{"tick": 1, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 the MCV immediately, then begin the standard Allied economy with a Power Plant. After placement, build a refinery and barracks while scouting toward the likely enemy start.\",\"notes\":\"MCV at (95,11); enemy likely near (12,16). Deploy now, establish power, then refinery and barracks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 137, "total_tokens": 1233, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1094, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00048213, "upstream_inference_prompt_cost": 0.00030129, "upstream_inference_completions_cost": 0.00018084}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "Deploy the MCV immediately, then begin the standard Allied economy with a Power Plant. After placement, build a refinery and barracks while scouting toward the likely enemy start.", "notes": "MCV at (95,11); enemy likely near (12,16). Deploy now, establish power, then refinery and barracks.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then begin the standard economy opening with a Power Plant. The enemy is likely far to the east; focus on establishing a refinery and production before scouting.\",\"notes\":\"Opening at (12,16). Likely enemy start near (95,11). Build power, refinery, barracks, then expand production and keep units queued.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 162, "total_tokens": 1258, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 1094, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000101354, "upstream_inference_prompt_cost": 1.2254e-05, "upstream_inference_completions_cost": 8.91e-05}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.5, "thoughts": "Deploy the MCV immediately, then begin the standard economy opening with a Power Plant. The enemy is likely far to the east; focus on establishing a refinery and production before scouting.", "notes": "Opening at (12,16). Likely enemy start near (95,11). Build power, refinery, barracks, then expand production and keep units queued.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "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-luna", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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: MCV at (95,11); enemy likely near (12,16). Deploy now, establish power, then refinery and barracks.", "raw": "{\"thoughts\":\"The MCV is deployed and the power plant construction is underway. Place it as soon as ready, then start the refinery to establish income and follow with a barracks.\",\"notes\":\"Base at (95,11); enemy likely at (12,16). Power plant started; next place powr, then build/place proc.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":92,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1132, "completion_tokens": 201, "total_tokens": 1333, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1130, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00057651, "upstream_inference_prompt_cost": 0.00031119, "upstream_inference_completions_cost": 0.00026532}, "completion_tokens_details": {"reasoning_tokens": 97, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.56, "thoughts": "The MCV is deployed and the power plant construction is underway. Place it as soon as ready, then start the refinery to establish income and follow with a barracks.", "notes": "Base at (95,11); enemy likely at (12,16). Power plant started; next place powr, then build/place proc.", "commands": [{"do": "place", "item": "powr", "x": 92, "y": 14}, {"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": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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: Opening at (12,16). Likely enemy start near (95,11). Build power, refinery, barracks, then expand production and keep units queued.", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the first Power Plant is underway. Place it as soon as it is ready, then start the Ore Refinery to establish income.\",\"notes\":\"Opening at (12,16); likely enemy start near (95,11). First Power Plant ordered; next place it, then build and place a Refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1137, "completion_tokens": 284, "total_tokens": 1421, "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": 0.0003124825, "upstream_inference_prompt_cost": 0.0001562825, "upstream_inference_completions_cost": 0.0001562}, "completion_tokens_details": {"reasoning_tokens": 186, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "The Construction Yard is deployed and the first Power Plant is underway. Place it as soon as it is ready, then start the Ore Refinery to establish income.", "notes": "Opening at (12,16); likely enemy start near (95,11). First Power Plant ordered; next place it, then build and place a Refinery.", "commands": [{"do": "place", "item": "powr"}, {"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": "germany", "bot_type": "llm-arena", "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-luna", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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 at (95,11); enemy likely at (12,16). Power plant started; next place powr, then build/place proc.", "raw": "{\"thoughts\":\"Deploy the MCV, start the power plant, and expand the base economy toward the likely enemy at the west. Once the plant is ready, place it and immediately begin the refinery.\",\"notes\":\"Home at (95,11); enemy likely (12,16). MCV #119 must deploy; power plant is first, then refinery.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1146, "completion_tokens": 140, "total_tokens": 1286, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1144, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00049984, "upstream_inference_prompt_cost": 0.00031504, "upstream_inference_completions_cost": 0.0001848}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.31, "thoughts": "Deploy the MCV, start the power plant, and expand the base economy toward the likely enemy at the west. Once the plant is ready, place it and immediately begin the refinery.", "notes": "Home at (95,11); enemy likely (12,16). MCV #119 must deploy; power plant is first, then refinery.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening at (12,16); likely enemy start near (95,11). First Power Plant ordered; next place it, then build and place a Refinery.", "raw": "{\"thoughts\":\"The MCV is still undeployed, so establish the Construction Yard first. Then start the Power Plant; once it is ready, place it and begin the Refinery.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Deploy MCV, then build/place powr, followed by proc.\",\"commands\":[{\"do\":\"deploy\",\"unit\":122},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1150, "completion_tokens": 165, "total_tokens": 1315, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1148, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00024882, "upstream_inference_prompt_cost": 0.00015807, "upstream_inference_completions_cost": 9.075e-05}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.81, "thoughts": "The MCV is still undeployed, so establish the Construction Yard first. Then start the Power Plant; once it is ready, place it and begin the Refinery.", "notes": "Home (12,16); enemy likely near (95,11). Deploy MCV, then build/place powr, followed by proc.", "commands": [{"do": "deploy", "unit": 122}, {"do": "build", "item": "powr"}], "feedback": ["deploy #122: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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: Home at (95,11); enemy likely (12,16). MCV #119 must deploy; power plant is first, then refinery.", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the first power plant is ready. Place it, then start an Ore Refinery immediately to establish income; continue toward barracks and vehicle production once the refinery is placed.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Power plant ready to place, then refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":92,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1129, "completion_tokens": 200, "total_tokens": 1329, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1127, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000574365, "upstream_inference_prompt_cost": 0.000310365, "upstream_inference_completions_cost": 0.000264}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.91, "thoughts": "The Construction Yard is deployed and the first power plant is ready. Place it, then start an Ore Refinery immediately to establish income; continue toward barracks and vehicle production once the refinery is placed.", "notes": "Home at (95,11); enemy likely near (12,16). Power plant ready to place, then refinery.", "commands": [{"do": "place", "item": "powr", "x": 92, "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": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #123@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #122: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Deploy MCV, then build/place powr, followed by proc.", "raw": "{\"thoughts\":\"There is no Construction Yard yet, so the previous deploy order did not deploy the visible MCV. Deploy it now; the power plant is already queued and can be placed once ready.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Deploy MCV #123, then place powr and build proc.\",\"commands\":[{\"do\":\"deploy\",\"unit\":123}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1117, "completion_tokens": 225, "total_tokens": 1342, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1115, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002772825, "upstream_inference_prompt_cost": 0.0001535325, "upstream_inference_completions_cost": 0.00012375}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.24, "thoughts": "There is no Construction Yard yet, so the previous deploy order did not deploy the visible MCV. Deploy it now; the power plant is already queued and can be placed once ready.", "notes": "Home (12,16); enemy likely near (95,11). Deploy MCV #123, then place powr and build proc.", "commands": [{"do": "deploy", "unit": 123}], "feedback": ["deploy #123: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 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: Home at (95,11); enemy likely near (12,16). Power plant ready to place, then refinery.", "raw": "{\"thoughts\":\"The base is deployed with power online and $4700 available. Start the refinery immediately, then add barracks and a second refinery or war factory while keeping production active.\",\"notes\":\"Home at (95,11), enemy likely near (12,16). Power plant #124 is placed; no units yet. Build refinery first, then barracks and military production.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1181, "completion_tokens": 164, "total_tokens": 1345, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1179, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000541145, "upstream_inference_prompt_cost": 0.000324665, "upstream_inference_completions_cost": 0.00021648}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.68, "thoughts": "The base is deployed with power online and $4700 available. Start the refinery immediately, then add barracks and a second refinery or war factory while keeping production active.", "notes": "Home at (95,11), enemy likely near (12,16). Power plant #124 is placed; no units yet. Build refinery first, then barracks and military production.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 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 #123: ordered\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Deploy MCV #123, then place powr and build proc.", "raw": "{\"thoughts\":\"The Construction Yard is deployed, but there is no power or income yet. Start the standard economy opening with a Power Plant, then place it and build an Ore Refinery.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Construction Yard #125 deployed. Opening: powr, then proc; keep building economy and scout toward enemy.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1124, "completion_tokens": 145, "total_tokens": 1269, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1122, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000234245, "upstream_inference_prompt_cost": 0.000154495, "upstream_inference_completions_cost": 7.975e-05}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.69, "thoughts": "The Construction Yard is deployed, but there is no power or income yet. Start the standard economy opening with a Power Plant, then place it and build an Ore Refinery.", "notes": "Home (12,16); enemy likely near (95,11). Construction Yard #125 deployed. Opening: powr, then proc; keep building economy and scout toward enemy.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "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": 1001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 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\nYOUR NOTES FROM LAST TURN: Home at (95,11), enemy likely near (12,16). Power plant #124 is placed; no units yet. Build refinery first, then barracks and military production.", "raw": "{\"thoughts\":\"The refinery is still under construction and should be placed as soon as it completes. Power is sufficient, so I will wait for placement rather than start another building.\",\"notes\":\"Refinery construction underway; place it near the base next turn, then build barracks and begin scouting/army production.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1170, "completion_tokens": 153, "total_tokens": 1323, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1168, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0005236, "upstream_inference_prompt_cost": 0.00032164, "upstream_inference_completions_cost": 0.00020196}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.59, "thoughts": "The refinery is still under construction and should be placed as soon as it completes. Power is sufficient, so I will wait for placement rather than start another building.", "notes": "Refinery construction underway; place it near the base next turn, then build barracks and begin scouting/army production.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Construction Yard #125 deployed. Opening: powr, then proc; keep building economy and scout toward enemy.", "raw": "{\"thoughts\":\"Place the ready power plant, then start a refinery to establish income. Once the refinery is placed, build a barracks and begin producing infantry to scout and defend.\",\"notes\":\"MCV deployed at (12,16); enemy likely near (95,11). Power plant ready to place; opening economy plan is refinery, barracks, then vehicles.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1137, "completion_tokens": 170, "total_tokens": 1307, "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": 0.0002497825, "upstream_inference_prompt_cost": 0.0001562825, "upstream_inference_completions_cost": 9.35e-05}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.68, "thoughts": "Place the ready power plant, then start a refinery to establish income. Once the refinery is placed, build a barracks and begin producing infantry to scout and defend.", "notes": "MCV deployed at (12,16); enemy likely near (95,11). Power plant ready to place; opening economy plan is refinery, barracks, then vehicles.", "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": "germany", "bot_type": "llm-arena", "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": 3}}
{"tick": 1201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 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: Refinery construction underway; place it near the base next turn, then build barracks and begin scouting/army production.", "raw": "{\"thoughts\":\"The Ore Refinery is still under construction, so no placement or additional building can begin yet. I will let it finish and place it near the Construction Yard next turn, then start infantry production and scouting.\",\"notes\":\"Refinery construction at 47%; place near fact #121 when ready. Then build barracks and scout toward likely enemy start at (12,16).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1142, "completion_tokens": 188, "total_tokens": 1330, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1140, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0005621, "upstream_inference_prompt_cost": 0.00031394, "upstream_inference_completions_cost": 0.00024816}, "completion_tokens_details": {"reasoning_tokens": 100, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.56, "thoughts": "The Ore Refinery is still under construction, so no placement or additional building can begin yet. I will let it finish and place it near the Construction Yard next turn, then start infantry production and scouting.", "notes": "Refinery construction at 47%; place near fact #121 when ready. Then build barracks and scout toward likely enemy start at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 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: MCV deployed at (12,16); enemy likely near (95,11). Power plant ready to place; opening economy plan is refinery, barracks, then vehicles.", "raw": "{\"thoughts\":\"Place the ready power plant, then start the refinery for income and its free harvester. Once the refinery is placed, build a barracks and begin assembling an army.\",\"notes\":\"Opening economy: power plant placed next; refinery, then barracks. Enemy likely near (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1193, "completion_tokens": 150, "total_tokens": 1343, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1191, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002464825, "upstream_inference_prompt_cost": 0.0001639825, "upstream_inference_completions_cost": 8.25e-05}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.72, "thoughts": "Place the ready power plant, then start the refinery for income and its free harvester. Once the refinery is placed, build a barracks and begin assembling an army.", "notes": "Opening economy: power plant placed next; refinery, then barracks. Enemy likely near (95,11).", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "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-luna", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 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: Refinery construction at 47%; place near fact #121 when ready. Then build barracks and scout toward likely enemy start at (12,16).", "raw": "{\"thoughts\":\"The refinery is nearly ready; place it beside the Construction Yard, then start a barracks and produce infantry for scouting and early pressure toward the likely enemy base.\",\"notes\":\"Place refinery near fact #121, then build/place barracks. Scout west toward (12,16) with infantry; keep production active.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":91,\"y\":14},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1149, "completion_tokens": 183, "total_tokens": 1332, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1147, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000557425, "upstream_inference_prompt_cost": 0.000315865, "upstream_inference_completions_cost": 0.00024156}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.03, "thoughts": "The refinery is nearly ready; place it beside the Construction Yard, then start a barracks and produce infantry for scouting and early pressure toward the likely enemy base.", "notes": "Place refinery near fact #121, then build/place barracks. Scout west toward (12,16) with infantry; keep production active.", "commands": [{"do": "place", "item": "proc", "x": 91, "y": 14}, {"do": "build", "item": "tent"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening economy: power plant placed next; refinery, then barracks. Enemy likely near (95,11).", "raw": "{\"thoughts\":\"The Ore Refinery is already building and power is sufficient, so let it finish. Place it when ready, then start a barracks and begin producing infantry while planning the next refinery or War Factory.\",\"notes\":\"Enemy likely near (95,11). Current Building queue: proc 23%; power 100/0. Place refinery when ready, then barracks.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1169, "completion_tokens": 159, "total_tokens": 1328, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1167, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002481325, "upstream_inference_prompt_cost": 0.0001606825, "upstream_inference_completions_cost": 8.745e-05}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.48, "thoughts": "The Ore Refinery is already building and power is sufficient, so let it finish. Place it when ready, then start a barracks and begin producing infantry while planning the next refinery or War Factory.", "notes": "Enemy likely near (95,11). Current Building queue: proc 23%; power 100/0. Place refinery when ready, then barracks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 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 tent: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Place refinery near fact #121, then build/place barracks. Scout west toward (12,16) with infantry; keep production active.", "raw": "{\"thoughts\":\"The refinery is nearly complete; place it immediately to start income, then finish the barracks and begin infantry scouting toward the likely enemy base. Power is currently sufficient, so prioritize economy and infantry production.\",\"notes\":\"Place proc at the home base, then use the barracks for continuous e1 scouting west toward (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":92,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1196, "completion_tokens": 166, "total_tokens": 1362, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1194, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00054791, "upstream_inference_prompt_cost": 0.00032879, "upstream_inference_completions_cost": 0.00021912}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.74, "thoughts": "The refinery is nearly complete; place it immediately to start income, then finish the barracks and begin infantry scouting toward the likely enemy base. Power is currently sufficient, so prioritize economy and infantry production.", "notes": "Place proc at the home base, then use the barracks for continuous e1 scouting west toward (12,16).", "commands": [{"do": "place", "item": "proc", "x": 92, "y": 14}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 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: Enemy likely near (95,11). Current Building queue: proc 23%; power 100/0. Place refinery when ready, then barracks.", "raw": "{\"thoughts\":\"The Ore Refinery is already under construction and power is ample. Let it finish; then place it and start a Barracks so I can begin producing units.\",\"notes\":\"Enemy likely near (95,11). Proc at 46%; place when ready, then build tent and train infantry.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1149, "completion_tokens": 246, "total_tokens": 1395, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1147, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002932325, "upstream_inference_prompt_cost": 0.0001579325, "upstream_inference_completions_cost": 0.0001353}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "The Ore Refinery is already under construction and power is ample. Let it finish; then place it and start a Barracks so I can begin producing units.", "notes": "Enemy likely near (95,11). Proc at 46%; place when ready, then build tent and train infantry.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "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-luna", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 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\nYOUR NOTES FROM LAST TURN: Place proc at the home base, then use the barracks for continuous e1 scouting west toward (12,16).", "raw": "{\"thoughts\":\"Place the ready refinery to start income. The barracks is already queued, so keep it completing and then use it for continuous westward scouting; add a war factory after the barracks for tank production.\",\"notes\":\"Home at (95,11). Enemy likely west near (12,16). Refinery ready to place; barracks queued. Scout west once infantry is available.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":91,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1170, "completion_tokens": 205, "total_tokens": 1375, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1168, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00059224, "upstream_inference_prompt_cost": 0.00032164, "upstream_inference_completions_cost": 0.0002706}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.77, "thoughts": "Place the ready refinery to start income. The barracks is already queued, so keep it completing and then use it for continuous westward scouting; add a war factory after the barracks for tank production.", "notes": "Home at (95,11). Enemy likely west near (12,16). Refinery ready to place; barracks queued. Scout west once infantry is available.", "commands": [{"do": "place", "item": "proc", "x": 91, "y": 14}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 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: Enemy likely near (95,11). Proc at 46%; place when ready, then build tent and train infantry.", "raw": "{\"thoughts\":\"The refinery is nearly complete, and the current power supply is ample. Place it as soon as it finishes, then start a barracks and begin building an army.\",\"notes\":\"Enemy likely near (95,11). Refinery was 70% complete; place when ready, then build barracks and train infantry.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1142, "completion_tokens": 179, "total_tokens": 1321, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1140, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00025542, "upstream_inference_prompt_cost": 0.00015697, "upstream_inference_completions_cost": 9.845e-05}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.99, "thoughts": "The refinery is nearly complete, and the current power supply is ample. Place it as soon as it finishes, then start a barracks and begin building an army.", "notes": "Enemy likely near (95,11). Refinery was 70% complete; place when ready, then build barracks and train infantry.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "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": 2001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 4.4%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(100,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Home at (95,11). Enemy likely west near (12,16). Refinery ready to place; barracks queued. Scout west once infantry is available.", "raw": "{\"thoughts\":\"The barracks is nearly complete; place it when ready, then immediately start a War Factory and begin tank production. Keep the harvester mining and prepare an infantry scout toward the likely western enemy base.\",\"notes\":\"Home at (95,11); enemy likely west near (12,16). Refinery and barracks under construction; prioritize War Factory after barracks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1229, "completion_tokens": 319, "total_tokens": 1548, "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": 0.000758945, "upstream_inference_prompt_cost": 0.000337865, "upstream_inference_completions_cost": 0.00042108}, "completion_tokens_details": {"reasoning_tokens": 201, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "The barracks is nearly complete; place it when ready, then immediately start a War Factory and begin tank production. Keep the harvester mining and prepare an infantry scout toward the likely western enemy base.", "notes": "Home at (95,11); enemy likely west near (12,16). Refinery and barracks under construction; prioritize War Factory after barracks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Refinery was 70% complete; place when ready, then build barracks and train infantry.", "raw": "{\"thoughts\":\"The refinery is nearly ready, and the barracks is queued behind it. Place the refinery as soon as it completes; then let the barracks finish and start infantry production next turn.\",\"notes\":\"Enemy likely near (95,11). Place proc now; tent is queued. No units or harvesters yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1180, "completion_tokens": 301, "total_tokens": 1481, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1178, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000327745, "upstream_inference_prompt_cost": 0.000162195, "upstream_inference_completions_cost": 0.00016555}, "completion_tokens_details": {"reasoning_tokens": 217, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.76, "thoughts": "The refinery is nearly ready, and the barracks is queued behind it. Place the refinery as soon as it completes; then let the barracks finish and start infantry production next turn.", "notes": "Enemy likely near (95,11). Place proc now; tent is queued. No units or harvesters yet.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely west near (12,16). Refinery and barracks under construction; prioritize War Factory after barracks.", "raw": "{\"thoughts\":\"Place the ready barracks so infantry production can begin, while the War Factory continues construction. Start a scouting infantry group and rally it west toward the likely enemy base.\",\"notes\":\"Home at (95,11); enemy likely west near (12,16). Barracks ready to place; War Factory queued. Build infantry scout force, then produce tanks continuously.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":90,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":0,\"x\":75,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1241, "completion_tokens": 258, "total_tokens": 1499, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1239, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000681725, "upstream_inference_prompt_cost": 0.000341165, "upstream_inference_completions_cost": 0.00034056}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Place the ready barracks so infantry production can begin, while the War Factory continues construction. Start a scouting infantry group and rally it west toward the likely enemy base.", "notes": "Home at (95,11); enemy likely west near (12,16). Barracks ready to place; War Factory queued. Build infantry scout force, then produce tanks continuously.", "commands": [{"do": "place", "item": "tent", "x": 90, "y": 14}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 0, "x": 75, "y": 16}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #0 is not your building"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 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\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Place proc now; tent is queued. No units or harvesters yet.", "raw": "{\"thoughts\":\"The refinery is reported ready to place, so I\u2019ll try auto-placement and keep the queued barracks progressing. Once the refinery is down, its free harvester will start the economy.\",\"notes\":\"Enemy likely near (95,11). Attempt auto-place refinery; tent queued. No units or harvesters yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1169, "completion_tokens": 167, "total_tokens": 1336, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1167, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002525325, "upstream_inference_prompt_cost": 0.0001606825, "upstream_inference_completions_cost": 9.185e-05}, "completion_tokens_details": {"reasoning_tokens": 74, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.7, "thoughts": "The refinery is reported ready to place, so I\u2019ll try auto-placement and keep the queued barracks progressing. Once the refinery is down, its free harvester will start the economy.", "notes": "Enemy likely near (95,11). Attempt auto-place refinery; tent queued. No units or harvesters yet.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2501 + stored ore $352 (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: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(92,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #0 is not your building\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely west near (12,16). Barracks ready to place; War Factory queued. Build infantry scout force, then produce tanks continuously.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, while the barracks is built but not placed. Place the barracks now, start a small rifle scout force, and queue a second refinery behind the War Factory to strengthen the economy.\",\"notes\":\"Home (95,11), enemy likely west near (12,16). War Factory building queue at 16%; barracks #133 ready to place. Scout west, then produce tanks continuously.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":12},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1321, "completion_tokens": 333, "total_tokens": 1654, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1319, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000802725, "upstream_inference_prompt_cost": 0.000363165, "upstream_inference_completions_cost": 0.00043956}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "The War Factory is nearly ready, while the barracks is built but not placed. Place the barracks now, start a small rifle scout force, and queue a second refinery behind the War Factory to strengthen the economy.", "notes": "Home (95,11), enemy likely west near (12,16). War Factory building queue at 16%; barracks #133 ready to place. Scout west, then produce tanks continuously.", "commands": [{"do": "place", "item": "tent"}, {"do": "rally", "building": 133, "x": 75, "y": 12}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "proc"}], "feedback": ["place tent: nothing READY TO PLACE with that type", "rally #133: ordered", "train 5x e1: queued", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": 350, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(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 powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Attempt auto-place refinery; tent queued. No units or harvesters yet.", "raw": "{\"thoughts\":\"Place the ready power plant to keep the base powered; the barracks is already in the building queue. Once it is ready, start infantry production and build a War Factory for an armored force.\",\"notes\":\"Enemy likely start near (95,11); map barely explored. One harvester. Barracks queued; power plant ready to place.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1235, "completion_tokens": 250, "total_tokens": 1485, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1233, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003072575, "upstream_inference_prompt_cost": 0.0001697575, "upstream_inference_completions_cost": 0.0001375}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.29, "thoughts": "Place the ready power plant to keep the base powered; the barracks is already in the building queue. Once it is ready, start infantry production and build a War Factory for an armored force.", "notes": "Enemy likely start near (95,11); map barely explored. One harvester. Barracks queued; power plant ready to place.", "commands": [{"do": "place", "item": "powr"}, {"do": "harvest", "unit": 135}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "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": 2601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 5.8%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #137@(86,11) #138@(89,11) #139@(92,10)\n  harv (Ore Truck (harvester)) x1: #132@(100,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\n  - rally #133: ordered\n  - train 5x e1: queued\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home (95,11), enemy likely west near (12,16). War Factory building queue at 16%; barracks #133 ready to place. Scout west, then produce tanks continuously.", "raw": "{\"thoughts\":\"Place the ready barracks, keep infantry production running, and send the initial riflemen west to scout toward the likely enemy base. Maintain the refinery/war factory build queue and add rocket soldiers once the barracks queue allows.\",\"notes\":\"Enemy likely west near (12,16). Initial rifles scouting west; barracks #133 needs placement. War Factory and second refinery are in the building queue; keep economy and vehicle production active.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":94,\"y\":8},{\"do\":\"attack_move\",\"units\":[137,138,139],\"x\":70,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1370, "completion_tokens": 257, "total_tokens": 1627, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1368, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00071588, "upstream_inference_prompt_cost": 0.00037664, "upstream_inference_completions_cost": 0.00033924}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.45, "thoughts": "Place the ready barracks, keep infantry production running, and send the initial riflemen west to scout toward the likely enemy base. Maintain the refinery/war factory build queue and add rocket soldiers once the barracks queue allows.", "notes": "Enemy likely west near (12,16). Initial rifles scouting west; barracks #133 needs placement. War Factory and second refinery are in the building queue; keep economy and vehicle production active.", "commands": [{"do": "place", "item": "tent", "x": 94, "y": 8}, {"do": "attack_move", "units": [137, 138, 139], "x": 70, "y": 12}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 133, "x": 75, "y": 12}], "feedback": ["place tent: nothing READY TO PLACE with that type", "attack_move: 3 units", "train 3x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": 14}}
{"tick": 2601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2680 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy likely start near (95,11); map barely explored. One harvester. Barracks queued; power plant ready to place.", "raw": "{\"thoughts\":\"The barracks is still building, and power is comfortably positive. I\u2019ll queue another refinery for a second harvester, then establish vehicle production and send the first units toward the likely enemy start.\",\"notes\":\"Enemy likely near (95,11); map barely explored. One harvester. Barracks building; second refinery queued next, then War Factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1236, "completion_tokens": 254, "total_tokens": 1490, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1234, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000309595, "upstream_inference_prompt_cost": 0.000169895, "upstream_inference_completions_cost": 0.0001397}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "The barracks is still building, and power is comfortably positive. I\u2019ll queue another refinery for a second harvester, then establish vehicle production and send the first units toward the likely enemy start.", "notes": "Enemy likely near (95,11); map barely explored. One harvester. Barracks building; second refinery queued next, then War Factory.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 9}}
{"tick": 2801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 7.7%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(76,11) #138@(79,11) #139@(82,10) #140@(85,11)\n  harv (Ore Truck (harvester)) x1: #132@(101,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\n  - attack_move: 3 units\n  - train 3x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely west near (12,16). Initial rifles scouting west; barracks #133 needs placement. War Factory and second refinery are in the building queue; keep economy and vehicle production active.", "raw": "{\"thoughts\":\"War Factory is nearly ready; place it next turn, then complete the queued second refinery for stronger income. Keep rocket production running and send the rifle scouts west toward the likely enemy start.\",\"notes\":\"Enemy likely west near (12,16). Rifles scouting west; e3 queued. War Factory at 49% in Building queue, second refinery queued behind it; place War Factory when ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[137,138,139,140],\"x\":45,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":11}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1393, "completion_tokens": 267, "total_tokens": 1660, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1391, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000735405, "upstream_inference_prompt_cost": 0.000382965, "upstream_inference_completions_cost": 0.00035244}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "War Factory is nearly ready; place it next turn, then complete the queued second refinery for stronger income. Keep rocket production running and send the rifle scouts west toward the likely enemy start.", "notes": "Enemy likely west near (12,16). Rifles scouting west; e3 queued. War Factory at 49% in Building queue, second refinery queued behind it; place War Factory when ready.", "commands": [{"do": "attack_move", "units": [137, 138, 139, 140], "x": 45, "y": 12}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 133, "x": 70, "y": 11}], "feedback": ["attack_move: 4 units", "train 3x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": 17}}
{"tick": 2801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2500 + stored ore $500 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4%.\nPRODUCTION: Building: tent READY TO PLACE; Building: proc 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); map barely explored. One harvester. Barracks building; second refinery queued next, then War Factory.", "raw": "{\"thoughts\":\"Place the ready barracks so infantry production can begin, and keep the refinery construction moving. Power is ample; the next priority after the refinery is a War Factory for tanks and a second harvester.\",\"notes\":\"Enemy likely near (95,11); map barely explored. Barracks needs placement; refinery is under construction, then build War Factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1231, "completion_tokens": 234, "total_tokens": 1465, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1229, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002979075, "upstream_inference_prompt_cost": 0.0001692075, "upstream_inference_completions_cost": 0.0001287}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.12, "thoughts": "Place the ready barracks so infantry production can begin, and keep the refinery construction moving. Power is ample; the next priority after the refinery is a War Factory for tanks and a second harvester.", "notes": "Enemy likely near (95,11); map barely explored. Barracks needs placement; refinery is under construction, then build War Factory.", "commands": [{"do": "place", "item": "tent"}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 10}}
{"tick": 3001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 9.6%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(68,18) #138@(71,18) #139@(74,17) #140@(77,16)\n  e3 (Rocket Soldier) x1: #142@(84,10)\n  harv (Ore Truck (harvester)) x1: #132@(94,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - train 3x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely west near (12,16). Rifles scouting west; e3 queued. War Factory at 49% in Building queue, second refinery queued behind it; place War Factory when ready.", "raw": "{\"thoughts\":\"The War Factory is nearly ready and the refinery is queued behind it; keep infantry production running while scouting aggressively toward the likely enemy base. Send the existing screen west and continue rocket production.\",\"notes\":\"Enemy likely starts near (12,16). War Factory building queue at 66%, refinery queued behind it; place War Factory when ready. Keep e3 production active and scouts moving west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[137,138,139,140],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[142],\"x\":40,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1411, "completion_tokens": 310, "total_tokens": 1721, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1409, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000797115, "upstream_inference_prompt_cost": 0.000387915, "upstream_inference_completions_cost": 0.0004092}, "completion_tokens_details": {"reasoning_tokens": 166, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.17, "thoughts": "The War Factory is nearly ready and the refinery is queued behind it; keep infantry production running while scouting aggressively toward the likely enemy base. Send the existing screen west and continue rocket production.", "notes": "Enemy likely starts near (12,16). War Factory building queue at 66%, refinery queued behind it; place War Factory when ready. Keep e3 production active and scouts moving west.", "commands": [{"do": "attack_move", "units": [137, 138, 139, 140], "x": 12, "y": 16}, {"do": "attack_move", "units": [142], "x": 40, "y": 14}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 4 units", "attack_move: 1 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": 20}}
{"tick": 3001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2500 + stored ore $178 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 16%; Building: proc 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); map barely explored. Barracks needs placement; refinery is under construction, then build War Factory.", "raw": "{\"thoughts\":\"The War Factory is still building, with a refinery queued behind it; power is ample and the harvester is working. Use the available Barracks to start infantry production while the economy and vehicle production come online.\",\"notes\":\"Enemy likely starts near (95,11); map mostly unexplored. War Factory building, Refinery queued. Keep infantry production going and expand toward enemy once forces are ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1327, "completion_tokens": 239, "total_tokens": 1566, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1325, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003138575, "upstream_inference_prompt_cost": 0.0001824075, "upstream_inference_completions_cost": 0.00013145}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.35, "thoughts": "The War Factory is still building, with a refinery queued behind it; power is ample and the harvester is working. Use the available Barracks to start infantry production while the economy and vehicle production come online.", "notes": "Enemy likely starts near (95,11); map mostly unexplored. War Factory building, Refinery queued. Keep infantry production going and expand toward enemy once forces are ready.", "commands": [{"do": "train", "item": "e1", "count": 5}], "feedback": ["train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 0, "income": 500, "experience": 0, "order_count": 12}}
{"tick": 3201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $759 + stored ore $76 (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 11.8%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(63,26) #138@(64,25) #139@(66,24) #140@(69,24)\n  e3 (Rocket Soldier) x3: #142@(76,17) #143@(83,10) #147@(92,10)\n  harv (Ore Truck (harvester)) x1: #132@(96,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 1 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16). War Factory building queue at 66%, refinery queued behind it; place War Factory when ready. Keep e3 production active and scouts moving west.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the second Refinery is queued, so I will keep the economy and vehicle production ramping. Send the current combat force west toward the likely enemy start while continuing rocket production.\",\"notes\":\"Enemy likely at (12,16). Scouts and rocket force advancing west; place War Factory as soon as ready, then place queued Refinery. Keep e3 production active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":30,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1431, "completion_tokens": 312, "total_tokens": 1743, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1429, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000805255, "upstream_inference_prompt_cost": 0.000393415, "upstream_inference_completions_cost": 0.00041184}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.14, "thoughts": "War Factory is nearly complete and the second Refinery is queued, so I will keep the economy and vehicle production ramping. Send the current combat force west toward the likely enemy start while continuing rocket production.", "notes": "Enemy likely at (12,16). Scouts and rocket force advancing west; place War Factory as soon as ready, then place queued Refinery. Keep e3 production active.", "commands": [{"do": "attack_move", "units": "all_army", "x": 30, "y": 16}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["attack_move: 7 units", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": 23}}
{"tick": 3201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2028 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #144@(9,21) #145@(10,20)* #146@(9,20)*\n  harv (Ore Truck (harvester)) x1: #135@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11); map mostly unexplored. War Factory building, Refinery queued. Keep infantry production going and expand toward enemy once forces are ready.", "raw": "{\"thoughts\":\"War Factory is underway with a Refinery queued behind it, and power is ample. Keep infantry production moving while the small group scouts east toward the likely enemy start; switch to tank production once the War Factory is placed.\",\"notes\":\"Enemy likely near (95,11); map mostly unexplored. War Factory 32%, Refinery queued next. Scout east; add tanks when War Factory becomes available.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":45,\"y\":12}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1351, "completion_tokens": 297, "total_tokens": 1648, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1349, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003490575, "upstream_inference_prompt_cost": 0.0001857075, "upstream_inference_completions_cost": 0.00016335}, "completion_tokens_details": {"reasoning_tokens": 171, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "War Factory is underway with a Refinery queued behind it, and power is ample. Keep infantry production moving while the small group scouts east toward the likely enemy start; switch to tank production once the War Factory is placed.", "notes": "Enemy likely near (95,11); map mostly unexplored. War Factory 32%, Refinery queued next. Scout east; add tanks when War Factory becomes available.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": "all_army", "x": 45, "y": 12}], "feedback": ["train 3x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 300, "income": 500, "experience": 0, "order_count": 17}}
{"tick": 3401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $169 + 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 13.2%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(53,27) #138@(54,28) #139@(57,28) #140@(61,27)\n  e3 (Rocket Soldier) x4: #142@(68,23) #143@(75,17) #147@(83,11) #149@(91,10)\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  - attack_move: 7 units\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Scouts and rocket force advancing west; place War Factory as soon as ready, then place queued Refinery. Keep e3 production active.", "raw": "{\"thoughts\":\"War Factory is nearly ready; place it immediately, then let the queued Refinery follow when funds arrive. Keep the scouting force moving toward the likely enemy base at (12,16) while rocket production continues.\",\"notes\":\"Enemy base likely west at (12,16). Seven combat units advancing west; place War Factory now, then Refinery. Maintain e3 production and expand economy.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1426, "completion_tokens": 272, "total_tokens": 1698, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1424, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00075108, "upstream_inference_prompt_cost": 0.00039204, "upstream_inference_completions_cost": 0.00035904}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.52, "thoughts": "War Factory is nearly ready; place it immediately, then let the queued Refinery follow when funds arrive. Keep the scouting force moving toward the likely enemy base at (12,16) while rocket production continues.", "notes": "Enemy base likely west at (12,16). Seven combat units advancing west; place War Factory now, then Refinery. Maintain e3 production and expand economy.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 133, "x": 70, "y": 18}, {"do": "harvest", "unit": 132}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 8 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": 24}}
{"tick": 3401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1522 + stored ore $340 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.8%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(19,20) #145@(20,20) #146@(16,18) #148@(9,20)*\n  harv (Ore Truck (harvester)) x1: #135@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); map mostly unexplored. War Factory 32%, Refinery queued next. Scout east; add tanks when War Factory becomes available.", "raw": "{\"thoughts\":\"The War Factory is nearly complete, and a second Refinery is queued behind it; power is ample for now. Keep rocket infantry coming and scout toward the likely enemy base while the new economy and vehicle production come online.\",\"notes\":\"Enemy likely near (95,11); map mostly unexplored. War Factory 49%, Refinery queued next. Scout east; produce tanks once factory is available.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1380, "completion_tokens": 342, "total_tokens": 1722, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1378, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000377795, "upstream_inference_prompt_cost": 0.000189695, "upstream_inference_completions_cost": 0.0001881}, "completion_tokens_details": {"reasoning_tokens": 217, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "The War Factory is nearly complete, and a second Refinery is queued behind it; power is ample for now. Keep rocket infantry coming and scout toward the likely enemy base while the new economy and vehicle production come online.", "notes": "Enemy likely near (95,11); map mostly unexplored. War Factory 49%, Refinery queued next. Scout east; produce tanks once factory is available.", "commands": [{"do": "train", "item": "e3", "count": 4}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["train 4x e3: queued", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 400, "income": 1000, "experience": 0, "order_count": 20}}
{"tick": 3601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(44,24) #138@(45,24) #139@(48,25) #140@(50,28)\n  e3 (Rocket Soldier) x4: #142@(60,28) #143@(68,24) #147@(75,17) #149@(82,13)\n  harv (Ore Truck (harvester)) x1: #132@(94,18)\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: 8 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely west at (12,16). Seven combat units advancing west; place War Factory now, then Refinery. Maintain e3 production and expand economy.", "raw": "{\"thoughts\":\"The forward infantry group is scouting west toward the likely enemy base, while the economy is currently cash-starved. Place the ready War Factory near the base and keep the army advancing; existing rocket production should continue as ore arrives.\",\"notes\":\"Enemy likely at west start near (12,16). Combat group of 8 is spread along the westward route; keep attack-moving west. War Factory ready to place near home.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":89,\"y\":16},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1436, "completion_tokens": 282, "total_tokens": 1718, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1434, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00076703, "upstream_inference_prompt_cost": 0.00039479, "upstream_inference_completions_cost": 0.00037224}, "completion_tokens_details": {"reasoning_tokens": 148, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.44, "thoughts": "The forward infantry group is scouting west toward the likely enemy base, while the economy is currently cash-starved. Place the ready War Factory near the base and keep the army advancing; existing rocket production should continue as ore arrives.", "notes": "Enemy likely at west start near (12,16). Combat group of 8 is spread along the westward route; keep attack-moving west. War Factory ready to place near home.", "commands": [{"do": "place", "item": "weap", "x": 89, "y": 16}, {"do": "attack_move", "units": "all_army", "x": 25, "y": 16}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "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": 24}}
{"tick": 3601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1198 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.6%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(27,25) #145@(29,24) #146@(24,24) #148@(19,19)\n  e3 (Rocket Soldier) x1: #150@(9,20)*\n  harv (Ore Truck (harvester)) x1: #135@(16,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e3: queued\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); map mostly unexplored. War Factory 49%, Refinery queued next. Scout east; produce tanks once factory is available.", "raw": "{\"thoughts\":\"The War Factory is nearing completion, with a Refinery queued behind it; cash is too low to start another structure or tank production yet. Send the infantry east to scout toward the likely enemy base, and keep the harvester mining.\",\"notes\":\"Enemy likely near (95,11); send infantry east to scout. War Factory then Refinery queued. Build tanks once affordable.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[144,145,146,148,150],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1417, "completion_tokens": 262, "total_tokens": 1679, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1415, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003388825, "upstream_inference_prompt_cost": 0.0001947825, "upstream_inference_completions_cost": 0.0001441}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.6, "thoughts": "The War Factory is nearing completion, with a Refinery queued behind it; cash is too low to start another structure or tank production yet. Send the infantry east to scout toward the likely enemy base, and keep the harvester mining.", "notes": "Enemy likely near (95,11); send infantry east to scout. War Factory then Refinery queued. Build tanks once affordable.", "commands": [{"do": "attack_move", "units": [144, 145, 146, 148, 150], "x": 95, "y": 11}, {"do": "harvest", "unit": 135}], "feedback": ["attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6300, "army_value": 700, "income": 1000, "experience": 0, "order_count": 24}}
{"tick": 3801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $61 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 17.1%.\nPRODUCTION: Building: proc 15%; Infantry: e3 39%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #137@(37,20) #139@(38,25) #140@(41,23)\n  e3 (Rocket Soldier) x5: #142@(49,28) #143@(59,28) #147@(67,24) #149@(74,19) #153@(89,10)\n  harv (Ore Truck (harvester)) x1: #132@(97,21)\nVISIBLE ENEMY UNITS (2):\n  #144 e1@(34,24) 100%, #146 e1@(34,24) 100%\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: 8 units\nYOUR NOTES FROM LAST TURN: Enemy likely at west start near (12,16). Combat group of 8 is spread along the westward route; keep attack-moving west. War Factory ready to place near home.", "raw": "{\"thoughts\":\"The western combat group is nearing two enemy riflemen; continue the attack toward the likely enemy base. The refinery is still building and cash is empty, so preserve the current economy while keeping the army moving.\",\"notes\":\"Enemy likely west near (12,16); 8-unit combat group advancing west. Refinery #proc is 15% complete; wait for income before adding production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[137,139,140,142,143,147,149,153],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[137,139,140,142,143,147,149,153],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1499, "completion_tokens": 303, "total_tokens": 1802, "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": 0.000812075, "upstream_inference_prompt_cost": 0.000412115, "upstream_inference_completions_cost": 0.00039996}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.83, "thoughts": "The western combat group is nearing two enemy riflemen; continue the attack toward the likely enemy base. The refinery is still building and cash is empty, so preserve the current economy while keeping the army moving.", "notes": "Enemy likely west near (12,16); 8-unit combat group advancing west. Refinery #proc is 15% complete; wait for income before adding production.", "commands": [{"do": "attack_move", "units": [137, 139, 140, 142, 143, 147, 149, 153], "x": 12, "y": 16}, {"do": "stance", "units": [137, 139, 140, 142, 143, 147, 149, 153], "stance": "attack_anything"}], "feedback": ["attack_move: 8 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 1, "order_count": 25}}
{"tick": 3801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $535 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $2300, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 8.5%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #144@(34,24) #146@(34,24) #148@(27,24)\n  e3 (Rocket Soldier) x3: #150@(19,19) #152@(9,20)* #154@(10,20)\n  harv (Ore Truck (harvester)) x1: #135@(16,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); send infantry east to scout. War Factory then Refinery queued. Build tanks once affordable.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, with a Refinery queued behind it; power is ample but cash is low, so avoid adding costly production orders. Send the infantry east toward the likely enemy start to scout and engage along the way.\",\"notes\":\"Enemy likely starts near (95,11). War Factory at 82%, Refinery queued; scout east with infantry. One harvester, cash tight.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1390, "completion_tokens": 265, "total_tokens": 1655, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1388, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00033682, "upstream_inference_prompt_cost": 0.00019107, "upstream_inference_completions_cost": 0.00014575}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "The War Factory is nearly ready, with a Refinery queued behind it; power is ample but cash is low, so avoid adding costly production orders. Send the infantry east toward the likely enemy start to scout and engage along the way.", "notes": "Enemy likely starts near (95,11). War Factory at 82%, Refinery queued; scout east with infantry. One harvester, cash tight.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6800, "army_value": 1200, "income": 1000, "experience": 1, "order_count": 24}}
{"tick": 4001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2800, killed $300 (3 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 18.4%.\nPRODUCTION: Building: proc 17%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #137@(31,16) #140@(35,20)40%\n  e3 (Rocket Soldier) x5: #142@(40,24) #143@(49,26) #147@(59,28) #149@(66,24) #153@(80,13)\n  harv (Ore Truck (harvester)) x1: #132@(102,24)\nVISIBLE ENEMY UNITS (1):\n  #148 e1@(35,24) 25%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Enemy likely west near (12,16); 8-unit combat group advancing west. Refinery #proc is 15% complete; wait for income before adding production.", "raw": "{\"thoughts\":\"The western attack group is closing on the likely enemy base, with one damaged rifleman and a visible damaged enemy infantry unit. Keep pressure moving west, send the harvester back to ore, and leave current rocket production running until income arrives.\",\"notes\":\"Enemy likely base near (12,16). Army advancing west; rockets are spread along the route. Keep attacking west and protect economy.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[137,140],\"target\":148},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":151,\"x\":80,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":80,\"y\":13}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1468, "completion_tokens": 324, "total_tokens": 1792, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1466, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00083127, "upstream_inference_prompt_cost": 0.00040359, "upstream_inference_completions_cost": 0.00042768}, "completion_tokens_details": {"reasoning_tokens": 157, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.41, "thoughts": "The western attack group is closing on the likely enemy base, with one damaged rifleman and a visible damaged enemy infantry unit. Keep pressure moving west, send the harvester back to ore, and leave current rocket production running until income arrives.", "notes": "Enemy likely base near (12,16). Army advancing west; rockets are spread along the route. Keep attacking west and protect economy.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "attack", "units": [137, 140], "target": 148}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 151, "x": 80, "y": 13}, {"do": "rally", "building": 133, "x": 80, "y": 13}], "feedback": ["attack_move: 7 units", "attack: 2 units", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 200, "units_killed": 3, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1700, "income": 1500, "experience": 3, "order_count": 25}}
{"tick": 4001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $176 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2100, killed $200 (2 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 8.5%.\nPRODUCTION: Building: weap 96%; Building: proc 0%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #148@(35,24)25%\n  e3 (Rocket Soldier) x3: #150@(27,25) #152@(19,19) #154@(20,21)\n  harv (Ore Truck (harvester)) x1: #135@(15,17)\nVISIBLE ENEMY UNITS (1):\n  #140 e1@(35,20) 40%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11). War Factory at 82%, Refinery queued; scout east with infantry. One harvester, cash tight.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, with a second Refinery queued behind it; power is sufficient, but cash is critically low. Keep the harvester mining and send the healthier rocket soldiers east to scout while leaving the badly damaged rifleman out of danger.\",\"notes\":\"Enemy likely starts near (95,11). War Factory nearly ready; Refinery queued next. One harvester, cash tight. Scout east with healthy rocket soldiers; keep damaged rifleman safe.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"attack_move\",\"units\":[150,152,154],\"x\":55,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1393, "completion_tokens": 289, "total_tokens": 1682, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1391, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003504325, "upstream_inference_prompt_cost": 0.0001914825, "upstream_inference_completions_cost": 0.00015895}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "The War Factory is nearly ready, with a second Refinery queued behind it; power is sufficient, but cash is critically low. Keep the harvester mining and send the healthier rocket soldiers east to scout while leaving the badly damaged rifleman out of danger.", "notes": "Enemy likely starts near (95,11). War Factory nearly ready; Refinery queued next. One harvester, cash tight. Scout east with healthy rocket soldiers; keep damaged rifleman safe.", "commands": [{"do": "harvest", "unit": 135}, {"do": "attack_move", "units": [150, 152, 154], "x": 55, "y": 18}], "feedback": ["attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 300, "units_killed": 2, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1000, "income": 1175, "experience": 2, "order_count": 24}}
{"tick": 4201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2800, killed $400 (4 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 18.5%.\nPRODUCTION: Building: proc 17%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #137@(30,16)* #140@(35,20)25%*\n  e3 (Rocket Soldier) x5: #142@(32,17) #143@(39,23) #147@(49,26) #149@(57,28) #153@(72,21)\n  harv (Ore Truck (harvester)) x1: #132@(96,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack: 2 units\n  - rally #151: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely base near (12,16). Army advancing west; rockets are spread along the route. Keep attacking west and protect economy.", "raw": "{\"thoughts\":\"The second refinery is nearly complete, while the army continues probing west toward the likely enemy base. Keep all rocket and rifle units advancing, send the harvester back to ore, and maintain production pressure.\",\"notes\":\"Enemy base likely near (12,16). Army advancing west; rockets are dispersed. Second refinery under construction; keep production queues active.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":151,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1468, "completion_tokens": 251, "total_tokens": 1719, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1466, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00073491, "upstream_inference_prompt_cost": 0.00040359, "upstream_inference_completions_cost": 0.00033132}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "The second refinery is nearly complete, while the army continues probing west toward the likely enemy base. Keep all rocket and rifle units advancing, send the harvester back to ore, and maintain production pressure.", "notes": "Enemy base likely near (12,16). Army advancing west; rockets are dispersed. Second refinery under construction; keep production queues active.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 151, "x": 70, "y": 20}, {"do": "rally", "building": 133, "x": 60, "y": 18}], "feedback": ["attack_move: 7 units", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 200, "units_killed": 4, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1700, "income": 1500, "experience": 4, "order_count": 25}}
{"tick": 4201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $2300, killed $200 (2 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 9.5%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #150@(36,26) #152@(29,21) #154@(30,21) #155@(10,20)*\n  harv (Ore Truck (harvester)) x1: #135@(20,9)\nVISIBLE ENEMY UNITS (1):\n  #143 e3@(39,23) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11). War Factory nearly ready; Refinery queued next. One harvester, cash tight. Scout east with healthy rocket soldiers; keep damaged rifleman safe.", "raw": "{\"thoughts\":\"Place the ready War Factory and push the rocket squad east to scout and engage; the Refinery is already queued, but production is cash-starved until the harvester brings in ore.\",\"notes\":\"Enemy start likely near (95,11). War Factory ready; Refinery queued. Only four rocket soldiers available, advance cautiously toward the enemy.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1383, "completion_tokens": 219, "total_tokens": 1602, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1381, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003105575, "upstream_inference_prompt_cost": 0.0001901075, "upstream_inference_completions_cost": 0.00012045}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.34, "thoughts": "Place the ready War Factory and push the rocket squad east to scout and engage; the Refinery is already queued, but production is cash-starved until the harvester brings in ore.", "notes": "Enemy start likely near (95,11). War Factory ready; Refinery queued. Only four rocket soldiers available, advance cautiously toward the enemy.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 400, "units_killed": 2, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6800, "army_value": 1200, "income": 1300, "experience": 2, "order_count": 24}}
{"tick": 4401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $226 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $400 (4 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 20.1%.\nPRODUCTION: Building: proc 27%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(19,16)90%\n  e3 (Rocket Soldier) x5: #142@(32,18)89% #143@(39,23)63% #147@(41,24) #149@(48,25) #153@(64,25)\n  harv (Ore Truck (harvester)) x1: #132@(94,17)\nVISIBLE ENEMY UNITS (3):\n  #150 e3@(37,26) 63%, #154 e3@(32,22) 5%, #155 e3@(19,20) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #134 proc@(15,16) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #151: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely near (12,16). Army advancing west; rockets are dispersed. Second refinery under construction; keep production queues active.", "raw": "{\"thoughts\":\"The forward rocket group is near the enemy refinery and should destroy it while avoiding dispersion. The second refinery is nearly complete; keep infantry production active and begin tank production as ore arrives.\",\"notes\":\"Enemy refinery at (15,16); forward army is around (19-64,16-26). Second refinery #proc is 27% building. Attack enemy base westward, then add tanks when funds permit.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[142,143,147,149,153],\"target\":134},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":151,\"x\":30,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1499, "completion_tokens": 359, "total_tokens": 1858, "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": 0.000885995, "upstream_inference_prompt_cost": 0.000412115, "upstream_inference_completions_cost": 0.00047388}, "completion_tokens_details": {"reasoning_tokens": 177, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "The forward rocket group is near the enemy refinery and should destroy it while avoiding dispersion. The second refinery is nearly complete; keep infantry production active and begin tank production as ore arrives.", "notes": "Enemy refinery at (15,16); forward army is around (19-64,16-26). Second refinery #proc is 27% building. Attack enemy base westward, then add tanks when funds permit.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "attack", "units": [142, 143, 147, 149, 153], "target": 134}, {"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 151, "x": 30, "y": 18}, {"do": "rally", "building": 133, "x": 25, "y": 16}], "feedback": ["attack_move: 6 units", "attack: 5 units", "train 1x e3: queued", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 300, "units_killed": 4, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 2000, "experience": 4, "order_count": 25}}
{"tick": 4401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $300 (3 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 9.6%.\nPRODUCTION: Building: proc 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #150@(37,26)63% #152@(34,24) #154@(32,22)5% #155@(19,20)\n  harv (Ore Truck (harvester)) x1: #135@(18,12)\nVISIBLE ENEMY UNITS (3):\n  #137 e1@(19,16) 90%, #142 e3@(32,18) 89%, #143 e3@(39,23) 63%\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: 4 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (95,11). War Factory ready; Refinery queued. Only four rocket soldiers available, advance cautiously toward the enemy.", "raw": "{\"thoughts\":\"Cash and stored ore are both depleted, so prioritize getting the harvester back to work and avoid starting more costly production. Enemy infantry are close to our troops; engage them locally, while the badly damaged rocket soldier stays out of the fight.\",\"notes\":\"Enemy start likely near (95,11). Harvester #135 needs to resume mining; refinery queued but at 0%. Four rocket soldiers nearby, one at 5% health. Preserve the damaged unit and clear nearby enemy infantry.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"attack_move\",\"units\":[150,152,155],\"x\":32,\"y\":20},{\"do\":\"move\",\"units\":[154],\"x\":14,\"y\":17}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1466, "completion_tokens": 427, "total_tokens": 1893, "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": 0.00043637, "upstream_inference_prompt_cost": 0.00020152, "upstream_inference_completions_cost": 0.00023485}, "completion_tokens_details": {"reasoning_tokens": 270, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "Cash and stored ore are both depleted, so prioritize getting the harvester back to work and avoid starting more costly production. Enemy infantry are close to our troops; engage them locally, while the badly damaged rocket soldier stays out of the fight.", "notes": "Enemy start likely near (95,11). Harvester #135 needs to resume mining; refinery queued but at 0%. Four rocket soldiers nearby, one at 5% health. Preserve the damaged unit and clear nearby enemy infantry.", "commands": [{"do": "harvest", "unit": 135}, {"do": "attack_move", "units": [150, 152, 155], "x": 32, "y": 20}, {"do": "move", "units": [154], "x": 14, "y": 17}], "feedback": ["attack_move: 3 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 400, "units_killed": 3, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 1300, "experience": 3, "order_count": 25}}
{"tick": 4601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $400 (4 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: proc 35%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(19,16)52%\n  e3 (Rocket Soldier) x6: #142@(23,18)84% #143@(34,23)21% #147@(31,24) #149@(37,25) #153@(54,28) #157@(83,11)\n  harv (Ore Truck (harvester)) x1: #132@(103,23)\nVISIBLE ENEMY UNITS (5):\n  #135 harv@(16,17) 98%, #150 e3@(37,26) 63%, #152 e3@(35,24) 100%, #154 e3@(23,19) 5%, #155 e3@(19,20) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #134 proc@(15,16) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack: 5 units\n  - train 1x e3: queued\n  - rally #151: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy refinery at (15,16); forward army is around (19-64,16-26). Second refinery #proc is 27% building. Attack enemy base westward, then add tanks when funds permit.", "raw": "{\"thoughts\":\"The forward rocket force is engaging the enemy near its refinery. Keep pressure on the refinery and enemy rocket soldiers while the second refinery completes; existing queues are already producing infantry, so save funds for tanks once income arrives.\",\"notes\":\"Enemy base/refinery at (15,16). Push west with all combat units; second refinery is 35% building. War Factory #151 is active; transition to light tanks when cash permits.\",\"commands\":[{\"do\":\"attack\",\"units\":[142,143,147,149,153,157,137],\"target\":154},{\"do\":\"attack_move\",\"units\":[142,143,147,149,153,157,137],\"x\":15,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":151,\"x\":70,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1566, "completion_tokens": 381, "total_tokens": 1947, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1564, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00093346, "upstream_inference_prompt_cost": 0.00043054, "upstream_inference_completions_cost": 0.00050292}, "completion_tokens_details": {"reasoning_tokens": 203, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "The forward rocket force is engaging the enemy near its refinery. Keep pressure on the refinery and enemy rocket soldiers while the second refinery completes; existing queues are already producing infantry, so save funds for tanks once income arrives.", "notes": "Enemy base/refinery at (15,16). Push west with all combat units; second refinery is 35% building. War Factory #151 is active; transition to light tanks when cash permits.", "commands": [{"do": "attack", "units": [142, 143, 147, 149, 153, 157, 137], "target": 154}, {"do": "attack_move", "units": [142, 143, 147, 149, 153, 157, 137], "x": 15, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 151, "x": 70, "y": 15}], "feedback": ["attack: 7 units", "attack_move: 7 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 300, "units_killed": 4, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 2000, "experience": 4, "order_count": 26}}
{"tick": 4601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $268 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $300 (3 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 9.8%.\nPRODUCTION: Building: proc 8%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 99%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #150@(37,26)63% #152@(35,24) #154@(23,19)5% #155@(19,20) #160@(10,20)\n  harv (Ore Truck (harvester)) x1: #135@(16,17)98%\nVISIBLE ENEMY UNITS (5):\n  #137 e1@(19,16) 52%, #142 e3@(23,18) 84%, #143 e3@(34,23) 21%, #147 e3@(31,24) 100%, #149 e3@(37,25) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (95,11). Harvester #135 needs to resume mining; refinery queued but at 0%. Four rocket soldiers nearby, one at 5% health. Preserve the damaged unit and clear nearby enemy infantry.", "raw": "{\"thoughts\":\"The nearby enemy infantry are a more immediate threat than the distant enemy base. Pull the critically wounded rocket soldier back and concentrate the healthier troops on the enemy group while the refinery finishes; queue a tank for sustained production.\",\"notes\":\"Enemy start likely near (95,11). Nearby enemy infantry around (19\u201337,16\u201325); #154 is critically wounded. Refinery is still building; harvester #135 should keep mining.\",\"commands\":[{\"do\":\"move\",\"units\":[154],\"x\":13,\"y\":18},{\"do\":\"attack_move\",\"units\":[150,152,155,160],\"x\":29,\"y\":22},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1499, "completion_tokens": 423, "total_tokens": 1922, "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": 0.0004387075, "upstream_inference_prompt_cost": 0.0002060575, "upstream_inference_completions_cost": 0.00023265}, "completion_tokens_details": {"reasoning_tokens": 260, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.26, "thoughts": "The nearby enemy infantry are a more immediate threat than the distant enemy base. Pull the critically wounded rocket soldier back and concentrate the healthier troops on the enemy group while the refinery finishes; queue a tank for sustained production.", "notes": "Enemy start likely near (95,11). Nearby enemy infantry around (19\u201337,16\u201325); #154 is critically wounded. Refinery is still building; harvester #135 should keep mining.", "commands": [{"do": "move", "units": [154], "x": 13, "y": 18}, {"do": "attack_move", "units": [150, 152, 155, 160], "x": 29, "y": 22}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "harvest", "unit": 135}], "feedback": ["move: 1 units", "attack_move: 4 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 400, "units_killed": 3, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1500, "income": 1800, "experience": 3, "order_count": 25}}
{"tick": 4801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $700 (5 units, 0 bldgs), lost $600 (4 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Building: proc 35%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(18,12)33%\n  e3 (Rocket Soldier) x5: #142@(22,18)73% #147@(30,24) #149@(36,25)61% #153@(46,23) #157@(76,16)\n  harv (Ore Truck (harvester)) x1: #132@(99,20)\nVISIBLE ENEMY UNITS (3):\n  #150 e3@(37,26) 25%, #152 e3@(35,24) 55%, #155 e3@(19,18) 77%\nVISIBLE ENEMY BUILDINGS (1):\n  #156 weap@(14,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 7 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy base/refinery at (15,16). Push west with all combat units; second refinery is 35% building. War Factory #151 is active; transition to light tanks when cash permits.", "raw": "{\"thoughts\":\"Continue the westward assault against the enemy War Factory while the second refinery completes. Keep rocket production running; once ore arrives, transition the War Factory to light tanks and expand pressure.\",\"notes\":\"Enemy base centered near (14,14)-(15,16), War Factory #156 visible. Push combat group west; second refinery #133 is 35% complete. War Factory #151 should switch to 1tnk when affordable.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[137,142,147,149,153,157],\"x\":14,\"y\":13},{\"do\":\"rally\",\"building\":151,\"x\":35,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1513, "completion_tokens": 267, "total_tokens": 1780, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1511, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000768405, "upstream_inference_prompt_cost": 0.000415965, "upstream_inference_completions_cost": 0.00035244}, "completion_tokens_details": {"reasoning_tokens": 110, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Continue the westward assault against the enemy War Factory while the second refinery completes. Keep rocket production running; once ore arrives, transition the War Factory to light tanks and expand pressure.", "notes": "Enemy base centered near (14,14)-(15,16), War Factory #156 visible. Push combat group west; second refinery #133 is 35% complete. War Factory #151 should switch to 1tnk when affordable.", "commands": [{"do": "attack_move", "units": [137, 142, 147, 149, 153, 157], "x": 14, "y": 13}, {"do": "rally", "building": 151, "x": 35, "y": 20}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 6 units", "rally #151: ordered", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 600, "units_killed": 5, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 2000, "experience": 7, "order_count": 26}}
{"tick": 4801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $600 (4 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 9.8%.\nPRODUCTION: Building: proc 15%; Vehicle: 1tnk 11%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 36%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 99%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #150@(37,26)25% #152@(35,24)55% #155@(19,18)77% #160@(18,20)\n  harv (Ore Truck (harvester)) x1: #135@(17,6)97%\nVISIBLE ENEMY UNITS (2):\n  #137 e1@(18,12) 33%, #149 e3@(36,25) 61%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 4 units\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy start likely near (95,11). Nearby enemy infantry around (19\u201337,16\u201325); #154 is critically wounded. Refinery is still building; harvester #135 should keep mining.", "raw": "{\"thoughts\":\"Enemy infantry are close to both the forward rocket soldiers and the base. Pull the critically damaged soldier back, focus the forward group on the enemy rocket soldier, and use the home group against the enemy rifleman; keep the harvester mining and production queues running.\",\"notes\":\"Enemy start likely near (95,11). Enemy #149 e3 near (36,25), #137 e1 near (18,12). Retreat #150; protect base with #155/#160. Refinery and queued units still in production.\",\"commands\":[{\"do\":\"move\",\"units\":[150],\"x\":14,\"y\":17},{\"do\":\"attack\",\"units\":[152],\"target\":149},{\"do\":\"attack\",\"units\":[155,160],\"target\":137},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1493, "completion_tokens": 451, "total_tokens": 1944, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1491, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004532825, "upstream_inference_prompt_cost": 0.0002052325, "upstream_inference_completions_cost": 0.00024805}, "completion_tokens_details": {"reasoning_tokens": 281, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.61, "thoughts": "Enemy infantry are close to both the forward rocket soldiers and the base. Pull the critically damaged soldier back, focus the forward group on the enemy rocket soldier, and use the home group against the enemy rifleman; keep the harvester mining and production queues running.", "notes": "Enemy start likely near (95,11). Enemy #149 e3 near (36,25), #137 e1 near (18,12). Retreat #150; protect base with #155/#160. Refinery and queued units still in production.", "commands": [{"do": "move", "units": [150], "x": 14, "y": 17}, {"do": "attack", "units": [152], "target": 149}, {"do": "attack", "units": [155, 160], "target": 137}, {"do": "harvest", "unit": 135}], "feedback": ["move: 1 units", "attack: 1 units", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 700, "units_killed": 4, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 1800, "experience": 6, "order_count": 28}}
{"tick": 5001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $360 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $1000 (6 units, 0 bldgs), lost $600 (4 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: proc 40%; Infantry: e3 57%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(17,11)7%\n  e3 (Rocket Soldier) x5: #142@(21,17)73% #147@(30,24) #149@(36,25)22% #153@(39,16) #157@(68,24)\n  harv (Ore Truck (harvester)) x1: #132@(92,16)\nVISIBLE ENEMY UNITS (2):\n  #135 harv@(18,13) 97%, #152 e3@(35,24) 11%\nVISIBLE ENEMY BUILDINGS (1):\n  #156 weap@(14,13) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - rally #151: ordered\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base centered near (14,14)-(15,16), War Factory #156 visible. Push combat group west; second refinery #133 is 35% complete. War Factory #151 should switch to 1tnk when affordable.", "raw": "{\"thoughts\":\"The enemy War Factory is exposed near (14,13), and my rocket force is already pushing west. Keep pressure on it while the second refinery finishes; preserve the critically damaged rifle and rocket soldiers rather than committing them directly.\",\"notes\":\"Enemy base centered around (14,14); War Factory #156 is the priority target. Second refinery #133 is 40% complete. Push healthy rockets west and begin tank production once funds permit.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[142,147,153,157],\"x\":14,\"y\":13},{\"do\":\"attack\",\"units\":[142,147,153,157],\"target\":156},{\"do\":\"move\",\"units\":[137,149],\"x\":30,\"y\":20},{\"do\":\"rally\",\"building\":151,\"x\":25,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1534, "completion_tokens": 320, "total_tokens": 1854, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1532, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00084414, "upstream_inference_prompt_cost": 0.00042174, "upstream_inference_completions_cost": 0.0004224}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "The enemy War Factory is exposed near (14,13), and my rocket force is already pushing west. Keep pressure on it while the second refinery finishes; preserve the critically damaged rifle and rocket soldiers rather than committing them directly.", "notes": "Enemy base centered around (14,14); War Factory #156 is the priority target. Second refinery #133 is 40% complete. Push healthy rockets west and begin tank production once funds permit.", "commands": [{"do": "attack_move", "units": [142, 147, 153, 157], "x": 14, "y": 13}, {"do": "attack", "units": [142, 147, 153, 157], "target": 156}, {"do": "move", "units": [137, 149], "x": 30, "y": 20}, {"do": "rally", "building": 151, "x": 25, "y": 15}], "feedback": ["attack_move: 4 units", "attack: 4 units", "move: 2 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 600, "units_killed": 6, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 2500, "experience": 10, "order_count": 29}}
{"tick": 5001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2000, killed $600 (4 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 9.8%.\nPRODUCTION: Building: proc 15%; Vehicle: 1tnk 11%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 36%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 99%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 97%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #152@(35,24)11% #155@(17,16)44% #160@(17,16)95%\n  harv (Ore Truck (harvester)) x1: #135@(18,13)97%\nVISIBLE ENEMY UNITS (2):\n  #137 e1@(17,11) 7%, #149 e3@(36,25) 22%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack: 1 units\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (95,11). Enemy #149 e3 near (36,25), #137 e1 near (18,12). Retreat #150; protect base with #155/#160. Refinery and queued units still in production.", "raw": "{\"thoughts\":\"Cash is exhausted, so let the refinery and queued units finish. Pull the nearly destroyed rocket soldier back and use the two healthier rocket soldiers to clear the nearby weakened enemy infantry.\",\"notes\":\"Enemy likely starts near (95,11). Nearby enemies: #137 e1 at (17,11), #149 e3 at (36,25). Retreat #152; protect base and keep production queues running.\",\"commands\":[{\"do\":\"move\",\"units\":[152],\"x\":14,\"y\":16},{\"do\":\"attack\",\"units\":[155,160],\"target\":137}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1490, "completion_tokens": 302, "total_tokens": 1792, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1488, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00037092, "upstream_inference_prompt_cost": 0.00020482, "upstream_inference_completions_cost": 0.0001661}, "completion_tokens_details": {"reasoning_tokens": 177, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "Cash is exhausted, so let the refinery and queued units finish. Pull the nearly destroyed rocket soldier back and use the two healthier rocket soldiers to clear the nearby weakened enemy infantry.", "notes": "Enemy likely starts near (95,11). Nearby enemies: #137 e1 at (17,11), #149 e3 at (36,25). Retreat #152; protect base and keep production queues running.", "commands": [{"do": "move", "units": [152], "x": 14, "y": 16}, {"do": "attack", "units": [155, 160], "target": 137}], "feedback": ["move: 1 units", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 1000, "units_killed": 4, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 900, "income": 1800, "experience": 6, "order_count": 28}}
{"tick": 5201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $1000 (6 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: Building: proc 53%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x6: #142@(19,16)35% #147@(22,18) #149@(30,20)22% #153@(28,15) #157@(59,28) #161@(87,11)\n  harv (Ore Truck (harvester)) x1: #132@(103,24)\nVISIBLE ENEMY UNITS (4):\n  #135 harv@(17,17) 97%, #152 e3@(28,17) 0%, #155 e3@(17,16) 33%, #160 e3@(17,16) 93%\nVISIBLE ENEMY BUILDINGS (1):\n  #134 proc@(15,16) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack: 4 units\n  - move: 2 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy base centered around (14,14); War Factory #156 is the priority target. Second refinery #133 is 40% complete. Push healthy rockets west and begin tank production once funds permit.", "raw": "{\"thoughts\":\"The second refinery is still building and cash is empty, so preserve damaged rockets while the economy comes online. Send the four healthier rockets to destroy the exposed enemy refinery and nearby forces; keep production queues active with rocket soldiers.\",\"notes\":\"Enemy base is around (14,14), refinery #134 exposed; enemy War Factory #156 remains priority. Healthy attack group: 147,153,157,161. Damaged: 142,149.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[147,153,157,161],\"x\":14,\"y\":14},{\"do\":\"move\",\"units\":[142,149],\"x\":50,\"y\":25},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1534, "completion_tokens": 349, "total_tokens": 1883, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1532, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00088242, "upstream_inference_prompt_cost": 0.00042174, "upstream_inference_completions_cost": 0.00046068}, "completion_tokens_details": {"reasoning_tokens": 183, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.82, "thoughts": "The second refinery is still building and cash is empty, so preserve damaged rockets while the economy comes online. Send the four healthier rockets to destroy the exposed enemy refinery and nearby forces; keep production queues active with rocket soldiers.", "notes": "Enemy base is around (14,14), refinery #134 exposed; enemy War Factory #156 remains priority. Healthy attack group: 147,153,157,161. Damaged: 142,149.", "commands": [{"do": "attack_move", "units": [147, 153, 157, 161], "x": 14, "y": 14}, {"do": "move", "units": [142, 149], "x": 50, "y": 25}, {"do": "train", "item": "e3", "count": 5}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 4 units", "move: 2 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 700, "units_killed": 6, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 2500, "experience": 10, "order_count": 29}}
{"tick": 5201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $90 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2000, killed $700 (5 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 10.2%.\nPRODUCTION: Building: proc 24%; Vehicle: 1tnk 31%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 81%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 99%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 90%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #152@(28,17)0% #155@(17,16)33% #160@(17,16)93%\n  harv (Ore Truck (harvester)) x1: #135@(17,17)97%\nVISIBLE ENEMY UNITS (3):\n  #142 e3@(19,16) 35%, #149 e3@(30,20) 22%, #153 e3@(28,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11). Nearby enemies: #137 e1 at (17,11), #149 e3 at (36,25). Retreat #152; protect base and keep production queues running.", "raw": "{\"thoughts\":\"Enemy infantry are pressuring the base; focus the healthy rocket soldier on the nearest threat and pull the badly damaged one back. Keep the existing refinery, tank, and infantry queues running while cash recovers.\",\"notes\":\"Enemy likely base near (95,11). Defend against nearby enemy e3; #155 is badly damaged, #152 appears effectively lost. Existing queues: proc, three light tanks, two rockets, rifle infantry.\",\"commands\":[{\"do\":\"attack\",\"units\":[160],\"target\":153},{\"do\":\"move\",\"units\":[155],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1487, "completion_tokens": 280, "total_tokens": 1767, "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": 0.0003584075, "upstream_inference_prompt_cost": 0.0002044075, "upstream_inference_completions_cost": 0.000154}, "completion_tokens_details": {"reasoning_tokens": 142, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "Enemy infantry are pressuring the base; focus the healthy rocket soldier on the nearest threat and pull the badly damaged one back. Keep the existing refinery, tank, and infantry queues running while cash recovers.", "notes": "Enemy likely base near (95,11). Defend against nearby enemy e3; #155 is badly damaged, #152 appears effectively lost. Existing queues: proc, three light tanks, two rockets, rifle infantry.", "commands": [{"do": "attack", "units": [160], "target": 153}, {"do": "move", "units": [155], "x": 12, "y": 16}, {"do": "harvest", "unit": 135}], "feedback": ["attack: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1000, "units_killed": 5, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 900, "income": 2300, "experience": 7, "order_count": 28}}
{"tick": 5401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $1300 (7 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: proc 53%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x6: #142@(28,16)29% #147@(21,12) #149@(38,26)22% #153@(24,15)83% #157@(49,28) #161@(78,15)\n  harv (Ore Truck (harvester)) x1: #132@(100,23)\nVISIBLE ENEMY UNITS (1):\n  #160 e3@(21,16) 76%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 2 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base is around (14,14), refinery #134 exposed; enemy War Factory #156 remains priority. Healthy attack group: 147,153,157,161. Damaged: 142,149.", "raw": "{\"thoughts\":\"The healthy rocket group is positioned to strike the enemy base near (14,14); send them in attack-move while damaged rockets stay back. Keep the refinery construction moving and the ore truck harvesting so cash resumes for a second refinery or war factory.\",\"notes\":\"Enemy base around (14,14), refinery #134 previously exposed; enemy War Factory #156 is priority. Healthy group 147,153,157,161 attacks; damaged 142,149 remain away from combat.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[147,153,157,161],\"x\":14,\"y\":14},{\"do\":\"move\",\"units\":[142,149],\"x\":75,\"y\":20},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1524, "completion_tokens": 285, "total_tokens": 1809, "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": 0.00079519, "upstream_inference_prompt_cost": 0.00041899, "upstream_inference_completions_cost": 0.0003762}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "The healthy rocket group is positioned to strike the enemy base near (14,14); send them in attack-move while damaged rockets stay back. Keep the refinery construction moving and the ore truck harvesting so cash resumes for a second refinery or war factory.", "notes": "Enemy base around (14,14), refinery #134 previously exposed; enemy War Factory #156 is priority. Healthy group 147,153,157,161 attacks; damaged 142,149 remain away from combat.", "commands": [{"do": "attack_move", "units": [147, 153, 157, 161], "x": 14, "y": 14}, {"do": "move", "units": [142, 149], "x": 75, "y": 20}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 4 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 700, "units_killed": 7, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 2150, "experience": 13, "order_count": 34}}
{"tick": 5401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1700, killed $700 (5 units, 0 bldgs), lost $1300 (7 units, 0 bldgs). Map explored 10.6%.\nPRODUCTION: Building: proc 27%; Vehicle: 1tnk 35%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 99%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 88%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(12,14)33%* #160@(21,16)76%\n  harv (Ore Truck (harvester)) x1: #135@(23,8)72%\nVISIBLE ENEMY UNITS (2):\n  #147 e3@(21,12) 100%, #153 e3@(24,15) 83%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely base near (95,11). Defend against nearby enemy e3; #155 is badly damaged, #152 appears effectively lost. Existing queues: proc, three light tanks, two rockets, rifle infantry.", "raw": "{\"thoughts\":\"Cash is exhausted, so let the refinery finish and restore income before adding more production. Keep the damaged rocket soldier safe while the healthier one engages the nearby enemy infantry; send the harvester back to mining.\",\"notes\":\"Enemy likely base near (95,11). Nearby enemy e3 at (21,12) and (24,15). Proc is 27% complete; light tanks and infantry are queued. Protect harvester and rebuild income.\",\"commands\":[{\"do\":\"move\",\"units\":[155],\"x\":13,\"y\":18},{\"do\":\"attack\",\"units\":[160],\"target\":153},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1467, "completion_tokens": 307, "total_tokens": 1774, "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": 0.0003705075, "upstream_inference_prompt_cost": 0.0002016575, "upstream_inference_completions_cost": 0.00016885}, "completion_tokens_details": {"reasoning_tokens": 167, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "Cash is exhausted, so let the refinery finish and restore income before adding more production. Keep the damaged rocket soldier safe while the healthier one engages the nearby enemy infantry; send the harvester back to mining.", "notes": "Enemy likely base near (95,11). Nearby enemy e3 at (21,12) and (24,15). Proc is 27% complete; light tanks and infantry are queued. Protect harvester and rebuild income.", "commands": [{"do": "move", "units": [155], "x": 13, "y": 18}, {"do": "attack", "units": [160], "target": 153}, {"do": "harvest", "unit": 135}], "feedback": ["move: 1 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1300, "units_killed": 5, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 600, "income": 2300, "experience": 7, "order_count": 28}}
{"tick": 5601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $306 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $1300 (7 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Building: proc 55%; Infantry: e3 24%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x6: #142@(36,23)29% #147@(21,12) #149@(48,26)22% #153@(24,15)45% #157@(40,24) #161@(70,23)\n  harv (Ore Truck (harvester)) x1: #132@(92,16)\nVISIBLE ENEMY UNITS (2):\n  #135 harv@(18,11) 72%, #160 e3@(21,16) 26%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base around (14,14), refinery #134 previously exposed; enemy War Factory #156 is priority. Healthy group 147,153,157,161 attacks; damaged 142,149 remain away from combat.", "raw": "{\"thoughts\":\"The refinery is nearly complete and income is currently exhausted, so preserve the damaged rocket soldiers while the healthy group continues pressuring the enemy base. Keep the rocket production queue active and attack toward the previously identified enemy War Factory.\",\"notes\":\"Enemy base around (14,14); enemy War Factory #156 is priority. Healthy attack group: 147,153,157,161. Damaged units 142 and 149 should retreat to base. Proc #55 is 55% building; place it when ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[147,153,157,161],\"x\":14,\"y\":14},{\"do\":\"move\",\"units\":[142,149],\"x\":88,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1526, "completion_tokens": 372, "total_tokens": 1898, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1524, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00091058, "upstream_inference_prompt_cost": 0.00041954, "upstream_inference_completions_cost": 0.00049104}, "completion_tokens_details": {"reasoning_tokens": 202, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.6, "thoughts": "The refinery is nearly complete and income is currently exhausted, so preserve the damaged rocket soldiers while the healthy group continues pressuring the enemy base. Keep the rocket production queue active and attack toward the previously identified enemy War Factory.", "notes": "Enemy base around (14,14); enemy War Factory #156 is priority. Healthy attack group: 147,153,157,161. Damaged units 142 and 149 should retreat to base. Proc #55 is 55% building; place it when ready.", "commands": [{"do": "attack_move", "units": [147, 153, 157, 161], "x": 14, "y": 14}, {"do": "move", "units": [142, 149], "x": 88, "y": 12}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 4 units", "move: 2 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 700, "units_killed": 7, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 2325, "experience": 13, "order_count": 34}}
{"tick": 5601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1700, killed $700 (5 units, 0 bldgs), lost $1300 (7 units, 0 bldgs). Map explored 10.7%.\nPRODUCTION: Building: proc 27%; Vehicle: 1tnk 35%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 99%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 88%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(13,18)33% #160@(21,16)26%\n  harv (Ore Truck (harvester)) x1: #135@(18,11)72%\nVISIBLE ENEMY UNITS (2):\n  #147 e3@(21,12) 100%, #153 e3@(24,15) 45%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely base near (95,11). Nearby enemy e3 at (21,12) and (24,15). Proc is 27% complete; light tanks and infantry are queued. Protect harvester and rebuild income.", "raw": "{\"thoughts\":\"Our two Rocket Soldiers are badly damaged and outnumbered by nearby enemy infantry, so avoid a direct fight and pull them back to the base while the queued reinforcements finish. Keep the harvester mining and let the refinery and tank production complete to restore our economy and fighting strength.\",\"notes\":\"Enemy likely base near (95,11); two enemy Rocket Soldiers nearby at (21,12) and (24,15). Retreat damaged friendly infantry; tank queues are active.\",\"commands\":[{\"do\":\"move\",\"units\":[155,160],\"x\":14,\"y\":20},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1468, "completion_tokens": 332, "total_tokens": 1800, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1466, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000384395, "upstream_inference_prompt_cost": 0.000201795, "upstream_inference_completions_cost": 0.0001826}, "completion_tokens_details": {"reasoning_tokens": 196, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.41, "thoughts": "Our two Rocket Soldiers are badly damaged and outnumbered by nearby enemy infantry, so avoid a direct fight and pull them back to the base while the queued reinforcements finish. Keep the harvester mining and let the refinery and tank production complete to restore our economy and fighting strength.", "notes": "Enemy likely base near (95,11); two enemy Rocket Soldiers nearby at (21,12) and (24,15). Retreat damaged friendly infantry; tank queues are active.", "commands": [{"do": "move", "units": [155, 160], "x": 14, "y": 20}, {"do": "harvest", "unit": 135}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1300, "units_killed": 5, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 600, "income": 2300, "experience": 7, "order_count": 28}}
{"tick": 5801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $1600 (8 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 71%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #142@(46,24)29% #147@(19,14) #149@(58,28)22% #153@(19,15)33% #157@(32,17) #161@(62,27) #162@(90,11)\n  harv (Ore Truck (harvester)) x1: #132@(102,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 2 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base around (14,14); enemy War Factory #156 is priority. Healthy attack group: 147,153,157,161. Damaged units 142 and 149 should retreat to base. Proc #55 is 55% building; place it when ready.", "raw": "{\"thoughts\":\"The healthy rocket group should continue toward the suspected enemy base and prioritize the War Factory. Pull the two badly damaged rockets home; the refinery is nearly ready and should be placed as soon as it completes.\",\"notes\":\"Enemy base suspected near (14,14), War Factory #156 priority. Healthy attack group 147,153,157,161; damaged 142,149 retreating. Place proc #55 when ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[147,153,157,161],\"x\":14,\"y\":14},{\"do\":\"move\",\"units\":[142,149],\"x\":92,\"y\":11},{\"do\":\"move\",\"units\":[162],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1562, "completion_tokens": 258, "total_tokens": 1820, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1560, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00077, "upstream_inference_prompt_cost": 0.00042944, "upstream_inference_completions_cost": 0.00034056}, "completion_tokens_details": {"reasoning_tokens": 103, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.52, "thoughts": "The healthy rocket group should continue toward the suspected enemy base and prioritize the War Factory. Pull the two badly damaged rockets home; the refinery is nearly ready and should be placed as soon as it completes.", "notes": "Enemy base suspected near (14,14), War Factory #156 priority. Healthy attack group 147,153,157,161; damaged 142,149 retreating. Place proc #55 when ready.", "commands": [{"do": "attack_move", "units": [147, 153, 157, 161], "x": 14, "y": 14}, {"do": "move", "units": [142, 149], "x": 92, "y": 11}, {"do": "move", "units": [162], "x": 95, "y": 11}], "feedback": ["attack_move: 4 units", "move: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 700, "units_killed": 8, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 16, "order_count": 39}}
{"tick": 5801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $302 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1700, killed $700 (5 units, 0 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 10.7%.\nPRODUCTION: Building: proc 31%; Vehicle: 1tnk 45%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 13%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 93%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 88%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(14,20)33%* #163@(9,20)*\n  harv (Ore Truck (harvester)) x1: #135@(15,17)47%\nVISIBLE ENEMY UNITS (2):\n  #147 e3@(19,14) 100%, #153 e3@(19,15) 33%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy likely base near (95,11); two enemy Rocket Soldiers nearby at (21,12) and (24,15). Retreat damaged friendly infantry; tank queues are active.", "raw": "{\"thoughts\":\"The enemy infantry is close, and my only combat units are two rocket soldiers, one badly damaged. Pull them back toward the base while the refinery finishes; keep the harvester mining and let the existing tank and infantry queues continue.\",\"notes\":\"Enemy likely base near (95,11). Enemy rocket soldiers were last seen near (19,14) and (19,15); friendly rocket soldiers retreating. Proc is building; tank and infantry queues active.\",\"commands\":[{\"do\":\"move\",\"units\":[155,163],\"x\":12,\"y\":19},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1443, "completion_tokens": 274, "total_tokens": 1717, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1441, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003490575, "upstream_inference_prompt_cost": 0.0001983575, "upstream_inference_completions_cost": 0.0001507}, "completion_tokens_details": {"reasoning_tokens": 142, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "The enemy infantry is close, and my only combat units are two rocket soldiers, one badly damaged. Pull them back toward the base while the refinery finishes; keep the harvester mining and let the existing tank and infantry queues continue.", "notes": "Enemy likely base near (95,11). Enemy rocket soldiers were last seen near (19,14) and (19,15); friendly rocket soldiers retreating. Proc is building; tank and infantry queues active.", "commands": [{"do": "move", "units": [155, 163], "x": 12, "y": 19}, {"do": "harvest", "unit": 135}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1600, "units_killed": 5, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 600, "income": 2300, "experience": 7, "order_count": 28}}
{"tick": 6001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $1600 (8 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 71%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #142@(55,28)29% #147@(19,14) #149@(67,22)22% #153@(19,15)33% #157@(21,16) #161@(52,27) #162@(95,9)*\n  harv (Ore Truck (harvester)) x1: #132@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base suspected near (14,14), War Factory #156 priority. Healthy attack group 147,153,157,161; damaged 142,149 retreating. Place proc #55 when ready.", "raw": "{\"thoughts\":\"Ore Refinery is nearly ready; place it immediately to stabilize income. Send the healthy rocket group toward the suspected enemy base while withdrawing damaged soldiers, then keep the War Factory producing light tanks once funds arrive.\",\"notes\":\"Enemy base suspected near (14,14), priority War Factory #156 if sighted. Healthy rockets #147,#153,#157,#161 advancing; damaged #142,#149 retreat. Place proc when ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":90,\"y\":15},{\"do\":\"move\",\"units\":[142,149],\"x\":88,\"y\":12},{\"do\":\"attack_move\",\"units\":[147,153,157,161],\"x\":14,\"y\":14},{\"do\":\"rally\",\"building\":151,\"x\":40,\"y\":20},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1546, "completion_tokens": 295, "total_tokens": 1841, "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": 0.00081444, "upstream_inference_prompt_cost": 0.00042504, "upstream_inference_completions_cost": 0.0003894}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.17, "thoughts": "Ore Refinery is nearly ready; place it immediately to stabilize income. Send the healthy rocket group toward the suspected enemy base while withdrawing damaged soldiers, then keep the War Factory producing light tanks once funds arrive.", "notes": "Enemy base suspected near (14,14), priority War Factory #156 if sighted. Healthy rockets #147,#153,#157,#161 advancing; damaged #142,#149 retreat. Place proc when ready.", "commands": [{"do": "place", "item": "proc", "x": 90, "y": 15}, {"do": "move", "units": [142, 149], "x": 88, "y": 12}, {"do": "attack_move", "units": [147, 153, 157, 161], "x": 14, "y": 14}, {"do": "rally", "building": 151, "x": 40, "y": 20}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["place proc: nothing READY TO PLACE with that type", "move: 2 units", "attack_move: 4 units", "rally #151: ordered", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 700, "units_killed": 8, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 16, "order_count": 39}}
{"tick": 6001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1700, killed $700 (5 units, 0 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 10.7%.\nPRODUCTION: Building: proc 39%; Vehicle: 1tnk 59%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 64%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 88%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(12,19)33%* #163@(12,19)*\n  harv (Ore Truck (harvester)) x1: #135@(20,7)38%\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(19,14) 100%, #153 e3@(19,15) 33%, #157 e3@(21,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy likely base near (95,11). Enemy rocket soldiers were last seen near (19,14) and (19,15); friendly rocket soldiers retreating. Proc is building; tank and infantry queues active.", "raw": "{\"thoughts\":\"The harvester is badly damaged and exposed near three enemy rocket soldiers, so pull it back toward the base. Keep our two rocket soldiers nearby on defense while the refinery and queued units finish.\",\"notes\":\"Enemy rocket soldiers near (19,14\u201321,16); harvester retreating. Likely enemy base near (95,11).\",\"commands\":[{\"do\":\"move\",\"units\":[135],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[155,163],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1462, "completion_tokens": 376, "total_tokens": 1838, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1460, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00040777, "upstream_inference_prompt_cost": 0.00020097, "upstream_inference_completions_cost": 0.0002068}, "completion_tokens_details": {"reasoning_tokens": 262, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "The harvester is badly damaged and exposed near three enemy rocket soldiers, so pull it back toward the base. Keep our two rocket soldiers nearby on defense while the refinery and queued units finish.", "notes": "Enemy rocket soldiers near (19,14\u201321,16); harvester retreating. Likely enemy base near (95,11).", "commands": [{"do": "move", "units": [135], "x": 12, "y": 16}, {"do": "stance", "units": [155, 163], "stance": "defend"}], "feedback": ["move: 1 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1600, "units_killed": 5, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 600, "income": 2300, "experience": 7, "order_count": 28}}
{"tick": 6201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $1600 (8 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 71%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #142@(64,25)29% #147@(19,14) #149@(74,15)22% #153@(19,15)33% #157@(19,16) #161@(42,26) #162@(95,9)*\n  harv (Ore Truck (harvester)) x1: #132@(93,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #134 proc@(15,16) 18%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - move: 2 units\n  - attack_move: 4 units\n  - rally #151: ordered\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base suspected near (14,14), priority War Factory #156 if sighted. Healthy rockets #147,#153,#157,#161 advancing; damaged #142,#149 retreat. Place proc when ready.", "raw": "{\"thoughts\":\"Enemy refinery is exposed and nearly destroyed. Finish it with the healthy rocket squad while damaged rockets retreat; keep tank and rocket production running and let the refinery complete.\",\"notes\":\"Enemy refinery #134 at (15,16), 18% HP. Healthy rockets #147,#153,#157 near it; #161 advancing. Damaged #142,#149 retreating. Home at (95,11), refinery construction at 71%.\",\"commands\":[{\"do\":\"attack\",\"units\":[147,153,157,161],\"target\":134},{\"do\":\"move\",\"units\":[142,149],\"x\":85,\"y\":12},{\"do\":\"rally\",\"building\":151,\"x\":75,\"y\":15},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1608, "completion_tokens": 356, "total_tokens": 1964, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1606, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00091201, "upstream_inference_prompt_cost": 0.00044209, "upstream_inference_completions_cost": 0.00046992}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.15, "thoughts": "Enemy refinery is exposed and nearly destroyed. Finish it with the healthy rocket squad while damaged rockets retreat; keep tank and rocket production running and let the refinery complete.", "notes": "Enemy refinery #134 at (15,16), 18% HP. Healthy rockets #147,#153,#157 near it; #161 advancing. Damaged #142,#149 retreating. Home at (95,11), refinery construction at 71%.", "commands": [{"do": "attack", "units": [147, 153, 157, 161], "target": 134}, {"do": "move", "units": [142, 149], "x": 85, "y": 12}, {"do": "rally", "building": 151, "x": 75, "y": 15}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack: 4 units", "move: 2 units", "rally #151: ordered", "train 3x 1tnk: queued", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 700, "units_killed": 8, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 16, "order_count": 42}}
{"tick": 6201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1700, killed $700 (5 units, 0 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 10.7%.\nPRODUCTION: Building: proc 39%; Vehicle: 1tnk 59%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #134 proc@(15,16) 18%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 88%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(12,19)33%* #163@(12,19)*\n  harv (Ore Truck (harvester)) x1: #135@(12,14)38%\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(19,14) 100%, #153 e3@(19,15) 33%, #157 e3@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy rocket soldiers near (19,14\u201321,16); harvester retreating. Likely enemy base near (95,11).", "raw": "{\"thoughts\":\"The base is under immediate pressure from three enemy rocket soldiers, and our army and harvester are both badly depleted. Keep the infantry near the base to defend while the refinery completes and income resumes; the queued production can continue when funded.\",\"notes\":\"Enemy rocket soldiers near (19,14\u201316); likely enemy base near (95,11). Protect the damaged harvester and rebuild forces when cash returns.\",\"commands\":[{\"do\":\"move\",\"units\":[155,163],\"x\":12,\"y\":17},{\"do\":\"move\",\"units\":[135],\"x\":10,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1455, "completion_tokens": 303, "total_tokens": 1758, "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": 0.0003666575, "upstream_inference_prompt_cost": 0.0002000075, "upstream_inference_completions_cost": 0.00016665}, "completion_tokens_details": {"reasoning_tokens": 174, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "The base is under immediate pressure from three enemy rocket soldiers, and our army and harvester are both badly depleted. Keep the infantry near the base to defend while the refinery completes and income resumes; the queued production can continue when funded.", "notes": "Enemy rocket soldiers near (19,14\u201316); likely enemy base near (95,11). Protect the damaged harvester and rebuild forces when cash returns.", "commands": [{"do": "move", "units": [155, 163], "x": 12, "y": 17}, {"do": "move", "units": [135], "x": 10, "y": 16}], "feedback": ["move: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1600, "units_killed": 5, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 600, "income": 2300, "experience": 7, "order_count": 28}}
{"tick": 6401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $3000 (8 units, 1 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 83%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #142@(72,17)29% #147@(19,14)* #149@(84,13)22% #153@(19,15)33%* #157@(19,16)* #161@(38,26)* #162@(95,9)*\n  harv (Ore Truck (harvester)) x1: #132@(98,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - move: 2 units\n  - rally #151: ordered\n  - train 3x 1tnk: queued\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy refinery #134 at (15,16), 18% HP. Healthy rockets #147,#153,#157 near it; #161 advancing. Damaged #142,#149 retreating. Home at (95,11), refinery construction at 71%.", "raw": "{\"thoughts\":\"The enemy refinery is nearly destroyed; finish it with the healthy rocket group while damaged rockets return home. Keep tank and rocket production running, place the nearly complete second refinery, and rally the War Factory toward the enemy.\",\"notes\":\"Enemy refinery #134 at (15,16), nearly dead. Healthy rockets #147,#153,#157,#161 attack there; damaged #142,#149 retreat to base. Second refinery is under construction; place when ready.\",\"commands\":[{\"do\":\"attack\",\"units\":[147,153,157,161],\"target\":134},{\"do\":\"move\",\"units\":[142,149],\"x\":90,\"y\":12},{\"do\":\"attack_move\",\"units\":[162],\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":151,\"x\":25,\"y\":16},{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1669, "completion_tokens": 249, "total_tokens": 1918, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1667, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000787545, "upstream_inference_prompt_cost": 0.000458865, "upstream_inference_completions_cost": 0.00032868}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "The enemy refinery is nearly destroyed; finish it with the healthy rocket group while damaged rockets return home. Keep tank and rocket production running, place the nearly complete second refinery, and rally the War Factory toward the enemy.", "notes": "Enemy refinery #134 at (15,16), nearly dead. Healthy rockets #147,#153,#157,#161 attack there; damaged #142,#149 retreat to base. Second refinery is under construction; place when ready.", "commands": [{"do": "attack", "units": [147, 153, 157, 161], "target": 134}, {"do": "move", "units": [142, 149], "x": 90, "y": 12}, {"do": "attack_move", "units": [162], "x": 15, "y": 16}, {"do": "rally", "building": 151, "x": 25, "y": 16}, {"do": "place", "item": "proc", "x": 89, "y": 15}], "feedback": ["attack: target #134 is not a visible enemy", "move: 2 units", "attack_move: 1 units", "rally #151: ordered", "place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 700, "units_killed": 8, "units_lost": 5, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 30, "order_count": 50}}
{"tick": 6401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $1700, killed $700 (5 units, 0 bldgs), lost $3000 (8 units, 1 bldgs). Map explored 10.8%.\nPRODUCTION: Building: proc 39%; Vehicle: 1tnk 59%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 88%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(12,18)33%* #163@(12,18)*\n  harv (Ore Truck (harvester)) x1: #135@(10,17)39%*\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(19,14) 100%, #153 e3@(19,15) 33%, #157 e3@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rocket soldiers near (19,14\u201316); likely enemy base near (95,11). Protect the damaged harvester and rebuild forces when cash returns.", "raw": "{\"thoughts\":\"The damaged harvester needs to resume mining so the refinery can fund the already queued production. Our two rocket soldiers are outnumbered nearby, so keep them defending the base rather than chasing the enemy infantry.\",\"notes\":\"Enemy rocket soldiers near (19,14\u201316); likely enemy base near (95,11). Proc and units are queued; protect the damaged harvester and rebuild forces when cash returns.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"stance\",\"units\":[155,163],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1414, "completion_tokens": 305, "total_tokens": 1719, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1412, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00036212, "upstream_inference_prompt_cost": 0.00019437, "upstream_inference_completions_cost": 0.00016775}, "completion_tokens_details": {"reasoning_tokens": 186, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "The damaged harvester needs to resume mining so the refinery can fund the already queued production. Our two rocket soldiers are outnumbered nearby, so keep them defending the base rather than chasing the enemy infantry.", "notes": "Enemy rocket soldiers near (19,14\u201316); likely enemy base near (95,11). Proc and units are queued; protect the damaged harvester and rebuild forces when cash returns.", "commands": [{"do": "harvest", "unit": 135}, {"do": "stance", "units": [155, 163], "stance": "defend"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 3000, "units_killed": 5, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6800, "army_value": 600, "income": 1800, "experience": 7, "order_count": 28}}
{"tick": 6601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $3000 (8 units, 1 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 83%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #142@(81,14)29% #147@(19,14)* #149@(90,12)22%* #153@(19,15)33%* #157@(19,16)* #161@(38,26)* #162@(86,12)\n  harv (Ore Truck (harvester)) x1: #132@(101,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: target #134 is not a visible enemy\n  - move: 2 units\n  - attack_move: 1 units\n  - rally #151: ordered\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Enemy refinery #134 at (15,16), nearly dead. Healthy rockets #147,#153,#157,#161 attack there; damaged #142,#149 retreat to base. Second refinery is under construction; place when ready.", "raw": "{\"thoughts\":\"The enemy refinery at (15,16) is nearly destroyed. Send the healthy rocket force to finish it while damaged soldiers remain near base; the second refinery is still building and will be placed when ready.\",\"notes\":\"Enemy refinery #134 at (15,16), nearly dead. Attack group: #147,#153,#157,#161; keep #142,#149 back until repaired. Place second proc when ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[147,153,157,161],\"x\":15,\"y\":16},{\"do\":\"move\",\"units\":[142,149],\"x\":93,\"y\":12},{\"do\":\"stance\",\"units\":[142,149],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1665, "completion_tokens": 322, "total_tokens": 1987, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1663, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000882805, "upstream_inference_prompt_cost": 0.000457765, "upstream_inference_completions_cost": 0.00042504}, "completion_tokens_details": {"reasoning_tokens": 169, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "The enemy refinery at (15,16) is nearly destroyed. Send the healthy rocket force to finish it while damaged soldiers remain near base; the second refinery is still building and will be placed when ready.", "notes": "Enemy refinery #134 at (15,16), nearly dead. Attack group: #147,#153,#157,#161; keep #142,#149 back until repaired. Place second proc when ready.", "commands": [{"do": "attack_move", "units": [147, 153, 157, 161], "x": 15, "y": 16}, {"do": "move", "units": [142, 149], "x": 93, "y": 12}, {"do": "stance", "units": [142, 149], "stance": "defend"}], "feedback": ["attack_move: 4 units", "move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 700, "units_killed": 8, "units_lost": 5, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 30, "order_count": 50}}
{"tick": 6601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $1700, killed $700 (5 units, 0 bldgs), lost $3000 (8 units, 1 bldgs). Map explored 11.3%.\nPRODUCTION: Building: proc 39%; Vehicle: 1tnk 59%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 88%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(12,18)33%* #163@(12,18)*\n  harv (Ore Truck (harvester)) x1: #135@(3,24)40%\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(19,14) 100%, #153 e3@(19,15) 33%, #157 e3@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy rocket soldiers near (19,14\u201316); likely enemy base near (95,11). Proc and units are queued; protect the damaged harvester and rebuild forces when cash returns.", "raw": "{\"thoughts\":\"Cash is depleted and the harvester is badly damaged, so avoid a losing fight with the three nearby enemy rocket soldiers. Keep our rockets near the base, pull the harvester back to safety, and let queued production finish.\",\"notes\":\"Enemy rocket soldiers last seen near (19,14\u201316); likely enemy base near (95,11). Proc is building; place it when ready. Harvester is at 40% HP; avoid exposing it.\",\"commands\":[{\"do\":\"move\",\"units\":[135],\"x\":10,\"y\":23},{\"do\":\"stance\",\"units\":[155,163],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":156,\"x\":12,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1411, "completion_tokens": 412, "total_tokens": 1823, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1409, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004205575, "upstream_inference_prompt_cost": 0.0001939575, "upstream_inference_completions_cost": 0.0002266}, "completion_tokens_details": {"reasoning_tokens": 259, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Cash is depleted and the harvester is badly damaged, so avoid a losing fight with the three nearby enemy rocket soldiers. Keep our rockets near the base, pull the harvester back to safety, and let queued production finish.", "notes": "Enemy rocket soldiers last seen near (19,14\u201316); likely enemy base near (95,11). Proc is building; place it when ready. Harvester is at 40% HP; avoid exposing it.", "commands": [{"do": "move", "units": [135], "x": 10, "y": 23}, {"do": "stance", "units": [155, 163], "stance": "defend"}, {"do": "rally", "building": 156, "x": 12, "y": 18}], "feedback": ["move: 1 units", "stance: 2 units", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 3000, "units_killed": 5, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6800, "army_value": 600, "income": 1800, "experience": 7, "order_count": 28}}
{"tick": 6801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $3000 (8 units, 1 bldgs), lost $700 (5 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 83%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #142@(91,14)29% #147@(18,15) #149@(93,13)22%* #153@(18,16)33% #157@(17,16) #161@(30,19) #162@(78,11)\n  harv (Ore Truck (harvester)) x1: #132@(95,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy refinery #134 at (15,16), nearly dead. Attack group: #147,#153,#157,#161; keep #142,#149 back until repaired. Place second proc when ready.", "raw": "{\"thoughts\":\"The enemy refinery at (15,16) is nearly destroyed, so finish the attack with the forward rocket group. Place the completed second refinery to improve income, while pulling the two damaged rockets back toward the base; existing tank and rocket queues are already active.\",\"notes\":\"Enemy base/refinery near (15,16). Forward group #147,#153,#157,#161 attacking; damaged #142,#149 retreating. Second refinery ready to place.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":15},{\"do\":\"attack_move\",\"units\":[147,153,157,161],\"x\":15,\"y\":16},{\"do\":\"move\",\"units\":[142,149],\"x\":94,\"y\":12},{\"do\":\"move\",\"units\":[162],\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":151,\"x\":85,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1633, "completion_tokens": 369, "total_tokens": 2002, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1631, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000936045, "upstream_inference_prompt_cost": 0.000448965, "upstream_inference_completions_cost": 0.00048708}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.63, "thoughts": "The enemy refinery at (15,16) is nearly destroyed, so finish the attack with the forward rocket group. Place the completed second refinery to improve income, while pulling the two damaged rockets back toward the base; existing tank and rocket queues are already active.", "notes": "Enemy base/refinery near (15,16). Forward group #147,#153,#157,#161 attacking; damaged #142,#149 retreating. Second refinery ready to place.", "commands": [{"do": "place", "item": "proc", "x": 89, "y": 15}, {"do": "attack_move", "units": [147, 153, 157, 161], "x": 15, "y": 16}, {"do": "move", "units": [142, 149], "x": 94, "y": 12}, {"do": "move", "units": [162], "x": 30, "y": 16}, {"do": "rally", "building": 151, "x": 85, "y": 12}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 4 units", "move: 2 units", "move: 1 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 700, "units_killed": 8, "units_lost": 5, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 30, "order_count": 50}}
{"tick": 6801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $1700, killed $700 (5 units, 0 bldgs), lost $3000 (8 units, 1 bldgs). Map explored 11.7%.\nPRODUCTION: Building: proc 39%; Vehicle: 1tnk 59%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 62%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(12,18)33%* #163@(12,18)*\n  harv (Ore Truck (harvester)) x1: #135@(10,23)42%*\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(18,15) 100%, #153 e3@(18,16) 33%, #157 e3@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 2 units\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy rocket soldiers last seen near (19,14\u201316); likely enemy base near (95,11). Proc is building; place it when ready. Harvester is at 40% HP; avoid exposing it.", "raw": "{\"thoughts\":\"Cash is depleted, so prioritize getting the damaged harvester mining again and preserve the two rocket soldiers rather than engaging the larger enemy infantry group. Repair the damaged War Factory when funds permit; existing production queues can continue as income returns.\",\"notes\":\"Enemy rocket soldiers near (17\u201318,15\u201316); likely base near (95,11). Proc is still building. Harvester at 42%; keep it mining safely. Rocket soldiers defend the base.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"stance\",\"units\":[155,163],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1434, "completion_tokens": 265, "total_tokens": 1699, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1432, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00034287, "upstream_inference_prompt_cost": 0.00019712, "upstream_inference_completions_cost": 0.00014575}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "Cash is depleted, so prioritize getting the damaged harvester mining again and preserve the two rocket soldiers rather than engaging the larger enemy infantry group. Repair the damaged War Factory when funds permit; existing production queues can continue as income returns.", "notes": "Enemy rocket soldiers near (17\u201318,15\u201316); likely base near (95,11). Proc is still building. Harvester at 42%; keep it mining safely. Rocket soldiers defend the base.", "commands": [{"do": "harvest", "unit": 135}, {"do": "stance", "units": [155, 163], "stance": "defend"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 3000, "units_killed": 5, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6800, "army_value": 600, "income": 1800, "experience": 7, "order_count": 28}}
{"tick": 7001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $67 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $3000 (8 units, 1 bldgs), lost $700 (5 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 93%; Vehicle: 1tnk 44%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #142@(94,13)29%* #147@(18,15) #149@(94,13)22%* #153@(18,16)33% #157@(17,16) #161@(20,17) #162@(70,19) #164@(92,9)\n  harv (Ore Truck (harvester)) x1: #132@(94,18)\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  - attack_move: 4 units\n  - move: 2 units\n  - move: 1 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy base/refinery near (15,16). Forward group #147,#153,#157,#161 attacking; damaged #142,#149 retreating. Second refinery ready to place.", "raw": "{\"thoughts\":\"The forward rocket group is probing the likely enemy base near (15,16), while two badly damaged rockets should retreat. Keep production queues running and wait for the second refinery to finish so it can be placed for stronger income.\",\"notes\":\"Enemy base suspected near (15,16). Forward rockets #147,#153,#157,#161; damaged #142,#149 retreating; #162 en route; #164 near base. Second refinery at 93% ready soon.\",\"commands\":[{\"do\":\"move\",\"units\":[142,149],\"x\":94,\"y\":13},{\"do\":\"attack_move\",\"units\":[147,153,157,161,162],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":151,\"x\":75,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1651, "completion_tokens": 345, "total_tokens": 1996, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1649, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000909315, "upstream_inference_prompt_cost": 0.000453915, "upstream_inference_completions_cost": 0.0004554}, "completion_tokens_details": {"reasoning_tokens": 177, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.82, "thoughts": "The forward rocket group is probing the likely enemy base near (15,16), while two badly damaged rockets should retreat. Keep production queues running and wait for the second refinery to finish so it can be placed for stronger income.", "notes": "Enemy base suspected near (15,16). Forward rockets #147,#153,#157,#161; damaged #142,#149 retreating; #162 en route; #164 near base. Second refinery at 93% ready soon.", "commands": [{"do": "move", "units": [142, 149], "x": 94, "y": 13}, {"do": "attack_move", "units": [147, 153, 157, 161, 162], "x": 12, "y": 16}, {"do": "rally", "building": 151, "x": 75, "y": 15}], "feedback": ["move: 2 units", "attack_move: 5 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 700, "units_killed": 8, "units_lost": 5, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 30, "order_count": 50}}
{"tick": 7001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $1700, killed $700 (5 units, 0 bldgs), lost $3000 (8 units, 1 bldgs). Map explored 11.9%.\nPRODUCTION: Building: proc 39%; Vehicle: 1tnk 59%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%, #156 weap@(14,13) 31%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(12,18)33%* #163@(12,18)*\n  harv (Ore Truck (harvester)) x1: #135@(6,27)43%\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(18,15) 100%, #153 e3@(18,16) 33%, #157 e3@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy rocket soldiers near (17\u201318,15\u201316); likely base near (95,11). Proc is still building. Harvester at 42%; keep it mining safely. Rocket soldiers defend the base.", "raw": "{\"thoughts\":\"The enemy rocket soldiers are close to my base, so I\u2019ll engage them with my own rockets and pull the damaged harvester back toward the base. Cash is empty; the refinery and existing production queues need to finish before I can add anything.\",\"notes\":\"Enemy rockets near (17\u201318,15\u201316); likely base near (95,11). Proc and weap are still building; cash is $0. Harvester is damaged at (6,27).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[155,163],\"x\":18,\"y\":16},{\"do\":\"move\",\"units\":[135],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1416, "completion_tokens": 384, "total_tokens": 1800, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1414, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000405845, "upstream_inference_prompt_cost": 0.000194645, "upstream_inference_completions_cost": 0.0002112}, "completion_tokens_details": {"reasoning_tokens": 240, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "The enemy rocket soldiers are close to my base, so I\u2019ll engage them with my own rockets and pull the damaged harvester back toward the base. Cash is empty; the refinery and existing production queues need to finish before I can add anything.", "notes": "Enemy rockets near (17\u201318,15\u201316); likely base near (95,11). Proc and weap are still building; cash is $0. Harvester is damaged at (6,27).", "commands": [{"do": "attack_move", "units": [155, 163], "x": 18, "y": 16}, {"do": "move", "units": [135], "x": 12, "y": 16}], "feedback": ["attack_move: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 3000, "units_killed": 5, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6800, "army_value": 600, "income": 1625, "experience": 7, "order_count": 28}}
{"tick": 7201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $5000 (8 units, 2 bldgs), lost $700 (5 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Building: proc 95%; Vehicle: 1tnk 48%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 10%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #142@(94,13)29%* #147@(16,15) #149@(94,13)22%* #153@(17,16)32% #157@(17,16)50% #161@(16,16)92% #162@(63,26) #164@(83,11)\n  harv (Ore Truck (harvester)) x1: #132@(100,28)\nVISIBLE ENEMY UNITS (2):\n  #155 e3@(13,18) 21%, #163 e3@(13,18) 98%\nVISIBLE ENEMY BUILDINGS (1):\n  #125 fact@(12,16) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - attack_move: 5 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy base suspected near (15,16). Forward rockets #147,#153,#157,#161; damaged #142,#149 retreating; #162 en route; #164 near base. Second refinery at 93% ready soon.", "raw": "{\"thoughts\":\"The second refinery is nearly ready; place it immediately to restore income. Keep the forward rocket group pressuring the enemy Construction Yard while withdrawing the two badly damaged rockets, and continue tank/rocket production as funds return.\",\"notes\":\"Enemy base and Construction Yard at (12,16), enemy rockets at (13,18). Forward rockets 147,153,157,161; 162 advancing; damaged 142,149 retreat; 164 near home. Place proc # ready next turn.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":15},{\"do\":\"attack_move\",\"units\":[147,153,157,161],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[162],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[142,149],\"x\":94,\"y\":13},{\"do\":\"attack_move\",\"units\":[164],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":151,\"x\":80,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1676, "completion_tokens": 311, "total_tokens": 1987, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1674, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00087131, "upstream_inference_prompt_cost": 0.00046079, "upstream_inference_completions_cost": 0.00041052}, "completion_tokens_details": {"reasoning_tokens": 91, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "The second refinery is nearly ready; place it immediately to restore income. Keep the forward rocket group pressuring the enemy Construction Yard while withdrawing the two badly damaged rockets, and continue tank/rocket production as funds return.", "notes": "Enemy base and Construction Yard at (12,16), enemy rockets at (13,18). Forward rockets 147,153,157,161; 162 advancing; damaged 142,149 retreat; 164 near home. Place proc # ready next turn.", "commands": [{"do": "place", "item": "proc", "x": 89, "y": 15}, {"do": "attack_move", "units": [147, 153, 157, 161], "x": 12, "y": 16}, {"do": "attack_move", "units": [162], "x": 12, "y": 16}, {"do": "move", "units": [142, 149], "x": 94, "y": 13}, {"do": "attack_move", "units": [164], "x": 12, "y": 16}, {"do": "rally", "building": 151, "x": 80, "y": 14}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 4 units", "attack_move: 1 units", "move: 2 units", "attack_move: 1 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 700, "units_killed": 8, "units_lost": 5, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 50, "order_count": 50}}
{"tick": 7201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 20 used, harvesters 1.\nSCORE: assets $4800, army $1700, killed $700 (5 units, 0 bldgs), lost $5000 (8 units, 2 bldgs). Map explored 11.9%.\nPRODUCTION: Building: proc 39%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 99%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #155@(13,18)21% #163@(13,18)98%\n  harv (Ore Truck (harvester)) x1: #135@(7,17)44%\nVISIBLE ENEMY UNITS (4):\n  #147 e3@(16,15) 100%, #153 e3@(17,16) 32%, #157 e3@(17,16) 50%, #161 e3@(16,16) 92%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rockets near (17\u201318,15\u201316); likely base near (95,11). Proc and weap are still building; cash is $0. Harvester is damaged at (6,27).", "raw": "{\"thoughts\":\"The enemy has four rocket soldiers nearby, so avoid an even fight with our two, especially the badly damaged one. Keep the refinery building underway, pull the damaged rocket back, and send the healthier one to engage while the harvester returns to mining.\",\"notes\":\"Enemy rockets near (16\u201317,15\u201316); likely base near (95,11). Proc is 39% underway; keep it queued. Harvester is damaged and near home.\",\"commands\":[{\"do\":\"move\",\"units\":[155],\"x\":11,\"y\":18},{\"do\":\"attack\",\"units\":[163],\"target\":147},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1367, "completion_tokens": 396, "total_tokens": 1763, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1365, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004057075, "upstream_inference_prompt_cost": 0.0001879075, "upstream_inference_completions_cost": 0.0002178}, "completion_tokens_details": {"reasoning_tokens": 254, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.94, "thoughts": "The enemy has four rocket soldiers nearby, so avoid an even fight with our two, especially the badly damaged one. Keep the refinery building underway, pull the damaged rocket back, and send the healthier one to engage while the harvester returns to mining.", "notes": "Enemy rockets near (16\u201317,15\u201316); likely base near (95,11). Proc is 39% underway; keep it queued. Harvester is damaged and near home.", "commands": [{"do": "move", "units": [155], "x": 11, "y": 18}, {"do": "attack", "units": [163], "target": 147}, {"do": "harvest", "unit": 135}], "feedback": ["move: 1 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 5000, "units_killed": 5, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 4800, "army_value": 600, "income": 1500, "experience": 7, "order_count": 28}}
{"tick": 7401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $5300 (9 units, 2 bldgs), lost $700 (5 units, 0 bldgs). Map explored 24.6%.\nPRODUCTION: Building: proc 95%; Vehicle: 1tnk 48%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 10%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #142@(94,13)29%* #147@(16,15)65% #149@(94,13)22%* #153@(16,16)32% #157@(16,16)50% #161@(15,16)92% #162@(53,27) #164@(75,17)\n  harv (Ore Truck (harvester)) x1: #132@(99,28)\nVISIBLE ENEMY UNITS (1):\n  #163 e3@(13,18) 57%\nVISIBLE ENEMY BUILDINGS (1):\n  #125 fact@(12,16) 84%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 4 units\n  - attack_move: 1 units\n  - move: 2 units\n  - attack_move: 1 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy base and Construction Yard at (12,16), enemy rockets at (13,18). Forward rockets 147,153,157,161; 162 advancing; damaged 142,149 retreat; 164 near home. Place proc # ready next turn.", "raw": "{\"thoughts\":\"The forward rocket group is pressuring the enemy Construction Yard, while two damaged rockets should remain back. Keep the harvester mining and prepare to place the nearly complete second refinery; continue tank and rocket production.\",\"notes\":\"Enemy Construction Yard #125 at (12,16). Forward rockets #147,#157,#161,#162; #153 is damaged, #142/#149 badly damaged at home. Refinery #proc is 95% ready.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[147,157,161,162],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[153],\"x\":45,\"y\":25},{\"do\":\"move\",\"units\":[142,149],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[164],\"x\":30,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1703, "completion_tokens": 326, "total_tokens": 2029, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1701, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000898535, "upstream_inference_prompt_cost": 0.000468215, "upstream_inference_completions_cost": 0.00043032}, "completion_tokens_details": {"reasoning_tokens": 140, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "The forward rocket group is pressuring the enemy Construction Yard, while two damaged rockets should remain back. Keep the harvester mining and prepare to place the nearly complete second refinery; continue tank and rocket production.", "notes": "Enemy Construction Yard #125 at (12,16). Forward rockets #147,#157,#161,#162; #153 is damaged, #142/#149 badly damaged at home. Refinery #proc is 95% ready.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [147, 157, 161, 162], "x": 12, "y": 16}, {"do": "move", "units": [153], "x": 45, "y": 25}, {"do": "move", "units": [142, 149], "x": 95, "y": 11}, {"do": "attack_move", "units": [164], "x": 30, "y": 18}], "feedback": ["attack_move: 4 units", "move: 1 units", "move: 2 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 700, "units_killed": 9, "units_lost": 5, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 53, "order_count": 50}}
{"tick": 7401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 20 used, harvesters 1.\nSCORE: assets $4500, army $1400, killed $700 (5 units, 0 bldgs), lost $5300 (9 units, 2 bldgs). Map explored 11.9%.\nPRODUCTION: Building: proc 39%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 84%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #163@(13,18)57%\n  harv (Ore Truck (harvester)) x1: #135@(8,16)46%\nVISIBLE ENEMY UNITS (4):\n  #147 e3@(16,15) 65%, #153 e3@(16,16) 32%, #157 e3@(16,16) 50%, #161 e3@(15,16) 92%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rockets near (16\u201317,15\u201316); likely base near (95,11). Proc is 39% underway; keep it queued. Harvester is damaged and near home.", "raw": "{\"thoughts\":\"We are badly outnumbered by enemy rocket infantry near our base, so pull our lone damaged rocket soldier back and avoid a direct fight. Keep the refinery construction progressing and get the damaged harvester back to mining as soon as possible.\",\"notes\":\"Enemy rockets at (15\u201316,15\u201316); our lone e3 is damaged. Refinery is 39% complete; cash is zero. Likely enemy base near (95,11).\",\"commands\":[{\"do\":\"move\",\"units\":[163],\"x\":11,\"y\":20},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1353, "completion_tokens": 264, "total_tokens": 1617, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1351, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003311825, "upstream_inference_prompt_cost": 0.0001859825, "upstream_inference_completions_cost": 0.0001452}, "completion_tokens_details": {"reasoning_tokens": 134, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.84, "thoughts": "We are badly outnumbered by enemy rocket infantry near our base, so pull our lone damaged rocket soldier back and avoid a direct fight. Keep the refinery construction progressing and get the damaged harvester back to mining as soon as possible.", "notes": "Enemy rockets at (15\u201316,15\u201316); our lone e3 is damaged. Refinery is 39% complete; cash is zero. Likely enemy base near (95,11).", "commands": [{"do": "move", "units": [163], "x": 11, "y": 20}, {"do": "harvest", "unit": 135}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 5300, "units_killed": 5, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 4500, "army_value": 300, "income": 1500, "experience": 7, "order_count": 28}}
{"tick": 7601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $5300 (9 units, 2 bldgs), lost $700 (5 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Building: proc 95%; Vehicle: 1tnk 48%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 10%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #142@(95,9)29%* #147@(16,15)65% #149@(95,9)22%* #153@(27,16)32% #157@(14,16)50% #161@(14,17)75% #162@(43,27) #164@(67,22)\n  harv (Ore Truck (harvester)) x1: #132@(93,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #125 fact@(12,16) 72%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\n  - move: 2 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy Construction Yard #125 at (12,16). Forward rockets #147,#157,#161,#162; #153 is damaged, #142/#149 badly damaged at home. Refinery #proc is 95% ready.", "raw": "{\"thoughts\":\"The forward rocket group is pressuring the exposed enemy Construction Yard while the refinery completes. Place the new refinery, then add power to support expansion; keep vehicle and rocket production running.\",\"notes\":\"Enemy base is at (12,16): Construction Yard #125, power #126 and #136. Forward rockets #147,#157,#161,#162 are attacking; #153 is damaged. Home base at (95,11), refinery #131 and war factory #151 active.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":90,\"y\":17},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[147,157,161,162],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[153],\"x\":20,\"y\":20},{\"do\":\"attack_move\",\"units\":[142,149],\"x\":88,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1686, "completion_tokens": 389, "total_tokens": 2075, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1684, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00097702, "upstream_inference_prompt_cost": 0.00046354, "upstream_inference_completions_cost": 0.00051348}, "completion_tokens_details": {"reasoning_tokens": 184, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.83, "thoughts": "The forward rocket group is pressuring the exposed enemy Construction Yard while the refinery completes. Place the new refinery, then add power to support expansion; keep vehicle and rocket production running.", "notes": "Enemy base is at (12,16): Construction Yard #125, power #126 and #136. Forward rockets #147,#157,#161,#162 are attacking; #153 is damaged. Home base at (95,11), refinery #131 and war factory #151 active.", "commands": [{"do": "place", "item": "proc", "x": 90, "y": 17}, {"do": "build", "item": "powr"}, {"do": "attack_move", "units": [147, 157, 161, 162], "x": 12, "y": 16}, {"do": "move", "units": [153], "x": 20, "y": 20}, {"do": "attack_move", "units": [142, 149], "x": 88, "y": 14}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build powr: started", "attack_move: 4 units", "move: 1 units", "attack_move: 2 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 700, "units_killed": 9, "units_lost": 5, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 53, "order_count": 50}}
{"tick": 7601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 20 used, harvesters 1.\nSCORE: assets $4500, army $1400, killed $700 (5 units, 0 bldgs), lost $5300 (9 units, 2 bldgs). Map explored 11.9%.\nPRODUCTION: Building: proc 39%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 72%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 97%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #163@(11,20)7%\n  harv (Ore Truck (harvester)) x1: #135@(8,16)47%\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(16,15) 65%, #157 e3@(14,16) 50%, #161 e3@(14,17) 75%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rockets at (15\u201316,15\u201316); our lone e3 is damaged. Refinery is 39% complete; cash is zero. Likely enemy base near (95,11).", "raw": "{\"thoughts\":\"The base is under immediate pressure, and our lone rocket soldier is nearly destroyed. Keep the refinery progressing, retreat the soldier, and send the harvester back to mining once it can safely move.\",\"notes\":\"Enemy rocket soldiers near (14\u201316,15\u201317). Refinery is 39% complete; cash is $0. Retreat damaged e3; likely enemy base near (95,11).\",\"commands\":[{\"do\":\"move\",\"units\":[163],\"x\":10,\"y\":17},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1335, "completion_tokens": 365, "total_tokens": 1700, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1333, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003842575, "upstream_inference_prompt_cost": 0.0001835075, "upstream_inference_completions_cost": 0.00020075}, "completion_tokens_details": {"reasoning_tokens": 244, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "The base is under immediate pressure, and our lone rocket soldier is nearly destroyed. Keep the refinery progressing, retreat the soldier, and send the harvester back to mining once it can safely move.", "notes": "Enemy rocket soldiers near (14\u201316,15\u201317). Refinery is 39% complete; cash is $0. Retreat damaged e3; likely enemy base near (95,11).", "commands": [{"do": "move", "units": [163], "x": 10, "y": 17}, {"do": "harvest", "unit": 135}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 5300, "units_killed": 5, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 4500, "army_value": 300, "income": 1000, "experience": 7, "order_count": 28}}
{"tick": 7801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $5300 (9 units, 2 bldgs), lost $700 (5 units, 0 bldgs). Map explored 25.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Vehicle: 1tnk 79%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #142@(88,14)29%* #147@(16,15)65% #149@(88,14)22%* #153@(20,20)32%* #157@(14,16)30% #161@(14,17)75% #162@(35,20) #164@(59,28)\n  harv (Ore Truck (harvester)) x1: #132@(96,22)\nVISIBLE ENEMY UNITS (1):\n  #163 e3@(10,17) 1%\nVISIBLE ENEMY BUILDINGS (3):\n  #125 fact@(12,16) 39%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build powr: started\n  - attack_move: 4 units\n  - move: 1 units\n  - attack_move: 2 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base is at (12,16): Construction Yard #125, power #126 and #136. Forward rockets #147,#157,#161,#162 are attacking; #153 is damaged. Home base at (95,11), refinery #131 and war factory #151 active.", "raw": "{\"thoughts\":\"The forward rocket force is pressuring the enemy Construction Yard, while two damaged rockets remain near home. Keep the assault focused on the enemy base, retreat the weakest unit, and place the ready refinery when possible.\",\"notes\":\"Enemy base at (12,16), Construction Yard #125 at 39%; powers #126/#136. Forward rockets are attacking. Retreat #153; home rockets #142/#149 should reinforce west.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack\",\"units\":[147,157,161,162],\"target\":125},{\"do\":\"attack_move\",\"units\":[142,149],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[153],\"x\":80,\"y\":12},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1763, "completion_tokens": 394, "total_tokens": 2157, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1761, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001004795, "upstream_inference_prompt_cost": 0.000484715, "upstream_inference_completions_cost": 0.00052008}, "completion_tokens_details": {"reasoning_tokens": 225, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.5, "thoughts": "The forward rocket force is pressuring the enemy Construction Yard, while two damaged rockets remain near home. Keep the assault focused on the enemy base, retreat the weakest unit, and place the ready refinery when possible.", "notes": "Enemy base at (12,16), Construction Yard #125 at 39%; powers #126/#136. Forward rockets are attacking. Retreat #153; home rockets #142/#149 should reinforce west.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack", "units": [147, 157, 161, 162], "target": 125}, {"do": "attack_move", "units": [142, 149], "x": 12, "y": 16}, {"do": "move", "units": [153], "x": 80, "y": 12}, {"do": "harvest", "unit": 132}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack: 4 units", "attack_move: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 700, "units_killed": 9, "units_lost": 5, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 53, "order_count": 54}}
{"tick": 7801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 20 used, harvesters 1.\nSCORE: assets $4500, army $1400, killed $700 (5 units, 0 bldgs), lost $5300 (9 units, 2 bldgs). Map explored 11.9%.\nPRODUCTION: Building: proc 39%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 39%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 96%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #163@(10,17)1%\n  harv (Ore Truck (harvester)) x1: #135@(8,16)48%\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(16,15) 65%, #157 e3@(14,16) 30%, #161 e3@(14,17) 75%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rocket soldiers near (14\u201316,15\u201317). Refinery is 39% complete; cash is $0. Retreat damaged e3; likely enemy base near (95,11).", "raw": "{\"thoughts\":\"Our nearly destroyed rocket soldier is exposed to three enemy rocket soldiers, so pull it back immediately. Keep the harvester mining to fund the refinery already in progress; avoid committing more units into the nearby enemy group.\",\"notes\":\"Enemy rocket soldiers near (14\u201316,15\u201317). Likely enemy base near (95,11). Refinery is being built; cash is $0. Retreat damaged e3 and resume harvesting.\",\"commands\":[{\"do\":\"move\",\"units\":[163],\"x\":10,\"y\":19},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1334, "completion_tokens": 293, "total_tokens": 1627, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1332, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00034452, "upstream_inference_prompt_cost": 0.00018337, "upstream_inference_completions_cost": 0.00016115}, "completion_tokens_details": {"reasoning_tokens": 168, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.69, "thoughts": "Our nearly destroyed rocket soldier is exposed to three enemy rocket soldiers, so pull it back immediately. Keep the harvester mining to fund the refinery already in progress; avoid committing more units into the nearby enemy group.", "notes": "Enemy rocket soldiers near (14\u201316,15\u201317). Likely enemy base near (95,11). Refinery is being built; cash is $0. Retreat damaged e3 and resume harvesting.", "commands": [{"do": "move", "units": [163], "x": 10, "y": 19}, {"do": "harvest", "unit": 135}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 5300, "units_killed": 5, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 4500, "army_value": 300, "income": 1000, "experience": 7, "order_count": 28}}
{"tick": 8001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $12200, army $4600, killed $5300 (9 units, 2 bldgs), lost $700 (5 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Building: powr 0%; Vehicle: 1tnk 79%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%, #167 proc@(98,11) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #142@(79,14)29% #147@(16,15)65% #149@(78,14)22% #153@(29,24)32% #157@(14,16)24% #161@(14,17)75% #162@(25,20) #164@(49,28)\n  harv (Ore Truck (harvester)) x2: #132@(103,24) #168@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #125 fact@(12,16) 8%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 4 units\n  - attack_move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16), Construction Yard #125 at 39%; powers #126/#136. Forward rockets are attacking. Retreat #153; home rockets #142/#149 should reinforce west.", "raw": "{\"thoughts\":\"The enemy Construction Yard is critically damaged; concentrate every rocket soldier on it for an immediate kill. Keep production queues running and rally the War Factory west toward the enemy base.\",\"notes\":\"Enemy base at (12,16): CY #125 nearly destroyed, power plants #126 and #136. All rockets ordered to finish CY; continue westward assault after destruction.\",\"commands\":[{\"do\":\"attack\",\"units\":[142,147,149,153,157,161,162,164],\"target\":125},{\"do\":\"rally\",\"building\":151,\"x\":25,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1738, "completion_tokens": 370, "total_tokens": 2108, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1736, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00096624, "upstream_inference_prompt_cost": 0.00047784, "upstream_inference_completions_cost": 0.0004884}, "completion_tokens_details": {"reasoning_tokens": 224, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.34, "thoughts": "The enemy Construction Yard is critically damaged; concentrate every rocket soldier on it for an immediate kill. Keep production queues running and rally the War Factory west toward the enemy base.", "notes": "Enemy base at (12,16): CY #125 nearly destroyed, power plants #126 and #136. All rockets ordered to finish CY; continue westward assault after destruction.", "commands": [{"do": "attack", "units": [142, 147, 149, 153, 157, 161, 162, 164], "target": 125}, {"do": "rally", "building": 151, "x": 25, "y": 16}, {"do": "rally", "building": 133, "x": 25, "y": 16}], "feedback": ["attack: 8 units", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 700, "units_killed": 9, "units_lost": 5, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12200, "army_value": 2400, "income": 2000, "experience": 53, "order_count": 55}}
{"tick": 8001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 20 used, harvesters 1.\nSCORE: assets $4500, army $1400, killed $700 (5 units, 0 bldgs), lost $5300 (9 units, 2 bldgs). Map explored 11.9%.\nPRODUCTION: Building: proc 39%; Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 8%, #126 powr@(10,16) 100%, #136 powr@(12,13) 100%, #141 tent@(10,19) 96%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #163@(10,20)1%*\n  harv (Ore Truck (harvester)) x1: #135@(8,16)50%\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(16,15) 65%, #157 e3@(14,16) 24%, #161 e3@(14,17) 75%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rocket soldiers near (14\u201316,15\u201317). Likely enemy base near (95,11). Refinery is being built; cash is $0. Retreat damaged e3 and resume harvesting.", "raw": "{\"thoughts\":\"The Construction Yard is critically damaged and enemy rocket soldiers are right beside the base. Pull the nearly destroyed rocket soldier back, keep the harvester working, and finish the refinery so the economy can recover.\",\"notes\":\"Enemy rocket soldiers near (14\u201316,15\u201317); likely enemy base near (95,11). Construction Yard at 8%\u2014protect it. Refinery in progress; cash is $0.\",\"commands\":[{\"do\":\"move\",\"units\":[163],\"x\":8,\"y\":19},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1337, "completion_tokens": 280, "total_tokens": 1617, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1335, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003377825, "upstream_inference_prompt_cost": 0.0001837825, "upstream_inference_completions_cost": 0.000154}, "completion_tokens_details": {"reasoning_tokens": 157, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "The Construction Yard is critically damaged and enemy rocket soldiers are right beside the base. Pull the nearly destroyed rocket soldier back, keep the harvester working, and finish the refinery so the economy can recover.", "notes": "Enemy rocket soldiers near (14\u201316,15\u201317); likely enemy base near (95,11). Construction Yard at 8%\u2014protect it. Refinery in progress; cash is $0.", "commands": [{"do": "move", "units": [163], "x": 8, "y": 19}, {"do": "harvest", "unit": 135}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 5300, "units_killed": 5, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 4500, "army_value": 300, "income": 1000, "experience": 7, "order_count": 28}}
{"tick": 8201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $12200, army $4600, killed $7300 (9 units, 3 bldgs), lost $700 (5 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: powr 0%; Vehicle: 1tnk 79%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%, #167 proc@(98,11) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #142@(76,15)29%* #147@(16,15)65%* #149@(76,15)22%* #153@(27,24)32%* #157@(14,16)24% #161@(14,17)75% #162@(21,20)* #164@(45,28)*\n  harv (Ore Truck (harvester)) x2: #132@(100,18) #168@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #126 powr@(10,16) 81%, #136 powr@(12,13) 72%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - rally #151: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16): CY #125 nearly destroyed, power plants #126 and #136. All rockets ordered to finish CY; continue westward assault after destruction.", "raw": "{\"thoughts\":\"Enemy Construction Yard is nearly destroyed, so finish the western assault immediately. Power is low and cash is empty; the queued power plant and unit production should continue while harvesters replenish funds.\",\"notes\":\"Enemy base at (12,16); destroy remaining CY/power, then sweep west-to-east. Keep all combat units grouped for attack-move.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":151,\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1708, "completion_tokens": 313, "total_tokens": 2021, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1706, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00088275, "upstream_inference_prompt_cost": 0.00046959, "upstream_inference_completions_cost": 0.00041316}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.85, "thoughts": "Enemy Construction Yard is nearly destroyed, so finish the western assault immediately. Power is low and cash is empty; the queued power plant and unit production should continue while harvesters replenish funds.", "notes": "Enemy base at (12,16); destroy remaining CY/power, then sweep west-to-east. Keep all combat units grouped for attack-move.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 151, "x": 20, "y": 16}, {"do": "rally", "building": 133, "x": 20, "y": 16}], "feedback": ["attack_move: 8 units", "stance: 8 units", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7300, "deaths_cost": 700, "units_killed": 9, "units_lost": 5, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 12200, "army_value": 2400, "income": 2000, "experience": 73, "order_count": 55}}
{"tick": 8201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 153 made / 20 used, harvesters 1.\nSCORE: assets $2500, army $1400, killed $700 (5 units, 0 bldgs), lost $7300 (9 units, 3 bldgs). Map explored 11.9%.\nPRODUCTION: Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 81%, #136 powr@(12,13) 72%, #141 tent@(10,19) 96%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #163@(8,19)1%*\n  harv (Ore Truck (harvester)) x1: #135@(8,16)50%\nVISIBLE ENEMY UNITS (2):\n  #157 e3@(14,16) 24%, #161 e3@(14,17) 75%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rocket soldiers near (14\u201316,15\u201317); likely enemy base near (95,11). Construction Yard at 8%\u2014protect it. Refinery in progress; cash is $0.", "raw": "{\"thoughts\":\"The Construction Yard and refinery are gone, leaving no way to rebuild the economy; the base is in immediate danger. Send the harvester back to mining and have the critically wounded rocket soldier focus the nearby weakened enemy.\",\"notes\":\"No Construction Yard or refinery visible; cash $0. Enemy rocket soldiers near (14\u201316,15\u201317). Preserve remaining units/buildings if possible.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"attack\",\"units\":[163],\"target\":157}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1235, "completion_tokens": 360, "total_tokens": 1595, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1233, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003677575, "upstream_inference_prompt_cost": 0.0001697575, "upstream_inference_completions_cost": 0.000198}, "completion_tokens_details": {"reasoning_tokens": 248, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "The Construction Yard and refinery are gone, leaving no way to rebuild the economy; the base is in immediate danger. Send the harvester back to mining and have the critically wounded rocket soldier focus the nearby weakened enemy.", "notes": "No Construction Yard or refinery visible; cash $0. Enemy rocket soldiers near (14\u201316,15\u201317). Preserve remaining units/buildings if possible.", "commands": [{"do": "harvest", "unit": 135}, {"do": "attack", "units": [163], "target": 157}], "feedback": ["attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 7300, "units_killed": 5, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 2500, "army_value": 300, "income": 500, "experience": 7, "order_count": 28}}
{"tick": 8401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $381 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11900, army $4300, killed $7900 (10 units, 4 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: powr 13%; Vehicle: 1tnk 84%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%, #167 proc@(98,11) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #142@(69,22)29% #147@(14,16)60% #149@(68,22)22% #153@(18,16)32% #161@(14,17)75% #162@(14,16)98% #164@(37,20)\n  harv (Ore Truck (harvester)) x2: #132@(98,14) #168@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #126 powr@(10,16) 43%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - stance: 8 units\n  - rally #151: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16); destroy remaining CY/power, then sweep west-to-east. Keep all combat units grouped for attack-move.", "raw": "{\"thoughts\":\"Power Plant is nearly complete and will restore production. Group the surviving rocket soldiers to finish the exposed enemy power plant and continue sweeping the enemy base; keep vehicle queues active and harvesters mining.\",\"notes\":\"Enemy power plant #126 at (10,16), damaged. Rocket group is split across (14,16), (18,16), and (68,22); regroup by attack-moving to the enemy base. Power Plant construction in progress.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[142,147,149,153,161,162,164],\"x\":10,\"y\":16},{\"do\":\"stance\",\"units\":[142,147,149,153,161,162,164],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":151,\"x\":40,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":40,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":168}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1688, "completion_tokens": 318, "total_tokens": 2006, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1686, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00088385, "upstream_inference_prompt_cost": 0.00046409, "upstream_inference_completions_cost": 0.00041976}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "Power Plant is nearly complete and will restore production. Group the surviving rocket soldiers to finish the exposed enemy power plant and continue sweeping the enemy base; keep vehicle queues active and harvesters mining.", "notes": "Enemy power plant #126 at (10,16), damaged. Rocket group is split across (14,16), (18,16), and (68,22); regroup by attack-moving to the enemy base. Power Plant construction in progress.", "commands": [{"do": "attack_move", "units": [142, 147, 149, 153, 161, 162, 164], "x": 10, "y": 16}, {"do": "stance", "units": [142, 147, 149, 153, 161, 162, 164], "stance": "attack_anything"}, {"do": "rally", "building": 151, "x": 40, "y": 18}, {"do": "rally", "building": 133, "x": 40, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 168}], "feedback": ["attack_move: 7 units", "stance: 7 units", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7900, "deaths_cost": 1000, "units_killed": 10, "units_lost": 6, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 11900, "army_value": 2100, "income": 2500, "experience": 76, "order_count": 55}}
{"tick": 8401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 43 made / 20 used, harvesters 1.\nSCORE: assets $1900, army $1100, killed $1000 (6 units, 0 bldgs), lost $7900 (10 units, 4 bldgs). Map explored 11.9%.\nPRODUCTION: Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 43%, #141 tent@(10,19) 96%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(8,16)50%\nVISIBLE ENEMY UNITS (3):\n  #147 e3@(14,16) 60%, #161 e3@(14,17) 75%, #162 e3@(14,16) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: No Construction Yard or refinery visible; cash $0. Enemy rocket soldiers near (14\u201316,15\u201317). Preserve remaining units/buildings if possible.", "raw": "{\"thoughts\":\"Your Construction Yard and refinery are gone, leaving no way to rebuild or earn income; the nearby enemy rockets also threaten your last buildings. Preserve the harvester and keep the existing rocket-soldier queue running in case it completes.\",\"notes\":\"No Construction Yard or refinery; cash and ore are zero. Enemy rockets near (14\u201316,16). Harvester is damaged; retreat it and preserve remaining assets.\",\"commands\":[{\"do\":\"move\",\"units\":[135],\"x\":5,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1206, "completion_tokens": 401, "total_tokens": 1607, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1204, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00038632, "upstream_inference_prompt_cost": 0.00016577, "upstream_inference_completions_cost": 0.00022055}, "completion_tokens_details": {"reasoning_tokens": 289, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.28, "thoughts": "Your Construction Yard and refinery are gone, leaving no way to rebuild or earn income; the nearby enemy rockets also threaten your last buildings. Preserve the harvester and keep the existing rocket-soldier queue running in case it completes.", "notes": "No Construction Yard or refinery; cash and ore are zero. Enemy rockets near (14\u201316,16). Harvester is damaged; retreat it and preserve remaining assets.", "commands": [{"do": "move", "units": [135], "x": 5, "y": 16}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 7900, "units_killed": 6, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 1900, "army_value": 0, "income": 500, "experience": 10, "order_count": 28}}
{"tick": 8601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $545 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $12900, army $5300, killed $8200 (10 units, 5 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Building: powr 51%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #133 tent@(93,9) 100%, #151 weap@(95,8) 100%, #167 proc@(98,11) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #170@(95,8)\n  e3 (Rocket Soldier) x8: #142@(61,27)29% #147@(13,16)60% #149@(60,27)22% #153@(14,17)32% #161@(13,17)75% #162@(13,16)98% #164@(26,20) #169@(84,11)\n  harv (Ore Truck (harvester)) x2: #132@(105,21) #168@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #141 tent@(10,19) 28%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - stance: 7 units\n  - rally #151: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy power plant #126 at (10,16), damaged. Rocket group is split across (14,16), (18,16), and (68,22); regroup by attack-moving to the enemy base. Power Plant construction in progress.", "raw": "{\"thoughts\":\"Power is critically low, so let the power plant finish while existing tank and rocket queues continue. Regroup the scattered rocket force at the enemy base and destroy the exposed tent and damaged power plant; keep harvesters mining.\",\"notes\":\"Enemy base is at (10-16), with tent #141 at (10,19) and damaged power plant nearby. Attack group is scattered; regroup all combat units there. Power plant construction underway.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":10,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":168},{\"do\":\"rally\",\"building\":151,\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1716, "completion_tokens": 352, "total_tokens": 2068, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1714, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00093643, "upstream_inference_prompt_cost": 0.00047179, "upstream_inference_completions_cost": 0.00046464}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.3, "thoughts": "Power is critically low, so let the power plant finish while existing tank and rocket queues continue. Regroup the scattered rocket force at the enemy base and destroy the exposed tent and damaged power plant; keep harvesters mining.", "notes": "Enemy base is at (10-16), with tent #141 at (10,19) and damaged power plant nearby. Attack group is scattered; regroup all combat units there. Power plant construction underway.", "commands": [{"do": "attack_move", "units": "all_army", "x": 10, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 168}, {"do": "rally", "building": 151, "x": 12, "y": 16}, {"do": "rally", "building": 133, "x": 12, "y": 16}], "feedback": ["attack_move: 9 units", "stance: 9 units", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 1000, "units_killed": 10, "units_lost": 6, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 12900, "army_value": 3100, "income": 2675, "experience": 79, "order_count": 55}}
{"tick": 8601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 20 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $1600, army $1100, killed $1000 (6 units, 0 bldgs), lost $8200 (10 units, 5 bldgs). Map explored 12.1%.\nPRODUCTION: Infantry: e3 47%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #141 tent@(10,19) 28%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(5,16)50%*\nVISIBLE ENEMY UNITS (4):\n  #147 e3@(13,16) 60%, #153 e3@(14,17) 32%, #161 e3@(13,17) 75%, #162 e3@(13,16) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: No Construction Yard or refinery; cash and ore are zero. Enemy rockets near (14\u201316,16). Harvester is damaged; retreat it and preserve remaining assets.", "raw": "{\"thoughts\":\"The Construction Yard is gone, leaving no way to rebuild or restore power. The enemy rockets are next to the damaged harvester, so retreat it west and preserve it; the queued infantry may be the only remaining defense.\",\"notes\":\"No Construction Yard or refinery; cannot rebuild or generate income. Enemy rockets at (13\u201314,16\u201317). Harvester #135 is damaged; retreat west. Tent #141 is critically damaged.\",\"commands\":[{\"do\":\"move\",\"units\":[135],\"x\":3,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1217, "completion_tokens": 327, "total_tokens": 1544, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1215, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003471325, "upstream_inference_prompt_cost": 0.0001672825, "upstream_inference_completions_cost": 0.00017985}, "completion_tokens_details": {"reasoning_tokens": 210, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "The Construction Yard is gone, leaving no way to rebuild or restore power. The enemy rockets are next to the damaged harvester, so retreat it west and preserve it; the queued infantry may be the only remaining defense.", "notes": "No Construction Yard or refinery; cannot rebuild or generate income. Enemy rockets at (13\u201314,16\u201317). Harvester #135 is damaged; retreat west. Tent #141 is critically damaged.", "commands": [{"do": "move", "units": [135], "x": 3, "y": 16}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 8200, "units_killed": 6, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 1600, "army_value": 0, "income": 500, "experience": 10, "order_count": 28}}
