely enemy base while new infantry reinforce forward.\",\"notes\":\"Proc at 63%, then powr queued; 2 harvesters active. Push all combat units west toward enemy start and use forward barracks rally.\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":18},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[167,174],\"target\":176},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1524, "completion_tokens": 259, "total_tokens": 1783, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1522, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076087, "upstream_inference_prompt_cost": 0.0041899, "upstream_inference_completions_cost": 0.0034188}, "completion_tokens_details": {"reasoning_tokens": 104, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.89, "thoughts": "Refinery construction is progressing but power is currently low, with a power plant queued immediately behind it. Our scattered infantry and rockets should continue pushing west toward the likely enemy base while new infantry reinforce forward.", "notes": "Proc at 63%, then powr queued; 2 harvesters active. Push all combat units west toward enemy start and use forward barracks rally.", "commands": [{"do": "rally", "building": 134, "x": 55, "y": 18}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "attack", "units": [167, 174], "target": 176}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["rally #134: ordered", "attack_move: 6 units", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6000, "deaths_cost": 2300, "units_killed": 12, "units_lost": 17, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10800, "army_value": 1000, "income": 4425, "experience": 60, "order_count": 44}}
{"tick": 6601, "slot": "Multi1", "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: 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 $250 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 1.\nSCORE: assets $3500, army $1220, killed $2300 (17 units, 0 bldgs), lost $6000 (12 units, 2 bldgs). Map explored 14.3%.\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) 83%, #179 powr@(10,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #176@(14,16)\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn (tecn) x1: #177@(14,17)49%*\n  tecn2 (tecn2) x1: #178@(14,14)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Halt repair on fact to save cash. Need to get to $500 or $1400. Check if selling powr gets us closer or if we have other income. Wait, if we sell powr ($150), cash is $400, still $100 short.", "raw": "{\"thoughts\": \"Harvester #130 is alive but we have no refinery (proc) to unload into, so income is halted. Selling powr #179 gives $150, putting us at $400, but selling fact would give MCV ($2500 value if deployed/sold, or we lose fact). Actually, we have $250, kenn is $200! But kenn doesn't give income. If we sell powr #179 we get $150 -> $400. If we sell fact #122, does Soviet fact give MCV? In OpenRA selling fact yields an MCV! Then deploy MCV or sell MCV? Wait, selling ConYard in OpenRA yields 1 e1 + engineers/civilians or sells directly, it doesn't give MCV. Wait, can we afford barr ($500)? If we sell powr ($150), cash is $400. Let's see if we can sell damaged tecn/tecn2? No sell on units. Wait! What if we sell powr #179, and sell a wall? No. Let's check: why did harv stop? Harv cannot unload without proc. If we sell powr #179 ($150 back) we have $400. Wait, can we build kenn ($200) then sell it? Sells for $100 (loss).\", \"notes\": \"No proc, harv cannot unload. Need cash to reach $500 for barr or $1400 for proc. Wait, can fact be repaired slightly or left alone? Fact repair turned off.\", \"commands\": [{\"do\": \"stop\", \"units\": [122]}, {\"do\": \"move\", \"units\": [176, 177, 178], \"x\": 14, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1382, "completion_tokens": 418, "total_tokens": 1800, "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": 0.005208, "upstream_inference_prompt_cost": 0.002073, "upstream_inference_completions_cost": 0.003135}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "Harvester #130 is alive but we have no refinery (proc) to unload into, so income is halted. Selling powr #179 gives $150, putting us at $400, but selling fact would give MCV ($2500 value if deployed/sold, or we lose fact). Actually, we have $250, kenn is $200! But kenn doesn't give income. If we sell powr #179 we get $150 -> $400. If we sell fact #122, does Soviet fact give MCV? In OpenRA selling fact yields an MCV! Then deploy MCV or sell MCV? Wait, selling ConYard in OpenRA yields 1 e1 + engineers/civilians or sells directly, it doesn't give MCV. Wait, can we afford barr ($500)? If we sell powr ($150), cash is $400. Let's see if we can sell damaged tecn/tecn2? No sell on units. Wait! What if we sell powr #179, and sell a wall? No. Let's check: why did harv stop? Harv cannot unload without proc. If we sell powr #179 ($150 back) we have $400. Wait, can we build kenn ($200) then sell it? Sells for $100 (loss).", "notes": "No proc, harv cannot unload. Need cash to reach $500 for barr or $1400 for proc. Wait, can fact be repaired slightly or left alone? Fact repair turned off.", "commands": [{"do": "stop", "units": [122]}, {"do": "move", "units": [176, 177, 178], "x": 14, "y": 16}], "feedback": ["stop: 1 units", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2300, "deaths_cost": 6000, "units_killed": 17, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3500, "army_value": 100, "income": 1550, "experience": 23, "order_count": 28}}
{"tick": 6801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:32 (tick 6801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $861 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10800, army $3200, killed $6100 (13 units, 2 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: proc 71%; Building: powr 0%; Infantry: e1 68%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #174@(19,16)51%* #181@(77,24) #182@(80,14) #183@(87,18)\n  e3 (Rocket Soldier) x2: #175@(41,24) #180@(65,24)\n  harv (Ore Truck (harvester)) x2: #132@(80,26) #151@(98,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 6 units\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Proc at 63%, then powr queued; 2 harvesters active. Push all combat units west toward enemy start and use forward barracks rally.", "raw": "{\"thoughts\":\"Our forward units should keep pressing west toward the likely enemy base while the refinery finishes. Power is currently low, so place the refinery immediately when ready and then prioritize the queued power plant.\",\"notes\":\"Enemy base likely west near (12,16); scattered infantry/rockets advancing. Proc is 71% and powr queued; 2 harvesters mining.\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":20},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1500, "completion_tokens": 233, "total_tokens": 1733, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1498, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0071995, "upstream_inference_prompt_cost": 0.0041239, "upstream_inference_completions_cost": 0.0030756}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.53, "thoughts": "Our forward units should keep pressing west toward the likely enemy base while the refinery finishes. Power is currently low, so place the refinery immediately when ready and then prioritize the queued power plant.", "notes": "Enemy base likely west near (12,16); scattered infantry/rockets advancing. Proc is 71% and powr queued; 2 harvesters mining.", "commands": [{"do": "rally", "building": 134, "x": 55, "y": 20}, {"do": "attack_move", "units": "all_army", "x": 20, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["rally #134: ordered", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10800, "army_value": 1000, "income": 4425, "experience": 61, "order_count": 44}}
{"tick": 6801, "slot": "Multi1", "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: 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 $250 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 1.\nSCORE: assets $3400, army $1110, killed $2400 (18 units, 0 bldgs), lost $6100 (13 units, 2 bldgs). Map explored 14.3%.\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) 83%, #179 powr@(10,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn2 (tecn2) x1: #178@(14,12)91%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stop: 1 units\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: No proc, harv cannot unload. Need cash to reach $500 for barr or $1400 for proc. Wait, can fact be repaired slightly or left alone? Fact repair turned off.", "raw": "{\"thoughts\":\"We are stuck with only $250 and no refinery for the harvester to unload ore. Since we can't build a refinery ($1400) or barracks ($500) yet, our only building option under $250 is a kennel ($200) or we can sell the power plant #179 to get $150 (bringing us to $400) or sell #122 fact... wait! If we sell powr #179, we get $150, total $400. That's still not $500. But if we build kenn ($200), dogs cost $120. If we sell the fact, we get an MCV or cash? Selling fact gives 1 engineer and half cost ($1250) or an MCV? Wait, selling ConYard in OpenRA gives 50% cash and an engineer/minigunners, NOT an MCV. But wait, does our harvester have ore? It has nowhere to dump. Wait, can we sell fact to get $1250 + $250 = $1500, then we have no ConYard, we lose! Wait, why do we have $250? We can build kenn ($200), scout or attack with dogs? No, wait! Can we sell powr #179? Powr costs $300, selling gives $150 -> $400 cash. Wait, kenn is $200. Let's see if we can do anything with kenn or just build kennel first to get dogs to scout/kill.\",\"notes\":\"No proc, low cash ($250). Building kenn to start dog production/scouting while figuring out cash recovery.\",\"commands\":[{\"do\":\"build\",\"item\":\"kenn\"},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1321, "completion_tokens": 403, "total_tokens": 1724, "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": 0.005004, "upstream_inference_prompt_cost": 0.0019815, "upstream_inference_completions_cost": 0.0030225}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.71, "thoughts": "We are stuck with only $250 and no refinery for the harvester to unload ore. Since we can't build a refinery ($1400) or barracks ($500) yet, our only building option under $250 is a kennel ($200) or we can sell the power plant #179 to get $150 (bringing us to $400) or sell #122 fact... wait! If we sell powr #179, we get $150, total $400. That's still not $500. But if we build kenn ($200), dogs cost $120. If we sell the fact, we get an MCV or cash? Selling fact gives 1 engineer and half cost ($1250) or an MCV? Wait, selling ConYard in OpenRA gives 50% cash and an engineer/minigunners, NOT an MCV. But wait, does our harvester have ore? It has nowhere to dump. Wait, can we sell fact to get $1250 + $250 = $1500, then we have no ConYard, we lose! Wait, why do we have $250? We can build kenn ($200), scout or attack with dogs? No, wait! Can we sell powr #179? Powr costs $300, selling gives $150 -> $400 cash. Wait, kenn is $200. Let's see if we can do anything with kenn or just build kennel first to get dogs to scout/kill.", "notes": "No proc, low cash ($250). Building kenn to start dog production/scouting while figuring out cash recovery.", "commands": [{"do": "build", "item": "kenn"}, {"do": "harvest", "unit": 130}], "feedback": ["build kenn: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 6100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3400, "army_value": 0, "income": 1550, "experience": 24, "order_count": 28}}
{"tick": 7001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:40 (tick 7001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $639 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10900, army $3300, killed $6100 (13 units, 2 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: proc 79%; Building: powr 0%; Infantry: e1 80%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #174@(20,16)51%* #181@(67,24) #182@(72,21) #183@(79,14) #184@(86,18)\n  e3 (Rocket Soldier) x2: #175@(30,23) #180@(56,28)\n  harv (Ore Truck (harvester)) x2: #132@(89,22) #151@(102,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy base likely west near (12,16); scattered infantry/rockets advancing. Proc is 71% and powr queued; 2 harvesters mining.", "raw": "{\"thoughts\":\"Low power is slowing the nearly complete third refinery, while two refineries and two harvesters are enough for now. Cancel the extra refinery to restore power production priority, consolidate the scattered combat force, and continue pushing west toward the likely enemy base.\",\"notes\":\"Cancel queued proc so powr can complete; rally infantry west. All combat units attack-move toward enemy start (12,16).\",\"commands\":[{\"do\":\"cancel\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":134,\"x\":65,\"y\":20},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1494, "completion_tokens": 348, "total_tokens": 1842, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1492, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008701, "upstream_inference_prompt_cost": 0.0041074, "upstream_inference_completions_cost": 0.0045936}, "completion_tokens_details": {"reasoning_tokens": 198, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.92, "thoughts": "Low power is slowing the nearly complete third refinery, while two refineries and two harvesters are enough for now. Cancel the extra refinery to restore power production priority, consolidate the scattered combat force, and continue pushing west toward the likely enemy base.", "notes": "Cancel queued proc so powr can complete; rally infantry west. All combat units attack-move toward enemy start (12,16).", "commands": [{"do": "cancel", "item": "proc"}, {"do": "rally", "building": 134, "x": 65, "y": 20}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["rally #134: ordered", "attack_move: 7 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10900, "army_value": 1100, "income": 3925, "experience": 61, "order_count": 44}}
{"tick": 7001, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 1.\nSCORE: assets $3400, army $1110, killed $2400 (18 units, 0 bldgs), lost $6100 (13 units, 2 bldgs). Map explored 14.3%.\nPRODUCTION: Building: kenn READY TO PLACE\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) 83%, #179 powr@(10,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn2 (tecn2) x1: #178@(12,11)91%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build kenn: started\nYOUR NOTES FROM LAST TURN: No proc, low cash ($250). Building kenn to start dog production/scouting while figuring out cash recovery.", "raw": "{\"thoughts\":\"Kennel is ready to place. We desperately need income, so harvester #130 must unload safely or continue harvesting until we can afford a Refinery ($1400). Repair our ConYard to keep it healthy while waiting for cash.\",\"notes\":\"Place kenn, repair fact, wait for harvester to unload cash for proc ($1400).\",\"commands\":[{\"do\":\"place\",\"item\":\"kenn\"},{\"do\":\"repair\",\"building\":122},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1297, "completion_tokens": 106, "total_tokens": 1403, "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": 0.0027405, "upstream_inference_prompt_cost": 0.0019455, "upstream_inference_completions_cost": 0.000795}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.13, "thoughts": "Kennel is ready to place. We desperately need income, so harvester #130 must unload safely or continue harvesting until we can afford a Refinery ($1400). Repair our ConYard to keep it healthy while waiting for cash.", "notes": "Place kenn, repair fact, wait for harvester to unload cash for proc ($1400).", "commands": [{"do": "place", "item": "kenn"}, {"do": "repair", "building": 122}, {"do": "harvest", "unit": 130}], "feedback": ["place kenn: ordered (auto-relocated near base if the spot was invalid)", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 6100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3400, "army_value": 0, "income": 1550, "experience": 24, "order_count": 29}}
{"tick": 7201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:48 (tick 7201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $2028 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11000, army $3400, killed $6100 (13 units, 2 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: powr 36%; Infantry: e1 91%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #174@(16,16)51% #181@(58,28) #182@(63,26) #183@(71,22) #184@(78,15) #186@(85,17)\n  e3 (Rocket Soldier) x2: #175@(22,17) #180@(46,28)\n  harv (Ore Truck (harvester)) x2: #132@(81,26) #151@(94,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 82%\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 7 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Cancel queued proc so powr can complete; rally infantry west. All combat units attack-move toward enemy start (12,16).", "raw": "{\"thoughts\":\"Our forward infantry have exposed the enemy Construction Yard, which is the immediate win condition if it falls. Power Plant is underway to restore production; keep all combat units pressing directly onto the enemy base while harvesters continue mining.\",\"notes\":\"Enemy fact #122 at (12,16), 82% and currently no defenders visible. Power Plant 36% building; all army ordered to attack enemy fact.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":122},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151},{\"do\":\"rally\",\"building\":134,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1516, "completion_tokens": 256, "total_tokens": 1772, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1514, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0075471, "upstream_inference_prompt_cost": 0.0041679, "upstream_inference_completions_cost": 0.0033792}, "completion_tokens_details": {"reasoning_tokens": 113, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Our forward infantry have exposed the enemy Construction Yard, which is the immediate win condition if it falls. Power Plant is underway to restore production; keep all combat units pressing directly onto the enemy base while harvesters continue mining.", "notes": "Enemy fact #122 at (12,16), 82% and currently no defenders visible. Power Plant 36% building; all army ordered to attack enemy fact.", "commands": [{"do": "attack", "units": "all_army", "target": 122}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}, {"do": "rally", "building": 134, "x": 12, "y": 16}], "feedback": ["attack: 8 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11000, "army_value": 1200, "income": 4425, "experience": 61, "order_count": 47}}
{"tick": 7201, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 100 made / 10 used, harvesters 1.\nSCORE: assets $3600, army $1110, killed $2400 (18 units, 0 bldgs), lost $6100 (13 units, 2 bldgs). Map explored 14.3%.\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\n  Infantry: dog Attack Dog $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 82%, #179 powr@(10,16) 100%, #185 kenn@(11,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn2 (tecn2) x1: #178@(12,11)91%*\nVISIBLE ENEMY UNITS (1):\n  #174 e1@(16,16) 51%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place kenn: ordered (auto-relocated near base if the spot was invalid)\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Place kenn, repair fact, wait for harvester to unload cash for proc ($1400).", "raw": "{\"thoughts\": \"Harvester is gathering ore; waiting on income to rebuild an Ore Refinery. An enemy rifle infantry is lurking near base; move technician away or keep fact repairing.\", \"notes\": \"Need $1400 for proc once harv unloads. Keep base secure.\", \"commands\": [{\"do\": \"move\", \"units\": [178], \"x\": 10, \"y\": 14}, {\"do\": \"repair\", \"building\": 122}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1359, "completion_tokens": 103, "total_tokens": 1462, "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": 0.002811, "upstream_inference_prompt_cost": 0.0020385, "upstream_inference_completions_cost": 0.0007725}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.38, "thoughts": "Harvester is gathering ore; waiting on income to rebuild an Ore Refinery. An enemy rifle infantry is lurking near base; move technician away or keep fact repairing.", "notes": "Need $1400 for proc once harv unloads. Keep base secure.", "commands": [{"do": "move", "units": [178], "x": 10, "y": 14}, {"do": "repair", "building": 122}], "feedback": ["move: 1 units", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 6100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3600, "army_value": 0, "income": 1050, "experience": 24, "order_count": 30}}
{"tick": 7401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:56 (tick 7401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $2304 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11200, army $3600, killed $6100 (13 units, 2 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: powr 73%; Infantry: e1 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #174@(16,16)51% #181@(47,28) #182@(54,28) #183@(63,26) #184@(69,20) #186@(77,16) #187@(87,24) #188@(93,17)\n  e3 (Rocket Soldier) x2: #175@(17,16) #180@(36,27)\n  harv (Ore Truck (harvester)) x2: #132@(79,21) #151@(93,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 75%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (12,16), 82% and currently no defenders visible. Power Plant 36% building; all army ordered to attack enemy fact.", "raw": "{\"thoughts\":\"Our assault is converging on the exposed enemy Construction Yard, while low power is slowing everything. Finish and place the power plant immediately when ready, then restore mining income and keep pressure on the enemy base.\",\"notes\":\"Enemy fact #122 at (12,16), damaged and apparently undefended. All combat units should continue attack-moving there; place current powr when ready, then build another refinery/production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1511, "completion_tokens": 189, "total_tokens": 1700, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1509, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00664895, "upstream_inference_prompt_cost": 0.00415415, "upstream_inference_completions_cost": 0.0024948}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "Our assault is converging on the exposed enemy Construction Yard, while low power is slowing everything. Finish and place the power plant immediately when ready, then restore mining income and keep pressure on the enemy base.", "notes": "Enemy fact #122 at (12,16), damaged and apparently undefended. All combat units should continue attack-moving there; place current powr when ready, then build another refinery/production.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11200, "army_value": 1400, "income": 4425, "experience": 61, "order_count": 47}}
{"tick": 7401, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 100 made / 10 used, harvesters 1.\nSCORE: assets $3600, army $1110, killed $2400 (18 units, 0 bldgs), lost $6100 (13 units, 2 bldgs). Map explored 14.3%.\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\n  Infantry: dog Attack Dog $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 75%, #179 powr@(10,16) 100%, #185 kenn@(11,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn2 (tecn2) x1: #178@(10,14)91%*\nVISIBLE ENEMY UNITS (2):\n  #174 e1@(16,16) 51%, #175 e3@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Need $1400 for proc once harv unloads. Keep base secure.", "raw": "{\"thoughts\":\"Enemy infantry are attacking near our base; use our heavy harvester to crush them. We currently have no refinery and only $50, so we must eliminate threats first while looking for salvage or options.\",\"notes\":\"Crush enemy infantry with harvester. Monitor economy/refinery situation.\",\"commands\":[{\"do\":\"attack\",\"units\":[130],\"target\":175},{\"do\":\"repair\",\"building\":122}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1362, "completion_tokens": 759, "total_tokens": 2121, "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": 0.0077355, "upstream_inference_prompt_cost": 0.002043, "upstream_inference_completions_cost": 0.0056925}, "completion_tokens_details": {"reasoning_tokens": 670, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.97, "thoughts": "Enemy infantry are attacking near our base; use our heavy harvester to crush them. We currently have no refinery and only $50, so we must eliminate threats first while looking for salvage or options.", "notes": "Crush enemy infantry with harvester. Monitor economy/refinery situation.", "commands": [{"do": "attack", "units": [130], "target": 175}, {"do": "repair", "building": 122}], "feedback": ["attack: 1 units", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 6100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3600, "army_value": 0, "income": 1050, "experience": 24, "order_count": 30}}
{"tick": 7601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:04 (tick 7601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $2111 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11300, army $3700, killed $6100 (13 units, 2 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 26.5%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e1 14%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #174@(16,16)51% #181@(38,22) #182@(45,27) #183@(53,27) #184@(62,27) #186@(70,23) #187@(80,28) #188@(86,25) #191@(93,18)\n  e3 (Rocket Soldier) x2: #175@(17,16) #180@(27,25)\n  harv (Ore Truck (harvester)) x2: #132@(85,26) #151@(101,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 63%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (12,16), damaged and apparently undefended. All combat units should continue attack-moving there; place current powr when ready, then build another refinery/production.", "raw": "{\"thoughts\":\"Enemy Construction Yard remains exposed and damaged at the known western start. Restore power immediately and keep every available combat unit driving directly onto the Construction Yard while ore unloads for the next build.\",\"notes\":\"Place powr now; all infantry assault #122 at (12,16). Build refinery as soon as ore converts to cash; enemy base likely nearly eliminated.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":91,\"y\":10},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[174,175,180,181,182,183,184,186,187,188,191],\"target\":122},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1510, "completion_tokens": 276, "total_tokens": 1786, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1508, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077946, "upstream_inference_prompt_cost": 0.0041514, "upstream_inference_completions_cost": 0.0036432}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.21, "thoughts": "Enemy Construction Yard remains exposed and damaged at the known western start. Restore power immediately and keep every available combat unit driving directly onto the Construction Yard while ore unloads for the next build.", "notes": "Place powr now; all infantry assault #122 at (12,16). Build refinery as soon as ore converts to cash; enemy base likely nearly eliminated.", "commands": [{"do": "place", "item": "powr", "x": 91, "y": 10}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "attack", "units": [174, 175, 180, 181, 182, 183, 184, 186, 187, 188, 191], "target": 122}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 134, "x": 12, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 11 units", "attack: 11 units", "train 3x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11300, "army_value": 1500, "income": 4425, "experience": 61, "order_count": 47}}
{"tick": 7601, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 100 made / 10 used, harvesters 1.\nSCORE: assets $3600, army $1110, killed $2400 (18 units, 0 bldgs), lost $6100 (13 units, 2 bldgs). Map explored 14.3%.\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\n  Infantry: dog Attack Dog $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 63%, #179 powr@(10,16) 100%, #185 kenn@(11,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn2 (tecn2) x1: #178@(10,14)91%*\nVISIBLE ENEMY UNITS (2):\n  #174 e1@(16,16) 51%, #175 e3@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Crush enemy infantry with harvester. Monitor economy/refinery situation.", "raw": "{\"thoughts\": \"We are in dire straits with very little cash and only a Construction Yard, power plant, and kennel. The harvester is near the base; use it to crush the encroaching infantry (#175 rocket soldier and #174 rifleman) before it dies. We need cash from the harvester dump to rebuild our refinery.\", \"notes\": \"Crush infantry with harvester #130. Wait for harvester unloading if refinery exists (wait, refinery was destroyed, we have no refinery!). If harvester cannot unload, we must survive or see if we can get cash.\", \"commands\": [{\"do\": \"attack\", \"units\": [130], \"target\": 175}, {\"do\": \"repair\", \"building\": 122}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1357, "completion_tokens": 159, "total_tokens": 1516, "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": 0.003228, "upstream_inference_prompt_cost": 0.0020355, "upstream_inference_completions_cost": 0.0011925}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "We are in dire straits with very little cash and only a Construction Yard, power plant, and kennel. The harvester is near the base; use it to crush the encroaching infantry (#175 rocket soldier and #174 rifleman) before it dies. We need cash from the harvester dump to rebuild our refinery.", "notes": "Crush infantry with harvester #130. Wait for harvester unloading if refinery exists (wait, refinery was destroyed, we have no refinery!). If harvester cannot unload, we must survive or see if we can get cash.", "commands": [{"do": "attack", "units": [130], "target": 175}, {"do": "repair", "building": 122}], "feedback": ["attack: 1 units", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 6100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3600, "army_value": 0, "income": 1050, "experience": 24, "order_count": 30}}
{"tick": 7801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:12 (tick 7801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $2286 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11700, army $3800, killed $6100 (13 units, 2 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 27%.\nPRODUCTION: Infantry: e3 80%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%, #192 powr@(93,9) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #174@(16,16)51% #181@(28,22) #182@(34,27) #183@(43,27) #184@(52,28) #186@(61,27) #187@(72,24) #188@(78,25) #191@(83,16) #193@(89,23)\n  e3 (Rocket Soldier) x2: #175@(17,16) #180@(18,20)\n  harv (Ore Truck (harvester)) x2: #132@(88,23) #151@(99,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 51%\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 11 units\n  - attack: 11 units\n  - train 3x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place powr now; all infantry assault #122 at (12,16). Build refinery as soon as ore converts to cash; enemy base likely nearly eliminated.", "raw": "{\"thoughts\":\"The enemy Construction Yard at (12,16) is badly damaged and appears to be the last visible enemy building. All available infantry should converge immediately to finish it while our refineries convert stored ore into cash.\",\"notes\":\"Enemy fact #122 at (12,16), 51% HP; send all army to destroy it. Economy has 2 harvesters and ample stored ore; resume infrastructure/vehicle production when cash arrives.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":122},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1564, "completion_tokens": 268, "total_tokens": 1832, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1562, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078375, "upstream_inference_prompt_cost": 0.0042999, "upstream_inference_completions_cost": 0.0035376}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.45, "thoughts": "The enemy Construction Yard at (12,16) is badly damaged and appears to be the last visible enemy building. All available infantry should converge immediately to finish it while our refineries convert stored ore into cash.", "notes": "Enemy fact #122 at (12,16), 51% HP; send all army to destroy it. Economy has 2 harvesters and ample stored ore; resume infrastructure/vehicle production when cash arrives.", "commands": [{"do": "attack", "units": "all_army", "target": 122}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["attack: 12 units", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11700, "army_value": 1600, "income": 4425, "experience": 61, "order_count": 51}}
{"tick": 7801, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 100 made / 10 used, harvesters 1.\nSCORE: assets $3600, army $1110, killed $2400 (18 units, 0 bldgs), lost $6100 (13 units, 2 bldgs). Map explored 14.3%.\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\n  Infantry: dog Attack Dog $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 51%, #179 powr@(10,16) 100%, #185 kenn@(11,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn2 (tecn2) x1: #178@(10,13)91%*\nVISIBLE ENEMY UNITS (2):\n  #174 e1@(16,16) 51%, #175 e3@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Crush infantry with harvester #130. Wait for harvester unloading if refinery exists (wait, refinery was destroyed, we have no refinery!). If harvester cannot unload, we must survive or see if we can get cash.", "raw": "{\"thoughts\": \"We have no refinery and only $50, so harvester #130 cannot unload until we get cash or a refinery. We can sell Kennel #185 to get $100 (total $150), or sell Power Plant #179 to get $150, but we need $1400 for a refinery or $500 for barracks. Selling Kennel and Power Plant won't give enough for proc, but fact can be sold for $1000 + 5 engineers/soldiers or we can try to crush the enemy infantry #174 and #175 with the harvester right now.\", \"notes\": \"Crush enemy e1 and e3 with harvester #130. Avoid losing fact.\", \"commands\": [{\"do\": \"attack\", \"units\": [130], \"target\": 175}, {\"do\": \"repair\", \"building\": 122}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1388, "completion_tokens": 201, "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": 0.0035895, "upstream_inference_prompt_cost": 0.002082, "upstream_inference_completions_cost": 0.0015075}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "We have no refinery and only $50, so harvester #130 cannot unload until we get cash or a refinery. We can sell Kennel #185 to get $100 (total $150), or sell Power Plant #179 to get $150, but we need $1400 for a refinery or $500 for barracks. Selling Kennel and Power Plant won't give enough for proc, but fact can be sold for $1000 + 5 engineers/soldiers or we can try to crush the enemy infantry #174 and #175 with the harvester right now.", "notes": "Crush enemy e1 and e3 with harvester #130. Avoid losing fact.", "commands": [{"do": "attack", "units": [130], "target": 175}, {"do": "repair", "building": 122}], "feedback": ["attack: 1 units", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 6100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3600, "army_value": 0, "income": 550, "experience": 24, "order_count": 30}}
{"tick": 8001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:20 (tick 8001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $2180 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12000, army $4100, killed $6100 (13 units, 2 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Infantry: e3 90%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%, #192 powr@(93,9) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #174@(16,16)51% #181@(18,20) #182@(25,25) #183@(33,27) #184@(41,27) #186@(51,28) #187@(62,27) #188@(69,25) #191@(75,16) #193@(81,26)\n  e3 (Rocket Soldier) x3: #175@(17,16) #180@(16,19) #194@(88,24)\n  harv (Ore Truck (harvester)) x2: #132@(78,24) #151@(89,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 32%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 12 units\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (12,16), 51% HP; send all army to destroy it. Economy has 2 harvesters and ample stored ore; resume infrastructure/vehicle production when cash arrives.", "raw": "{\"thoughts\":\"Enemy Construction Yard is critically damaged and our scattered force is already advancing across the map. Keep all combat units focused on finishing it while harvesters continue mining and infantry production completes.\",\"notes\":\"Enemy fact #122 at (12,16) was 32% HP; all army attacking it. Two harvesters active near ore field; infantry queues are full.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":122},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1537, "completion_tokens": 196, "total_tokens": 1733, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1535, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00681285, "upstream_inference_prompt_cost": 0.00422565, "upstream_inference_completions_cost": 0.0025872}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.81, "thoughts": "Enemy Construction Yard is critically damaged and our scattered force is already advancing across the map. Keep all combat units focused on finishing it while harvesters continue mining and infantry production completes.", "notes": "Enemy fact #122 at (12,16) was 32% HP; all army attacking it. Two harvesters active near ore field; infantry queues are full.", "commands": [{"do": "attack", "units": "all_army", "target": 122}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["attack: 13 units", "stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12000, "army_value": 1900, "income": 4125, "experience": 61, "order_count": 51}}
{"tick": 8001, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 100 made / 10 used, harvesters 1.\nSCORE: assets $3600, army $1110, killed $2400 (18 units, 0 bldgs), lost $6100 (13 units, 2 bldgs). Map explored 14.3%.\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\n  Infantry: dog Attack Dog $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 32%, #179 powr@(10,16) 100%, #185 kenn@(11,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn2 (tecn2) x1: #178@(9,14)91%*\nVISIBLE ENEMY UNITS (3):\n  #174 e1@(16,16) 51%, #175 e3@(17,16) 100%, #180 e3@(16,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Crush enemy e1 and e3 with harvester #130. Avoid losing fact.", "raw": "{\"thoughts\": \"Harvester #130 is nearby and must run over the enemy infantry threatening my damaged Construction Yard #122. Cash is critical ($50), need harvester to bring in ore or crush enemy infantry immediately.\", \"notes\": \"Crush infantry with harv #130, keep fact alive, wait for ore dump to afford barracks.\", \"commands\": [{\"do\": \"attack\", \"units\": [130], \"target\": 180}, {\"do\": \"repair\", \"building\": 122}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1379, "completion_tokens": 114, "total_tokens": 1493, "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": 0.0029235, "upstream_inference_prompt_cost": 0.0020685, "upstream_inference_completions_cost": 0.000855}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.2, "thoughts": "Harvester #130 is nearby and must run over the enemy infantry threatening my damaged Construction Yard #122. Cash is critical ($50), need harvester to bring in ore or crush enemy infantry immediately.", "notes": "Crush infantry with harv #130, keep fact alive, wait for ore dump to afford barracks.", "commands": [{"do": "attack", "units": [130], "target": 180}, {"do": "repair", "building": 122}], "feedback": ["attack: 1 units", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 6100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3600, "army_value": 0, "income": 550, "experience": 24, "order_count": 30}}
{"tick": 8201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:28 (tick 8201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $1925 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12600, army $4700, killed $6100 (13 units, 2 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 27.2%.\nPRODUCTION: Infantry: e1 1%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%, #192 powr@(93,9) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #174@(16,16)51% #181@(16,19) #182@(17,20) #183@(24,24) #184@(31,27) #186@(40,27) #187@(52,28) #188@(60,28) #191@(67,22) #193@(72,24)\n  e3 (Rocket Soldier) x5: #175@(17,16) #180@(16,19) #194@(81,26) #195@(87,24) #196@(93,17)\n  harv (Ore Truck (harvester)) x2: #132@(80,25) #151@(100,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 8%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (12,16) was 32% HP; all army attacking it. Two harvesters active near ore field; infantry queues are full.", "raw": "{\"thoughts\":\"Enemy Construction Yard is critically damaged and our dispersed infantry are already converging on it. Maintain the direct attack to secure the immediate win while refinery income resumes spending capacity.\",\"notes\":\"Enemy fact #122 at (12,16) is 8% HP; all available combat units should continue attacking until destroyed. Two harvesters operating near east ore.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":122},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":16,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1529, "completion_tokens": 251, "total_tokens": 1780, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1527, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00751685, "upstream_inference_prompt_cost": 0.00420365, "upstream_inference_completions_cost": 0.0033132}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "Enemy Construction Yard is critically damaged and our dispersed infantry are already converging on it. Maintain the direct attack to secure the immediate win while refinery income resumes spending capacity.", "notes": "Enemy fact #122 at (12,16) is 8% HP; all available combat units should continue attacking until destroyed. Two harvesters operating near east ore.", "commands": [{"do": "attack", "units": "all_army", "target": 122}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 16, "y": 16}], "feedback": ["attack: 15 units", "stance: 15 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12600, "army_value": 2500, "income": 4225, "experience": 61, "order_count": 51}}
{"tick": 8201, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 100 made / 10 used, harvesters 1.\nSCORE: assets $3600, army $1110, killed $2400 (18 units, 0 bldgs), lost $6100 (13 units, 2 bldgs). Map explored 14.3%.\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\n  Infantry: dog Attack Dog $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 8%, #179 powr@(10,16) 100%, #185 kenn@(11,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn2 (tecn2) x1: #178@(9,14)91%*\nVISIBLE ENEMY UNITS (5):\n  #174 e1@(16,16) 51%, #175 e3@(17,16) 100%, #180 e3@(16,19) 100%, #181 e1@(16,19) 100%, #182 e1@(17,20) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Crush infantry with harv #130, keep fact alive, wait for ore dump to afford barracks.", "raw": "{\"thoughts\": \"Construction Yard #122 is at critical 8% health and enemy infantry are right next to it. Harvester #130 is nearby at (21,8) and must immediately crush the attacking infantry while #122 continues repairing.\", \"notes\": \"Crush enemy infantry with harv #130 to save ConYard #122. Wait for ore income to rebuild Barracks.\", \"commands\": [{\"do\": \"repair\", \"building\": 122}, {\"do\": \"attack\", \"units\": [130], \"target\": 175}, {\"do\": \"move\", \"units\": [178], \"x\": 12, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1418, "completion_tokens": 156, "total_tokens": 1574, "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": 0.003297, "upstream_inference_prompt_cost": 0.002127, "upstream_inference_completions_cost": 0.00117}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.45, "thoughts": "Construction Yard #122 is at critical 8% health and enemy infantry are right next to it. Harvester #130 is nearby at (21,8) and must immediately crush the attacking infantry while #122 continues repairing.", "notes": "Crush enemy infantry with harv #130 to save ConYard #122. Wait for ore income to rebuild Barracks.", "commands": [{"do": "repair", "building": 122}, {"do": "attack", "units": [130], "target": 175}, {"do": "move", "units": [178], "x": 12, "y": 16}], "feedback": ["repair #122: ordered", "attack: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 6100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3600, "army_value": 0, "income": 150, "experience": 24, "order_count": 30}}
{"tick": 8401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:36 (tick 8401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $1593 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12700, army $4800, killed $8100 (13 units, 3 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 27.2%.\nPRODUCTION: Infantry: e3 77%; 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%, #192 powr@(93,9) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #174@(16,16)51%* #181@(16,19)* #182@(16,19)* #183@(21,22)* #184@(28,26)* #186@(37,27)* #187@(49,28)* #188@(56,28)* #191@(64,25)* #193@(68,24)* #197@(86,18)\n  e3 (Rocket Soldier) x5: #175@(17,16)* #180@(16,19)* #194@(79,24)* #195@(86,26)* #196@(90,18)*\n  harv (Ore Truck (harvester)) x2: #132@(89,23) #151@(101,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 15 units\n  - stance: 15 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (12,16) is 8% HP; all available combat units should continue attacking until destroyed. Two harvesters operating near east ore.", "raw": "{\"thoughts\":\"The enemy Construction Yard was nearly destroyed and is currently out of sight; maintain pressure on their northwest start while expanding ore income. Start a third refinery and keep infantry production queued.\",\"notes\":\"Enemy base location remains northwest around (12,16); sweep/attack there with all combat units. Third refinery started when funds permit; two harvesters active east.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":18},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1530, "completion_tokens": 309, "total_tokens": 1839, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1528, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0082852, "upstream_inference_prompt_cost": 0.0042064, "upstream_inference_completions_cost": 0.0040788}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.82, "thoughts": "The enemy Construction Yard was nearly destroyed and is currently out of sight; maintain pressure on their northwest start while expanding ore income. Start a third refinery and keep infantry production queued.", "notes": "Enemy base location remains northwest around (12,16); sweep/attack there with all combat units. Third refinery started when funds permit; two harvesters active east.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 20, "y": 18}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["build proc: started", "train 3x e3: queued", "train 5x e1: queued", "rally #134: ordered", "attack_move: 16 units", "stance: 16 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 8100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 12700, "army_value": 2600, "income": 3725, "experience": 81, "order_count": 51}}
{"tick": 8401, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 100 made / 10 used, harvesters 1.\nSCORE: assets $1600, army $1110, killed $2400 (18 units, 0 bldgs), lost $8100 (13 units, 3 bldgs). Map explored 14.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Infantry: dog Attack Dog $200\nYOUR BUILDINGS (id type @cell hp):\n  #179 powr@(10,16) 100%, #185 kenn@(11,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\n  tecn2 (tecn2) x1: #178@(12,14)91%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - attack: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Crush enemy infantry with harv #130 to save ConYard #122. Wait for ore income to rebuild Barracks.", "raw": "{\"thoughts\": \"Our Construction Yard #122 was destroyed, leaving us with only a power plant, kennel, harvester, and captured/spawned technician. Our sole hope to rebuild or stay alive is to keep Harvester #130 mining safely and wait to see if we can scrape together funds or if we are effectively crippled.\", \"notes\": \"ConYard destroyed. Harvester #130 is our only economic lifeline. Protect harvester at all costs.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 130}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1264, "completion_tokens": 112, "total_tokens": 1376, "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": 0.002736, "upstream_inference_prompt_cost": 0.001896, "upstream_inference_completions_cost": 0.00084}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.62, "thoughts": "Our Construction Yard #122 was destroyed, leaving us with only a power plant, kennel, harvester, and captured/spawned technician. Our sole hope to rebuild or stay alive is to keep Harvester #130 mining safely and wait to see if we can scrape together funds or if we are effectively crippled.", "notes": "ConYard destroyed. Harvester #130 is our only economic lifeline. Protect harvester at all costs.", "commands": [{"do": "harvest", "unit": 130}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 8100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 1600, "army_value": 0, "income": 150, "experience": 24, "order_count": 30}}
{"tick": 8601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:44 (tick 8601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $1443 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13200, army $5300, killed $8100 (13 units, 3 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 27.6%.\nPRODUCTION: Building: proc 23%; Infantry: e1 61%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%, #192 powr@(93,9) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #174@(13,16)51% #181@(14,18) #182@(13,17) #183@(15,16) #184@(21,19) #186@(30,20) #187@(41,23) #188@(47,25) #191@(55,28) #193@(59,28) #197@(78,15) #199@(91,21) #200@(92,19)\n  e3 (Rocket Soldier) x6: #175@(13,16) #180@(13,17) #194@(69,24) #195@(77,24) #196@(81,15) #198@(88,24)\n  harv (Ore Truck (harvester)) x2: #132@(92,23) #151@(92,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #179 powr@(10,16) 100%, #185 kenn@(11,14) 13%\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 3x e3: queued\n  - train 5x e1: queued\n  - rally #134: ordered\n  - attack_move: 16 units\n  - stance: 16 units\nYOUR NOTES FROM LAST TURN: Enemy base location remains northwest around (12,16); sweep/attack there with all combat units. Third refinery started when funds permit; two harvesters active east.", "raw": "{\"thoughts\":\"Our infantry and rockets are already converging on the exposed enemy start, where a power plant and nearly destroyed kennel remain visible. Keep pressure on that location while the third refinery completes to strengthen income.\",\"notes\":\"Enemy base confirmed northwest around (10-16,14-16). Proc is building at 23%; all combat units ordered to attack-move enemy structures. Infantry queue remains loaded.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":179},{\"do\":\"attack\",\"units\":\"all_army\",\"target\":185},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1640, "completion_tokens": 273, "total_tokens": 1913, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1638, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0081125, "upstream_inference_prompt_cost": 0.0045089, "upstream_inference_completions_cost": 0.0036036}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.01, "thoughts": "Our infantry and rockets are already converging on the exposed enemy start, where a power plant and nearly destroyed kennel remain visible. Keep pressure on that location while the third refinery completes to strengthen income.", "notes": "Enemy base confirmed northwest around (10-16,14-16). Proc is building at 23%; all combat units ordered to attack-move enemy structures. Infantry queue remains loaded.", "commands": [{"do": "attack", "units": "all_army", "target": 179}, {"do": "attack", "units": "all_army", "target": 185}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 12, "y": 16}], "feedback": ["attack: 19 units", "attack: 19 units", "stance: 19 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 8100, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 13200, "army_value": 3100, "income": 4225, "experience": 81, "order_count": 60}}
{"tick": 8601, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 100 made / 10 used, harvesters 1.\nSCORE: assets $1600, army $1100, killed $2400 (18 units, 0 bldgs), lost $8100 (13 units, 3 bldgs). Map explored 14.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Infantry: dog Attack Dog $200\nYOUR BUILDINGS (id type @cell hp):\n  #179 powr@(10,16) 100%, #185 kenn@(11,14) 13%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\nVISIBLE ENEMY UNITS (4):\n  #174 e1@(13,16) 51%, #175 e3@(13,16) 100%, #180 e3@(13,17) 100%, #182 e1@(13,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: ConYard destroyed. Harvester #130 is our only economic lifeline. Protect harvester at all costs.", "raw": "{\"thoughts\": \"Our base is almost completely overrun with only a power plant and a heavily damaged kennel remaining, plus enemy infantry attacking at (13,16). Harvester #130 is alive at (21,8) with minimal cash. We must keep the harvester away from the base area to survive.\", \"notes\": \"Kennel and power plant nearly lost. Keep Harvester #130 alive and harvesting north away from enemy infantry.\", \"commands\": [{\"do\": \"repair\", \"building\": 185}, {\"do\": \"harvest\", \"unit\": 130}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1265, "completion_tokens": 125, "total_tokens": 1390, "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": 0.002835, "upstream_inference_prompt_cost": 0.0018975, "upstream_inference_completions_cost": 0.0009375}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.58, "thoughts": "Our base is almost completely overrun with only a power plant and a heavily damaged kennel remaining, plus enemy infantry attacking at (13,16). Harvester #130 is alive at (21,8) with minimal cash. We must keep the harvester away from the base area to survive.", "notes": "Kennel and power plant nearly lost. Keep Harvester #130 alive and harvesting north away from enemy infantry.", "commands": [{"do": "repair", "building": 185}, {"do": "harvest", "unit": 130}], "feedback": ["repair #185: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 8100, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 1600, "army_value": 0, "income": 150, "experience": 24, "order_count": 30}}
{"tick": 8801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:52 (tick 8801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $1281 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13500, army $5600, killed $8300 (13 units, 4 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 27.6%.\nPRODUCTION: Building: proc 46%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #124 powr@(92,12) 100%, #131 proc@(90,16) 100%, #134 barr@(94,17) 100%, #150 proc@(89,21) 100%, #168 weap@(92,26) 100%, #192 powr@(93,9) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #174@(13,16)51% #181@(14,18) #182@(13,17) #183@(15,16)* #184@(20,18)* #186@(29,19)* #187@(40,22)* #188@(46,24)* #191@(54,28)* #193@(58,28)* #197@(77,15)* #199@(89,23)* #200@(91,19)* #201@(85,17) #202@(90,22) #203@(92,19)\n  e3 (Rocket Soldier) x6: #175@(13,16) #180@(13,17) #194@(68,24)* #195@(76,24)* #196@(80,14)* #198@(87,24)*\n  harv (Ore Truck (harvester)) x2: #132@(103,24) #151@(95,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #179 powr@(10,16) 1%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 19 units\n  - attack: 19 units\n  - stance: 19 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed northwest around (10-16,14-16). Proc is building at 23%; all combat units ordered to attack-move enemy structures. Infantry queue remains loaded.", "raw": "{\"thoughts\":\"Enemy base is exposed at the northwest start and its remaining visible power plant is nearly destroyed. Keep all forces focused there while the refinery completes to sustain production.\",\"notes\":\"Enemy base around (10,16); visible powr #179 at 1%. Refinery is 46% complete; infantry queue is already full.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":179},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1612, "completion_tokens": 225, "total_tokens": 1837, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1610, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074019, "upstream_inference_prompt_cost": 0.0044319, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 100, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.8, "thoughts": "Enemy base is exposed at the northwest start and its remaining visible power plant is nearly destroyed. Keep all forces focused there while the refinery completes to sustain production.", "notes": "Enemy base around (10,16); visible powr #179 at 1%. Refinery is 46% complete; infantry queue is already full.", "commands": [{"do": "attack", "units": "all_army", "target": 179}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 12, "y": 16}], "feedback": ["attack: 22 units", "stance: 22 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 8300, "deaths_cost": 2400, "units_killed": 13, "units_lost": 18, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 13500, "army_value": 3400, "income": 4225, "experience": 83, "order_count": 60}}
{"tick": 8801, "slot": "Multi1", "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: 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 $50 + stored ore $0 (storage 0), power 1 made / 0 used, harvesters 1.\nSCORE: assets $1400, army $1100, killed $2400 (18 units, 0 bldgs), lost $8300 (13 units, 4 bldgs). Map explored 14.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #179 powr@(10,16) 1%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(21,8)91%\nVISIBLE ENEMY UNITS (4):\n  #174 e1@(13,16) 51%, #175 e3@(13,16) 100%, #180 e3@(13,17) 100%, #182 e1@(13,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #185: ordered\nYOUR NOTES FROM LAST TURN: Kennel and power plant nearly lost. Keep Harvester #130 alive and harvesting north away from enemy infantry.", "raw": "{\"thoughts\":\"Base has been virtually destroyed, only a dying power plant remains, while enemy infantry occupy our starting position. Harvester #130 is our only surviving unit; we must keep it safe and avoid dying to drag out survival or score if possible.\",\"notes\":\"Base almost wiped out. Only Harvester #130 remains at (21,8). Evade enemy infantry.\",\"commands\":[{\"do\":\"move\",\"units\":[130],\"x\":30,\"y\":4}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1251, "completion_tokens": 103, "total_tokens": 1354, "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": 0.002649, "upstream_inference_prompt_cost": 0.0018765, "upstream_inference_completions_cost": 0.0007725}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.81, "thoughts": "Base has been virtually destroyed, only a dying power plant remains, while enemy infantry occupy our starting position. Harvester #130 is our only surviving unit; we must keep it safe and avoid dying to drag out survival or score if possible.", "notes": "Base almost wiped out. Only Harvester #130 remains at (21,8). Evade enemy infantry.", "commands": [{"do": "move", "units": [130], "x": 30, "y": 4}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 8300, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 1400, "army_value": 0, "income": 0, "experience": 24, "order_count": 30}}
