{"tick": 1, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately to establish the Construction Yard, then start the first Power Plant. The enemy is likely far west, so prioritize a stable economy before scouting and producing armor.\",\"notes\":\"Home at (95,11); enemy likely starts near (12,16). Opening: deploy MCV, build power, then refinery.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1098, "completion_tokens": 128, "total_tokens": 1226, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 1096, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 8.2676e-05, "upstream_inference_prompt_cost": 1.2276e-05, "upstream_inference_completions_cost": 7.04e-05}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.46, "thoughts": "Deploy the MCV immediately to establish the Construction Yard, then start the first Power Plant. The enemy is likely far west, so prioritize a stable economy before scouting and producing armor.", "notes": "Home at (95,11); enemy likely starts near (12,16). Opening: deploy MCV, build power, then refinery.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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-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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #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 Allied opening with power and refinery. No enemy contact yet; scouting will follow once production starts.\",\"notes\":\"Enemy likely northeast at (95,11). Establish base, then refinery and barracks/war factory; scout toward enemy.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 122, "total_tokens": 1218, "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": 0.00046233, "upstream_inference_prompt_cost": 0.00030129, "upstream_inference_completions_cost": 0.00016104}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.66, "thoughts": "Deploy the MCV immediately, then begin the standard Allied opening with power and refinery. No enemy contact yet; scouting will follow once production starts.", "notes": "Enemy likely northeast at (95,11). Establish base, then refinery and barracks/war factory; scout toward enemy.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: 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": 201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely starts near (12,16). Opening: deploy MCV, build power, then refinery.", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the first power plant is building. I\u2019ll try to queue the refinery next so construction can continue as soon as the plant is placed.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Opening: power plant, refinery, barracks, then expand economy and armor.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1133, "completion_tokens": 249, "total_tokens": 1382, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1131, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002926825, "upstream_inference_prompt_cost": 0.0001557325, "upstream_inference_completions_cost": 0.00013695}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.83, "thoughts": "The Construction Yard is deployed and the first power plant is building. I\u2019ll try to queue the refinery next so construction can continue as soon as the plant is placed.", "notes": "Home at (95,11); enemy likely near (12,16). Opening: power plant, refinery, barracks, then expand economy and armor.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "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-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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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: Enemy likely northeast at (95,11). Establish base, then refinery and barracks/war factory; scout toward enemy.", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the first power plant is ready to place. I will place it, immediately start a refinery for income, then establish infantry production and scout northeast toward the likely enemy base.\",\"notes\":\"Base at (12,16); enemy likely northeast near (95,11). Power plant ready, refinery next, then barracks and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1129, "completion_tokens": 169, "total_tokens": 1298, "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": 0.000533445, "upstream_inference_prompt_cost": 0.000310365, "upstream_inference_completions_cost": 0.00022308}, "completion_tokens_details": {"reasoning_tokens": 58, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.17, "thoughts": "The Construction Yard is deployed and the first power plant is ready to place. I will place it, immediately start a refinery for income, then establish infantry production and scout northeast toward the likely enemy base.", "notes": "Base at (12,16); enemy likely northeast near (95,11). Power plant ready, refinery next, then barracks and war factory.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"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": 401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Opening: power plant, refinery, barracks, then expand economy and armor.", "raw": "{\"thoughts\":\"Deploy the MCV to unlock construction, then start the power plant. Once it is placed, prioritize a refinery for income.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Opening: deploy MCV, power plant, refinery, barracks, then expand economy and armor.\",\"commands\":[{\"do\":\"deploy\",\"unit\":121},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1135, "completion_tokens": 135, "total_tokens": 1270, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1133, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002302575, "upstream_inference_prompt_cost": 0.0001560075, "upstream_inference_completions_cost": 7.425e-05}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.26, "thoughts": "Deploy the MCV to unlock construction, then start the power plant. Once it is placed, prioritize a refinery for income.", "notes": "Home at (95,11); enemy likely near (12,16). Opening: deploy MCV, power plant, refinery, barracks, then expand economy and armor.", "commands": [{"do": "deploy", "unit": 121}, {"do": "build", "item": "powr"}], "feedback": ["deploy #121: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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-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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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: Base at (12,16); enemy likely northeast near (95,11). Power plant ready, refinery next, then barracks and war factory.", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then start the power plant. Once placed, I will establish ore income with a refinery and begin army production.\",\"notes\":\"Base at (12,16); enemy likely northeast near (95,11). MCV deploying now; power plant first, refinery next, then barracks and war factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":122},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1147, "completion_tokens": 144, "total_tokens": 1291, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1145, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000505395, "upstream_inference_prompt_cost": 0.000315315, "upstream_inference_completions_cost": 0.00019008}, "completion_tokens_details": {"reasoning_tokens": 48, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "Deploy the MCV immediately, then start the power plant. Once placed, I will establish ore income with a refinery and begin army production.", "notes": "Base at (12,16); enemy likely northeast near (95,11). MCV deploying now; power plant first, refinery next, then barracks and war factory.", "commands": [{"do": "deploy", "unit": 122}, {"do": "build", "item": "powr"}], "feedback": ["deploy #122: 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": 1}}
{"tick": 601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 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@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #121: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Opening: deploy MCV, power plant, refinery, barracks, then expand economy and armor.", "raw": "{\"thoughts\":\"The MCV is still undeployed, so no buildings or production are available yet. Deploy it now, then start the power plant as soon as the Construction Yard is ready.\",\"notes\":\"Home (95,11); enemy likely near (12,16). MCV #123 still needs deploying. Opening: power plant, refinery, barracks, then expand economy and armor.\",\"commands\":[{\"do\":\"deploy\",\"unit\":123}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1126, "completion_tokens": 190, "total_tokens": 1316, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1124, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00025927, "upstream_inference_prompt_cost": 0.00015477, "upstream_inference_completions_cost": 0.0001045}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.81, "thoughts": "The MCV is still undeployed, so no buildings or production are available yet. Deploy it now, then start the power plant as soon as the Construction Yard is ready.", "notes": "Home (95,11); enemy likely near (12,16). MCV #123 still needs deploying. Opening: power plant, refinery, barracks, then expand economy and armor.", "commands": [{"do": "deploy", "unit": 123}], "feedback": ["deploy #123: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "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-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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 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: #124@(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: Base at (12,16); enemy likely northeast near (95,11). MCV deploying now; power plant first, refinery next, then barracks and war factory.", "raw": "{\"thoughts\":\"The MCV is deploying and the power plant is nearly ready. Place it, then begin the refinery immediately to establish income; continue scouting toward the likely enemy position once units exist.\",\"notes\":\"Home at (12,16); enemy likely near (95,11). Opening: place powr, build proc, then barracks and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1124, "completion_tokens": 189, "total_tokens": 1313, "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": 0.00055847, "upstream_inference_prompt_cost": 0.00030899, "upstream_inference_completions_cost": 0.00024948}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "The MCV is deploying and the power plant is nearly ready. Place it, then begin the refinery immediately to establish income; continue scouting toward the likely enemy position once units exist.", "notes": "Home at (12,16); enemy likely near (95,11). Opening: place powr, build proc, then barracks and war factory.", "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": "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": 801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 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 #123: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). MCV #123 still needs deploying. Opening: power plant, refinery, barracks, then expand economy and armor.", "raw": "{\"thoughts\":\"The MCV has deployed and the Construction Yard is ready. Start the standard Soviet economy with power, then place a refinery and establish infantry production.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Construction Yard #125. Opening: powr -> proc -> barracks, then armor and expansion.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1135, "completion_tokens": 145, "total_tokens": 1280, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1133, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002357575, "upstream_inference_prompt_cost": 0.0001560075, "upstream_inference_completions_cost": 7.975e-05}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.74, "thoughts": "The MCV has deployed and the Construction Yard is ready. Start the standard Soviet economy with power, then place a refinery and establish infantry production.", "notes": "Home at (95,11); enemy likely near (12,16). Construction Yard #125. Opening: powr -> proc -> barracks, then armor and expansion.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 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: #124@(12,16)*\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: Home at (12,16); enemy likely near (95,11). Opening: place powr, build proc, then barracks and war factory.", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then start the standard power and refinery opening. Once the base is active, I\u2019ll establish economy and scout toward the likely enemy position.\",\"notes\":\"Home at (12,16); enemy likely near (95,11). MCV #124 must deploy before construction. Opening powr -> proc -> barracks/war factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":124},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1133, "completion_tokens": 136, "total_tokens": 1269, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1131, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000490985, "upstream_inference_prompt_cost": 0.000311465, "upstream_inference_completions_cost": 0.00017952}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.34, "thoughts": "Deploy the MCV immediately, then start the standard power and refinery opening. Once the base is active, I\u2019ll establish economy and scout toward the likely enemy position.", "notes": "Home at (12,16); enemy likely near (95,11). MCV #124 must deploy before construction. Opening powr -> proc -> barracks/war factory.", "commands": [{"do": "deploy", "unit": 124}, {"do": "build", "item": "powr"}], "feedback": ["deploy #124: ordered", "build powr: 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": 1001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 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 near (12,16). Construction Yard #125. Opening: powr -> proc -> barracks, then armor and expansion.", "raw": "{\"thoughts\":\"Place the ready power plant, then start an ore refinery to establish income and gain a free harvester. Keep the opening focused on economy before adding production.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Construction Yard #125. Power plant placing; refinery next, then barracks and armor.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1137, "completion_tokens": 136, "total_tokens": 1273, "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": 0.0002310825, "upstream_inference_prompt_cost": 0.0001562825, "upstream_inference_completions_cost": 7.48e-05}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.21, "thoughts": "Place the ready power plant, then start an ore refinery to establish income and gain a free harvester. Keep the opening focused on economy before adding production.", "notes": "Home at (95,11); enemy likely near (12,16). Construction Yard #125. Power plant placing; refinery next, then barracks and armor.", "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": "russia", "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": 1001, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 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 #124: ordered\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (12,16); enemy likely near (95,11). MCV #124 must deploy before construction. Opening powr -> proc -> barracks/war factory.", "raw": "{\"thoughts\":\"The MCV has deployed into a Construction Yard, so I\u2019ll establish power first, then an ore refinery and early military production. No enemy is visible yet; preserve cash for the opening economy.\",\"notes\":\"Home at (12,16); enemy likely near (95,11). Build power, place it, then refinery and barracks/war factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"place\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1149, "completion_tokens": 151, "total_tokens": 1300, "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": 0.000515185, "upstream_inference_prompt_cost": 0.000315865, "upstream_inference_completions_cost": 0.00019932}, "completion_tokens_details": {"reasoning_tokens": 48, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "The MCV has deployed into a Construction Yard, so I\u2019ll establish power first, then an ore refinery and early military production. No enemy is visible yet; preserve cash for the opening economy.", "notes": "Home at (12,16); enemy likely near (95,11). Build power, place it, then refinery and barracks/war factory.", "commands": [{"do": "build", "item": "powr"}, {"do": "place", "item": "powr"}], "feedback": ["build powr: started", "place powr: 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": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 1201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Construction Yard #125. Power plant placing; refinery next, then barracks and armor.", "raw": "{\"thoughts\":\"The Power Plant is placed and power is ample. Start the first Ore Refinery now to establish income and gain a harvester, then continue with barracks and vehicle production.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Construction Yard #125; Power Plant placed. First refinery is the priority.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1197, "completion_tokens": 150, "total_tokens": 1347, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 1195, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 9.5865e-05, "upstream_inference_prompt_cost": 1.3365e-05, "upstream_inference_completions_cost": 8.25e-05}, "completion_tokens_details": {"reasoning_tokens": 62, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.94, "thoughts": "The Power Plant is placed and power is ample. Start the first Ore Refinery now to establish income and gain a harvester, then continue with barracks and vehicle production.", "notes": "Home (95,11); enemy likely near (12,16). Construction Yard #125; Power Plant placed. First refinery is the priority.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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-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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 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\n  - place powr: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Home at (12,16); enemy likely near (95,11). Build power, place it, then refinery and barracks/war factory.", "raw": "{\"thoughts\":\"Place the completed power plant, then start an ore refinery immediately to establish income. Follow with a barracks for scouting and infantry production, then a war factory and additional refinery.\",\"notes\":\"Base at (12,16); enemy likely at (95,11). Power plant ready to place; no army or harvesters yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":16,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1145, "completion_tokens": 175, "total_tokens": 1320, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1143, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000545765, "upstream_inference_prompt_cost": 0.000314765, "upstream_inference_completions_cost": 0.000231}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.36, "thoughts": "Place the completed power plant, then start an ore refinery immediately to establish income. Follow with a barracks for scouting and infantry production, then a war factory and additional refinery.", "notes": "Base at (12,16); enemy likely at (95,11). Power plant ready to place; no army or harvesters yet.", "commands": [{"do": "place", "item": "powr", "x": 16, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "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": 3}}
{"tick": 1401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Construction Yard #125; Power Plant placed. First refinery is the priority.", "raw": "{\"thoughts\":\"The first refinery is already under construction and power is ample. I\u2019ll let it finish; there are no units to scout or command yet.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #127. First refinery in progress\u2014place it when ready, then build barracks.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1168, "completion_tokens": 175, "total_tokens": 1343, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1166, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000256795, "upstream_inference_prompt_cost": 0.000160545, "upstream_inference_completions_cost": 9.625e-05}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.74, "thoughts": "The first refinery is already under construction and power is ample. I\u2019ll let it finish; there are no units to scout or command yet.", "notes": "Home (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #127. First refinery in progress\u2014place it when ready, then build barracks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "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": 1401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely at (95,11). Power plant ready to place; no army or harvesters yet.", "raw": "{\"thoughts\":\"The Construction Yard is active but the power plant still needs placement. Place it, then build and place an Ore Refinery to start income; follow with barracks and infantry scouting.\",\"notes\":\"Base at (12,16), enemy likely northeast at (95,11). Need refinery urgently; no units yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1186, "completion_tokens": 150, "total_tokens": 1336, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1184, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00052404, "upstream_inference_prompt_cost": 0.00032604, "upstream_inference_completions_cost": 0.000198}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.69, "thoughts": "The Construction Yard is active but the power plant still needs placement. Place it, then build and place an Ore Refinery to start income; follow with barracks and infantry scouting.", "notes": "Base at (12,16), enemy likely northeast at (95,11). Need refinery urgently; no units yet.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "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": 1601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #127. First refinery in progress\u2014place it when ready, then build barracks.", "raw": "{\"thoughts\":\"The first refinery is nearly complete, and there are no units or other queues to keep busy. I\u2019ll place it next turn, then build a barracks and get the economy started.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #127. Refinery is at 46%; place when ready, then build barracks.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1163, "completion_tokens": 191, "total_tokens": 1354, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 1161, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000118041, "upstream_inference_prompt_cost": 1.2991e-05, "upstream_inference_completions_cost": 0.00010505}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.02, "thoughts": "The first refinery is nearly complete, and there are no units or other queues to keep busy. I\u2019ll place it next turn, then build a barracks and get the economy started.", "notes": "Home (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #127. Refinery is at 46%; place when ready, then build barracks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "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-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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(12,16) 100%, #128 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: Base at (12,16), enemy likely northeast at (95,11). Need refinery urgently; no units yet.", "raw": "{\"thoughts\":\"The refinery is still under construction and must be placed before production can continue. Place it near the base if ready; otherwise wait, then add a barracks and begin infantry scouting toward the likely enemy start.\",\"notes\":\"Base at (12,16); power plant #128. Refinery #23 building; place when ready, then barracks and infantry scout northeast toward (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1171, "completion_tokens": 199, "total_tokens": 1370, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1169, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000584595, "upstream_inference_prompt_cost": 0.000321915, "upstream_inference_completions_cost": 0.00026268}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.88, "thoughts": "The refinery is still under construction and must be placed before production can continue. Place it near the base if ready; otherwise wait, then add a barracks and begin infantry scouting toward the likely enemy start.", "notes": "Base at (12,16); power plant #128. Refinery #23 building; place when ready, then barracks and infantry scout northeast toward (95,11).", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}], "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": 1801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #127. Refinery is at 46%; place when ready, then build barracks.", "raw": "{\"thoughts\":\"The Refinery is already 70% complete and power is ample. Let it finish, then place it and start the Barracks so the free Harvester can begin generating income.\",\"notes\":\"Home (95,11); Refinery in Building queue at 70%. Place when ready, then build Barracks. Enemy likely near (12,16).\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1164, "completion_tokens": 222, "total_tokens": 1386, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1162, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000282095, "upstream_inference_prompt_cost": 0.000159995, "upstream_inference_completions_cost": 0.0001221}, "completion_tokens_details": {"reasoning_tokens": 138, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.2, "thoughts": "The Refinery is already 70% complete and power is ample. Let it finish, then place it and start the Barracks so the free Harvester can begin generating income.", "notes": "Home (95,11); Refinery in Building queue at 70%. Place when ready, then build Barracks. Enemy likely near (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "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-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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\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  #126 fact@(12,16) 100%, #128 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: Base at (12,16); power plant #128. Refinery #23 building; place when ready, then barracks and infantry scout northeast toward (95,11).", "raw": "{\"thoughts\":\"The refinery is still under construction at 47%, so I cannot place it or start another building yet. I\u2019ll wait for completion, then place it and begin barracks production.\",\"notes\":\"MCV deployed at (12,16); power plant #128. Refinery #23 is 47% complete; place next turn when ready, then build barracks and scout northeast toward (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1174, "completion_tokens": 177, "total_tokens": 1351, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1172, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00055638, "upstream_inference_prompt_cost": 0.00032274, "upstream_inference_completions_cost": 0.00023364}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "The refinery is still under construction at 47%, so I cannot place it or start another building yet. I\u2019ll wait for completion, then place it and begin barracks production.", "notes": "MCV deployed at (12,16); power plant #128. Refinery #23 is 47% complete; place next turn when ready, then build barracks and scout northeast toward (95,11).", "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": 5}}
{"tick": 2001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); Refinery in Building queue at 70%. Place when ready, then build Barracks. Enemy likely near (12,16).", "raw": "{\"thoughts\":\"The refinery is nearly ready; place it now to start income and gain a free harvester, then queue a barracks. Power is ample for this opening.\",\"notes\":\"Home (95,11). Place refinery, then build barracks; enemy likely near (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1156, "completion_tokens": 135, "total_tokens": 1291, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1154, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000233145, "upstream_inference_prompt_cost": 0.000158895, "upstream_inference_completions_cost": 7.425e-05}, "completion_tokens_details": {"reasoning_tokens": 47, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.37, "thoughts": "The refinery is nearly ready; place it now to start income and gain a free harvester, then queue a barracks. Power is ample for this opening.", "notes": "Home (95,11). Place refinery, then build barracks; enemy likely near (12,16).", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\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  #126 fact@(12,16) 100%, #128 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: MCV deployed at (12,16); power plant #128. Refinery #23 is 47% complete; place next turn when ready, then build barracks and scout northeast toward (95,11).", "raw": "{\"thoughts\":\"Refinery #23 is still under construction at 70%, so I cannot start another building yet. I will place it as soon as it is ready, then add barracks and begin scouting northeast.\",\"notes\":\"MCV deployed; Construction Yard #126 and Power Plant #128 at home. Refinery #23 in progress, 70%; no units yet. Enemy likely starts near (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1161, "completion_tokens": 178, "total_tokens": 1339, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1159, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000554125, "upstream_inference_prompt_cost": 0.000319165, "upstream_inference_completions_cost": 0.00023496}, "completion_tokens_details": {"reasoning_tokens": 83, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.62, "thoughts": "Refinery #23 is still under construction at 70%, so I cannot start another building yet. I will place it as soon as it is ready, then add barracks and begin scouting northeast.", "notes": "MCV deployed; Construction Yard #126 and Power Plant #128 at home. Refinery #23 in progress, 70%; no units yet. Enemy likely starts near (95,11).", "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": 5}}
{"tick": 2201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Home (95,11). Place refinery, then build barracks; enemy likely near (12,16).", "raw": "{\"thoughts\":\"The refinery is ready but not yet placed, so establish it now to start income. The barracks is already queued; once the refinery is down, keep production moving toward a War Factory and a tank force.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Place ready proc; barracks already in Building queue.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1181, "completion_tokens": 183, "total_tokens": 1364, "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": 0.0002629825, "upstream_inference_prompt_cost": 0.0001623325, "upstream_inference_completions_cost": 0.00010065}, "completion_tokens_details": {"reasoning_tokens": 83, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.95, "thoughts": "The refinery is ready but not yet placed, so establish it now to start income. The barracks is already queued; once the refinery is down, keep production moving toward a War Factory and a tank force.", "notes": "Home (95,11); enemy likely near (12,16). Place ready proc; barracks already in Building queue.", "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": "russia", "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": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\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  #126 fact@(12,16) 100%, #128 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: MCV deployed; Construction Yard #126 and Power Plant #128 at home. Refinery #23 in progress, 70%; no units yet. Enemy likely starts near (95,11).", "raw": "{\"thoughts\":\"Refinery is nearly complete; place it now, then start an Allied Barracks and produce infantry for scouting and defense. Follow with a War Factory once the barracks is underway.\",\"notes\":\"Home at (12,16); enemy likely near (95,11). Refinery nearly ready; no army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1157, "completion_tokens": 185, "total_tokens": 1342, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1155, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000562265, "upstream_inference_prompt_cost": 0.000318065, "upstream_inference_completions_cost": 0.0002442}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.95, "thoughts": "Refinery is nearly complete; place it now, then start an Allied Barracks and produce infantry for scouting and defense. Follow with a War Factory once the barracks is underway.", "notes": "Home at (12,16); enemy likely near (95,11). Refinery nearly ready; no army yet.", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}, {"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": 5}}
{"tick": 2401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Place ready proc; barracks already in Building queue.", "raw": "{\"thoughts\":\"Place the ready power plant and let the barracks finish. Cash is limited, so prioritize a second refinery after the barracks, then build a war factory and start a tank force toward the likely enemy base at (12,16).\",\"notes\":\"Home (95,11); enemy likely near (12,16). Power plant ready to place; barracks in Building queue. One harvester; scout/attack west once army is available.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1243, "completion_tokens": 261, "total_tokens": 1504, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1241, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003144075, "upstream_inference_prompt_cost": 0.0001708575, "upstream_inference_completions_cost": 0.00014355}, "completion_tokens_details": {"reasoning_tokens": 141, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "Place the ready power plant and let the barracks finish. Cash is limited, so prioritize a second refinery after the barracks, then build a war factory and start a tank force toward the likely enemy base at (12,16).", "notes": "Home (95,11); enemy likely near (12,16). Power plant ready to place; barracks in Building queue. One harvester; scout/attack west once army is available.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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": 2401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\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  #126 fact@(12,16) 100%, #128 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\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (12,16); enemy likely near (95,11). Refinery nearly ready; no army yet.", "raw": "{\"thoughts\":\"Place the ready refinery immediately to establish income, then maintain power and begin infantry production once the barracks completes. I will scout toward the likely enemy start as soon as units exist.\",\"notes\":\"Home at (12,16), enemy likely near (95,11). Refinery ready to place; barracks under construction. No army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1193, "completion_tokens": 205, "total_tokens": 1398, "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": 0.000598565, "upstream_inference_prompt_cost": 0.000327965, "upstream_inference_completions_cost": 0.0002706}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "Place the ready refinery immediately to establish income, then maintain power and begin infantry production once the barracks completes. I will scout toward the likely enemy start as soon as units exist.", "notes": "Home at (12,16), enemy likely near (95,11). Refinery ready to place; barracks under construction. No army yet.", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: 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": 6}}
{"tick": 2601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2680 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: proc 22%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Power plant ready to place; barracks in Building queue. One harvester; scout/attack west once army is available.", "raw": "{\"thoughts\":\"The second refinery is underway, and power is comfortably positive. Keep the building queue moving toward a War Factory so I can start producing Soviet armor as soon as possible.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Second refinery in progress; barracks queued. Scout west and build a tank force once the War Factory is ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1267, "completion_tokens": 268, "total_tokens": 1535, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1265, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003215575, "upstream_inference_prompt_cost": 0.0001741575, "upstream_inference_completions_cost": 0.0001474}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.05, "thoughts": "The second refinery is underway, and power is comfortably positive. Keep the building queue moving toward a War Factory so I can start producing Soviet armor as soon as possible.", "notes": "Home (95,11); enemy likely near (12,16). Second refinery in progress; barracks queued. Scout west and build a tank force once the War Factory is ready.", "commands": [{"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": "russia", "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": 10}}
{"tick": 2601, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: 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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(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\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (12,16), enemy likely near (95,11). Refinery ready to place; barracks under construction. No army yet.", "raw": "{\"thoughts\":\"Place the ready power plant, then keep the barracks and war factory pipeline moving. With no combat units yet, establish basic infantry production and scout toward the likely enemy start.\",\"notes\":\"Home at (12,16); enemy likely east/northeast near (95,11). Power plant ready to place; barracks queued. One harvester at (18,8).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":0,\"x\":30,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1258, "completion_tokens": 217, "total_tokens": 1475, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1256, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00063228, "upstream_inference_prompt_cost": 0.00034584, "upstream_inference_completions_cost": 0.00028644}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Place the ready power plant, then keep the barracks and war factory pipeline moving. With no combat units yet, establish basic infantry production and scout toward the likely enemy start.", "notes": "Home at (12,16); enemy likely east/northeast near (95,11). Power plant ready to place; barracks queued. One harvester at (18,8).", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}, {"do": "place", "item": "weap"}, {"do": "rally", "building": 0, "x": 30, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: started", "place weap: nothing READY TO PLACE with that type", "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": 8}}
{"tick": 2801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2378 + stored ore $468 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 46%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(98,12)\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 (95,11); enemy likely near (12,16). Second refinery in progress; barracks queued. Scout west and build a tank force once the War Factory is ready.", "raw": "{\"thoughts\":\"The second refinery is still under construction, with the War Factory queued behind it. Power is ample for now; queue a barracks next and get infantry scouting west toward the likely enemy start while the economy and vehicle production come online.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Second proc underway, weap queued; barracks next. Scout west toward enemy once infantry is available.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1270, "completion_tokens": 272, "total_tokens": 1542, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1268, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00032417, "upstream_inference_prompt_cost": 0.00017457, "upstream_inference_completions_cost": 0.0001496}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.62, "thoughts": "The second refinery is still under construction, with the War Factory queued behind it. Power is ample for now; queue a barracks next and get infantry scouting west toward the likely enemy start while the economy and vehicle production come online.", "notes": "Home (95,11); enemy likely near (12,16). Second proc underway, weap queued; barracks next. Scout west toward enemy once infantry is available.", "commands": [{"do": "build", "item": "barr"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["build barr: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "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": 475, "experience": 0, "order_count": 11}}
{"tick": 2801, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2676 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 16%; Building: 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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(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)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: started\n  - place weap: nothing READY TO PLACE with that type\n  - rally: #0 is not your building\nYOUR NOTES FROM LAST TURN: Home at (12,16); enemy likely east/northeast near (95,11). Power plant ready to place; barracks queued. One harvester at (18,8).", "raw": "{\"thoughts\":\"War Factory and Barracks are queued; keep the building queue progressing and prepare to add a second refinery once they complete. The harvester is currently the only unit, so no attack or scouting force exists yet.\",\"notes\":\"Base at (12,16), likely enemy east/northeast near (95,11). One harvester #137; War Factory building and Barracks queued. Build refinery after queued structures, then produce tanks and scout east.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":16},{\"do\":\"place\",\"item\":\"tent\",\"x\":14,\"y\":18},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":0,\"x\":35,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1303, "completion_tokens": 438, "total_tokens": 1741, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1301, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000936375, "upstream_inference_prompt_cost": 0.000358215, "upstream_inference_completions_cost": 0.00057816}, "completion_tokens_details": {"reasoning_tokens": 276, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.45, "thoughts": "War Factory and Barracks are queued; keep the building queue progressing and prepare to add a second refinery once they complete. The harvester is currently the only unit, so no attack or scouting force exists yet.", "notes": "Base at (12,16), likely enemy east/northeast near (95,11). One harvester #137; War Factory building and Barracks queued. Build refinery after queued structures, then produce tanks and scout east.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 16}, {"do": "place", "item": "tent", "x": 14, "y": 18}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 0, "x": 35, "y": 16}], "feedback": ["place weap: nothing READY TO PLACE with that type", "place tent: nothing READY TO PLACE with that type", "build proc: started", "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": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 10}}
{"tick": 3001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2378 + stored ore $135 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 70%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Second proc underway, weap queued; barracks next. Scout west toward enemy once infantry is available.", "raw": "{\"thoughts\":\"The second refinery is 70% complete, with barracks and war factories queued behind it. Power is ample; let construction continue and keep the harvester mining.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Proc is 70% complete, then barracks, war factory, and another barracks are queued. Train infantry once a barracks is placed; scout west.\",\"commands\":[{\"do\":\"harvest\",\"unit\":134}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1273, "completion_tokens": 334, "total_tokens": 1607, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1271, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003586825, "upstream_inference_prompt_cost": 0.0001749825, "upstream_inference_completions_cost": 0.0001837}, "completion_tokens_details": {"reasoning_tokens": 229, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.64, "thoughts": "The second refinery is 70% complete, with barracks and war factories queued behind it. Power is ample; let construction continue and keep the harvester mining.", "notes": "Home (95,11); enemy likely near (12,16). Proc is 70% complete, then barracks, war factory, and another barracks are queued. Train infantry once a barracks is placed; scout west.", "commands": [{"do": "harvest", "unit": 134}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "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": 12}}
{"tick": 3001, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2385 + stored ore $458 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; 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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(16,18)\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  - place tent: nothing READY TO PLACE with that type\n  - build proc: started\n  - rally: #0 is not your building\nYOUR NOTES FROM LAST TURN: Base at (12,16), likely enemy east/northeast near (95,11). One harvester #137; War Factory building and Barracks queued. Build refinery after queued structures, then produce tanks and scout east.", "raw": "{\"thoughts\":\"War Factory is still under construction, with Refinery and Barracks queued behind it. Economy and power are healthy, so I\u2019ll let the build queue finish before placing structures and starting tank production.\",\"notes\":\"Base (12,16); enemy likely near (95,11). One harvester #137. War Factory currently 32% building; Refinery and Barracks queued. Place each when ready, then produce Medium Tanks and scout east.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1294, "completion_tokens": 346, "total_tokens": 1640, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1292, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00081246, "upstream_inference_prompt_cost": 0.00035574, "upstream_inference_completions_cost": 0.00045672}, "completion_tokens_details": {"reasoning_tokens": 244, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.32, "thoughts": "War Factory is still under construction, with Refinery and Barracks queued behind it. Economy and power are healthy, so I\u2019ll let the build queue finish before placing structures and starting tank production.", "notes": "Base (12,16); enemy likely near (95,11). One harvester #137. War Factory currently 32% building; Refinery and Barracks queued. Place each when ready, then produce Medium Tanks and scout east.", "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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 3201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2180 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: proc 94%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Proc is 70% complete, then barracks, war factory, and another barracks are queued. Train infantry once a barracks is placed; scout west.", "raw": "{\"thoughts\":\"The refinery is nearly ready, and the barracks, war factory, and second barracks are already queued. Power is ample, so I\u2019ll let construction continue and start infantry once the barracks is placed.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Refinery at 94%, followed by barracks, war factory, second barracks. One harvester; scout west and build army when barracks is ready.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1254, "completion_tokens": 292, "total_tokens": 1546, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1252, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00033297, "upstream_inference_prompt_cost": 0.00017237, "upstream_inference_completions_cost": 0.0001606}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "The refinery is nearly ready, and the barracks, war factory, and second barracks are already queued. Power is ample, so I\u2019ll let construction continue and start infantry once the barracks is placed.", "notes": "Home (95,11); enemy likely near (12,16). Refinery at 94%, followed by barracks, war factory, second barracks. One harvester; scout west and build army when barracks is ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "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": 12}}
{"tick": 3201, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2385 + stored ore $125 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; 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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(19,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16); enemy likely near (95,11). One harvester #137. War Factory currently 32% building; Refinery and Barracks queued. Place each when ready, then produce Medium Tanks and scout east.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the queued Refinery and Barracks will follow. I will preserve cash for Medium Tanks and begin scouting east once production is available.\",\"notes\":\"Base at (12,16), enemy likely at (95,11). One harvester #137. War Factory 49% building; Refinery and Barracks queued behind it.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1243, "completion_tokens": 302, "total_tokens": 1545, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1241, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000740355, "upstream_inference_prompt_cost": 0.000341715, "upstream_inference_completions_cost": 0.00039864}, "completion_tokens_details": {"reasoning_tokens": 218, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "War Factory is nearly complete and the queued Refinery and Barracks will follow. I will preserve cash for Medium Tanks and begin scouting east once production is available.", "notes": "Base at (12,16), enemy likely at (95,11). One harvester #137. War Factory 49% building; Refinery and Barracks queued behind it.", "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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 3401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2100 + stored ore $500 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Refinery at 94%, followed by barracks, war factory, second barracks. One harvester; scout west and build army when barracks is ready.", "raw": "{\"thoughts\":\"Place the ready refinery to add a second harvester, then keep power and unit production moving. Once the queued barracks is ready, scout west toward the likely enemy start and build up a force for a later push.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Second refinery ready to place; barracks, war factory, then second barracks queued. Scout west when infantry production is available.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1255, "completion_tokens": 258, "total_tokens": 1513, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1253, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003144075, "upstream_inference_prompt_cost": 0.0001725075, "upstream_inference_completions_cost": 0.0001419}, "completion_tokens_details": {"reasoning_tokens": 141, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "Place the ready refinery to add a second harvester, then keep power and unit production moving. Once the queued barracks is ready, scout west toward the likely enemy start and build up a force for a later push.", "notes": "Home (95,11); enemy likely near (12,16). Second refinery ready to place; barracks, war factory, then second barracks queued. Scout west when infantry production is available.", "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": "russia", "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": 1000, "experience": 0, "order_count": 12}}
{"tick": 3401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2176 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.6%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; 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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(17,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely at (95,11). One harvester #137. War Factory 49% building; Refinery and Barracks queued behind it.", "raw": "{\"thoughts\":\"War Factory is nearly complete, with a second Refinery and Barracks already queued afterward. Preserve cash for placement and begin tank production as soon as the War Factory is ready; the harvester is operating safely for now.\",\"notes\":\"Base at (12,16), enemy likely near (95,11). War Factory 66% complete, then Refinery and Barracks queued. One harvester #137.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1232, "completion_tokens": 241, "total_tokens": 1473, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1230, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00065681, "upstream_inference_prompt_cost": 0.00033869, "upstream_inference_completions_cost": 0.00031812}, "completion_tokens_details": {"reasoning_tokens": 146, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "War Factory is nearly complete, with a second Refinery and Barracks already queued afterward. Preserve cash for placement and begin tank production as soon as the War Factory is ready; the harvester is operating safely for now.", "notes": "Base at (12,16), enemy likely near (95,11). War Factory 66% complete, then Refinery and Barracks queued. One harvester #137.", "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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 3601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2100 + stored ore $200 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #134@(104,22) #140@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Second refinery ready to place; barracks, war factory, then second barracks queued. Scout west when infantry production is available.", "raw": "{\"thoughts\":\"Place the ready power plant so the building queue can advance toward barracks and vehicle production. Once production buildings are available, scout west toward the likely enemy start and build a tank force.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Two refineries and two harvesters; barracks, war factory, second barracks queued. Scout west when units are available.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1299, "completion_tokens": 273, "total_tokens": 1572, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1297, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003287075, "upstream_inference_prompt_cost": 0.0001785575, "upstream_inference_completions_cost": 0.00015015}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Place the ready power plant so the building queue can advance toward barracks and vehicle production. Once production buildings are available, scout west toward the likely enemy start and build a tank force.", "notes": "Home (95,11); enemy likely near (12,16). Two refineries and two harvesters; barracks, war factory, second barracks queued. Scout west when units are available.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1000, "experience": 0, "order_count": 14}}
{"tick": 3601, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1843 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.6%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; 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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely near (95,11). War Factory 66% complete, then Refinery and Barracks queued. One harvester #137.", "raw": "{\"thoughts\":\"War Factory is nearly complete; queue a second Refinery next to the base to improve income, then begin infantry production once the barracks is available. No enemy contact yet, so scouting will wait until a combat unit is produced.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). One harvester #137. War Factory nearly ready; prioritize Refinery, then Barracks and continuous army production.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1231, "completion_tokens": 270, "total_tokens": 1501, "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": 0.000694815, "upstream_inference_prompt_cost": 0.000338415, "upstream_inference_completions_cost": 0.0003564}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "War Factory is nearly complete; queue a second Refinery next to the base to improve income, then begin infantry production once the barracks is available. No enemy contact yet, so scouting will wait until a combat unit is produced.", "notes": "Base at (12,16); enemy likely near (95,11). One harvester #137. War Factory nearly ready; prioritize Refinery, then Barracks and continuous army 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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 3801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1980 + stored ore $0 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: barr 64%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #134@(103,19) #140@(100,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Two refineries and two harvesters; barracks, war factory, second barracks queued. Scout west when units are available.", "raw": "{\"thoughts\":\"The base has strong power and two harvesters, but no combat units yet. Let the barracks and war factory finish, add a third refinery for income, and start an infantry queue as soon as production is available.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Two refineries/harvesters; barracks, war factory, and second barracks are queued. Scout west once units are available.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1310, "completion_tokens": 304, "total_tokens": 1614, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1308, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00034727, "upstream_inference_prompt_cost": 0.00018007, "upstream_inference_completions_cost": 0.0001672}, "completion_tokens_details": {"reasoning_tokens": 181, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "The base has strong power and two harvesters, but no combat units yet. Let the barracks and war factory finish, add a third refinery for income, and start an infantry queue as soon as production is available.", "notes": "Home (95,11); enemy likely near (12,16). Two refineries/harvesters; barracks, war factory, and second barracks are queued. Scout west once units are available.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["build proc: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 1000, "experience": 0, "order_count": 15}}
{"tick": 3801, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1833 + stored ore $177 (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 4.6%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: proc 0%; 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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(17,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely near (95,11). One harvester #137. War Factory nearly ready; prioritize Refinery, then Barracks and continuous army production.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the refinery build is already queued. Place the War Factory, begin tank production immediately, and place the refinery when ready; then push the first tanks east toward the likely enemy base.\",\"notes\":\"Base at (12,16); enemy likely at (95,11). One harvester. War Factory completing now; refinery queued. Build tanks continuously and scout/attack east.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":14},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"place\",\"item\":\"proc\",\"x\":20,\"y\":17},{\"do\":\"rally\",\"building\":140,\"x\":30,\"y\":15},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":40,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1254, "completion_tokens": 385, "total_tokens": 1639, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1252, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00085294, "upstream_inference_prompt_cost": 0.00034474, "upstream_inference_completions_cost": 0.0005082}, "completion_tokens_details": {"reasoning_tokens": 208, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.23, "thoughts": "War Factory is nearly complete and the refinery build is already queued. Place the War Factory, begin tank production immediately, and place the refinery when ready; then push the first tanks east toward the likely enemy base.", "notes": "Base at (12,16); enemy likely at (95,11). One harvester. War Factory completing now; refinery queued. Build tanks continuously and scout/attack east.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 14}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "place", "item": "proc", "x": 20, "y": 17}, {"do": "rally", "building": 140, "x": 30, "y": 15}, {"do": "attack_move", "units": "idle_army", "x": 40, "y": 14}], "feedback": ["place weap: nothing READY TO PLACE with that type", "train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "place proc: nothing READY TO PLACE with that type", "rally: #140 is not your building", "attack_move: no valid unit ids of yours"], "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": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 12}}
{"tick": 4001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1800 + stored ore $800 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: barr READY TO PLACE; Building: proc 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #134@(98,12) #140@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Two refineries/harvesters; barracks, war factory, and second barracks are queued. Scout west once units are available.", "raw": "{\"thoughts\":\"Place the ready barracks, then start infantry to scout west toward the likely enemy base. Keep the queued refinery, war factory, and second barracks progressing; power is ample for now.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Scout west toward enemy with infantry as soon as available; two harvesters working.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1311, "completion_tokens": 225, "total_tokens": 1536, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1309, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003039575, "upstream_inference_prompt_cost": 0.0001802075, "upstream_inference_completions_cost": 0.00012375}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.11, "thoughts": "Place the ready barracks, then start infantry to scout west toward the likely enemy base. Keep the queued refinery, war factory, and second barracks progressing; power is ample for now.", "notes": "Home (95,11); enemy likely near (12,16). Scout west toward enemy with infantry as soon as available; two harvesters working.", "commands": [{"do": "place", "item": "barr"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 1750, "experience": 0, "order_count": 16}}
{"tick": 4001, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1833 + stored ore $167 (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 4.7%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: proc 0%; 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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(18,7)\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  - train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - place proc: nothing READY TO PLACE with that type\n  - rally: #140 is not your building\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely at (95,11). One harvester. War Factory completing now; refinery queued. Build tanks continuously and scout/attack east.", "raw": "{\"thoughts\":\"Place the ready War Factory so vehicle production can begin. Preserve cash for the queued refinery and start tank production as soon as the factory is operational.\",\"notes\":\"Base at (12,16), enemy likely east near (95,11). One harvester; War Factory ready to place, refineries and barracks queued.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1314, "completion_tokens": 213, "total_tokens": 1527, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1312, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0006424, "upstream_inference_prompt_cost": 0.00036124, "upstream_inference_completions_cost": 0.00028116}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.07, "thoughts": "Place the ready War Factory so vehicle production can begin. Preserve cash for the queued refinery and start tank production as soon as the factory is operational.", "notes": "Base at (12,16), enemy likely east near (95,11). One harvester; War Factory ready to place, refineries and barracks queued.", "commands": [{"do": "place", "item": "weap"}], "feedback": ["place weap: 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": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 12}}
{"tick": 4201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1800 + stored ore $678 (storage 4000), power 300 made / 80 used, harvesters 2.\nSCORE: assets $8400, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: proc 23%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #134@(106,21) #140@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Scout west toward enemy with infantry as soon as available; two harvesters working.", "raw": "{\"thoughts\":\"The barracks is now available, so I\u2019ll start a small infantry scout force and send it west toward the likely enemy base. The refinery and War Factory are already queued; keep the economy running while they complete.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Send infantry west to scout; two harvesters working. Building queue: proc then weap.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":142,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1351, "completion_tokens": 272, "total_tokens": 1623, "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": 0.0003353075, "upstream_inference_prompt_cost": 0.0001857075, "upstream_inference_completions_cost": 0.0001496}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.13, "thoughts": "The barracks is now available, so I\u2019ll start a small infantry scout force and send it west toward the likely enemy base. The refinery and War Factory are already queued; keep the economy running while they complete.", "notes": "Home (95,11); enemy likely near (12,16). Send infantry west to scout; two harvesters working. Building queue: proc then weap.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 142, "x": 12, "y": 16}], "feedback": ["train 5x e1: queued", "rally #142: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 0, "income": 2000, "experience": 0, "order_count": 17}}
{"tick": 4201, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1678 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 23%; Building: proc 0%; 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, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely east near (95,11). One harvester; War Factory ready to place, refineries and barracks queued.", "raw": "{\"thoughts\":\"War Factory is operational and power is ample. Place the ready refinery and barracks, then keep the War Factory producing tanks while expanding the economy; send the first tank east to scout and attack toward the likely enemy base.\",\"notes\":\"Base at (12,16), enemy likely east near (95,11). One harvester currently mining; place ready proc/tent and produce tanks continuously.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"rally\",\"building\":143,\"x\":35,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1309, "completion_tokens": 309, "total_tokens": 1618, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1307, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000767745, "upstream_inference_prompt_cost": 0.000359865, "upstream_inference_completions_cost": 0.00040788}, "completion_tokens_details": {"reasoning_tokens": 170, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "War Factory is operational and power is ample. Place the ready refinery and barracks, then keep the War Factory producing tanks while expanding the economy; send the first tank east to scout and attack toward the likely enemy base.", "notes": "Base at (12,16), enemy likely east near (95,11). One harvester currently mining; place ready proc/tent and produce tanks continuously.", "commands": [{"do": "place", "item": "proc"}, {"do": "place", "item": "tent"}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "rally", "building": 143, "x": 35, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "place tent: nothing READY TO PLACE with that type", "train 1x 1tnk: queued", "rally #143: 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": 7100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 13}}
{"tick": 4401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1800 + stored ore $28 (storage 4000), power 300 made / 80 used, harvesters 2.\nSCORE: assets $8700, army $2500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.1%.\nPRODUCTION: Building: proc 46%; Building: weap 0%; Building: barr 0%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #144@(87,13) #145@(90,11) #146@(92,9)\n  harv (Ore Truck (harvester)) x2: #134@(107,22) #140@(100,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #142: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Send infantry west to scout; two harvesters working. Building queue: proc then weap.", "raw": "{\"thoughts\":\"The second refinery is nearly complete, followed by the War Factory and another Barracks in the building queue. Send the infantry west to scout toward the likely enemy start, and add rocket soldiers for a useful anti-armor mix while the vehicle factory comes online.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Infantry scouting west. Two harvesters; proc nearing completion, then weap and barr queued.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[144,145,146],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1385, "completion_tokens": 270, "total_tokens": 1655, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1383, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003388825, "upstream_inference_prompt_cost": 0.0001903825, "upstream_inference_completions_cost": 0.0001485}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.66, "thoughts": "The second refinery is nearly complete, followed by the War Factory and another Barracks in the building queue. Send the infantry west to scout toward the likely enemy start, and add rocket soldiers for a useful anti-armor mix while the vehicle factory comes online.", "notes": "Home (95,11); enemy likely near (12,16). Infantry scouting west. Two harvesters; proc nearing completion, then weap and barr queued.", "commands": [{"do": "attack_move", "units": [144, 145, 146], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 3 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 300, "income": 2000, "experience": 0, "order_count": 22}}
{"tick": 4401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1523 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 46%; Building: proc 0%; Building: tent 0%; Vehicle: 1tnk 46%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(17,10)\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  - place tent: nothing READY TO PLACE with that type\n  - train 1x 1tnk: queued\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely east near (95,11). One harvester currently mining; place ready proc/tent and produce tanks continuously.", "raw": "{\"thoughts\":\"The second refinery and barracks are already queued behind the current refinery, while the first tank is in production. Keep the vehicle queue active and send the tank east to scout and pressure the likely enemy position as soon as it appears.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). Building queue: refinery, refinery, barracks. Keep producing light tanks and explore east.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"rally\",\"building\":143,\"x\":35,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1345, "completion_tokens": 418, "total_tokens": 1763, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1343, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000921525, "upstream_inference_prompt_cost": 0.000369765, "upstream_inference_completions_cost": 0.00055176}, "completion_tokens_details": {"reasoning_tokens": 283, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "The second refinery and barracks are already queued behind the current refinery, while the first tank is in production. Keep the vehicle queue active and send the tank east to scout and pressure the likely enemy position as soon as it appears.", "notes": "Base at (12,16); enemy likely near (95,11). Building queue: refinery, refinery, barracks. Keep producing light tanks and explore east.", "commands": [{"do": "train", "item": "1tnk", "count": 1}, {"do": "harvest", "unit": 137}, {"do": "rally", "building": 143, "x": 35, "y": 15}], "feedback": ["train 1x 1tnk: queued", "rally #143: 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": 7100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 14}}
{"tick": 4601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1232 + stored ore $430 (storage 4000), power 300 made / 80 used, harvesters 2.\nSCORE: assets $8800, army $2600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.7%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Building: barr 0%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(78,15) #145@(80,13) #146@(83,13) #147@(87,13)\n  harv (Ore Truck (harvester)) x2: #134@(99,13) #140@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Infantry scouting west. Two harvesters; proc nearing completion, then weap and barr queued.", "raw": "{\"thoughts\":\"The third refinery is nearly complete and the War Factory is next in the building queue; power is comfortably positive. Keep the riflemen scouting toward the likely enemy start while the existing rocket-soldier queue fills, then transition to tank production as soon as the War Factory is available.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Third proc at 70%; weap and barr queued. Two harvesters. Scout west with riflemen; build tank force when weap completes.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[144,145,146,147],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1421, "completion_tokens": 276, "total_tokens": 1697, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1419, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003471325, "upstream_inference_prompt_cost": 0.0001953325, "upstream_inference_completions_cost": 0.0001518}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.52, "thoughts": "The third refinery is nearly complete and the War Factory is next in the building queue; power is comfortably positive. Keep the riflemen scouting toward the likely enemy start while the existing rocket-soldier queue fills, then transition to tank production as soon as the War Factory is available.", "notes": "Home (95,11); enemy likely near (12,16). Third proc at 70%; weap and barr queued. Two harvesters. Scout west with riflemen; build tank force when weap completes.", "commands": [{"do": "attack_move", "units": [144, 145, 146, 147], "x": 12, "y": 16}], "feedback": ["attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 400, "income": 2500, "experience": 0, "order_count": 27}}
{"tick": 4601, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $856 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: proc 70%; Building: proc 0%; Building: tent 0%; Vehicle: 1tnk 93%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(19,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x 1tnk: queued\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely near (95,11). Building queue: refinery, refinery, barracks. Keep producing light tanks and explore east.", "raw": "{\"thoughts\":\"The first light tank is nearly complete; I will send it east toward the likely enemy start as soon as it appears. Refinery and barracks construction are underway, so preserve cash for placement and continued tank production.\",\"notes\":\"Base (12,16), enemy likely (95,11). Refinery and barracks queued; keep light tanks rolling and scout east.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":45,\"y\":14},{\"do\":\"rally\",\"building\":143,\"x\":30,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1328, "completion_tokens": 316, "total_tokens": 1644, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1326, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00078221, "upstream_inference_prompt_cost": 0.00036509, "upstream_inference_completions_cost": 0.00041712}, "completion_tokens_details": {"reasoning_tokens": 193, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "The first light tank is nearly complete; I will send it east toward the likely enemy start as soon as it appears. Refinery and barracks construction are underway, so preserve cash for placement and continued tank production.", "notes": "Base (12,16), enemy likely (95,11). Refinery and barracks queued; keep light tanks rolling and scout east.", "commands": [{"do": "attack_move", "units": "all_army", "x": 45, "y": 14}, {"do": "rally", "building": 143, "x": 30, "y": 14}], "feedback": ["attack_move: no valid unit ids of yours", "rally #143: 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": 7100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 15}}
{"tick": 4801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1232 + stored ore $266 (storage 4000), power 300 made / 80 used, harvesters 2.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Building: barr 0%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(70,23) #145@(73,20) #146@(75,18) #147@(77,16)\n  e3 (Rocket Soldier) x1: #151@(86,13)\n  harv (Ore Truck (harvester)) x2: #134@(103,17) #140@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Third proc at 70%; weap and barr queued. Two harvesters. Scout west with riflemen; build tank force when weap completes.", "raw": "{\"thoughts\":\"The third refinery is nearly ready, while the queued War Factory will give us tank production once it finishes. Keep scouting west toward the likely enemy start and send the rocket soldier with the riflemen; existing infantry queues are already busy.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Place third proc when ready, then prioritize War Factory and Soviet tank production. Scout west; currently 4 rifles and 1 rocket soldier forward.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[144,145,146,147,151],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1429, "completion_tokens": 312, "total_tokens": 1741, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1427, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003680325, "upstream_inference_prompt_cost": 0.0001964325, "upstream_inference_completions_cost": 0.0001716}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "The third refinery is nearly ready, while the queued War Factory will give us tank production once it finishes. Keep scouting west toward the likely enemy start and send the rocket soldier with the riflemen; existing infantry queues are already busy.", "notes": "Home (95,11); likely enemy start (12,16). Place third proc when ready, then prioritize War Factory and Soviet tank production. Scout west; currently 4 rifles and 1 rocket soldier forward.", "commands": [{"do": "attack_move", "units": [144, 145, 146, 147, 151], "x": 12, "y": 16}], "feedback": ["attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 700, "income": 3000, "experience": 0, "order_count": 27}}
{"tick": 4801, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $191 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7800, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: proc 94%; Building: proc 0%; Building: tent 0%; Vehicle: 1tnk 41%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #150@(30,14)*\n  harv (Ore Truck (harvester)) x1: #137@(17,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy likely (95,11). Refinery and barracks queued; keep light tanks rolling and scout east.", "raw": "{\"thoughts\":\"The refinery is nearly ready and the economy is still cash-starved, so keep the queued production running. Send the light tank east to scout toward the likely enemy base while the refinery completes.\",\"notes\":\"Base at (12,16); enemy likely east at (95,11). Refinery nearly ready, second refinery and barracks queued, light tank scouting east.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":19,\"y\":17},{\"do\":\"attack_move\",\"units\":[150],\"x\":70,\"y\":12},{\"do\":\"rally\",\"building\":143,\"x\":35,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1333, "completion_tokens": 229, "total_tokens": 1562, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1331, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000668745, "upstream_inference_prompt_cost": 0.000366465, "upstream_inference_completions_cost": 0.00030228}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.37, "thoughts": "The refinery is nearly ready and the economy is still cash-starved, so keep the queued production running. Send the light tank east to scout toward the likely enemy base while the refinery completes.", "notes": "Base at (12,16); enemy likely east at (95,11). Refinery nearly ready, second refinery and barracks queued, light tank scouting east.", "commands": [{"do": "place", "item": "proc", "x": 19, "y": 17}, {"do": "attack_move", "units": [150], "x": 70, "y": 12}, {"do": "rally", "building": 143, "x": 35, "y": 14}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 1 units", "rally #143: 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": 7800, "army_value": 700, "income": 1500, "experience": 0, "order_count": 15}}
{"tick": 5001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1090 + stored ore $0 (storage 4000), power 300 made / 80 used, harvesters 2.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.4%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Building: barr 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(62,27) #145@(64,25) #146@(67,24) #147@(70,23)\n  e3 (Rocket Soldier) x3: #151@(76,17) #152@(85,13) #153@(92,9)\n  harv (Ore Truck (harvester)) x2: #134@(105,23) #140@(103,22)\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: Home (95,11); likely enemy start (12,16). Place third proc when ready, then prioritize War Factory and Soviet tank production. Scout west; currently 4 rifles and 1 rocket soldier forward.", "raw": "{\"thoughts\":\"Place the ready refinery to expand income while the War Factory finishes, then switch vehicle production to Soviet heavy tanks. Send the forward infantry west to scout and pressure the likely enemy start.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Third refinery ready to place; War Factory and Barracks queued. Push scouting force west; prioritize 3tnk once War Factory is available.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1431, "completion_tokens": 283, "total_tokens": 1714, "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": 0.0003523575, "upstream_inference_prompt_cost": 0.0001967075, "upstream_inference_completions_cost": 0.00015565}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Place the ready refinery to expand income while the War Factory finishes, then switch vehicle production to Soviet heavy tanks. Send the forward infantry west to scout and pressure the likely enemy start.", "notes": "Home (95,11); likely enemy start (12,16). Third refinery ready to place; War Factory and Barracks queued. Push scouting force west; prioritize 3tnk once War Factory is available.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 1300, "income": 3000, "experience": 0, "order_count": 27}}
{"tick": 5001, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $45 + stored ore $235 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7800, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.6%.\nPRODUCTION: Building: proc READY TO PLACE; Building: proc 0%; Building: tent 0%; Vehicle: 1tnk 88%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #150@(47,24)\n  harv (Ore Truck (harvester)) x1: #137@(19,12)\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: 1 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely east at (95,11). Refinery nearly ready, second refinery and barracks queued, light tank scouting east.", "raw": "{\"thoughts\":\"The first refinery is active and the second refinery is ready to place; place it to improve income. Keep the War Factory producing tanks and continue scouting toward the likely enemy base.\",\"notes\":\"Base at (12,16), enemy likely east near (95,11). Tank #150 is scouting east; place ready refinery and maintain tank production.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"attack_move\",\"units\":[150],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":143,\"x\":45,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1348, "completion_tokens": 269, "total_tokens": 1617, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1346, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00072567, "upstream_inference_prompt_cost": 0.00037059, "upstream_inference_completions_cost": 0.00035508}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "The first refinery is active and the second refinery is ready to place; place it to improve income. Keep the War Factory producing tanks and continue scouting toward the likely enemy base.", "notes": "Base at (12,16), enemy likely east near (95,11). Tank #150 is scouting east; place ready refinery and maintain tank production.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "attack_move", "units": [150], "x": 95, "y": 11}, {"do": "rally", "building": 143, "x": 45, "y": 20}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 1x 1tnk: queued", "attack_move: 1 units", "rally #143: 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": 7800, "army_value": 700, "income": 2000, "experience": 0, "order_count": 15}}
{"tick": 5201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $434 + stored ore $0 (storage 6000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $12500, army $4900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.9%.\nPRODUCTION: Building: weap 16%; Building: barr 0%; Infantry: e3 14%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(58,28)44% #145@(59,28) #146@(59,28) #147@(61,27)\n  e3 (Rocket Soldier) x4: #151@(69,24) #152@(76,17) #153@(84,13) #159@(92,9)\n  harv (Ore Truck (harvester)) x3: #134@(98,17) #140@(98,12) #156@(103,24)\nVISIBLE ENEMY UNITS (1):\n  #150 1tnk@(55,28) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Third refinery ready to place; War Factory and Barracks queued. Push scouting force west; prioritize 3tnk once War Factory is available.", "raw": "{\"thoughts\":\"The scouting force has found an enemy light tank near the western approach. Keep the combat units pushing toward the likely enemy base while the current War Factory and infantry queues finish; cash is too low to start another purchase.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Enemy 1tnk spotted at (55,28). Continue west with army; prioritize 3tnk when affordable.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":142,\"x\":60,\"y\":25}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1473, "completion_tokens": 344, "total_tokens": 1817, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1471, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003916825, "upstream_inference_prompt_cost": 0.0002024825, "upstream_inference_completions_cost": 0.0001892}, "completion_tokens_details": {"reasoning_tokens": 210, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "The scouting force has found an enemy light tank near the western approach. Keep the combat units pushing toward the likely enemy base while the current War Factory and infantry queues finish; cash is too low to start another purchase.", "notes": "Home (95,11); likely enemy start (12,16). Enemy 1tnk spotted at (55,28). Continue west with army; prioritize 3tnk when affordable.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 142, "x": 60, "y": 25}], "feedback": ["attack_move: 8 units", "rally #142: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12500, "army_value": 1600, "income": 3000, "experience": 0, "order_count": 28}}
{"tick": 5201, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $11000, army $3600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.1%.\nPRODUCTION: Building: proc 9%; Building: tent 0%; Vehicle: 1tnk 9%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #150@(55,28)94% #158@(30,18)\n  harv (Ore Truck (harvester)) x2: #137@(20,7) #157@(3,25)\nVISIBLE ENEMY UNITS (3):\n  #144 e1@(58,28) 44%, #145 e1@(59,28) 100%, #146 e1@(59,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - train 1x 1tnk: queued\n  - attack_move: 1 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely east near (95,11). Tank #150 is scouting east; place ready refinery and maintain tank production.", "raw": "{\"thoughts\":\"Continue the eastern probe while the refinery and light tank finish. Keep both harvesters mining and maintain uninterrupted tank production; the enemy infantry near x59 should be cleared by the forward tank.\",\"notes\":\"Base at (12,16); enemy likely east toward (95,11). Tank #150 is forward near enemy infantry, #158 is at (30,18). Two harvesters mining; refinery and light tank currently queued.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[150],\"x\":75,\"y\":15},{\"do\":\"attack_move\",\"units\":[158],\"x\":60,\"y\":20},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":157}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1418, "completion_tokens": 271, "total_tokens": 1689, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1416, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00074756, "upstream_inference_prompt_cost": 0.00038984, "upstream_inference_completions_cost": 0.00035772}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Continue the eastern probe while the refinery and light tank finish. Keep both harvesters mining and maintain uninterrupted tank production; the enemy infantry near x59 should be cleared by the forward tank.", "notes": "Base at (12,16); enemy likely east toward (95,11). Tank #150 is forward near enemy infantry, #158 is at (30,18). Two harvesters mining; refinery and light tank currently queued.", "commands": [{"do": "attack_move", "units": [150], "x": 75, "y": 15}, {"do": "attack_move", "units": [158], "x": 60, "y": 20}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 157}], "feedback": ["attack_move: 1 units", "attack_move: 1 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": 11000, "army_value": 1400, "income": 2000, "experience": 0, "order_count": 17}}
{"tick": 5401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $308 + stored ore $461 (storage 6000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $12700, army $5100, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.9%.\nPRODUCTION: Building: weap 32%; Building: barr 0%; Infantry: e1 75%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(59,28)94% #146@(59,28)60% #147@(60,28)\n  e3 (Rocket Soldier) x5: #151@(60,28) #152@(68,24) #153@(75,18) #159@(83,13) #160@(90,9)\n  harv (Ore Truck (harvester)) x3: #134@(99,17) #140@(101,19) #156@(100,20)\nVISIBLE ENEMY UNITS (1):\n  #150 1tnk@(55,28) 79%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #142: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Enemy 1tnk spotted at (55,28). Continue west with army; prioritize 3tnk when affordable.", "raw": "{\"thoughts\":\"The enemy tank is close to our westbound force, so send the infantry and rocket soldiers to engage it and keep advancing toward the likely enemy base. Continue rifle production and queue another rocket soldier with the available cash.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Enemy 1tnk last seen (55,28); army ordered west. Building queue has weap at 32%, then barracks queued.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[145,146,147,151,152,153,159,160],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1454, "completion_tokens": 309, "total_tokens": 1763, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1452, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00036982, "upstream_inference_prompt_cost": 0.00019987, "upstream_inference_completions_cost": 0.00016995}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "The enemy tank is close to our westbound force, so send the infantry and rocket soldiers to engage it and keep advancing toward the likely enemy base. Continue rifle production and queue another rocket soldier with the available cash.", "notes": "Home (95,11); likely enemy start (12,16). Enemy 1tnk last seen (55,28); army ordered west. Building queue has weap at 32%, then barracks queued.", "commands": [{"do": "attack_move", "units": [145, 146, 147, 151, 152, 153, 159, 160], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["attack_move: 8 units", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12700, "army_value": 1800, "income": 4000, "experience": 0, "order_count": 28}}
{"tick": 5401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $11000, army $3600, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.4%.\nPRODUCTION: Building: proc 9%; Building: tent 0%; Vehicle: 1tnk 9%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #150@(55,28)79% #158@(47,28)\n  harv (Ore Truck (harvester)) x2: #137@(20,14) #157@(10,20)\nVISIBLE ENEMY UNITS (4):\n  #145 e1@(59,28) 94%, #146 e1@(59,28) 60%, #147 e1@(60,28) 100%, #151 e3@(60,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely east toward (95,11). Tank #150 is forward near enemy infantry, #158 is at (30,18). Two harvesters mining; refinery and light tank currently queued.", "raw": "{\"thoughts\":\"Both light tanks should engage the exposed enemy infantry and continue scouting east toward the likely base. Keep the refinery and tank queues running while the two harvesters restore income.\",\"notes\":\"Enemy infantry group at (59,28); tanks #150 and #158 attacking east. Likely enemy base near (95,11). Two harvesters active; refinery and barracks queued.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[150,158],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1415, "completion_tokens": 256, "total_tokens": 1671, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1413, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000726935, "upstream_inference_prompt_cost": 0.000389015, "upstream_inference_completions_cost": 0.00033792}, "completion_tokens_details": {"reasoning_tokens": 149, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "Both light tanks should engage the exposed enemy infantry and continue scouting east toward the likely base. Keep the refinery and tank queues running while the two harvesters restore income.", "notes": "Enemy infantry group at (59,28); tanks #150 and #158 attacking east. Likely enemy base near (95,11). Two harvesters active; refinery and barracks queued.", "commands": [{"do": "attack_move", "units": [150, 158], "x": 95, "y": 11}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 1400, "income": 2000, "experience": 1, "order_count": 17}}
{"tick": 5601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $308 + stored ore $302 (storage 6000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $13000, army $5400, killed $700 (1 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: Building: weap 49%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(59,28)37% #147@(60,28) #161@(84,10)\n  e3 (Rocket Soldier) x6: #151@(60,28) #152@(60,28) #153@(67,24) #159@(74,19) #160@(82,14) #162@(92,8)\n  harv (Ore Truck (harvester)) x3: #134@(104,24) #140@(105,24) #156@(97,17)\nVISIBLE ENEMY UNITS (1):\n  #158 1tnk@(56,30) 76%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Enemy 1tnk last seen (55,28); army ordered west. Building queue has weap at 32%, then barracks queued.", "raw": "{\"thoughts\":\"The enemy tank is near our advancing force, so the rocket-heavy army should keep pressing west toward the likely enemy base. The War Factory is still building; keep the barracks queued behind it and add another rocket soldier if funds permit.\",\"notes\":\"Home (95,11); enemy likely start (12,16), last tank sighting (56,30). War Factory at 49%, barracks queued after it. Army advancing west; favor rockets against tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1460, "completion_tokens": 326, "total_tokens": 1786, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1458, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000379995, "upstream_inference_prompt_cost": 0.000200695, "upstream_inference_completions_cost": 0.0001793}, "completion_tokens_details": {"reasoning_tokens": 187, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.41, "thoughts": "The enemy tank is near our advancing force, so the rocket-heavy army should keep pressing west toward the likely enemy base. The War Factory is still building; keep the barracks queued behind it and add another rocket soldier if funds permit.", "notes": "Home (95,11); enemy likely start (12,16), last tank sighting (56,30). War Factory at 49%, barracks queued after it. Army advancing west; favor rockets against tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["attack_move: 9 units", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 200, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13000, "army_value": 2100, "income": 4500, "experience": 7, "order_count": 29}}
{"tick": 5601, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $466 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $10300, army $2900, killed $200 (2 units, 0 bldgs), lost $700 (1 units, 0 bldgs). Map explored 15.9%.\nPRODUCTION: Building: proc 28%; Building: tent 0%; Vehicle: 1tnk 47%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #158@(56,30)76%\n  harv (Ore Truck (harvester)) x2: #137@(18,17) #157@(3,25)\nVISIBLE ENEMY UNITS (4):\n  #145 e1@(59,28) 37%, #147 e1@(60,28) 100%, #151 e3@(60,28) 100%, #152 e3@(60,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy infantry group at (59,28); tanks #150 and #158 attacking east. Likely enemy base near (95,11). Two harvesters active; refinery and barracks queued.", "raw": "{\"thoughts\":\"The refinery and barracks are progressing while the tank engages the exposed enemy infantry group. Place the ready barracks, keep the tank pressuring the enemy, and continue the current tank production.\",\"notes\":\"Enemy infantry/rocket group at (59,28); likely base near (95,11). Tank #158 is damaged but engaging. Buildings: two refineries, two power plants, war factory; barracks ready to place.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":18,\"y\":14},{\"do\":\"attack_move\",\"units\":[158],\"x\":70,\"y\":25},{\"do\":\"rally\",\"building\":143,\"x\":35,\"y\":25}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1392, "completion_tokens": 308, "total_tokens": 1700, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1390, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00078925, "upstream_inference_prompt_cost": 0.00038269, "upstream_inference_completions_cost": 0.00040656}, "completion_tokens_details": {"reasoning_tokens": 158, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.58, "thoughts": "The refinery and barracks are progressing while the tank engages the exposed enemy infantry group. Place the ready barracks, keep the tank pressuring the enemy, and continue the current tank production.", "notes": "Enemy infantry/rocket group at (59,28); likely base near (95,11). Tank #158 is damaged but engaging. Buildings: two refineries, two power plants, war factory; barracks ready to place.", "commands": [{"do": "place", "item": "tent", "x": 18, "y": 14}, {"do": "attack_move", "units": [158], "x": 70, "y": 25}, {"do": "rally", "building": 143, "x": 35, "y": 25}], "feedback": ["place tent: nothing READY TO PLACE with that type", "attack_move: 1 units", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 700, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 700, "income": 3000, "experience": 2, "order_count": 17}}
{"tick": 5801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $13200, army $5600, killed $1400 (2 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 13.1%.\nPRODUCTION: Building: weap 65%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #147@(55,28) #161@(76,17)\n  e3 (Rocket Soldier) x7: #151@(54,28) #152@(55,28) #153@(58,28) #159@(66,24) #160@(74,19) #162@(84,13) #163@(92,9)\n  harv (Ore Truck (harvester)) x3: #134@(97,21) #140@(103,21) #156@(103,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely start (12,16), last tank sighting (56,30). War Factory at 49%, barracks queued after it. Army advancing west; favor rockets against tanks.", "raw": "{\"thoughts\":\"Cash is exhausted, but power is ample and the War Factory then Barracks are already queued. Keep the advancing force moving toward the likely enemy start and avoid spending on defenses until income recovers.\",\"notes\":\"Home (95,11); enemy likely (12,16). Attack-move army west toward enemy base; War Factory 65% then Barracks queued. 3 harvesters; power surplus.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1447, "completion_tokens": 259, "total_tokens": 1706, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1445, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003413575, "upstream_inference_prompt_cost": 0.0001989075, "upstream_inference_completions_cost": 0.00014245}, "completion_tokens_details": {"reasoning_tokens": 145, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.62, "thoughts": "Cash is exhausted, but power is ample and the War Factory then Barracks are already queued. Keep the advancing force moving toward the likely enemy start and avoid spending on defenses until income recovers.", "notes": "Home (95,11); enemy likely (12,16). Attack-move army west toward enemy base; War Factory 65% then Barracks queued. 3 harvesters; power surplus.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 300, "units_killed": 2, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13200, "army_value": 2300, "income": 4025, "experience": 14, "order_count": 30}}
{"tick": 5801, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $300 (3 units, 0 bldgs), lost $1400 (2 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Building: proc 45%; Building: tent 0%; Vehicle: 1tnk 80%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(22,8) #157@(3,26)\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: 1 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket group at (59,28); likely base near (95,11). Tank #158 is damaged but engaging. Buildings: two refineries, two power plants, war factory; barracks ready to place.", "raw": "{\"thoughts\":\"The base is stable on power and the refinery is nearly complete, but cash is currently empty. Keep the War Factory producing tanks and prepare to place the refinery when it finishes; no combat group is currently visible, so prioritize rebuilding the armored force.\",\"notes\":\"Enemy activity was last seen near (59,28), with likely base around (95,11). Two harvesters remain; refinery construction at 45%, tank queue at 80%. Place proc as soon as ready, then continue tanks.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"rally\",\"building\":143,\"x\":35,\"y\":20},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":157}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1354, "completion_tokens": 345, "total_tokens": 1699, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1352, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00082764, "upstream_inference_prompt_cost": 0.00037224, "upstream_inference_completions_cost": 0.0004554}, "completion_tokens_details": {"reasoning_tokens": 183, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.75, "thoughts": "The base is stable on power and the refinery is nearly complete, but cash is currently empty. Keep the War Factory producing tanks and prepare to place the refinery when it finishes; no combat group is currently visible, so prioritize rebuilding the armored force.", "notes": "Enemy activity was last seen near (59,28), with likely base around (95,11). Two harvesters remain; refinery construction at 45%, tank queue at 80%. Place proc as soon as ready, then continue tanks.", "commands": [{"do": "train", "item": "1tnk", "count": 1}, {"do": "rally", "building": 143, "x": 35, "y": 20}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 157}], "feedback": ["train 1x 1tnk: queued", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1400, "units_killed": 3, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 0, "income": 3000, "experience": 3, "order_count": 17}}
{"tick": 6001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $375 (storage 6000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $13200, army $5600, killed $1400 (2 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 14.5%.\nPRODUCTION: Building: weap 71%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #147@(46,24) #161@(68,24)\n  e3 (Rocket Soldier) x7: #151@(45,24) #152@(46,24) #153@(49,26) #159@(57,28) #160@(65,24) #162@(75,18) #163@(84,14)\n  harv (Ore Truck (harvester)) x3: #134@(96,18) #140@(96,16) #156@(97,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely (12,16). Attack-move army west toward enemy base; War Factory 65% then Barracks queued. 3 harvesters; power surplus.", "raw": "{\"thoughts\":\"The army is already advancing west, but no enemy base is visible yet. Keep the scattered infantry and rocket soldiers pushing toward the likely enemy start while the War Factory finishes; preserve the cash flow for production.\",\"notes\":\"Home (95,11); enemy likely (12,16). Continue scouting/attack-moving west. War Factory building queue 71%, Barracks queued; 3 harvesters, power surplus.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1432, "completion_tokens": 268, "total_tokens": 1700, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1430, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000344245, "upstream_inference_prompt_cost": 0.000196845, "upstream_inference_completions_cost": 0.0001474}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.77, "thoughts": "The army is already advancing west, but no enemy base is visible yet. Keep the scattered infantry and rocket soldiers pushing toward the likely enemy start while the War Factory finishes; preserve the cash flow for production.", "notes": "Home (95,11); enemy likely (12,16). Continue scouting/attack-moving west. War Factory building queue 71%, Barracks queued; 3 harvesters, power surplus.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 300, "units_killed": 2, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13200, "army_value": 2300, "income": 4500, "experience": 14, "order_count": 30}}
{"tick": 6001, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $300 (3 units, 0 bldgs), lost $1400 (2 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: proc 45%; Building: tent 0%; Vehicle: 1tnk 80%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(20,12) #157@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x 1tnk: queued\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy activity was last seen near (59,28), with likely base around (95,11). Two harvesters remain; refinery construction at 45%, tank queue at 80%. Place proc as soon as ready, then continue tanks.", "raw": "{\"thoughts\":\"Cash is empty, but the second refinery and queued tanks should generate momentum once ore arrives. Keep both harvesters mining and preserve the current production queues; place the refinery when construction completes.\",\"notes\":\"Enemy likely near (95,11), last activity (59,28). Two harvesters #137/#157; tanks are queued at war factory #143. Place proc #155 when ready, then continue tank production and push east.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":157}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1356, "completion_tokens": 310, "total_tokens": 1666, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1354, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00078199, "upstream_inference_prompt_cost": 0.00037279, "upstream_inference_completions_cost": 0.0004092}, "completion_tokens_details": {"reasoning_tokens": 192, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Cash is empty, but the second refinery and queued tanks should generate momentum once ore arrives. Keep both harvesters mining and preserve the current production queues; place the refinery when construction completes.", "notes": "Enemy likely near (95,11), last activity (59,28). Two harvesters #137/#157; tanks are queued at war factory #143. Place proc #155 when ready, then continue tank production and push east.", "commands": [{"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 157}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1400, "units_killed": 3, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 0, "income": 2500, "experience": 3, "order_count": 18}}
{"tick": 6201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1041 (storage 6000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $13200, army $5600, killed $1400 (2 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: weap 88%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #147@(35,24) #161@(59,28)\n  e3 (Rocket Soldier) x7: #151@(34,24) #152@(34,24) #153@(39,23) #159@(47,28) #160@(56,28) #162@(67,24) #163@(75,18)\n  harv (Ore Truck (harvester)) x3: #134@(100,25) #140@(102,20) #156@(96,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely (12,16). Continue scouting/attack-moving west. War Factory building queue 71%, Barracks queued; 3 harvesters, power surplus.", "raw": "{\"thoughts\":\"My scouting force is spread across the western map and has found no enemy base yet. Keep pushing west toward the likely enemy start while the War Factory finishes; cash is depleted, so I\u2019ll avoid starting another costly production order until ore is collected.\",\"notes\":\"Home at (95,11); likely enemy start (12,16). Three harvesters, power surplus. War Factory building queue at 88%, barracks queued; place the War Factory when ready. Army scouting west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1432, "completion_tokens": 310, "total_tokens": 1742, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1430, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000367345, "upstream_inference_prompt_cost": 0.000196845, "upstream_inference_completions_cost": 0.0001705}, "completion_tokens_details": {"reasoning_tokens": 181, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "My scouting force is spread across the western map and has found no enemy base yet. Keep pushing west toward the likely enemy start while the War Factory finishes; cash is depleted, so I\u2019ll avoid starting another costly production order until ore is collected.", "notes": "Home at (95,11); likely enemy start (12,16). Three harvesters, power surplus. War Factory building queue at 88%, barracks queued; place the War Factory when ready. Army scouting west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 300, "units_killed": 2, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13200, "army_value": 2300, "income": 5500, "experience": 14, "order_count": 30}}
{"tick": 6201, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $471 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $10300, army $2900, killed $300 (3 units, 0 bldgs), lost $1400 (2 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: proc 64%; Building: tent 0%; Vehicle: 1tnk 18%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #164@(21,17)\n  harv (Ore Truck (harvester)) x2: #137@(16,18) #157@(6,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), last activity (59,28). Two harvesters #137/#157; tanks are queued at war factory #143. Place proc #155 when ready, then continue tank production and push east.", "raw": "{\"thoughts\":\"The refinery is still under construction and cash is currently empty, so preserve the existing economy while the queued light tank completes. Send the current tank east to scout toward the suspected enemy approach and set the War Factory rally point forward.\",\"notes\":\"Enemy likely near (95,11), last activity around (59,28). Two harvesters #137/#157. Proc #155 is 64% complete; War Factory #143 is producing a light tank. Push east when tanks accumulate.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[164],\"x\":59,\"y\":28},{\"do\":\"rally\",\"building\":143,\"x\":35,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1336, "completion_tokens": 253, "total_tokens": 1589, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1334, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00070125, "upstream_inference_prompt_cost": 0.00036729, "upstream_inference_completions_cost": 0.00033396}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.89, "thoughts": "The refinery is still under construction and cash is currently empty, so preserve the existing economy while the queued light tank completes. Send the current tank east to scout toward the suspected enemy approach and set the War Factory rally point forward.", "notes": "Enemy likely near (95,11), last activity around (59,28). Two harvesters #137/#157. Proc #155 is 64% complete; War Factory #143 is producing a light tank. Push east when tanks accumulate.", "commands": [{"do": "attack_move", "units": [164], "x": 59, "y": 28}, {"do": "rally", "building": 143, "x": 35, "y": 18}], "feedback": ["attack_move: 1 units", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1400, "units_killed": 3, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 700, "income": 3500, "experience": 3, "order_count": 18}}
{"tick": 6401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $800 (storage 6000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $13200, army $5600, killed $2100 (3 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: weap READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #147@(32,22) #161@(50,26)\n  e3 (Rocket Soldier) x7: #151@(30,23)40% #152@(30,23)96% #153@(31,16) #159@(38,22) #160@(47,25) #162@(58,28) #163@(67,24)\n  harv (Ore Truck (harvester)) x3: #134@(96,23) #140@(104,24) #156@(101,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Home at (95,11); likely enemy start (12,16). Three harvesters, power surplus. War Factory building queue at 88%, barracks queued; place the War Factory when ready. Army scouting west.", "raw": "{\"thoughts\":\"Place the ready War Factory so vehicle production can begin once ore is delivered. Keep the scattered scouting force pushing toward the likely enemy start at the west side of the map.\",\"notes\":\"Home at (95,11); likely enemy start (12,16). Three harvesters; power surplus. War Factory ready to place, Barracks queued. Army scouting west; advance toward enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1442, "completion_tokens": 258, "total_tokens": 1700, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1440, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00034012, "upstream_inference_prompt_cost": 0.00019822, "upstream_inference_completions_cost": 0.0001419}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.62, "thoughts": "Place the ready War Factory so vehicle production can begin once ore is delivered. Keep the scattered scouting force pushing toward the likely enemy start at the west side of the map.", "notes": "Home at (95,11); likely enemy start (12,16). Three harvesters; power surplus. War Factory ready to place, Barracks queued. Army scouting west; advance toward enemy base.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13200, "army_value": 2300, "income": 5000, "experience": 21, "order_count": 30}}
{"tick": 6401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $300 (3 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 81%; Building: tent 0%; Vehicle: 1tnk 52%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(20,7) #157@(7,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), last activity around (59,28). Two harvesters #137/#157. Proc #155 is 64% complete; War Factory #143 is producing a light tank. Push east when tanks accumulate.", "raw": "{\"thoughts\":\"Funds are empty, so continue mining while the second refinery and light tank finish. Keep the War Factory rally pointed east toward the likely enemy and avoid exposing harvesters.\",\"notes\":\"Enemy likely near (95,11), last activity around (59,28). Proc #155 nearly complete; tank production underway. Two harvesters #137/#157 mining.\",\"commands\":[{\"do\":\"rally\",\"building\":143,\"x\":30,\"y\":16},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":157}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1344, "completion_tokens": 271, "total_tokens": 1615, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1342, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00072721, "upstream_inference_prompt_cost": 0.00036949, "upstream_inference_completions_cost": 0.00035772}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.42, "thoughts": "Funds are empty, so continue mining while the second refinery and light tank finish. Keep the War Factory rally pointed east toward the likely enemy and avoid exposing harvesters.", "notes": "Enemy likely near (95,11), last activity around (59,28). Proc #155 nearly complete; tank production underway. Two harvesters #137/#157 mining.", "commands": [{"do": "rally", "building": 143, "x": 30, "y": 16}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 157}], "feedback": ["rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2100, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 0, "income": 3500, "experience": 3, "order_count": 18}}
{"tick": 6601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $978 (storage 6000), power 300 made / 140 used, harvesters 3.\nSCORE: assets $15200, army $5600, killed $2100 (3 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 21.4%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #147@(24,14) #161@(40,24)\n  e3 (Rocket Soldier) x7: #151@(21,17)40% #152@(22,17)96% #153@(21,15) #159@(30,15) #160@(36,24) #162@(49,26) #163@(58,28)\n  harv (Ore Truck (harvester)) x3: #134@(95,17) #140@(98,21) #156@(97,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Home at (95,11); likely enemy start (12,16). Three harvesters; power surplus. War Factory ready to place, Barracks queued. Army scouting west; advance toward enemy base.", "raw": "{\"thoughts\":\"The army is already advancing west toward the likely enemy start; keep the scattered force pushing and set production rally points toward the front. Cash is currently zero, so focus on scouting and fighting while the three harvesters bring in ore.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Three harvesters, power surplus. Army advancing west; one rocket soldier (#151) damaged. War Factory #165 is placed; Barracks is still building.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":165,\"x\":40,\"y\":20}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1512, "completion_tokens": 264, "total_tokens": 1776, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1510, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000353045, "upstream_inference_prompt_cost": 0.000207845, "upstream_inference_completions_cost": 0.0001452}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.67, "thoughts": "The army is already advancing west toward the likely enemy start; keep the scattered force pushing and set production rally points toward the front. Cash is currently zero, so focus on scouting and fighting while the three harvesters bring in ore.", "notes": "Home (95,11); likely enemy start (12,16). Three harvesters, power surplus. Army advancing west; one rocket soldier (#151) damaged. War Factory #165 is placed; Barracks is still building.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 165, "x": 40, "y": 20}], "feedback": ["attack_move: 9 units", "rally #165: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15200, "army_value": 2300, "income": 5500, "experience": 21, "order_count": 31}}
{"tick": 6601, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $236 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $300 (3 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 17%.\nPRODUCTION: Building: proc 90%; Building: tent 0%; Vehicle: 1tnk 71%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(21,8) #157@(10,23)\nVISIBLE ENEMY UNITS (3):\n  #151 e3@(21,17) 40%, #152 e3@(22,17) 96%, #153 e3@(21,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), last activity around (59,28). Proc #155 nearly complete; tank production underway. Two harvesters #137/#157 mining.", "raw": "{\"thoughts\":\"The refinery and tank are nearly complete, while three enemy rocket soldiers are scouting near the base. Preserve both harvesters and let the current production finish; rally the new tank toward the eastern approach for an immediate response.\",\"notes\":\"Enemy rocket infantry at 21,15-17; likely main base remains near 95,11. Two harvesters mining. Refinery #155 and Light Tank production nearly complete; rally #143 not yet set.\",\"commands\":[{\"do\":\"rally\",\"building\":143,\"x\":24,\"y\":16},{\"do\":\"move\",\"units\":[137],\"x\":14,\"y\":10},{\"do\":\"move\",\"units\":[157],\"x\":8,\"y\":24}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1353, "completion_tokens": 420, "total_tokens": 1773, "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": 0.000926365, "upstream_inference_prompt_cost": 0.000371965, "upstream_inference_completions_cost": 0.0005544}, "completion_tokens_details": {"reasoning_tokens": 268, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.24, "thoughts": "The refinery and tank are nearly complete, while three enemy rocket soldiers are scouting near the base. Preserve both harvesters and let the current production finish; rally the new tank toward the eastern approach for an immediate response.", "notes": "Enemy rocket infantry at 21,15-17; likely main base remains near 95,11. Two harvesters mining. Refinery #155 and Light Tank production nearly complete; rally #143 not yet set.", "commands": [{"do": "rally", "building": 143, "x": 24, "y": 16}, {"do": "move", "units": [137], "x": 14, "y": 10}, {"do": "move", "units": [157], "x": 8, "y": 24}], "feedback": ["rally #143: ordered", "move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2100, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 0, "income": 4000, "experience": 3, "order_count": 18}}
{"tick": 6801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1300 (storage 6000), power 300 made / 140 used, harvesters 3.\nSCORE: assets $15200, army $5600, killed $2100 (3 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: barr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #147@(20,15) #161@(32,17)\n  e3 (Rocket Soldier) x7: #151@(21,17)40% #152@(20,16)96% #153@(20,15) #159@(20,15) #160@(29,17) #162@(39,23) #163@(48,25)\n  harv (Ore Truck (harvester)) x3: #134@(100,27) #140@(96,16) #156@(96,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #165: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Three harvesters, power surplus. Army advancing west; one rocket soldier (#151) damaged. War Factory #165 is placed; Barracks is still building.", "raw": "{\"thoughts\":\"Our army is already advancing toward the likely enemy start, but it is split across a wide area. Place the ready barracks, continue scouting and attacking west, and build a Radar Dome to unlock more options while the economy replenishes.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Three harvesters, power surplus. Army advancing west; regroup with attack-move toward enemy start. Barr is ready to place; build Radar Dome next.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"dome\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1508, "completion_tokens": 352, "total_tokens": 1860, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1506, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000400895, "upstream_inference_prompt_cost": 0.000207295, "upstream_inference_completions_cost": 0.0001936}, "completion_tokens_details": {"reasoning_tokens": 194, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "Our army is already advancing toward the likely enemy start, but it is split across a wide area. Place the ready barracks, continue scouting and attacking west, and build a Radar Dome to unlock more options while the economy replenishes.", "notes": "Home (95,11); likely enemy start (12,16). Three harvesters, power surplus. Army advancing west; regroup with attack-move toward enemy start. Barr is ready to place; build Radar Dome next.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "dome"}, {"do": "train", "item": "e3", "count": 5}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build dome: started", "train 5x e3: queued", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15200, "army_value": 2300, "income": 6000, "experience": 21, "order_count": 31}}
{"tick": 6801, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $300 (3 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 17%.\nPRODUCTION: Building: proc 99%; Building: tent 0%; Vehicle: 1tnk 88%\nCAN PRODUCE NOW:\n  Building: 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #136 proc@(16,17) 46%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(14,10)* #157@(8,24)*\nVISIBLE ENEMY UNITS (5):\n  #147 e1@(20,15) 100%, #151 e3@(21,17) 40%, #152 e3@(20,16) 96%, #153 e3@(20,15) 100%, #159 e3@(20,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #143: ordered\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rocket infantry at 21,15-17; likely main base remains near 95,11. Two harvesters mining. Refinery #155 and Light Tank production nearly complete; rally #143 not yet set.", "raw": "{\"thoughts\":\"Refinery #136 is nearly complete and the first light tank should finish shortly. Place the refinery, keep both harvesters mining, and continue tank production; the nearby rocket infantry are the immediate threat to the base.\",\"notes\":\"Enemy rocket infantry clustered around (20,15-17); likely base at (95,11). Build economy and light tanks, then push east with 8+ units.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":157},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"rally\",\"building\":143,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1403, "completion_tokens": 364, "total_tokens": 1767, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1401, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000866195, "upstream_inference_prompt_cost": 0.000385715, "upstream_inference_completions_cost": 0.00048048}, "completion_tokens_details": {"reasoning_tokens": 213, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.69, "thoughts": "Refinery #136 is nearly complete and the first light tank should finish shortly. Place the refinery, keep both harvesters mining, and continue tank production; the nearby rocket infantry are the immediate threat to the base.", "notes": "Enemy rocket infantry clustered around (20,15-17); likely base at (95,11). Build economy and light tanks, then push east with 8+ units.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 157}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "rally", "building": 143, "x": 25, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "train 3x 1tnk: queued", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2100, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 0, "income": 3500, "experience": 3, "order_count": 18}}
{"tick": 7001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1148 (storage 6000), power 300 made / 160 used, harvesters 3.\nSCORE: assets $16000, army $5900, killed $3500 (3 units, 1 bldgs), lost $300 (3 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: dome 21%; Infantry: e3 9%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #147@(20,15) #161@(21,16)\n  e3 (Rocket Soldier) x8: #151@(21,17)40% #152@(20,16)96% #153@(20,15) #159@(20,15) #160@(21,16) #162@(31,16) #163@(38,22) #167@(90,12)\n  harv (Ore Truck (harvester)) x3: #134@(97,23) #140@(101,23) #156@(103,26)\nVISIBLE ENEMY UNITS (1):\n  #137 harv@(17,18) 55%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build dome: started\n  - train 5x e3: queued\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Three harvesters, power surplus. Army advancing west; regroup with attack-move toward enemy start. Barr is ready to place; build Radar Dome next.", "raw": "{\"thoughts\":\"The westbound force is close to the likely enemy start, so keep it pressing in and attack the visible damaged harvester if it remains in sight. Three harvesters and strong power give a good base, but cash is depleted; continue the queued rocket infantry and add refinery capacity after the radar dome.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Attack-move army west toward (12,16); prioritize visible enemy harvester. Radar Dome building; three harvesters, power surplus, cash depleted.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[147,151,152,153,159,160,161,162,163],\"target\":137},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":140},{\"do\":\"harvest\",\"unit\":156}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1590, "completion_tokens": 449, "total_tokens": 2039, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1588, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00046552, "upstream_inference_prompt_cost": 0.00021857, "upstream_inference_completions_cost": 0.00024695}, "completion_tokens_details": {"reasoning_tokens": 246, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.1, "thoughts": "The westbound force is close to the likely enemy start, so keep it pressing in and attack the visible damaged harvester if it remains in sight. Three harvesters and strong power give a good base, but cash is depleted; continue the queued rocket infantry and add refinery capacity after the radar dome.", "notes": "Home (95,11); likely enemy start (12,16). Attack-move army west toward (12,16); prioritize visible enemy harvester. Radar Dome building; three harvesters, power surplus, cash depleted.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "attack", "units": [147, 151, 152, 153, 159, 160, 161, 162, 163], "target": 137}, {"do": "build", "item": "proc"}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 140}, {"do": "harvest", "unit": 156}], "feedback": ["attack_move: 10 units", "attack: 9 units", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16000, "army_value": 2600, "income": 5750, "experience": 35, "order_count": 38}}
{"tick": 7001, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $8200, army $2200, killed $300 (3 units, 0 bldgs), lost $3500 (3 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 99%; Building: tent 0%; Vehicle: 1tnk 88%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(17,18)55% #157@(5,27)\nVISIBLE ENEMY UNITS (4):\n  #147 e1@(20,15) 100%, #152 e3@(20,16) 96%, #153 e3@(20,15) 100%, #159 e3@(20,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - train 3x 1tnk: queued\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy rocket infantry clustered around (20,15-17); likely base at (95,11). Build economy and light tanks, then push east with 8+ units.", "raw": "{\"thoughts\":\"The refinery and barracks are queued, while three light tanks are nearly complete. Keep both harvesters mining and let the tank queue finish; avoid exposing the damaged truck to the nearby rocket infantry.\",\"notes\":\"Enemy infantry cluster remains around (20,15-17); likely base is east near (95,11). Build economy, then push with 8+ light tanks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":157}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1411, "completion_tokens": 354, "total_tokens": 1765, "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": 0.000855195, "upstream_inference_prompt_cost": 0.000387915, "upstream_inference_completions_cost": 0.00046728}, "completion_tokens_details": {"reasoning_tokens": 247, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.19, "thoughts": "The refinery and barracks are queued, while three light tanks are nearly complete. Keep both harvesters mining and let the tank queue finish; avoid exposing the damaged truck to the nearby rocket infantry.", "notes": "Enemy infantry cluster remains around (20,15-17); likely base is east near (95,11). Build economy, then push with 8+ light tanks.", "commands": [{"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 157}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3500, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 8200, "army_value": 0, "income": 3500, "experience": 3, "order_count": 21}}
{"tick": 7201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $928 (storage 6000), power 300 made / 160 used, harvesters 3.\nSCORE: assets $16300, army $6200, killed $3500 (3 units, 1 bldgs), lost $300 (3 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: dome 43%; Building: proc 0%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #147@(13,18) #161@(14,18)90%\n  e3 (Rocket Soldier) x9: #151@(14,18)38% #152@(14,19)96% #153@(14,19) #159@(14,20) #160@(13,18) #162@(21,16) #163@(28,22) #167@(81,15) #168@(90,12)*\n  harv (Ore Truck (harvester)) x3: #134@(95,17) #140@(105,25) #156@(99,21)\nVISIBLE ENEMY UNITS (1):\n  #157 harv@(10,21) 99%\nVISIBLE ENEMY BUILDINGS (3):\n  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #155 proc@(10,19) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack: 9 units\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Attack-move army west toward (12,16); prioritize visible enemy harvester. Radar Dome building; three harvesters, power surplus, cash depleted.", "raw": "{\"thoughts\":\"The main force is already near the enemy base, so keep it concentrated and push through the visible buildings. Production is queued and cash is depleted; let the harvesters continue working while the refinery finishes.\",\"notes\":\"Home (95,11); enemy base at (12,16). Push all combat units into the enemy base; 3 harvesters. Dome and proc in Building queue; e3 production queued.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1609, "completion_tokens": 394, "total_tokens": 2003, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1607, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004378825, "upstream_inference_prompt_cost": 0.0002211825, "upstream_inference_completions_cost": 0.0002167}, "completion_tokens_details": {"reasoning_tokens": 279, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.3, "thoughts": "The main force is already near the enemy base, so keep it concentrated and push through the visible buildings. Production is queued and cash is depleted; let the harvesters continue working while the refinery finishes.", "notes": "Home (95,11); enemy base at (12,16). Push all combat units into the enemy base; 3 harvesters. Dome and proc in Building queue; e3 production queued.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16300, "army_value": 2900, "income": 6000, "experience": 35, "order_count": 39}}
{"tick": 7201, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $390 (storage 2000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $8900, army $2900, killed $300 (3 units, 0 bldgs), lost $3500 (3 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%; Vehicle: 1tnk 1%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 100%, #128 powr@(10,16) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #169@(15,14)\n  harv (Ore Truck (harvester)) x2: #137@(9,21)4% #157@(10,21)\nVISIBLE ENEMY UNITS (7):\n  #147 e1@(13,18) 100%, #151 e3@(14,18) 38%, #152 e3@(14,19) 96%, #153 e3@(14,19) 100%, #159 e3@(14,20) 100%, #160 e3@(13,18) 100%, #161 e1@(14,18) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry cluster remains around (20,15-17); likely base is east near (95,11). Build economy, then push with 8+ light tanks.", "raw": "{\"thoughts\":\"Place the completed second refinery to improve income. The lone light tank should engage the nearby infantry/rocket cluster while queued tanks continue; the critically damaged harvester should retreat toward the refinery.\",\"notes\":\"Enemy infantry and rocket cluster is at (13-14,18-20), likely probing the base. Continue tank production and defend harvesters until 8+ tanks are available, then push east toward (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":[169],\"x\":14,\"y\":19},{\"do\":\"move\",\"units\":[137],\"x\":11,\"y\":20},{\"do\":\"rally\",\"building\":143,\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1415, "completion_tokens": 372, "total_tokens": 1787, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1413, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000880055, "upstream_inference_prompt_cost": 0.000389015, "upstream_inference_completions_cost": 0.00049104}, "completion_tokens_details": {"reasoning_tokens": 215, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "Place the completed second refinery to improve income. The lone light tank should engage the nearby infantry/rocket cluster while queued tanks continue; the critically damaged harvester should retreat toward the refinery.", "notes": "Enemy infantry and rocket cluster is at (13-14,18-20), likely probing the base. Continue tank production and defend harvesters until 8+ tanks are available, then push east toward (95,11).", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": [169], "x": 14, "y": 19}, {"do": "move", "units": [137], "x": 11, "y": 20}, {"do": "rally", "building": 143, "x": 20, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units", "move: 1 units", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3500, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 8900, "army_value": 700, "income": 4000, "experience": 3, "order_count": 21}}
{"tick": 7401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $707 (storage 6000), power 300 made / 160 used, harvesters 3.\nSCORE: assets $16600, army $6500, killed $3500 (3 units, 1 bldgs), lost $300 (3 units, 0 bldgs). Map explored 23.9%.\nPRODUCTION: Building: dome 66%; Building: proc 0%; Infantry: e3 68%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #147@(13,21)89% #161@(13,19)18%\n  e3 (Rocket Soldier) x10: #151@(13,18)38% #152@(13,19)91% #153@(13,19) #159@(11,23) #160@(12,18) #162@(18,15) #163@(19,15) #167@(73,20) #168@(81,15) #172@(90,12)*\n  harv (Ore Truck (harvester)) x3: #134@(101,27) #140@(98,17) #156@(96,18)\nVISIBLE ENEMY UNITS (2):\n  #137 harv@(11,20) 4%, #169 1tnk@(14,16) 34%\nVISIBLE ENEMY BUILDINGS (5):\n  #126 fact@(12,16) 68%, #128 powr@(10,16) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 74%, #170 proc@(15,17) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy base at (12,16). Push all combat units into the enemy base; 3 harvesters. Dome and proc in Building queue; e3 production queued.", "raw": "{\"thoughts\":\"Our infantry is already near the enemy base, but several rocket soldiers are badly damaged. Send the whole army to attack-move through the enemy base and keep the queued rocket production going; the three harvesters should sustain income.\",\"notes\":\"Enemy base at (12,16); keep pressure on buildings with all combat units. Three harvesters; dome then proc are queued.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1628, "completion_tokens": 280, "total_tokens": 1908, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1626, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000377795, "upstream_inference_prompt_cost": 0.000223795, "upstream_inference_completions_cost": 0.000154}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Our infantry is already near the enemy base, but several rocket soldiers are badly damaged. Send the whole army to attack-move through the enemy base and keep the queued rocket production going; the three harvesters should sustain income.", "notes": "Enemy base at (12,16); keep pressure on buildings with all combat units. Three harvesters; dome then proc are queued.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 12 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16600, "army_value": 3200, "income": 6500, "experience": 35, "order_count": 39}}
{"tick": 7401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $236 (storage 4000), power 200 made / 90 used, harvesters 3.\nSCORE: assets $11400, army $4000, killed $300 (3 units, 0 bldgs), lost $3500 (3 units, 1 bldgs). Map explored 17.5%.\nPRODUCTION: Building: tent 64%; Vehicle: 1tnk 49%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 68%, #128 powr@(10,16) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 100%, #155 proc@(10,19) 74%, #170 proc@(15,17) 97%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #169@(14,16)34%\n  harv (Ore Truck (harvester)) x3: #137@(11,20)4%* #157@(5,27) #171@(8,28)78%\nVISIBLE ENEMY UNITS (9):\n  #147 e1@(13,21) 89%, #151 e3@(13,18) 38%, #152 e3@(13,19) 91%, #153 e3@(13,19) 100%, #159 e3@(11,23) 100%, #160 e3@(12,18) 100%, #161 e1@(13,19) 18%, #162 e3@(18,15) 100%, #163 e3@(19,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 1 units\n  - move: 1 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry and rocket cluster is at (13-14,18-20), likely probing the base. Continue tank production and defend harvesters until 8+ tanks are available, then push east toward (95,11).", "raw": "{\"thoughts\":\"Enemy rocket infantry is probing the base while our only tank is critically damaged. Retreat the tank, keep the nearly destroyed harvester mining/returning, and maintain tank production while the barracks completes so defenders can be added.\",\"notes\":\"Enemy rocket cluster at (13-19,15-23). Tank #169 is 34% HP; retreat to base. Keep all queues active and defend until a larger force forms.\",\"commands\":[{\"do\":\"move\",\"units\":[169],\"x\":10,\"y\":15},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"rally\",\"building\":143,\"x\":11,\"y\":16},{\"do\":\"rally\",\"building\":64,\"x\":11,\"y\":17}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1517, "completion_tokens": 338, "total_tokens": 1855, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1515, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000863225, "upstream_inference_prompt_cost": 0.000417065, "upstream_inference_completions_cost": 0.00044616}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.69, "thoughts": "Enemy rocket infantry is probing the base while our only tank is critically damaged. Retreat the tank, keep the nearly destroyed harvester mining/returning, and maintain tank production while the barracks completes so defenders can be added.", "notes": "Enemy rocket cluster at (13-19,15-23). Tank #169 is 34% HP; retreat to base. Keep all queues active and defend until a larger force forms.", "commands": [{"do": "move", "units": [169], "x": 10, "y": 15}, {"do": "harvest", "unit": 137}, {"do": "rally", "building": 143, "x": 11, "y": 16}, {"do": "rally", "building": 64, "x": 11, "y": 17}], "feedback": ["move: 1 units", "rally #143: ordered", "rally: #64 is not your building"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3500, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11400, "army_value": 700, "income": 4000, "experience": 3, "order_count": 22}}
{"tick": 7601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $485 (storage 6000), power 300 made / 160 used, harvesters 3.\nSCORE: assets $16800, army $6700, killed $4600 (4 units, 1 bldgs), lost $400 (4 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: dome 88%; Building: proc 0%; Infantry: e3 97%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #147@(13,21)89%\n  e3 (Rocket Soldier) x11: #151@(13,18)22% #152@(13,19)90% #153@(13,19) #159@(11,24) #160@(12,18)37% #162@(18,15) #163@(19,15) #167@(65,24) #168@(73,20) #172@(81,15) #174@(91,12)*\n  harv (Ore Truck (harvester)) x3: #134@(100,23) #140@(101,21) #156@(104,26)\nVISIBLE ENEMY UNITS (3):\n  #169 1tnk@(14,15) 13%, #171 harv@(9,26) 78%, #173 harv.emptyhusk@(10,21) 83%\nVISIBLE ENEMY BUILDINGS (5):\n  #126 fact@(12,16) 42%, #128 powr@(10,16) 100%, #143 weap@(15,14) 82%, #155 proc@(10,19) 58%, #170 proc@(15,17) 66%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16); keep pressure on buildings with all combat units. Three harvesters; dome then proc are queued.", "raw": "{\"thoughts\":\"Keep the pressure on the damaged enemy base; their visible tank is nearly destroyed. Building and infantry queues are already active, so send the army in to finish structures while income rebuilds.\",\"notes\":\"Enemy base at (12,16); attack-move all combat units into it. Dome nearly complete, proc queued; three harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1653, "completion_tokens": 249, "total_tokens": 1902, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1651, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003641825, "upstream_inference_prompt_cost": 0.0002272325, "upstream_inference_completions_cost": 0.00013695}, "completion_tokens_details": {"reasoning_tokens": 149, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.05, "thoughts": "Keep the pressure on the damaged enemy base; their visible tank is nearly destroyed. Building and infantry queues are already active, so send the army in to finish structures while income rebuilds.", "notes": "Enemy base at (12,16); attack-move all combat units into it. Dome nearly complete, proc queued; three harvesters.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 400, "units_killed": 4, "units_lost": 4, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16800, "army_value": 3400, "income": 6500, "experience": 46, "order_count": 42}}
{"tick": 7601, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $10300, army $2900, killed $400 (4 units, 0 bldgs), lost $4600 (4 units, 1 bldgs). Map explored 17.8%.\nPRODUCTION: Building: tent 88%; Vehicle: 1tnk 65%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 42%, #128 powr@(10,16) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 82%, #155 proc@(10,19) 58%, #170 proc@(15,17) 66%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #169@(14,15)13%\n  harv (Ore Truck (harvester)) x2: #157@(5,26) #171@(9,26)78%\n  harv.emptyhusk (harv.emptyhusk) x1: #173@(10,21)83%*\nVISIBLE ENEMY UNITS (8):\n  #147 e1@(13,21) 89%, #151 e3@(13,18) 22%, #152 e3@(13,19) 90%, #153 e3@(13,19) 100%, #159 e3@(11,24) 100%, #160 e3@(12,18) 37%, #162 e3@(18,15) 100%, #163 e3@(19,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #143: ordered\n  - rally: #64 is not your building\nYOUR NOTES FROM LAST TURN: Enemy rocket cluster at (13-19,15-23). Tank #169 is 34% HP; retreat to base. Keep all queues active and defend until a larger force forms.", "raw": "{\"thoughts\":\"The lone light tank is critically damaged and must retreat while the enemy rocket group remains near the base. Keep both production queues running, repair the Construction Yard and War Factory, and let the harvesters rebuild income before expanding.\",\"notes\":\"Enemy rocket cluster is at roughly (13-19,15-23). Tank #169 retreats to base; preserve it until reinforcements arrive. Repair fact and weap when affordable.\",\"commands\":[{\"do\":\"move\",\"units\":[169],\"x\":11,\"y\":17},{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":143},{\"do\":\"harvest\",\"unit\":157},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1498, "completion_tokens": 339, "total_tokens": 1837, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1496, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00085932, "upstream_inference_prompt_cost": 0.00041184, "upstream_inference_completions_cost": 0.00044748}, "completion_tokens_details": {"reasoning_tokens": 191, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.94, "thoughts": "The lone light tank is critically damaged and must retreat while the enemy rocket group remains near the base. Keep both production queues running, repair the Construction Yard and War Factory, and let the harvesters rebuild income before expanding.", "notes": "Enemy rocket cluster is at roughly (13-19,15-23). Tank #169 retreats to base; preserve it until reinforcements arrive. Repair fact and weap when affordable.", "commands": [{"do": "move", "units": [169], "x": 11, "y": 17}, {"do": "repair", "building": 126}, {"do": "repair", "building": 143}, {"do": "harvest", "unit": 157}, {"do": "harvest", "unit": 171}], "feedback": ["move: 1 units", "repair #126: ordered", "repair #143: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 4600, "units_killed": 4, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10300, "army_value": 700, "income": 4000, "experience": 4, "order_count": 22}}
{"tick": 7801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $424 (storage 6000), power 300 made / 160 used, harvesters 3.\nSCORE: assets $16800, army $6700, killed $4600 (4 units, 1 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: dome READY TO PLACE; Building: proc 0%; Infantry: e3 25%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #147@(13,21)89%\n  e3 (Rocket Soldier) x11: #152@(13,19)64% #153@(13,19)98% #159@(11,24) #162@(18,15) #163@(19,15) #167@(55,28) #168@(65,24) #172@(73,20) #174@(82,15) #177@(90,12)* #178@(91,12)*\n  harv (Ore Truck (harvester)) x3: #134@(96,16) #140@(106,25) #156@(101,21)\nVISIBLE ENEMY UNITS (4):\n  #157 harv@(9,21) 99%, #169 1tnk@(10,17) 13%, #171 harv@(10,20) 43%, #173 harv.emptyhusk@(10,21) 65%\nVISIBLE ENEMY BUILDINGS (4):\n  #126 fact@(12,16) 29%, #143 weap@(15,14) 63%, #155 proc@(10,19) 54%, #170 proc@(15,17) 26%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16); attack-move all combat units into it. Dome nearly complete, proc queued; three harvesters.", "raw": "{\"thoughts\":\"The enemy base is exposed and several of its buildings are badly damaged, so keep the assault moving and focus down the Construction Yard. Place the ready Radar Dome; the current lack of cash means new production may stall until ore comes in.\",\"notes\":\"Enemy base at (12,16); push all combat units toward the Construction Yard. Three harvesters; Dome ready to place.\",\"commands\":[{\"do\":\"place\",\"item\":\"dome\"},{\"do\":\"attack\",\"units\":\"all_army\",\"target\":126},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1629, "completion_tokens": 261, "total_tokens": 1890, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1627, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003674825, "upstream_inference_prompt_cost": 0.0002239325, "upstream_inference_completions_cost": 0.00014355}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.52, "thoughts": "The enemy base is exposed and several of its buildings are badly damaged, so keep the assault moving and focus down the Construction Yard. Place the ready Radar Dome; the current lack of cash means new production may stall until ore comes in.", "notes": "Enemy base at (12,16); push all combat units toward the Construction Yard. Three harvesters; Dome ready to place.", "commands": [{"do": "place", "item": "dome"}, {"do": "attack", "units": "all_army", "target": 126}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place dome: ordered (auto-relocated near base if the spot was invalid)", "attack: 12 units", "attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 1000, "units_killed": 4, "units_lost": 6, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16800, "army_value": 3400, "income": 6500, "experience": 46, "order_count": 42}}
{"tick": 7801, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $358 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $10300, army $2900, killed $1000 (6 units, 0 bldgs), lost $4600 (4 units, 1 bldgs). Map explored 18%.\nPRODUCTION: Building: tent READY TO PLACE; Vehicle: 1tnk 77%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $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  #126 fact@(12,16) 29%, #128 powr@(10,16) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 63%, #155 proc@(10,19) 54%, #170 proc@(15,17) 26%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #169@(10,17)13%\n  harv (Ore Truck (harvester)) x2: #157@(9,21) #171@(10,20)43%\n  harv.emptyhusk (harv.emptyhusk) x1: #173@(10,21)65%*\nVISIBLE ENEMY UNITS (6):\n  #147 e1@(13,21) 89%, #152 e3@(13,19) 64%, #153 e3@(13,19) 98%, #159 e3@(11,24) 100%, #162 e3@(18,15) 100%, #163 e3@(19,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - repair #126: ordered\n  - repair #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy rocket cluster is at roughly (13-19,15-23). Tank #169 retreats to base; preserve it until reinforcements arrive. Repair fact and weap when affordable.", "raw": "{\"thoughts\":\"Cash is empty and the base is under pressure from rocket infantry, so I will place the ready barracks, keep the damaged tank out of combat, and let the queued tank finish. Repairs are already ordered on the critical buildings.\",\"notes\":\"Enemy rocket cluster near (13-19,15-23). Tank #169 at 13% should remain defensive until reinforcements arrive; barracks ready to place.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":8,\"y\":16},{\"do\":\"move\",\"units\":[169],\"x\":8,\"y\":14},{\"do\":\"stance\",\"units\":[169],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1471, "completion_tokens": 341, "total_tokens": 1812, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1469, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000854535, "upstream_inference_prompt_cost": 0.000404415, "upstream_inference_completions_cost": 0.00045012}, "completion_tokens_details": {"reasoning_tokens": 199, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Cash is empty and the base is under pressure from rocket infantry, so I will place the ready barracks, keep the damaged tank out of combat, and let the queued tank finish. Repairs are already ordered on the critical buildings.", "notes": "Enemy rocket cluster near (13-19,15-23). Tank #169 at 13% should remain defensive until reinforcements arrive; barracks ready to place.", "commands": [{"do": "place", "item": "tent", "x": 8, "y": 16}, {"do": "move", "units": [169], "x": 8, "y": 14}, {"do": "stance", "units": [169], "stance": "return_fire"}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 4600, "units_killed": 6, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10300, "army_value": 700, "income": 4500, "experience": 10, "order_count": 22}}
{"tick": 8001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $294 (storage 6000), power 300 made / 200 used, harvesters 3.\nSCORE: assets $18600, army $7000, killed $6000 (4 units, 2 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: proc 20%; Infantry: e3 40%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%, #179 dome@(91,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #147@(11,25)89%\n  e3 (Rocket Soldier) x12: #152@(13,19)64% #153@(13,19)98% #159@(11,24) #162@(18,15)46% #163@(19,15) #167@(47,25) #168@(56,28) #172@(65,24) #174@(74,19) #177@(81,15) #178@(91,12)* #182@(90,12)*\n  harv (Ore Truck (harvester)) x3: #134@(104,26) #140@(104,21) #156@(96,16)\nVISIBLE ENEMY UNITS (3):\n  #157 harv@(7,24) 73%, #173 harv.emptyhusk@(10,21) 45%, #181 1tnk@(15,15) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #126 fact@(12,16) 29%, #143 weap@(15,14) 43%, #155 proc@(10,19) 49%\nRESULTS OF YOUR LAST COMMANDS:\n  - place dome: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 12 units\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16); push all combat units toward the Construction Yard. Three harvesters; Dome ready to place.", "raw": "{\"thoughts\":\"The enemy Construction Yard is badly damaged, and their War Factory and Refinery are also weakened. Push all combat units onto the enemy base to finish buildings and destroy the Construction Yard; the Refinery queue is already progressing, but there isn\u2019t enough cash to start anything else.\",\"notes\":\"Enemy base at (12,16); attack all combat units toward it. Three harvesters; proc building queue 20%.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1685, "completion_tokens": 268, "total_tokens": 1953, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1683, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003790325, "upstream_inference_prompt_cost": 0.0002316325, "upstream_inference_completions_cost": 0.0001474}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "The enemy Construction Yard is badly damaged, and their War Factory and Refinery are also weakened. Push all combat units onto the enemy base to finish buildings and destroy the Construction Yard; the Refinery queue is already progressing, but there isn\u2019t enough cash to start anything else.", "notes": "Enemy base at (12,16); attack all combat units toward it. Three harvesters; proc building queue 20%.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 13 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6000, "deaths_cost": 1000, "units_killed": 4, "units_lost": 6, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 18600, "army_value": 3700, "income": 7000, "experience": 60, "order_count": 43}}
{"tick": 8001, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $233 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $3600, killed $1000 (6 units, 0 bldgs), lost $6000 (4 units, 2 bldgs). Map explored 18.2%.\nPRODUCTION: Vehicle: 1tnk 25%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(12,16) 29%, #128 powr@(10,16) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 43%, #155 proc@(10,19) 49%, #180 tent@(10,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #169@(8,14)13%* #181@(15,15)\n  harv (Ore Truck (harvester)) x2: #157@(7,24)73% #171@(7,28)34%\n  harv.emptyhusk (harv.emptyhusk) x1: #173@(10,21)45%*\nVISIBLE ENEMY UNITS (5):\n  #152 e3@(13,19) 64%, #153 e3@(13,19) 98%, #159 e3@(11,24) 100%, #162 e3@(18,15) 46%, #163 e3@(19,15) 100%\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  - move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rocket cluster near (13-19,15-23). Tank #169 at 13% should remain defensive until reinforcements arrive; barracks ready to place.", "raw": "{\"thoughts\":\"The base and key production buildings are badly damaged, while enemy rocket troops are pressing from the east. Keep the damaged tank out of combat, repair critical structures, and use the healthy tank to engage the nearest rocket soldier while continuing tank production.\",\"notes\":\"Enemy rocket cluster around (13-19,15-24). Tank #169 at 13% must stay defensive; #181 is the only viable combat unit. Repair fact, war factory, and refinery; keep 1tnk queue active.\",\"commands\":[{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":143},{\"do\":\"repair\",\"building\":155},{\"do\":\"harvest\",\"unit\":173},{\"do\":\"attack\",\"units\":[181],\"target\":163},{\"do\":\"move\",\"units\":[169],\"x\":9,\"y\":13},{\"do\":\"stance\",\"units\":[169],\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1512, "completion_tokens": 365, "total_tokens": 1877, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1510, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00089749, "upstream_inference_prompt_cost": 0.00041569, "upstream_inference_completions_cost": 0.0004818}, "completion_tokens_details": {"reasoning_tokens": 163, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.01, "thoughts": "The base and key production buildings are badly damaged, while enemy rocket troops are pressing from the east. Keep the damaged tank out of combat, repair critical structures, and use the healthy tank to engage the nearest rocket soldier while continuing tank production.", "notes": "Enemy rocket cluster around (13-19,15-24). Tank #169 at 13% must stay defensive; #181 is the only viable combat unit. Repair fact, war factory, and refinery; keep 1tnk queue active.", "commands": [{"do": "repair", "building": 126}, {"do": "repair", "building": 143}, {"do": "repair", "building": 155}, {"do": "harvest", "unit": 173}, {"do": "attack", "units": [181], "target": 163}, {"do": "move", "units": [169], "x": 9, "y": 13}, {"do": "stance", "units": [169], "stance": "defend"}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["repair #126: ordered", "repair #143: ordered", "repair #155: ordered", "attack: 1 units", "move: 1 units", "stance: 1 units", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 6000, "units_killed": 6, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10100, "army_value": 1400, "income": 4500, "experience": 10, "order_count": 23}}
{"tick": 8201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $331 (storage 6000), power 300 made / 200 used, harvesters 3.\nSCORE: assets $18900, army $7300, killed $6700 (5 units, 2 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 25.3%.\nPRODUCTION: Building: proc 31%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%, #179 dome@(91,14) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #147@(8,25)89%\n  e3 (Rocket Soldier) x13: #152@(13,19)64% #153@(13,19)98% #159@(7,24) #162@(18,15)46% #163@(19,15)37% #167@(36,24) #168@(45,28) #172@(55,28) #174@(65,24) #177@(73,19) #178@(82,15) #182@(81,15) #183@(90,11)\n  harv (Ore Truck (harvester)) x3: #134@(104,27) #140@(96,16) #156@(106,25)\nVISIBLE ENEMY UNITS (2):\n  #171 harv@(9,21) 34%, #173 harv.emptyhusk@(10,21) 27%\nVISIBLE ENEMY BUILDINGS (3):\n  #126 fact@(12,16) 15%, #143 weap@(15,14) 35%, #155 proc@(10,19) 31%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16); attack all combat units toward it. Three harvesters; proc building queue 20%.", "raw": "{\"thoughts\":\"The enemy Construction Yard is critically damaged, so destroying it could end the game immediately. Send every combat unit toward the visible enemy base while the nearly finished Refinery continues building.\",\"notes\":\"Enemy base at (12,16); Construction Yard #126 at 15% HP. Attack with all combat units. Three harvesters; cash is depleted.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1645, "completion_tokens": 214, "total_tokens": 1859, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1643, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003438325, "upstream_inference_prompt_cost": 0.0002261325, "upstream_inference_completions_cost": 0.0001177}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.23, "thoughts": "The enemy Construction Yard is critically damaged, so destroying it could end the game immediately. Send every combat unit toward the visible enemy base while the nearly finished Refinery continues building.", "notes": "Enemy base at (12,16); Construction Yard #126 at 15% HP. Attack with all combat units. Three harvesters; cash is depleted.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 14 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 1000, "units_killed": 5, "units_lost": 6, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 18900, "army_value": 4000, "income": 7350, "experience": 67, "order_count": 43}}
{"tick": 8201, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $2900, killed $1000 (6 units, 0 bldgs), lost $6700 (5 units, 2 bldgs). Map explored 18.3%.\nPRODUCTION: Vehicle: 1tnk 58%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(12,16) 15%, #128 powr@(10,16) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 35%, #155 proc@(10,19) 31%, #180 tent@(10,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #169@(8,13)13%*\n  harv (Ore Truck (harvester)) x2: #157@(3,27)37% #171@(9,21)34%\n  harv.emptyhusk (harv.emptyhusk) x1: #173@(10,21)27%*\nVISIBLE ENEMY UNITS (5):\n  #152 e3@(13,19) 64%, #153 e3@(13,19) 98%, #159 e3@(7,24) 100%, #162 e3@(18,15) 46%, #163 e3@(19,15) 37%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #126: ordered\n  - repair #143: ordered\n  - repair #155: ordered\n  - attack: 1 units\n  - move: 1 units\n  - stance: 1 units\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy rocket cluster around (13-19,15-24). Tank #169 at 13% must stay defensive; #181 is the only viable combat unit. Repair fact, war factory, and refinery; keep 1tnk queue active.", "raw": "{\"thoughts\":\"Our base and only tank are critically damaged, while enemy rocket troops are already inside the base perimeter. Keep the tank defensive, pull the damaged harvester toward the refinery, and prioritize repairs while the queued tank completes.\",\"notes\":\"Enemy rocket cluster at (13-19,15-24). Tank #169 is at 13% and should defend from behind the base, not attack. Keep repairing fact #126, war factory #143, and refinery #155; maintain tank production.\",\"commands\":[{\"do\":\"move\",\"units\":[169],\"x\":11,\"y\":16},{\"do\":\"stance\",\"units\":[169],\"stance\":\"return_fire\"},{\"do\":\"harvest\",\"unit\":157},{\"do\":\"harvest\",\"unit\":171},{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":143},{\"do\":\"repair\",\"building\":155}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1556, "completion_tokens": 419, "total_tokens": 1975, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1554, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00098087, "upstream_inference_prompt_cost": 0.00042779, "upstream_inference_completions_cost": 0.00055308}, "completion_tokens_details": {"reasoning_tokens": 237, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.96, "thoughts": "Our base and only tank are critically damaged, while enemy rocket troops are already inside the base perimeter. Keep the tank defensive, pull the damaged harvester toward the refinery, and prioritize repairs while the queued tank completes.", "notes": "Enemy rocket cluster at (13-19,15-24). Tank #169 is at 13% and should defend from behind the base, not attack. Keep repairing fact #126, war factory #143, and refinery #155; maintain tank production.", "commands": [{"do": "move", "units": [169], "x": 11, "y": 16}, {"do": "stance", "units": [169], "stance": "return_fire"}, {"do": "harvest", "unit": 157}, {"do": "harvest", "unit": 171}, {"do": "repair", "building": 126}, {"do": "repair", "building": 143}, {"do": "repair", "building": 155}], "feedback": ["move: 1 units", "stance: 1 units", "repair #126: ordered", "repair #143: ordered", "repair #155: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 6700, "units_killed": 6, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 9400, "army_value": 700, "income": 4500, "experience": 10, "order_count": 24}}
{"tick": 8401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $123 (storage 6000), power 300 made / 200 used, harvesters 3.\nSCORE: assets $18900, army $7300, killed $6700 (5 units, 2 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: proc 55%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%, #179 dome@(91,14) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #147@(6,23)89%\n  e3 (Rocket Soldier) x13: #152@(13,19)64% #153@(13,19)98% #159@(7,24) #162@(18,15)46% #163@(19,15)37% #167@(28,17) #168@(37,22) #172@(46,24) #174@(57,28) #177@(64,24) #178@(74,19) #182@(73,20) #183@(82,15)\n  harv (Ore Truck (harvester)) x3: #134@(97,21) #140@(105,23) #156@(104,20)\nVISIBLE ENEMY UNITS (4):\n  #157 harv@(9,21) 28%, #169 1tnk@(10,17) 13%, #171 harv@(9,26) 7%, #173 harv.emptyhusk@(10,21) 6%\nVISIBLE ENEMY BUILDINGS (3):\n  #126 fact@(12,16) 4%, #143 weap@(15,14) 14%, #155 proc@(10,19) 7%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16); Construction Yard #126 at 15% HP. Attack with all combat units. Three harvesters; cash is depleted.", "raw": "{\"thoughts\":\"The enemy Construction Yard is nearly destroyed, and their War Factory and Refinery are also badly damaged. Focus the army on the Construction Yard to try to end the game immediately; the Refinery already in production should improve our cash flow.\",\"notes\":\"Enemy base at (12,16). Focused army on Construction Yard #126; three harvesters at home. Proc is 55% complete.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":126}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1678, "completion_tokens": 219, "total_tokens": 1897, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1676, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00035112, "upstream_inference_prompt_cost": 0.00023067, "upstream_inference_completions_cost": 0.00012045}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.28, "thoughts": "The enemy Construction Yard is nearly destroyed, and their War Factory and Refinery are also badly damaged. Focus the army on the Construction Yard to try to end the game immediately; the Refinery already in production should improve our cash flow.", "notes": "Enemy base at (12,16). Focused army on Construction Yard #126; three harvesters at home. Proc is 55% complete.", "commands": [{"do": "attack", "units": "all_army", "target": 126}], "feedback": ["attack: 14 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 1000, "units_killed": 5, "units_lost": 6, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 18900, "army_value": 4000, "income": 6500, "experience": 67, "order_count": 43}}
{"tick": 8401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $280 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $2900, killed $1000 (6 units, 0 bldgs), lost $6700 (5 units, 2 bldgs). Map explored 18.3%.\nPRODUCTION: Vehicle: 1tnk 89%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(12,16) 4%, #128 powr@(10,16) 100%, #138 powr@(12,13) 100%, #143 weap@(15,14) 14%, #155 proc@(10,19) 7%, #180 tent@(10,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #169@(10,17)13%*\n  harv (Ore Truck (harvester)) x2: #157@(9,21)28% #171@(9,26)7%\n  harv.emptyhusk (harv.emptyhusk) x1: #173@(10,21)6%*\nVISIBLE ENEMY UNITS (6):\n  #147 e1@(6,23) 89%, #152 e3@(13,19) 64%, #153 e3@(13,19) 98%, #159 e3@(7,24) 100%, #162 e3@(18,15) 46%, #163 e3@(19,15) 37%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 1 units\n  - repair #126: ordered\n  - repair #143: ordered\n  - repair #155: ordered\nYOUR NOTES FROM LAST TURN: Enemy rocket cluster at (13-19,15-24). Tank #169 is at 13% and should defend from behind the base, not attack. Keep repairing fact #126, war factory #143, and refinery #155; maintain tank production.", "raw": "{\"thoughts\":\"Cash is empty and the base is critically damaged, so the priority is repairing the Construction Yard, War Factory, and Refinery while the tank tries to remove the nearby rocket threat. Keep the vehicle queue running and send both surviving harvesters back to ore.\",\"notes\":\"Enemy rocket cluster remains near (13-19,15-24). Tank #169 is critically damaged; use it cautiously against exposed enemy rockets while repairing fact #126, weap #143, and proc #155.\",\"commands\":[{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":143},{\"do\":\"repair\",\"building\":155},{\"do\":\"attack\",\"units\":[169],\"target\":162},{\"do\":\"harvest\",\"unit\":157},{\"do\":\"harvest\",\"unit\":171}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1549, "completion_tokens": 383, "total_tokens": 1932, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1547, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000931425, "upstream_inference_prompt_cost": 0.000425865, "upstream_inference_completions_cost": 0.00050556}, "completion_tokens_details": {"reasoning_tokens": 218, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.96, "thoughts": "Cash is empty and the base is critically damaged, so the priority is repairing the Construction Yard, War Factory, and Refinery while the tank tries to remove the nearby rocket threat. Keep the vehicle queue running and send both surviving harvesters back to ore.", "notes": "Enemy rocket cluster remains near (13-19,15-24). Tank #169 is critically damaged; use it cautiously against exposed enemy rockets while repairing fact #126, weap #143, and proc #155.", "commands": [{"do": "repair", "building": 126}, {"do": "repair", "building": 143}, {"do": "repair", "building": 155}, {"do": "attack", "units": [169], "target": 162}, {"do": "harvest", "unit": 157}, {"do": "harvest", "unit": 171}], "feedback": ["repair #126: ordered", "repair #143: ordered", "repair #155: ordered", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 6700, "units_killed": 6, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 9400, "army_value": 700, "income": 5000, "experience": 10, "order_count": 24}}
{"tick": 8601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $370 (storage 6000), power 300 made / 200 used, harvesters 3.\nSCORE: assets $18300, army $6700, killed $15000 (8 units, 5 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: proc 73%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%, #179 dome@(91,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #147@(6,21)89%*\n  e3 (Rocket Soldier) x11: #152@(13,20)64%* #153@(13,20)98%* #159@(7,22)* #167@(26,16)* #168@(35,21)* #172@(44,24)* #174@(54,28)* #177@(63,26)* #178@(72,20)* #182@(71,20)* #183@(80,14)*\n  harv (Ore Truck (harvester)) x3: #134@(96,19) #140@(106,26) #156@(96,16)\nVISIBLE ENEMY UNITS (1):\n  #186 harv.emptyhusk@(10,24) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 14 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Focused army on Construction Yard #126; three harvesters at home. Proc is 55% complete.", "raw": "{\"thoughts\":\"The enemy base is still the priority; our rocket soldiers are spread along the route, so send the whole army into the likely base area to finish any surviving structures. Let the nearly complete refinery finish before spending scarce cash on production.\",\"notes\":\"Enemy start near (12,16); keep pushing all combat units there. Three harvesters at home; proc is 73% complete.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1589, "completion_tokens": 238, "total_tokens": 1827, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1587, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003493325, "upstream_inference_prompt_cost": 0.0002184325, "upstream_inference_completions_cost": 0.0001309}, "completion_tokens_details": {"reasoning_tokens": 129, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.5, "thoughts": "The enemy base is still the priority; our rocket soldiers are spread along the route, so send the whole army into the likely base area to finish any surviving structures. Let the nearly complete refinery finish before spending scarce cash on production.", "notes": "Enemy start near (12,16); keep pushing all combat units there. Three harvesters at home; proc is 73% complete.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 15000, "deaths_cost": 1600, "units_killed": 8, "units_lost": 8, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 18300, "army_value": 3400, "income": 6500, "experience": 150, "order_count": 43}}
{"tick": 8601, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 20 used, harvesters 0.\nSCORE: assets $1800, army $700, killed $1600 (8 units, 0 bldgs), lost $15000 (8 units, 5 bldgs). Map explored 18.3%.\nPRODUCTION: all queues idle\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  #128 powr@(10,16) 100%, #138 powr@(12,13) 100%, #180 tent@(10,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #185@(15,15)54%\n  harv.emptyhusk (harv.emptyhusk) x2: #184@(9,27)82%* #186@(10,24)95%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #126: ordered\n  - repair #143: ordered\n  - repair #155: ordered\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rocket cluster remains near (13-19,15-24). Tank #169 is critically damaged; use it cautiously against exposed enemy rockets while repairing fact #126, weap #143, and proc #155.", "raw": "{\"thoughts\":\"The base has no refinery or income, so restoring ore production is the priority. I will queue a refinery, send the empty harvester husks toward the nearby ore field, and cautiously scout east with the damaged tank while avoiding a direct fight.\",\"notes\":\"Emergency recovery: no proc and $0; two empty harvester husks at (9,27)/(10,24), damaged light tank #185 at (15,15). Enemy rocket cluster was previously near (13-19,15-24).\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":184},{\"do\":\"harvest\",\"unit\":186},{\"do\":\"attack_move\",\"units\":[185],\"x\":24,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1244, "completion_tokens": 335, "total_tokens": 1579, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1242, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00078419, "upstream_inference_prompt_cost": 0.00034199, "upstream_inference_completions_cost": 0.0004422}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.51, "thoughts": "The base has no refinery or income, so restoring ore production is the priority. I will queue a refinery, send the empty harvester husks toward the nearby ore field, and cautiously scout east with the damaged tank while avoiding a direct fight.", "notes": "Emergency recovery: no proc and $0; two empty harvester husks at (9,27)/(10,24), damaged light tank #185 at (15,15). Enemy rocket cluster was previously near (13-19,15-24).", "commands": [{"do": "build", "item": "proc"}, {"do": "harvest", "unit": 184}, {"do": "harvest", "unit": 186}, {"do": "attack_move", "units": [185], "x": 24, "y": 20}], "feedback": ["build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 15000, "units_killed": 8, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 1800, "army_value": 700, "income": 4500, "experience": 16, "order_count": 24}}
{"tick": 8801, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:52 (tick 8801 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 russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $536 (storage 6000), power 300 made / 200 used, harvesters 3.\nSCORE: assets $18300, army $6700, killed $16000 (9 units, 6 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 26.2%.\nPRODUCTION: Building: proc 97%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%, #179 dome@(91,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #147@(9,19)89%\n  e3 (Rocket Soldier) x11: #152@(13,19)44% #153@(13,18)85% #159@(8,20) #167@(15,16) #168@(27,16) #172@(33,24) #174@(46,24) #177@(53,27) #178@(64,25) #182@(63,26) #183@(72,21)\n  harv (Ore Truck (harvester)) x3: #134@(103,27) #140@(97,17) #156@(103,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Enemy start near (12,16); keep pushing all combat units there. Three harvesters at home; proc is 73% complete.", "raw": "{\"thoughts\":\"The three harvesters and two refineries should restore income shortly; power is healthy. Keep the scattered rocket infantry pressing toward the likely enemy start, and place the nearly finished refinery as soon as it is ready to expand the economy.\",\"notes\":\"Enemy likely starts near (12,16). Push all combat units west toward that area; 3 harvesters. Proc is at 97% in the Building queue\u2014place it when ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1573, "completion_tokens": 363, "total_tokens": 1936, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1571, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004158825, "upstream_inference_prompt_cost": 0.0002162325, "upstream_inference_completions_cost": 0.00019965}, "completion_tokens_details": {"reasoning_tokens": 243, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "The three harvesters and two refineries should restore income shortly; power is healthy. Keep the scattered rocket infantry pressing toward the likely enemy start, and place the nearly finished refinery as soon as it is ready to expand the economy.", "notes": "Enemy likely starts near (12,16). Push all combat units west toward that area; 3 harvesters. Proc is at 97% in the Building queue\u2014place it when ready.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 16000, "deaths_cost": 1600, "units_killed": 9, "units_lost": 8, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 18300, "army_value": 3400, "income": 7000, "experience": 160, "order_count": 43}}
{"tick": 8801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:52 (tick 8801 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 0.\nSCORE: assets $800, army $0, killed $1600 (8 units, 0 bldgs), lost $16000 (9 units, 6 bldgs). Map explored 18.3%.\nPRODUCTION: all queues idle\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  #138 powr@(12,13) 100%, #180 tent@(10,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv.emptyhusk (harv.emptyhusk) x2: #184@(9,27)65%* #186@(10,24)77%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Emergency recovery: no proc and $0; two empty harvester husks at (9,27)/(10,24), damaged light tank #185 at (15,15). Enemy rocket cluster was previously near (13-19,15-24).", "raw": "{\"thoughts\":\"The base is effectively crippled: no Construction Yard or refinery, no cash, and only two damaged empty harvester husks remain. I will sell the power plant for emergency funds, produce a small infantry force, and send it toward the last known enemy rocket cluster.\",\"notes\":\"No MCV/refinery; enemy was last seen near x13-19,y15-24. Emergency infantry attack from tent.\",\"commands\":[{\"do\":\"sell\",\"building\":138},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[184,186],\"x\":16,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1209, "completion_tokens": 402, "total_tokens": 1611, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1207, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000863005, "upstream_inference_prompt_cost": 0.000332365, "upstream_inference_completions_cost": 0.00053064}, "completion_tokens_details": {"reasoning_tokens": 266, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.13, "thoughts": "The base is effectively crippled: no Construction Yard or refinery, no cash, and only two damaged empty harvester husks remain. I will sell the power plant for emergency funds, produce a small infantry force, and send it toward the last known enemy rocket cluster.", "notes": "No MCV/refinery; enemy was last seen near x13-19,y15-24. Emergency infantry attack from tent.", "commands": [{"do": "sell", "building": 138}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [184, 186], "x": 16, "y": 20}], "feedback": ["sell #138: ordered", "train 3x e1: queued", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 16000, "units_killed": 8, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 800, "army_value": 0, "income": 4500, "experience": 16, "order_count": 24}}
{"tick": 9001, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:00 (tick 9001 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 russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1000 (storage 6000), power 300 made / 200 used, harvesters 3.\nSCORE: assets $17700, army $6100, killed $16000 (9 units, 6 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%, #179 dome@(91,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #147@(11,17)89%\n  e3 (Rocket Soldier) x9: #152@(13,17)54% #159@(11,17) #168@(16,16) #172@(26,17) #174@(38,16) #177@(44,27) #178@(54,28) #182@(54,28) #183@(64,25)\n  harv (Ore Truck (harvester)) x3: #134@(102,22) #140@(101,21) #156@(108,24)\nVISIBLE ENEMY UNITS (1):\n  #190 e1@(9,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16). Push all combat units west toward that area; 3 harvesters. Proc is at 97% in the Building queue\u2014place it when ready.", "raw": "{\"thoughts\":\"The westward push is already close to the likely enemy start, and the visible enemy infantry is near the base area. Keep all combat units pressing west while placing the ready refinery to expand income; spend on production once ore comes in.\",\"notes\":\"Enemy likely base near (12,16); army pushing west. Place ready proc, then add tank production when affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1580, "completion_tokens": 253, "total_tokens": 1833, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1578, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000356345, "upstream_inference_prompt_cost": 0.000217195, "upstream_inference_completions_cost": 0.00013915}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "The westward push is already close to the likely enemy start, and the visible enemy infantry is near the base area. Keep all combat units pressing west while placing the ready refinery to expand income; spend on production once ore comes in.", "notes": "Enemy likely base near (12,16); army pushing west. Place ready proc, then add tank production when affordable.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 16000, "deaths_cost": 2200, "units_killed": 9, "units_lost": 10, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 17700, "army_value": 2800, "income": 7000, "experience": 160, "order_count": 43}}
{"tick": 9001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 6:00 (tick 9001 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $46 + stored ore $0 (storage 0), power 0 made / 20 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $700, army $200, killed $2200 (10 units, 0 bldgs), lost $16000 (9 units, 6 bldgs). Map explored 18.3%.\nPRODUCTION: Infantry: e1 5%; 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  #180 tent@(10,13) 74%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #187@(12,12)54% #190@(9,14)\n  harv.emptyhusk (harv.emptyhusk) x2: #184@(9,27)47%* #186@(10,24)60%*\nVISIBLE ENEMY UNITS (3):\n  #147 e1@(11,17) 89%, #152 e3@(13,17) 54%, #159 e3@(11,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - sell #138: ordered\n  - train 3x e1: queued\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: No MCV/refinery; enemy was last seen near x13-19,y15-24. Emergency infantry attack from tent.", "raw": "{\"thoughts\":\"The base is nearly destroyed and has no MCV, refinery, or power, so recovery is unlikely. Use the remaining riflemen to attack the nearby enemy infantry and preserve the tent if possible.\",\"notes\":\"No MCV or economy remains; enemy infantry at x11-13,y17. Remaining army: riflemen #187,#190; husked harvesters #184,#186.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[187,190],\"x\":13,\"y\":17},{\"do\":\"stance\",\"units\":[187,190],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1255, "completion_tokens": 234, "total_tokens": 1489, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1253, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000653895, "upstream_inference_prompt_cost": 0.000345015, "upstream_inference_completions_cost": 0.00030888}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.17, "thoughts": "The base is nearly destroyed and has no MCV, refinery, or power, so recovery is unlikely. Use the remaining riflemen to attack the nearby enemy infantry and preserve the tent if possible.", "notes": "No MCV or economy remains; enemy infantry at x11-13,y17. Remaining army: riflemen #187,#190; husked harvesters #184,#186.", "commands": [{"do": "attack_move", "units": [187, 190], "x": 13, "y": 17}, {"do": "stance", "units": [187, 190], "stance": "attack_anything"}], "feedback": ["attack_move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 16000, "units_killed": 10, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 700, "army_value": 200, "income": 4650, "experience": 22, "order_count": 27}}
{"tick": 9201, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:08 (tick 9201 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 russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1000 (storage 8000), power 300 made / 230 used, harvesters 4.\nSCORE: assets $19500, army $6500, killed $16100 (10 units, 6 bldgs), lost $2900 (13 units, 0 bldgs). Map explored 27.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%, #179 dome@(91,14) 100%, #191 proc@(99,15) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #168@(15,16) #172@(15,16) #174@(28,16) #177@(35,21) #178@(45,24) #182@(44,27) #183@(54,28)\n  harv (Ore Truck (harvester)) x4: #134@(96,16) #140@(106,26) #156@(100,17) #192@(105,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Enemy likely base near (12,16); army pushing west. Place ready proc, then add tank production when affordable.", "raw": "{\"thoughts\":\"Cash is exhausted, so I can\u2019t start production yet. The seven rocket soldiers are spread along the western approach; push them toward the likely enemy start to regroup and find the base while the harvesters gather ore.\",\"notes\":\"Enemy likely near (12,16). Seven e3 pushing west; regroup and attack-move toward the suspected base. Four harvesters, four refineries; resume tank production when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1552, "completion_tokens": 329, "total_tokens": 1881, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1550, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000394295, "upstream_inference_prompt_cost": 0.000213345, "upstream_inference_completions_cost": 0.00018095}, "completion_tokens_details": {"reasoning_tokens": 212, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.72, "thoughts": "Cash is exhausted, so I can\u2019t start production yet. The seven rocket soldiers are spread along the western approach; push them toward the likely enemy start to regroup and find the base while the harvesters gather ore.", "notes": "Enemy likely near (12,16). Seven e3 pushing west; regroup and attack-move toward the suspected base. Four harvesters, four refineries; resume tank production when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 16100, "deaths_cost": 2900, "units_killed": 10, "units_lost": 13, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 19500, "army_value": 2100, "income": 6000, "experience": 161, "order_count": 44}}
{"tick": 9201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 6:08 (tick 9201 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 20 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $600, army $100, killed $2900 (13 units, 0 bldgs), lost $16100 (10 units, 6 bldgs). Map explored 18.3%.\nPRODUCTION: Infantry: e1 51%; 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  #180 tent@(10,13) 71%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #187@(12,13)31%\n  harv.emptyhusk (harv.emptyhusk) x2: #184@(9,27)29%* #186@(10,24)42%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: No MCV or economy remains; enemy infantry at x11-13,y17. Remaining army: riflemen #187,#190; husked harvesters #184,#186.", "raw": "{\"thoughts\":\"The base is effectively collapsed: no MCV, refinery, power, or usable economy remains. Send the surviving rifleman toward the likely enemy base to scout and harass while the damaged tent\u2019s queued infantry may finish if resources somehow appear.\",\"notes\":\"No MCV or economy; enemy likely starts near (95,11). Rifleman #187 is the only combat unit; harvesters #184 and #186 are husks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[187],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[184,186],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[187],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1213, "completion_tokens": 408, "total_tokens": 1621, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1211, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000872025, "upstream_inference_prompt_cost": 0.000333465, "upstream_inference_completions_cost": 0.00053856}, "completion_tokens_details": {"reasoning_tokens": 259, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.38, "thoughts": "The base is effectively collapsed: no MCV, refinery, power, or usable economy remains. Send the surviving rifleman toward the likely enemy base to scout and harass while the damaged tent\u2019s queued infantry may finish if resources somehow appear.", "notes": "No MCV or economy; enemy likely starts near (95,11). Rifleman #187 is the only combat unit; harvesters #184 and #186 are husks.", "commands": [{"do": "attack_move", "units": [187], "x": 95, "y": 11}, {"do": "move", "units": [184, 186], "x": 95, "y": 11}, {"do": "stance", "units": [187], "stance": "attack_anything"}], "feedback": ["attack_move: 1 units", "move: 2 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 16100, "units_killed": 13, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 600, "army_value": 100, "income": 3650, "experience": 29, "order_count": 27}}
{"tick": 9401, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:16 (tick 9401 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 russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $2000 (storage 8000), power 300 made / 230 used, harvesters 4.\nSCORE: assets $18900, army $5900, killed $16100 (10 units, 6 bldgs), lost $3500 (15 units, 0 bldgs). Map explored 27.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%, #179 dome@(91,14) 100%, #191 proc@(99,15) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #174@(17,16) #177@(25,20) #178@(38,16) #182@(36,21) #183@(46,24)\n  harv (Ore Truck (harvester)) x4: #134@(102,22) #140@(104,24) #156@(104,21) #192@(105,24)\nVISIBLE ENEMY UNITS (1):\n  #187 e1@(14,16) 11%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Seven e3 pushing west; regroup and attack-move toward the suspected base. Four harvesters, four refineries; resume tank production when cash allows.", "raw": "{\"thoughts\":\"The five rocket soldiers are advancing on the likely enemy start, and the visible rifleman is nearly destroyed. With no spendable cash, keep the army pushing and the harvesters mining until income arrives.\",\"notes\":\"Enemy start likely near (12,16); rocket soldiers pushing west. Four harvesters and four refineries; resume tank production when cash permits.\",\"commands\":[{\"do\":\"attack\",\"units\":[174,177,178,182,183],\"target\":187},{\"do\":\"attack_move\",\"units\":[174,177,178,182,183],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":140},{\"do\":\"harvest\",\"unit\":156},{\"do\":\"harvest\",\"unit\":192}]}\"}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1545, "completion_tokens": 355, "total_tokens": 1900, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1543, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004076325, "upstream_inference_prompt_cost": 0.0002123825, "upstream_inference_completions_cost": 0.00019525}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.12, "thoughts": "The five rocket soldiers are advancing on the likely enemy start, and the visible rifleman is nearly destroyed. With no spendable cash, keep the army pushing and the harvesters mining until income arrives.", "notes": "Enemy start likely near (12,16); rocket soldiers pushing west. Four harvesters and four refineries; resume tank production when cash permits.", "commands": [{"do": "attack", "units": [174, 177, 178, 182, 183], "target": 187}, {"do": "attack_move", "units": [174, 177, 178, 182, 183], "x": 12, "y": 16}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 140}, {"do": "harvest", "unit": 156}, {"do": "harvest", "unit": 192}], "feedback": ["attack: 5 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 16100, "deaths_cost": 3500, "units_killed": 10, "units_lost": 15, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 18900, "army_value": 1500, "income": 7000, "experience": 161, "order_count": 44}}
{"tick": 9401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 6:16 (tick 9401 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 20 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $600, army $100, killed $3500 (15 units, 0 bldgs), lost $16100 (10 units, 6 bldgs). Map explored 18.3%.\nPRODUCTION: Infantry: e1 51%; 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  #180 tent@(10,13) 71%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #187@(14,16)11%\n  harv.emptyhusk (harv.emptyhusk) x2: #184@(9,27)11%* #186@(10,24)24%*\nVISIBLE ENEMY UNITS (1):\n  #174 e3@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - move: 2 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: No MCV or economy; enemy likely starts near (95,11). Rifleman #187 is the only combat unit; harvesters #184 and #186 are husks.", "raw": "{\"thoughts\":\"The economy and Construction Yard are gone, leaving no viable recovery; the lone rifleman should engage the visible rocket soldier rather than remain idle. Keep the damaged tent producing its queued infantry if resources somehow appear.\",\"notes\":\"No MCV, refinery, power, or income. Enemy likely near (95,11); only rifleman #187 remains, with husked harvesters #184/#186.\",\"commands\":[{\"do\":\"attack\",\"units\":[187],\"target\":174},{\"do\":\"stance\",\"units\":[187],\"stance\":\"attack_anything\"},{\"do\":\"move\",\"units\":[184,186],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1231, "completion_tokens": 325, "total_tokens": 1556, "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": 0.000767415, "upstream_inference_prompt_cost": 0.000338415, "upstream_inference_completions_cost": 0.000429}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.53, "thoughts": "The economy and Construction Yard are gone, leaving no viable recovery; the lone rifleman should engage the visible rocket soldier rather than remain idle. Keep the damaged tent producing its queued infantry if resources somehow appear.", "notes": "No MCV, refinery, power, or income. Enemy likely near (95,11); only rifleman #187 remains, with husked harvesters #184/#186.", "commands": [{"do": "attack", "units": [187], "target": 174}, {"do": "stance", "units": [187], "stance": "attack_anything"}, {"do": "move", "units": [184, 186], "x": 95, "y": 11}], "feedback": ["attack: 1 units", "stance: 1 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 16100, "units_killed": 15, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 600, "army_value": 100, "income": 3650, "experience": 35, "order_count": 27}}
{"tick": 9601, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:24 (tick 9601 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 russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $2000 (storage 8000), power 300 made / 230 used, harvesters 4.\nSCORE: assets $18300, army $5300, killed $16200 (11 units, 6 bldgs), lost $4100 (17 units, 0 bldgs). Map explored 27.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #127 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #139 proc@(93,14) 100%, #141 powr@(97,8) 100%, #142 barr@(93,8) 100%, #154 proc@(96,15) 100%, #165 weap@(99,8) 100%, #166 barr@(91,11) 100%, #179 dome@(91,14) 100%, #191 proc@(99,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #178@(28,16) #182@(25,20) #183@(38,16)\n  harv (Ore Truck (harvester)) x4: #134@(104,26) #140@(106,26) #156@(109,24) #192@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (12,16); rocket soldiers pushing west. Four harvesters and four refineries; resume tank production when cash permits.", "raw": "{\"thoughts\":\"Cash is depleted, so production cannot resume yet. Push the three rocket soldiers toward the likely enemy start and keep the fourth harvester mining to replenish funds.\",\"notes\":\"Enemy start likely near (12,16); rocket soldiers advancing west. Four refineries/harvesters; resume tank production when affordable.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[178,182,183],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":192}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1519, "completion_tokens": 303, "total_tokens": 1822, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1517, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003754575, "upstream_inference_prompt_cost": 0.0002088075, "upstream_inference_completions_cost": 0.00016665}, "completion_tokens_details": {"reasoning_tokens": 198, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.81, "thoughts": "Cash is depleted, so production cannot resume yet. Push the three rocket soldiers toward the likely enemy start and keep the fourth harvester mining to replenish funds.", "notes": "Enemy start likely near (12,16); rocket soldiers advancing west. Four refineries/harvesters; resume tank production when affordable.", "commands": [{"do": "attack_move", "units": [178, 182, 183], "x": 12, "y": 16}, {"do": "harvest", "unit": 192}], "feedback": ["attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 16200, "deaths_cost": 4100, "units_killed": 11, "units_lost": 17, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 18300, "army_value": 900, "income": 6500, "experience": 162, "order_count": 44}}
{"tick": 9601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 6:24 (tick 9601 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 20 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $500, army $0, killed $4100 (17 units, 0 bldgs), lost $16200 (11 units, 6 bldgs). Map explored 18.3%.\nPRODUCTION: Infantry: e1 51%; 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  #180 tent@(10,13) 71%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv.emptyhusk (harv.emptyhusk) x1: #186@(10,24)6%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - stance: 1 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: No MCV, refinery, power, or income. Enemy likely near (95,11); only rifleman #187 remains, with husked harvesters #184/#186.", "raw": "{\"thoughts\":\"The base and economy are effectively destroyed, with no MCV or refinery and only a damaged barracks remaining. Sell the barracks to obtain emergency funds, then produce scouts and search toward the likely enemy base.\",\"notes\":\"Critical recovery: no MCV, power, refinery, or active harvester. Enemy likely near (95,11).\",\"commands\":[{\"do\":\"sell\",\"building\":180},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1190, "completion_tokens": 355, "total_tokens": 1545, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1188, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00079574, "upstream_inference_prompt_cost": 0.00032714, "upstream_inference_completions_cost": 0.0004686}, "completion_tokens_details": {"reasoning_tokens": 251, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.93, "thoughts": "The base and economy are effectively destroyed, with no MCV or refinery and only a damaged barracks remaining. Sell the barracks to obtain emergency funds, then produce scouts and search toward the likely enemy base.", "notes": "Critical recovery: no MCV, power, refinery, or active harvester. Enemy likely near (95,11).", "commands": [{"do": "sell", "building": 180}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["sell #180: ordered", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 16200, "units_killed": 17, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 500, "army_value": 0, "income": 3150, "experience": 41, "order_count": 27}}
