{"tick": 1, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy immediately and start the standard power/refinery opening. Enemy is likely far west, so establish economy before scouting.\",\"notes\":\"Home 95,11; likely Soviet enemy start 12,16. Deploy MCV, power first.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1096, "completion_tokens": 76, "total_tokens": 1172, "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": 0.0040161, "upstream_inference_prompt_cost": 0.0030129, "upstream_inference_completions_cost": 0.0010032}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.35, "thoughts": "Deploy immediately and start the standard power/refinery opening. Enemy is likely far west, so establish economy before scouting.", "notes": "Home 95,11; likely Soviet enemy start 12,16. Deploy MCV, power first.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "openai/gpt-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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then begin the power-and-economy opening. Once construction is active, I will place power, refinery, barracks, and expand production while scouting toward the enemy at the northeast.\",\"notes\":\"Opening at (12,16); enemy likely near (95,11). MCV #120 awaiting deployment.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1098, "completion_tokens": 154, "total_tokens": 1252, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1096, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00050512, "upstream_inference_prompt_cost": 0.00030184, "upstream_inference_completions_cost": 0.00020328}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "Deploy the MCV immediately, then begin the power-and-economy opening. Once construction is active, I will place power, refinery, barracks, and expand production while scouting toward the enemy at the northeast.", "notes": "Opening at (12,16); enemy likely near (95,11). MCV #120 awaiting deployment.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home 95,11; likely Soviet enemy start 12,16. Deploy MCV, power first.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant is underway. I will place it as soon as ready, then immediately establish ore income and infantry production.\",\"notes\":\"Home base 95,11. Enemy likely at 12,16; opening powr -> proc -> barracks -> second proc/weap.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1126, "completion_tokens": 108, "total_tokens": 1234, "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": 0.004521, "upstream_inference_prompt_cost": 0.0030954, "upstream_inference_completions_cost": 0.0014256}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.65, "thoughts": "Construction Yard is deployed and the first power plant is underway. I will place it as soon as ready, then immediately establish ore income and infantry production.", "notes": "Home base 95,11. Enemy likely at 12,16; opening powr -> proc -> barracks -> second proc/weap.", "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": 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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening at (12,16); enemy likely near (95,11). MCV #120 awaiting deployment.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant should now be ready to place. I\u2019ll establish power and ore income, then add infantry and vehicles while scouting toward the enemy\u2019s likely base.\",\"notes\":\"Opening at (12,16); enemy likely near (95,11). Place power plant, then refinery, barracks, and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1127, "completion_tokens": 179, "total_tokens": 1306, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1125, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000546095, "upstream_inference_prompt_cost": 0.000309815, "upstream_inference_completions_cost": 0.00023628}, "completion_tokens_details": {"reasoning_tokens": 79, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.93, "thoughts": "Construction Yard is deployed and the first power plant should now be ready to place. I\u2019ll establish power and ore income, then add infantry and vehicles while scouting toward the enemy\u2019s likely base.", "notes": "Opening at (12,16); enemy likely near (95,11). Place power plant, then refinery, 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": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home base 95,11. Enemy likely at 12,16; opening powr -> proc -> barracks -> second proc/weap.", "raw": "{\"thoughts\":\"Opening economy immediately with power, then refinery and barracks. Enemy is likely far west, so establish production before scouting.\",\"notes\":\"Home 95,11; likely enemy 12,16. Build power then refinery/barracks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1109, "completion_tokens": 86, "total_tokens": 1195, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1107, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00418385, "upstream_inference_prompt_cost": 0.00304865, "upstream_inference_completions_cost": 0.0011352}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.26, "thoughts": "Opening economy immediately with power, then refinery and barracks. Enemy is likely far west, so establish production before scouting.", "notes": "Home 95,11; likely enemy 12,16. Build power then refinery/barracks.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "openai/gpt-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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening at (12,16); enemy likely near (95,11). Place power plant, then refinery, barracks, and war factory.", "raw": "{\"thoughts\":\"Deploy the MCV, start the power plant, and keep the economy opening moving toward refinery and army production.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). Power plant now, then refinery, barracks, war factory; scout east once units exist.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1147, "completion_tokens": 115, "total_tokens": 1262, "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": 0.000467115, "upstream_inference_prompt_cost": 0.000315315, "upstream_inference_completions_cost": 0.0001518}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.32, "thoughts": "Deploy the MCV, start the power plant, and keep the economy opening moving toward refinery and army production.", "notes": "Base at (12,16); enemy likely near (95,11). Power plant now, then refinery, barracks, war factory; scout east once units exist.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home 95,11; likely enemy 12,16. Build power then refinery/barracks.", "raw": "{\"thoughts\":\"Deploy the opening power plant immediately, then start a refinery to establish income. Enemy is likely far west, so prioritize a strong economic opening before scouting.\",\"notes\":\"Home 95,11. Enemy likely around 12,16. Place power; start first refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":91,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1121, "completion_tokens": 122, "total_tokens": 1243, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1119, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00469205, "upstream_inference_prompt_cost": 0.00308165, "upstream_inference_completions_cost": 0.0016104}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "Deploy the opening power plant immediately, then start a refinery to establish income. Enemy is likely far west, so prioritize a strong economic opening before scouting.", "notes": "Home 95,11. Enemy likely around 12,16. Place power; start first refinery.", "commands": [{"do": "place", "item": "powr", "x": 91, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "openai/gpt-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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely near (95,11). Power plant now, then refinery, barracks, war factory; scout east once units exist.", "raw": "{\"thoughts\":\"Place the ready power plant, then start an ore refinery to establish income. After that, build a barracks and begin scouting toward the likely enemy position once units are available.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). Power plant placing now, 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": 1135, "completion_tokens": 144, "total_tokens": 1279, "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": 0.000502095, "upstream_inference_prompt_cost": 0.000312015, "upstream_inference_completions_cost": 0.00019008}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.34, "thoughts": "Place the ready power plant, then start an ore refinery to establish income. After that, build a barracks and begin scouting toward the likely enemy position once units are available.", "notes": "Base at (12,16); enemy likely near (95,11). Power plant placing now, refinery next, then barracks and war factory.", "commands": [{"do": "place", "item": "powr", "x": 15, "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": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home 95,11. Enemy likely around 12,16. Place power; start first refinery.", "raw": "{\"thoughts\":\"Construction Yard and initial power are established. Start the first refinery immediately, then place it and establish infantry production next turn.\",\"notes\":\"Home base 95,11; enemy likely 12,16. First refinery started; place when ready, then build tent and second refinery/war factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1178, "completion_tokens": 118, "total_tokens": 1296, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1176, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004796, "upstream_inference_prompt_cost": 0.0032384, "upstream_inference_completions_cost": 0.0015576}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.67, "thoughts": "Construction Yard and initial power are established. Start the first refinery immediately, then place it and establish infantry production next turn.", "notes": "Home base 95,11; enemy likely 12,16. First refinery started; place when ready, then build tent and second refinery/war factory.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "openai/gpt-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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 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 near (95,11). Power plant placing now, refinery next, then barracks and war factory.", "raw": "{\"thoughts\":\"Construction Yard is active and power is sufficient; start the first refinery immediately, then add infantry and vehicle production. With no units yet, prioritize economy and a barracks so we can scout toward the suspected enemy base.\",\"notes\":\"Base at (12,16), enemy likely near (95,11). Build/place refinery, then barracks and war factory; maintain continuous production.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1193, "completion_tokens": 167, "total_tokens": 1360, "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": 0.000548405, "upstream_inference_prompt_cost": 0.000327965, "upstream_inference_completions_cost": 0.00022044}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.75, "thoughts": "Construction Yard is active and power is sufficient; start the first refinery immediately, then add infantry and vehicle production. With no units yet, prioritize economy and a barracks so we can scout toward the suspected enemy base.", "notes": "Base at (12,16), enemy likely near (95,11). Build/place refinery, then barracks and war factory; maintain continuous production.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home base 95,11; enemy likely 12,16. First refinery started; place when ready, then build tent and second refinery/war factory.", "raw": "{\"thoughts\":\"The first refinery is still constructing. I will preserve cash until it is ready, then immediately place it and establish infantry production.\",\"notes\":\"Home 95,11; enemy likely west at 12,16. Proc is 23% complete; next place proc, build tent, then second proc/weap.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1165, "completion_tokens": 114, "total_tokens": 1279, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1163, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00470745, "upstream_inference_prompt_cost": 0.00320265, "upstream_inference_completions_cost": 0.0015048}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.36, "thoughts": "The first refinery is still constructing. I will preserve cash until it is ready, then immediately place it and establish infantry production.", "notes": "Home 95,11; enemy likely west at 12,16. Proc is 23% complete; next place proc, build tent, then second proc/weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "openai/gpt-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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely near (95,11). Build/place refinery, then barracks and war factory; maintain continuous production.", "raw": "{\"thoughts\":\"The refinery is still under construction, so I will wait for placement and then establish infantry and vehicle production. The base has ample power and cash for the opening economy.\",\"notes\":\"MCV deployed at (12,16); power plant at (16,17). Refinery currently building; place it next turn, then barracks and war factory. Enemy likely near (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1169, "completion_tokens": 160, "total_tokens": 1329, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1167, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000532565, "upstream_inference_prompt_cost": 0.000321365, "upstream_inference_completions_cost": 0.0002112}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.64, "thoughts": "The refinery is still under construction, so I will wait for placement and then establish infantry and vehicle production. The base has ample power and cash for the opening economy.", "notes": "MCV deployed at (12,16); power plant at (16,17). Refinery currently building; place it next turn, then barracks and war factory. Enemy likely near (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 95,11; enemy likely west at 12,16. Proc is 23% complete; next place proc, build tent, then second proc/weap.", "raw": "{\"thoughts\":\"First refinery is still constructing; it will provide the initial harvester and income. I will place it immediately next turn, then add infantry production and expand ore collection.\",\"notes\":\"Home 95,11; enemy likely west at 12,16. Proc 47% building; place on completion, then tent and second proc/weap.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1153, "completion_tokens": 118, "total_tokens": 1271, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1151, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00472725, "upstream_inference_prompt_cost": 0.00316965, "upstream_inference_completions_cost": 0.0015576}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "First refinery is still constructing; it will provide the initial harvester and income. I will place it immediately next turn, then add infantry production and expand ore collection.", "notes": "Home 95,11; enemy likely west at 12,16. Proc 47% building; place on completion, then tent and second proc/weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "openai/gpt-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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 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 at (16,17). Refinery currently building; place it next turn, then barracks and war factory. Enemy likely near (95,11).", "raw": "{\"thoughts\":\"The refinery is still under construction, with ample power and cash. I will place it as soon as ready, then start infantry and vehicle production while scouting toward the likely enemy base.\",\"notes\":\"MCV deployed; Construction Yard #122 and Power Plant #124. Refinery #proc is 47% complete; place next turn, then barracks and war factory. Enemy likely at northeast (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1166, "completion_tokens": 180, "total_tokens": 1346, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1164, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00055814, "upstream_inference_prompt_cost": 0.00032054, "upstream_inference_completions_cost": 0.0002376}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.2, "thoughts": "The refinery is still under construction, with ample power and cash. I will place it as soon as ready, then start infantry and vehicle production while scouting toward the likely enemy base.", "notes": "MCV deployed; Construction Yard #122 and Power Plant #124. Refinery #proc is 47% complete; place next turn, then barracks and war factory. Enemy likely at northeast (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 95,11; enemy likely west at 12,16. Proc 47% building; place on completion, then tent and second proc/weap.", "raw": "{\"thoughts\":\"First refinery is nearly complete; place it immediately when ready, then establish barracks and expand economy toward vehicle production. Enemy is expected far west, so prioritize a strong early armored force.\",\"notes\":\"Home 95,11; enemy likely around 12,16. First proc is 70%, place next turn; then build tent, second proc, weap and power as needed.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1151, "completion_tokens": 126, "total_tokens": 1277, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1149, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00482735, "upstream_inference_prompt_cost": 0.00316415, "upstream_inference_completions_cost": 0.0016632}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.19, "thoughts": "First refinery is nearly complete; place it immediately when ready, then establish barracks and expand economy toward vehicle production. Enemy is expected far west, so prioritize a strong early armored force.", "notes": "Home 95,11; enemy likely around 12,16. First proc is 70%, place next turn; then build tent, second proc, weap and power as needed.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 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 #122 and Power Plant #124. Refinery #proc is 47% complete; place next turn, then barracks and war factory. Enemy likely at northeast (95,11).", "raw": "{\"thoughts\":\"The refinery is still under construction at 70%, so I will wait for it to finish before placing it and starting military production.\",\"notes\":\"MCV deployed; CY #122 and power plant #124 at home. Refinery currently 70% in Building queue; place when ready, then build barracks and war factory. Enemy likely northeast near (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1168, "completion_tokens": 160, "total_tokens": 1328, "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": 0.00053229, "upstream_inference_prompt_cost": 0.00032109, "upstream_inference_completions_cost": 0.0002112}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.36, "thoughts": "The refinery is still under construction at 70%, so I will wait for it to finish before placing it and starting military production.", "notes": "MCV deployed; CY #122 and power plant #124 at home. Refinery currently 70% in Building queue; place when ready, then build barracks and war factory. Enemy likely northeast near (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "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-5.6-terra", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 95,11; enemy likely around 12,16. First proc is 70%, place next turn; then build tent, second proc, weap and power as needed.", "raw": "{\"thoughts\":\"First refinery is about to complete; place it immediately to start income, then establish infantry production. Enemy is likely far west, so build economy before scouting force.\",\"notes\":\"Home 95,11; enemy likely 12,16. Place first proc, build tent; then second proc and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":90,\"y\":16},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1156, "completion_tokens": 163, "total_tokens": 1319, "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": 0.0053295, "upstream_inference_prompt_cost": 0.0031779, "upstream_inference_completions_cost": 0.0021516}, "completion_tokens_details": {"reasoning_tokens": 64, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.01, "thoughts": "First refinery is about to complete; place it immediately to start income, then establish infantry production. Enemy is likely far west, so build economy before scouting force.", "notes": "Home 95,11; enemy likely 12,16. Place first proc, build tent; then second proc and war factory.", "commands": [{"do": "place", "item": "proc", "x": 90, "y": 16}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: 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": "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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 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; CY #122 and power plant #124 at home. Refinery currently 70% in Building queue; place when ready, then build barracks and war factory. Enemy likely northeast near (95,11).", "raw": "{\"thoughts\":\"The refinery is nearly complete; wait for it to finish, then place it near the Construction Yard to start harvesting. After placement, build a barracks and begin scouting toward the likely enemy position northeast.\",\"notes\":\"MCV deployed at (12,16); CY #122 and power #124 active. Refinery in Building queue at 94%, not yet ready. Enemy likely near (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1170, "completion_tokens": 152, "total_tokens": 1322, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1168, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00052228, "upstream_inference_prompt_cost": 0.00032164, "upstream_inference_completions_cost": 0.00020064}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.46, "thoughts": "The refinery is nearly complete; wait for it to finish, then place it near the Construction Yard to start harvesting. After placement, build a barracks and begin scouting toward the likely enemy position northeast.", "notes": "MCV deployed at (12,16); CY #122 and power #124 active. Refinery in Building queue at 94%, not yet ready. Enemy likely near (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 1801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Home 95,11; enemy likely 12,16. Place first proc, build tent; then second proc and war factory.", "raw": "{\"thoughts\":\"The first refinery is ready and must be placed immediately to start income. Barracks construction is underway; after it completes, we will begin infantry production and expand into a second refinery/war factory.\",\"notes\":\"Home 95,11; enemy likely 12,16. Place ready refinery now. Tent constructing; next place tent, train scouts/rocket troops, then second proc and weap.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1180, "completion_tokens": 166, "total_tokens": 1346, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1178, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0054351, "upstream_inference_prompt_cost": 0.0032439, "upstream_inference_completions_cost": 0.0021912}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.74, "thoughts": "The first refinery is ready and must be placed immediately to start income. Barracks construction is underway; after it completes, we will begin infantry production and expand into a second refinery/war factory.", "notes": "Home 95,11; enemy likely 12,16. Place ready refinery now. Tent constructing; next place tent, train scouts/rocket troops, then second proc and weap.", "commands": [{"do": "place", "item": "proc", "x": 89, "y": 14}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "openai/gpt-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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 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); CY #122 and power #124 active. Refinery in Building queue at 94%, not yet ready. Enemy likely near (95,11).", "raw": "{\"thoughts\":\"Place the ready refinery immediately to start income, then build a barracks and begin scouting infantry. Follow with a second refinery and war factory while expanding power as needed.\",\"notes\":\"Base at (12,16), CY #122 and power #124. Refinery ready to place; enemy likely near (95,11). No army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1164, "completion_tokens": 173, "total_tokens": 1337, "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": 0.00054835, "upstream_inference_prompt_cost": 0.00031999, "upstream_inference_completions_cost": 0.00022836}, "completion_tokens_details": {"reasoning_tokens": 66, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.03, "thoughts": "Place the ready refinery immediately to start income, then build a barracks and begin scouting infantry. Follow with a second refinery and war factory while expanding power as needed.", "notes": "Base at (12,16), CY #122 and power #124. Refinery ready to place; enemy likely near (95,11). No army yet.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}, {"do": "build", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build barr: started", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 2001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(99,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Home 95,11; enemy likely 12,16. Place ready refinery now. Tent constructing; next place tent, train scouts/rocket troops, then second proc and weap.", "raw": "{\"thoughts\":\"Second refinery is placed and the barracks is nearing completion. Maintain mining, then immediately use the barracks for scouting infantry and begin a War Factory or second refinery based on cash flow.\",\"notes\":\"Home 95,11; enemy likely 12,16. Tent is 64% complete; harvester #131 mining near 99,25. Queue infantry as soon as tent is placed.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1234, "completion_tokens": 143, "total_tokens": 1377, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1232, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00528, "upstream_inference_prompt_cost": 0.0033924, "upstream_inference_completions_cost": 0.0018876}, "completion_tokens_details": {"reasoning_tokens": 51, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.06, "thoughts": "Second refinery is placed and the barracks is nearing completion. Maintain mining, then immediately use the barracks for scouting infantry and begin a War Factory or second refinery based on cash flow.", "notes": "Home 95,11; enemy likely 12,16. Tent is 64% complete; harvester #131 mining near 99,25. Queue infantry as soon as tent is placed.", "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(2,24)\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 barr: started\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), CY #122 and power #124. Refinery ready to place; enemy likely near (95,11). No army yet.", "raw": "{\"thoughts\":\"Place the ready refinery to increase income and keep the barracks/next refinery construction progressing. Once the barracks is available, begin infantry production, then build a War Factory for tanks and scouting toward the enemy at the northeast.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). Place refinery now, maintain power, start infantry and War Factory as soon as queues permit.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":10,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":130,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1255, "completion_tokens": 225, "total_tokens": 1480, "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": 0.000642015, "upstream_inference_prompt_cost": 0.000345015, "upstream_inference_completions_cost": 0.000297}, "completion_tokens_details": {"reasoning_tokens": 76, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.32, "thoughts": "Place the ready refinery to increase income and keep the barracks/next refinery construction progressing. Once the barracks is available, begin infantry production, then build a War Factory for tanks and scouting toward the enemy at the northeast.", "notes": "Base at (12,16); enemy likely near (95,11). Place refinery now, maintain power, start infantry and War Factory as soon as queues permit.", "commands": [{"do": "place", "item": "proc", "x": 10, "y": 20}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}, {"do": "rally", "building": 130, "x": 25, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: started", "rally #130: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(99,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 95,11; enemy likely 12,16. Tent is 64% complete; harvester #131 mining near 99,25. Queue infantry as soon as tent is placed.", "raw": "{\"thoughts\":\"Barracks is ready and the economy needs a second refinery immediately. I will begin infantry production for scouting and map control while expanding ore income toward a War Factory.\",\"notes\":\"Home base 95,11; enemy likely west near 12,16. Place tent, build second proc, train infantry and rally them west.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":93,\"y\":8},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":132,\"x\":78,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1211, "completion_tokens": 227, "total_tokens": 1438, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1209, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00632555, "upstream_inference_prompt_cost": 0.00332915, "upstream_inference_completions_cost": 0.0029964}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "Barracks is ready and the economy needs a second refinery immediately. I will begin infantry production for scouting and map control while expanding ore income toward a War Factory.", "notes": "Home base 95,11; enemy likely west near 12,16. Place tent, build second proc, train infantry and rally them west.", "commands": [{"do": "place", "item": "tent", "x": 93, "y": 8}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 132, "x": 78, "y": 14}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #132 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": 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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2646 + 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 3.7%.\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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(4,23)\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  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: started\n  - rally #130: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely near (95,11). Place refinery now, maintain power, start infantry and War Factory as soon as queues permit.", "raw": "{\"thoughts\":\"The refinery is nearly complete; place it to secure a second harvester, then build barracks for immediate infantry production while the War Factory remains queued. Maintain power and begin scouting toward the likely enemy start once units are available.\",\"notes\":\"Base at (12,16); enemy likely (95,11). Refinery at 46% in building queue, War Factory queued; place refinery when ready, then barracks and continuous army production.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":16},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1275, "completion_tokens": 242, "total_tokens": 1517, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1273, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000669955, "upstream_inference_prompt_cost": 0.000350515, "upstream_inference_completions_cost": 0.00031944}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "The refinery is nearly complete; place it to secure a second harvester, then build barracks for immediate infantry production while the War Factory remains queued. Maintain power and begin scouting toward the likely enemy start once units are available.", "notes": "Base at (12,16); enemy likely (95,11). Refinery at 46% in building queue, War Factory queued; place refinery when ready, then barracks and continuous army production.", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 16}, {"do": "build", "item": "barr"}, {"do": "build", "item": "powr"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build barr: started", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2478 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(91,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #132 is not your building\nYOUR NOTES FROM LAST TURN: Home base 95,11; enemy likely west near 12,16. Place tent, build second proc, train infantry and rally them west.", "raw": "{\"thoughts\":\"Second refinery is underway and power is ample. I will mass infantry immediately, rally them west toward the enemy start, then place the refinery and expand into vehicle production.\",\"notes\":\"Base 95,11; enemy likely west near 12,16. Proc building is 23%; tent #133. Rally infantry west and build power/war factory after second proc.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":14},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1321, "completion_tokens": 193, "total_tokens": 1514, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1319, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00617925, "upstream_inference_prompt_cost": 0.00363165, "upstream_inference_completions_cost": 0.0025476}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Second refinery is underway and power is ample. I will mass infantry immediately, rally them west toward the enemy start, then place the refinery and expand into vehicle production.", "notes": "Base 95,11; enemy likely west near 12,16. Proc building is 23%; tent #133. Rally infantry west and build power/war factory after second proc.", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 133, "x": 70, "y": 14}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["train 10x e1: queued", "rally #133: ordered", "stance: 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": 5300, "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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2378 + stored ore $435 (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 3.7%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(9,17)\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\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely (95,11). Refinery at 46% in building queue, War Factory queued; place refinery when ready, then barracks and continuous army production.", "raw": "{\"thoughts\":\"The refinery is nearly ready; place it as soon as possible, then complete the queued power and barracks so infantry production can begin. Keep spending toward a War Factory and scout east toward the likely enemy start once units are available.\",\"notes\":\"Base at (12,16), enemy likely (95,11). Refinery construction at 70%; power and barracks queued. One harvester at (9,17), no army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":16},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1279, "completion_tokens": 376, "total_tokens": 1655, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1277, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000847935, "upstream_inference_prompt_cost": 0.000351615, "upstream_inference_completions_cost": 0.00049632}, "completion_tokens_details": {"reasoning_tokens": 249, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "The refinery is nearly ready; place it as soon as possible, then complete the queued power and barracks so infantry production can begin. Keep spending toward a War Factory and scout east toward the likely enemy start once units are available.", "notes": "Base at (12,16), enemy likely (95,11). Refinery construction at 70%; power and barracks queued. One harvester at (9,17), no army yet.", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 16}, {"do": "build", "item": "weap"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 500, "experience": 0, "order_count": 10}}
{"tick": 2601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2319 + stored ore $9 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: proc 46%; Infantry: e1 18%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #134@(86,10) #135@(89,10) #136@(92,10)\n  harv (Ore Truck (harvester)) x1: #131@(95,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - rally #133: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base 95,11; enemy likely west near 12,16. Proc building is 23%; tent #133. Rally infantry west and build power/war factory after second proc.", "raw": "{\"thoughts\":\"Second refinery is building and infantry production is already queued. I will scout aggressively west toward the likely enemy start while keeping the barracks rally forward.\",\"notes\":\"Base at 95,11. Proc #2 is 46%; infantry queue full. Scout west; enemy likely around 12,16.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":14},{\"do\":\"attack_move\",\"units\":[134,135,136],\"x\":55,\"y\":14},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1388, "completion_tokens": 216, "total_tokens": 1604, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1386, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066671, "upstream_inference_prompt_cost": 0.0038159, "upstream_inference_completions_cost": 0.0028512}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.5, "thoughts": "Second refinery is building and infantry production is already queued. I will scout aggressively west toward the likely enemy start while keeping the barracks rally forward.", "notes": "Base at 95,11. Proc #2 is 46%; infantry queue full. Scout west; enemy likely around 12,16.", "commands": [{"do": "rally", "building": 133, "x": 72, "y": 14}, {"do": "attack_move", "units": [134, 135, 136], "x": 55, "y": 14}, {"do": "harvest", "unit": 131}], "feedback": ["rally #133: ordered", "attack_move: 3 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": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 18}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2378 + stored ore $102 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely (95,11). Refinery construction at 70%; power and barracks queued. One harvester at (9,17), no army yet.", "raw": "{\"thoughts\":\"The second refinery is nearly complete; place it now to improve income, then place the ready War Factory if available. Start a barracks afterward and begin building a tank force, scouting toward the likely enemy base.\",\"notes\":\"Base at (12,16); enemy likely (95,11). One harvester, second refinery nearly ready, War Factory queued/possibly ready. Prioritize placement and nonstop army production.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":1}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1278, "completion_tokens": 241, "total_tokens": 1519, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1276, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00066946, "upstream_inference_prompt_cost": 0.00035134, "upstream_inference_completions_cost": 0.00031812}, "completion_tokens_details": {"reasoning_tokens": 105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.56, "thoughts": "The second refinery is nearly complete; place it now to improve income, then place the ready War Factory if available. Start a barracks afterward and begin building a tank force, scouting toward the likely enemy base.", "notes": "Base at (12,16); enemy likely (95,11). One harvester, second refinery nearly ready, War Factory queued/possibly ready. Prioritize placement and nonstop army production.", "commands": [{"do": "place", "item": "proc"}, {"do": "place", "item": "weap"}, {"do": "build", "item": "barr"}, {"do": "train", "item": "3tnk", "count": 1}], "feedback": ["place proc: nothing READY TO PLACE with that type", "place weap: nothing READY TO PLACE with that type", "build barr: started", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 500, "experience": 0, "order_count": 11}}
{"tick": 2801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1666 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: proc 70%; Infantry: e1 46%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #134@(85,10)* #135@(88,10)* #136@(93,11)* #137@(84,10) #138@(88,10) #139@(91,10)\n  harv (Ore Truck (harvester)) x1: #131@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Base at 95,11. Proc #2 is 46%; infantry queue full. Scout west; enemy likely around 12,16.", "raw": "{\"thoughts\":\"Second refinery is nearly ready and will strengthen income. Continue infantry production while scouting west toward the likely enemy start, then transition into a War Factory as soon as funds permit.\",\"notes\":\"Base 95,11; proc #2 70% building. Six rifles scouting west; enemy likely 12,16. Need place refinery then build War Factory.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":13},{\"do\":\"attack_move\",\"units\":[134,135,136,137,138,139],\"x\":70,\"y\":14},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1366, "completion_tokens": 240, "total_tokens": 1606, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1364, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069234, "upstream_inference_prompt_cost": 0.0037554, "upstream_inference_completions_cost": 0.003168}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "Second refinery is nearly ready and will strengthen income. Continue infantry production while scouting west toward the likely enemy start, then transition into a War Factory as soon as funds permit.", "notes": "Base 95,11; proc #2 70% building. Six rifles scouting west; enemy likely 12,16. Need place refinery then build War Factory.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 72, "y": 13}, {"do": "attack_move", "units": [134, 135, 136, 137, 138, 139], "x": 70, "y": 14}, {"do": "harvest", "unit": 131}], "feedback": ["train 2x e3: queued", "rally #133: ordered", "attack_move: 6 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": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 18}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2378 + stored ore $22 (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: proc READY TO PLACE; Building: barr 0%; Building: weap 0%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(6,22)\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 weap: nothing READY TO PLACE with that type\n  - build barr: started\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely (95,11). One harvester, second refinery nearly ready, War Factory queued/possibly ready. Prioritize placement and nonstop army production.", "raw": "{\"thoughts\":\"Place the ready second refinery to increase income. Keep the building queue moving toward a War Factory, then produce infantry as soon as the barracks is operational; no enemy contact yet.\",\"notes\":\"Base at (12,16), enemy likely (95,11). Second refinery ready to place; maintain expansion and begin scouting/army production when facilities complete.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":6,\"y\":16},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1314, "completion_tokens": 299, "total_tokens": 1613, "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": 0.00075592, "upstream_inference_prompt_cost": 0.00036124, "upstream_inference_completions_cost": 0.00039468}, "completion_tokens_details": {"reasoning_tokens": 177, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "Place the ready second refinery to increase income. Keep the building queue moving toward a War Factory, then produce infantry as soon as the barracks is operational; no enemy contact yet.", "notes": "Base at (12,16), enemy likely (95,11). Second refinery ready to place; maintain expansion and begin scouting/army production when facilities complete.", "commands": [{"do": "place", "item": "proc", "x": 6, "y": 16}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 500, "experience": 0, "order_count": 12}}
{"tick": 3001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1001 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.2%.\nPRODUCTION: Building: proc 94%; Infantry: e3 92%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #134@(75,11) #135@(78,11) #136@(84,11) #137@(74,11) #138@(78,11) #139@(81,10) #142@(84,10)\n  harv (Ore Truck (harvester)) x1: #131@(95,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - rally #133: ordered\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Base 95,11; proc #2 70% building. Six rifles scouting west; enemy likely 12,16. Need place refinery then build War Factory.", "raw": "{\"thoughts\":\"Second refinery is nearly ready, and rifle scouts are advancing west toward the likely Soviet start. Keep infantry flowing and use the scouts to reveal the enemy while preparing to place the refinery next turn.\",\"notes\":\"Base 95,11. Proc #2 ready imminently; immediately place it then start War Factory. Rifle scout group advancing west toward enemy likely at 12,16; barracks queue is full with rockets/rifles.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":65,\"y\":14},{\"do\":\"attack_move\",\"units\":[134,135,136,137,138,139,142],\"x\":45,\"y\":14},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1396, "completion_tokens": 279, "total_tokens": 1675, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1394, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0075207, "upstream_inference_prompt_cost": 0.0038379, "upstream_inference_completions_cost": 0.0036828}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "Second refinery is nearly ready, and rifle scouts are advancing west toward the likely Soviet start. Keep infantry flowing and use the scouts to reveal the enemy while preparing to place the refinery next turn.", "notes": "Base 95,11. Proc #2 ready imminently; immediately place it then start War Factory. Rifle scout group advancing west toward enemy likely at 12,16; barracks queue is full with rockets/rifles.", "commands": [{"do": "rally", "building": 133, "x": 65, "y": 14}, {"do": "attack_move", "units": [134, 135, 136, 137, 138, 139, 142], "x": 45, "y": 14}, {"do": "harvest", "unit": 131}], "feedback": ["rally #133: ordered", "attack_move: 7 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": 6000, "army_value": 700, "income": 500, "experience": 0, "order_count": 20}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2205 + stored ore $373 (storage 4000), power 100 made / 60 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: weap 16%; Building: barr 0%; Building: weap 0%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(8,19) #141@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely (95,11). Second refinery ready to place; maintain expansion and begin scouting/army production when facilities complete.", "raw": "{\"thoughts\":\"Place the ready second refinery, then establish infantry production while the war factory finishes. Power is adequate, so prioritize army and send the first combat units toward the likely enemy position once available.\",\"notes\":\"Base at (12,16); enemy likely northeast at (95,11). Two harvesters and two refineries; war factory under construction. Place proc, then barracks and continuous tanks/infantry.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":140,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1316, "completion_tokens": 257, "total_tokens": 1573, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1314, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00070103, "upstream_inference_prompt_cost": 0.00036179, "upstream_inference_completions_cost": 0.00033924}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "Place the ready second refinery, then establish infantry production while the war factory finishes. Power is adequate, so prioritize army and send the first combat units toward the likely enemy position once available.", "notes": "Base at (12,16); enemy likely northeast at (95,11). Two harvesters and two refineries; war factory under construction. Place proc, then barracks and continuous tanks/infantry.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 140, "x": 25, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build barr: started", "build powr: started", "rally #140: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 1000, "experience": 0, "order_count": 14}}
{"tick": 3201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $725 + stored ore $368 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.4%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e1 8%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #134@(67,18) #135@(70,18) #136@(76,17) #137@(67,18) #138@(70,18) #139@(73,16) #142@(76,16)\n  e3 (Rocket Soldier) x2: #143@(83,10) #144@(92,9)\n  harv (Ore Truck (harvester)) x1: #131@(87,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Base 95,11. Proc #2 ready imminently; immediately place it then start War Factory. Rifle scout group advancing west toward enemy likely at 12,16; barracks queue is full with rockets/rifles.", "raw": "{\"thoughts\":\"Second refinery is ready and should be placed to strengthen income. The rifle scout force will continue toward the likely Soviet start while production funds accumulate for a War Factory.\",\"notes\":\"Base at 95,11; place proc #2. Seven rifles scouting west around y16-18 toward enemy start 12,16; rockets remain near base. Save for War Factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":88,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":76,\"y\":16},{\"do\":\"attack_move\",\"units\":[134,135,136,137,138,139,142],\"x\":45,\"y\":16},{\"do\":\"attack_move\",\"units\":[143,144],\"x\":78,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1407, "completion_tokens": 274, "total_tokens": 1681, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1405, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00748495, "upstream_inference_prompt_cost": 0.00386815, "upstream_inference_completions_cost": 0.0036168}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Second refinery is ready and should be placed to strengthen income. The rifle scout force will continue toward the likely Soviet start while production funds accumulate for a War Factory.", "notes": "Base at 95,11; place proc #2. Seven rifles scouting west around y16-18 toward enemy start 12,16; rockets remain near base. Save for War Factory.", "commands": [{"do": "place", "item": "proc", "x": 88, "y": 11}, {"do": "rally", "building": 133, "x": 76, "y": 16}, {"do": "attack_move", "units": [134, 135, 136, 137, 138, 139, 142], "x": 45, "y": 16}, {"do": "attack_move", "units": [143, 144], "x": 78, "y": 15}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "rally #133: ordered", "attack_move: 7 units", "attack_move: 2 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": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 20}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2205 + stored ore $40 (storage 4000), power 100 made / 60 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: weap 32%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(5,25) #141@(9,22)\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\n  - build powr: started\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely northeast at (95,11). Two harvesters and two refineries; war factory under construction. Place proc, then barracks and continuous tanks/infantry.", "raw": "{\"thoughts\":\"The war factory is nearly complete and the economy is stable with two harvesters, but I have no combat units or enemy vision yet. Keep the queued infrastructure moving, add another refinery for income, then begin nonstop heavy-tank production and scout northeast toward the likely enemy base.\",\"notes\":\"Base at (12,16), enemy likely near (95,11). Two harvesters and two refineries. War Factory is 32% complete; queued power/barracks/war factories afterward. Start tanks as soon as possible and send the first group northeast.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},{\"do\":\"rally\",\"building\":140,\"x\":35,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1333, "completion_tokens": 382, "total_tokens": 1715, "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": 0.000870705, "upstream_inference_prompt_cost": 0.000366465, "upstream_inference_completions_cost": 0.00050424}, "completion_tokens_details": {"reasoning_tokens": 218, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "The war factory is nearly complete and the economy is stable with two harvesters, but I have no combat units or enemy vision yet. Keep the queued infrastructure moving, add another refinery for income, then begin nonstop heavy-tank production and scout northeast toward the likely enemy base.", "notes": "Base at (12,16), enemy likely near (95,11). Two harvesters and two refineries. War Factory is 32% complete; queued power/barracks/war factories afterward. Start tanks as soon as possible and send the first group northeast.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "rally", "building": 140, "x": 35, "y": 16}], "feedback": ["build proc: started", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #140: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 1000, "experience": 0, "order_count": 16}}
{"tick": 3401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $725 + stored ore $75 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #134@(63,26) #135@(63,25) #136@(68,24) #137@(62,26) #138@(63,26) #139@(65,24) #142@(69,24) #147@(86,13) #148@(89,11) #149@(92,10)\n  e3 (Rocket Soldier) x2: #143@(78,15)* #144@(82,11)\n  harv (Ore Truck (harvester)) x2: #131@(85,6) #146@(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  - rally #133: ordered\n  - attack_move: 7 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Base at 95,11; place proc #2. Seven rifles scouting west around y16-18 toward enemy start 12,16; rockets remain near base. Save for War Factory.", "raw": "{\"thoughts\":\"Two refineries are running and the western scout is progressing toward the likely enemy start. I will keep infantry production active, consolidate the scout into an attack-move, and preserve cash toward a War Factory while power remains adequate.\",\"notes\":\"Enemy not yet seen; likely base at west around 12,16. Scout rifles are near x62-69,y24-26; send them west. Save for weap, then add power as required.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":62,\"y\":22},{\"do\":\"attack_move\",\"units\":[134,135,136,137,138,139,142],\"x\":18,\"y\":16},{\"do\":\"attack_move\",\"units\":[143,144,147,148,149],\"x\":70,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1442, "completion_tokens": 306, "total_tokens": 1748, "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": 0.0080036, "upstream_inference_prompt_cost": 0.0039644, "upstream_inference_completions_cost": 0.0040392}, "completion_tokens_details": {"reasoning_tokens": 100, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Two refineries are running and the western scout is progressing toward the likely enemy start. I will keep infantry production active, consolidate the scout into an attack-move, and preserve cash toward a War Factory while power remains adequate.", "notes": "Enemy not yet seen; likely base at west around 12,16. Scout rifles are near x62-69,y24-26; send them west. Save for weap, then add power as required.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 62, "y": 22}, {"do": "attack_move", "units": [134, 135, 136, 137, 138, 139, 142], "x": 18, "y": 16}, {"do": "attack_move", "units": [143, 144, 147, 148, 149], "x": 70, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 146}], "feedback": ["train 5x e1: queued", "rally #133: ordered", "attack_move: 7 units", "attack_move: 5 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": 9400, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 21}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $370 (storage 4000), power 100 made / 60 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(9,22) #141@(8,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely near (95,11). Two harvesters and two refineries. War Factory is 32% complete; queued power/barracks/war factories afterward. Start tanks as soon as possible and send the first group northeast.", "raw": "{\"thoughts\":\"The War Factory is nearly complete and the existing construction queue is adequate for economy and power. Keep both harvesters mining; begin tank production as soon as the factory finishes and avoid spending cash on defenses for now.\",\"notes\":\"Base at (12,16), enemy likely (95,11). War Factory nearly complete; queued refinery, power, barracks, additional factories. Start Soviet tanks immediately when available, then scout/attack northeast.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":141}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1348, "completion_tokens": 322, "total_tokens": 1670, "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": 0.00079563, "upstream_inference_prompt_cost": 0.00037059, "upstream_inference_completions_cost": 0.00042504}, "completion_tokens_details": {"reasoning_tokens": 203, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.24, "thoughts": "The War Factory is nearly complete and the existing construction queue is adequate for economy and power. Keep both harvesters mining; begin tank production as soon as the factory finishes and avoid spending cash on defenses for now.", "notes": "Base at (12,16), enemy likely (95,11). War Factory nearly complete; queued refinery, power, barracks, additional factories. Start Soviet tanks immediately when available, then scout/attack northeast.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 141}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 1500, "experience": 0, "order_count": 17}}
{"tick": 3601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $481 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9700, army $4100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16%.\nPRODUCTION: Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #134@(53,27) #135@(54,28) #136@(59,28) #137@(52,27) #138@(54,27) #139@(56,28) #142@(60,28) #147@(76,13) #148@(78,11) #149@(81,10) #150@(86,10) #151@(89,10) #152@(92,10)\n  e3 (Rocket Soldier) x2: #143@(70,18)* #144@(73,15)\n  harv (Ore Truck (harvester)) x2: #131@(86,11) #146@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #133: ordered\n  - attack_move: 7 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy not yet seen; likely base at west around 12,16. Scout rifles are near x62-69,y24-26; send them west. Save for weap, then add power as required.", "raw": "{\"thoughts\":\"Our rifle scouts are advancing but have not located the enemy yet. Keep pressure toward the likely western start while harvesting funds for a War Factory.\",\"notes\":\"Enemy likely west near (12,16); rifles advancing west through center, rockets should follow. Save for War Factory at $2000.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[134,135,136,137,138,139,142],\"x\":25,\"y\":20},{\"do\":\"attack_move\",\"units\":[147,148,149,150,151,152,143,144],\"x\":45,\"y\":18},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1468, "completion_tokens": 255, "total_tokens": 1723, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1466, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074019, "upstream_inference_prompt_cost": 0.0040359, "upstream_inference_completions_cost": 0.003366}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Our rifle scouts are advancing but have not located the enemy yet. Keep pressure toward the likely western start while harvesting funds for a War Factory.", "notes": "Enemy likely west near (12,16); rifles advancing west through center, rockets should follow. Save for War Factory at $2000.", "commands": [{"do": "attack_move", "units": [134, 135, 136, 137, 138, 139, 142], "x": 25, "y": 20}, {"do": "attack_move", "units": [147, 148, 149, 150, 151, 152, 143, 144], "x": 45, "y": 18}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 146}], "feedback": ["attack_move: 7 units", "attack_move: 8 units", "stance: 15 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": 9700, "army_value": 1900, "income": 1000, "experience": 0, "order_count": 26}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $537 (storage 4000), power 100 made / 60 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(8,20) #141@(4,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely (95,11). War Factory nearly complete; queued refinery, power, barracks, additional factories. Start Soviet tanks immediately when available, then scout/attack northeast.", "raw": "{\"thoughts\":\"The first War Factory is nearly complete and the queued refinery, power, barracks, and additional factories will maintain expansion. Keep both harvesters mining while production finishes; then begin Soviet tank production and scout northeast toward the likely enemy base.\",\"notes\":\"Base at (12,16); enemy likely northeast at (95,11). War Factory 66% complete; building queue already contains refinery, power, barracks, factories. Two harvesters mining.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":141}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1296, "completion_tokens": 282, "total_tokens": 1578, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1294, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00072853, "upstream_inference_prompt_cost": 0.00035629, "upstream_inference_completions_cost": 0.00037224}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "The first War Factory is nearly complete and the queued refinery, power, barracks, and additional factories will maintain expansion. Keep both harvesters mining while production finishes; then begin Soviet tank production and scout northeast toward the likely enemy base.", "notes": "Base at (12,16); enemy likely northeast at (95,11). War Factory 66% complete; building queue already contains refinery, power, barracks, factories. Two harvesters mining.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 141}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 0, "order_count": 17}}
{"tick": 3801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $300 + stored ore $1000 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 17.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #134@(44,27) #135@(45,27) #136@(48,28) #137@(43,27) #138@(44,27) #139@(47,25) #142@(49,28) #147@(68,20) #148@(71,18) #149@(73,16) #150@(76,13) #151@(79,10) #152@(82,11) #153@(85,10) #154@(88,10)\n  e3 (Rocket Soldier) x2: #143@(63,25) #144@(66,22)\n  harv (Ore Truck (harvester)) x2: #131@(90,16) #146@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 8 units\n  - stance: 15 units\nYOUR NOTES FROM LAST TURN: Enemy likely west near (12,16); rifles advancing west through center, rockets should follow. Save for War Factory at $2000.", "raw": "{\"thoughts\":\"Our infantry screen is advancing toward the likely western enemy base, while the economy has two refineries. Build power immediately to support a War Factory, keep infantry production active, and push the rocket soldiers west behind the rifles.\",\"notes\":\"Enemy still unseen; likely base around (12,16). Rifles are spread along westward advance route; rockets moving west. Place power then save/build War Factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18},{\"do\":\"attack_move\",\"units\":[143,144],\"x\":35,\"y\":22},{\"do\":\"attack_move\",\"units\":[134,135,136,137,138,139,142],\"x\":24,\"y\":20},{\"do\":\"attack_move\",\"units\":[147,148,149,150,151,152,153,154],\"x\":24,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1449, "completion_tokens": 314, "total_tokens": 1763, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1447, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00812845, "upstream_inference_prompt_cost": 0.00398365, "upstream_inference_completions_cost": 0.0041448}, "completion_tokens_details": {"reasoning_tokens": 102, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Our infantry screen is advancing toward the likely western enemy base, while the economy has two refineries. Build power immediately to support a War Factory, keep infantry production active, and push the rocket soldiers west behind the rifles.", "notes": "Enemy still unseen; likely base around (12,16). Rifles are spread along westward advance route; rockets moving west. Place power then save/build War Factory.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 70, "y": 18}, {"do": "attack_move", "units": [143, 144], "x": 35, "y": 22}, {"do": "attack_move", "units": [134, 135, 136, 137, 138, 139, 142], "x": 24, "y": 20}, {"do": "attack_move", "units": [147, 148, 149, 150, 151, 152, 153, 154], "x": 24, "y": 20}], "feedback": ["build powr: started", "train 5x e1: queued", "rally #133: ordered", "attack_move: 2 units", "attack_move: 7 units", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 26}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $204 (storage 4000), power 100 made / 60 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(7,28) #141@(9,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely northeast at (95,11). War Factory 66% complete; building queue already contains refinery, power, barracks, factories. Two harvesters mining.", "raw": "{\"thoughts\":\"The first War Factory is nearly complete and the existing build queue is well stocked with refineries, power, barracks, and additional factories. Keep both harvesters mining and wait for the factory to finish so tank production can begin immediately.\",\"notes\":\"Base at (12,16); enemy likely northeast near (95,11). Two harvesters #132 and #141 mining. Building queue: first weap nearly ready, then proc/powr/barr/weap/powr/barr/weap/barr.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":141}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1294, "completion_tokens": 315, "total_tokens": 1609, "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": 0.00077154, "upstream_inference_prompt_cost": 0.00035574, "upstream_inference_completions_cost": 0.0004158}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "The first War Factory is nearly complete and the existing build queue is well stocked with refineries, power, barracks, and additional factories. Keep both harvesters mining and wait for the factory to finish so tank production can begin immediately.", "notes": "Base at (12,16); enemy likely northeast near (95,11). Two harvesters #132 and #141 mining. Building queue: first weap nearly ready, then proc/powr/barr/weap/powr/barr/weap/barr.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 141}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 0, "order_count": 17}}
{"tick": 4001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $300 + stored ore $380 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.8%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e1 21%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #134@(35,20) #135@(36,20) #136@(40,22) #137@(35,20) #138@(36,20) #139@(39,20) #142@(41,23) #147@(61,27) #148@(63,26) #149@(66,23) #150@(69,20) #151@(72,17) #152@(74,18) #153@(77,16) #154@(79,14) #155@(86,10) #156@(89,10) #157@(92,10)\n  e3 (Rocket Soldier) x2: #143@(54,28) #144@(58,28)\n  harv (Ore Truck (harvester)) x2: #131@(87,6) #146@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 5x e1: queued\n  - rally #133: ordered\n  - attack_move: 2 units\n  - attack_move: 7 units\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy still unseen; likely base around (12,16). Rifles are spread along westward advance route; rockets moving west. Place power then save/build War Factory.", "raw": "{\"thoughts\":\"Place the ready power plant to create room for upcoming War Factory power demand. Consolidate the scattered infantry and rockets into a westward assault toward the likely Soviet start while the economy accumulates for a War Factory.\",\"notes\":\"Power plant placed; maintain rifle production. Army is advancing west toward likely enemy base at (12,16); enemy still unseen. Save for War Factory once $2000 is available.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":96,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1521, "completion_tokens": 323, "total_tokens": 1844, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1519, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00844525, "upstream_inference_prompt_cost": 0.00418165, "upstream_inference_completions_cost": 0.0042636}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "Place the ready power plant to create room for upcoming War Factory power demand. Consolidate the scattered infantry and rockets into a westward assault toward the likely Soviet start while the economy accumulates for a War Factory.", "notes": "Power plant placed; maintain rifle production. Army is advancing west toward likely enemy base at (12,16); enemy still unseen. Save for War Factory once $2000 is available.", "commands": [{"do": "place", "item": "powr", "x": 96, "y": 14}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 70, "y": 18}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 5x e1: queued", "rally #133: ordered", "attack_move: 20 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": 10200, "army_value": 2400, "income": 2000, "experience": 0, "order_count": 32}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $370 (storage 4000), power 100 made / 60 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(12,22) #141@(8,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely northeast near (95,11). Two harvesters #132 and #141 mining. Building queue: first weap nearly ready, then proc/powr/barr/weap/powr/barr/weap/barr.", "raw": "{\"thoughts\":\"The first War Factory is nearly complete and the economy is healthy with two harvesters. Place it immediately, start a Heavy Tank production stream, and send the first armor northeast to scout and attack toward the likely enemy base.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). Two harvesters #132/#141 mining. Place first War Factory, then produce Heavy Tanks and advance northeast.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},{\"do\":\"rally\",\"building\":143,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1307, "completion_tokens": 259, "total_tokens": 1566, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1305, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000701195, "upstream_inference_prompt_cost": 0.000359315, "upstream_inference_completions_cost": 0.00034188}, "completion_tokens_details": {"reasoning_tokens": 122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "The first War Factory is nearly complete and the economy is healthy with two harvesters. Place it immediately, start a Heavy Tank production stream, and send the first armor northeast to scout and attack toward the likely enemy base.", "notes": "Base at (12,16); enemy likely near (95,11). Two harvesters #132/#141 mining. Place first War Factory, then produce Heavy Tanks and advance northeast.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "rally", "building": 143, "x": 25, "y": 16}], "feedback": ["place weap: nothing READY TO PLACE with that type", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #143 is not your building"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 0, "order_count": 17}}
{"tick": 4201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $300 + stored ore $51 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10800, army $4900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Infantry: e1 50%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x21: #134@(27,14) #135@(25,20) #136@(31,16) #137@(27,14) #138@(28,14) #139@(28,20) #142@(32,17) #147@(52,27) #148@(54,28) #149@(57,28) #150@(61,27) #151@(64,25) #152@(66,24) #153@(69,24) #154@(72,21) #155@(78,15) #156@(80,13) #157@(83,13) #159@(85,10) #160@(88,10) #161@(91,10)\n  e3 (Rocket Soldier) x2: #143@(45,27) #144@(48,28)\n  harv (Ore Truck (harvester)) x2: #131@(88,6) #146@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 5x e1: queued\n  - rally #133: ordered\n  - attack_move: 20 units\nYOUR NOTES FROM LAST TURN: Power plant placed; maintain rifle production. Army is advancing west toward likely enemy base at (12,16); enemy still unseen. Save for War Factory once $2000 is available.", "raw": "{\"thoughts\":\"Our infantry screen is nearly at the suspected enemy start with no resistance spotted yet. Keep rifle production queued and push all combat units west to reveal and pressure the enemy base while saving for a War Factory.\",\"notes\":\"Army attack-moving west toward (12,16); enemy base still unspotted. Two refineries and strong power; save toward War Factory.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1556, "completion_tokens": 283, "total_tokens": 1839, "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": 0.0080135, "upstream_inference_prompt_cost": 0.0042779, "upstream_inference_completions_cost": 0.0037356}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.45, "thoughts": "Our infantry screen is nearly at the suspected enemy start with no resistance spotted yet. Keep rifle production queued and push all combat units west to reveal and pressure the enemy base while saving for a War Factory.", "notes": "Army attack-moving west toward (12,16); enemy base still unspotted. Two refineries and strong power; save toward War Factory.", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["train 10x e1: queued", "attack_move: 23 units", "stance: 23 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": 10800, "army_value": 2700, "income": 2000, "experience": 0, "order_count": 38}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $859 (storage 4000), power 100 made / 60 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: powr 0%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(10,24) #141@(4,27)\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 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #143 is not your building\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely near (95,11). Two harvesters #132/#141 mining. Place first War Factory, then produce Heavy Tanks and advance northeast.", "raw": "{\"thoughts\":\"The War Factory is still not placed, so I will retry placement near the base and then begin a heavy-tank production plan. Economy and power are currently adequate; the harvesters remain mining.\",\"notes\":\"Base at (12,16), enemy likely (95,11). Place War Factory, then produce Heavy Tanks and scout/advance northeast.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":19,\"y\":16},{\"do\":\"build\",\"item\":\"3tnk\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":35,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1342, "completion_tokens": 279, "total_tokens": 1621, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1340, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00073722, "upstream_inference_prompt_cost": 0.00036894, "upstream_inference_completions_cost": 0.00036828}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.27, "thoughts": "The War Factory is still not placed, so I will retry placement near the base and then begin a heavy-tank production plan. Economy and power are currently adequate; the harvesters remain mining.", "notes": "Base at (12,16), enemy likely (95,11). Place War Factory, then produce Heavy Tanks and scout/advance northeast.", "commands": [{"do": "place", "item": "weap", "x": 19, "y": 16}, {"do": "build", "item": "3tnk"}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "attack_move", "units": "all_army", "x": 35, "y": 14}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 3000, "experience": 0, "order_count": 17}}
{"tick": 4401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $46 + stored ore $352 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11100, army $5200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Infantry: e1 78%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x24: #134@(19,14) #135@(20,16) #136@(21,15) #137@(19,14) #138@(19,14) #139@(20,16) #142@(22,16) #147@(41,26) #148@(44,27) #149@(46,28) #150@(51,28) #151@(55,28) #152@(57,28) #153@(60,28) #154@(63,26) #155@(70,23) #156@(72,21) #157@(75,18) #159@(77,16) #160@(79,14) #161@(82,14) #163@(84,10) #164@(87,10) #165@(90,10)\n  e3 (Rocket Soldier) x2: #143@(36,21) #144@(39,23)\n  harv (Ore Truck (harvester)) x2: #131@(89,17) #146@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - attack_move: 23 units\n  - stance: 23 units\nYOUR NOTES FROM LAST TURN: Army attack-moving west toward (12,16); enemy base still unspotted. Two refineries and strong power; save toward War Factory.", "raw": "{\"thoughts\":\"Our infantry column is closing on the likely enemy start while the economy processes ore through two refineries. Keep all combat units advancing west and rally new infantry toward the attack route; save for a War Factory.\",\"notes\":\"Enemy base not yet seen, likely around (12,16). Main infantry stream is attack-moving west; rockets are trailing near (36,21). Build War Factory immediately once $2000 is available.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":28},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1599, "completion_tokens": 290, "total_tokens": 1889, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1597, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00822415, "upstream_inference_prompt_cost": 0.00439615, "upstream_inference_completions_cost": 0.003828}, "completion_tokens_details": {"reasoning_tokens": 122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.44, "thoughts": "Our infantry column is closing on the likely enemy start while the economy processes ore through two refineries. Keep all combat units advancing west and rally new infantry toward the attack route; save for a War Factory.", "notes": "Enemy base not yet seen, likely around (12,16). Main infantry stream is attack-moving west; rockets are trailing near (36,21). Build War Factory immediately once $2000 is available.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 60, "y": 28}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 146}], "feedback": ["attack_move: 26 units", "stance: 26 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 3000, "income": 2350, "experience": 0, "order_count": 48}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $540 (storage 4000), power 89 made / 90 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9300, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.7%.\nPRODUCTION: Building: proc 22%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: powr 0%; 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, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 89%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(7,29) #141@(9,21)\nVISIBLE ENEMY UNITS (5):\n  #134 e1@(19,14) 100%, #135 e1@(20,16) 100%, #137 e1@(19,14) 100%, #138 e1@(19,14) 100%, #139 e1@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - build 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely (95,11). Place War Factory, then produce Heavy Tanks and scout/advance northeast.", "raw": "{\"thoughts\":\"The base is under light infantry pressure, but no combat force is available yet. Keep the War Factory busy with mobile flak and an APC while the queued refinery and power plant finish; use the new units to clear the nearby attackers and then scout toward the enemy start.\",\"notes\":\"Base at (12,16); enemy infantry near (19,14)-(20,16), enemy base likely (95,11). Two harvesters active. Building queue has refinery at 22% followed by power and production buildings; War Factory #162 is ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"ftrk\",\"count\":2},{\"do\":\"train\",\"item\":\"apc\",\"count\":1},{\"do\":\"rally\",\"building\":162,\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1478, "completion_tokens": 479, "total_tokens": 1957, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1476, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00103862, "upstream_inference_prompt_cost": 0.00040634, "upstream_inference_completions_cost": 0.00063228}, "completion_tokens_details": {"reasoning_tokens": 312, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.26, "thoughts": "The base is under light infantry pressure, but no combat force is available yet. Keep the War Factory busy with mobile flak and an APC while the queued refinery and power plant finish; use the new units to clear the nearby attackers and then scout toward the enemy start.", "notes": "Base at (12,16); enemy infantry near (19,14)-(20,16), enemy base likely (95,11). Two harvesters active. Building queue has refinery at 22% followed by power and production buildings; War Factory #162 is ready.", "commands": [{"do": "train", "item": "ftrk", "count": 2}, {"do": "train", "item": "apc", "count": 1}, {"do": "rally", "building": 162, "x": 20, "y": 16}], "feedback": ["train 2x ftrk: queued", "train 1x apc: queued", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 0, "income": 3000, "experience": 0, "order_count": 18}}
{"tick": 4601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $46 + stored ore $600 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11500, army $5600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Infantry: e1 5%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x28: #134@(19,14) #135@(20,16) #136@(20,15) #137@(19,14) #138@(19,14) #139@(20,16) #142@(20,16) #147@(34,19) #148@(36,21) #149@(37,22) #150@(42,24) #151@(46,24) #152@(47,28) #153@(50,28) #154@(54,28) #155@(61,27) #156@(64,25) #157@(66,24) #159@(69,24) #160@(72,21) #161@(74,19) #163@(76,17) #164@(78,15) #165@(81,14) #166@(83,10) #167@(86,10) #170@(89,10) #171@(92,9)\n  e3 (Rocket Soldier) x2: #143@(28,14) #144@(29,22)\n  harv (Ore Truck (harvester)) x2: #131@(96,20) #146@(103,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 26 units\n  - stance: 26 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base not yet seen, likely around (12,16). Main infantry stream is attack-moving west; rockets are trailing near (36,21). Build War Factory immediately once $2000 is available.", "raw": "{\"thoughts\":\"Our infantry column is nearly at the likely Soviet start and should press west immediately to reveal and destroy the base. Keep the barracks stream rallied directly into the attack while refinery income accumulates for a War Factory.\",\"notes\":\"Attack all army toward enemy start (12,16); barracks remains saturated with rifle production. Build War Factory as soon as $2000 is available.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1608, "completion_tokens": 274, "total_tokens": 1882, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1606, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080377, "upstream_inference_prompt_cost": 0.0044209, "upstream_inference_completions_cost": 0.0036168}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Our infantry column is nearly at the likely Soviet start and should press west immediately to reveal and destroy the base. Keep the barracks stream rallied directly into the attack while refinery income accumulates for a War Factory.", "notes": "Attack all army toward enemy start (12,16); barracks remains saturated with rifle production. Build War Factory as soon as $2000 is available.", "commands": [{"do": "rally", "building": 133, "x": 12, "y": 16}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["rally #133: ordered", "attack_move: 30 units", "stance: 30 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": 11500, "army_value": 3400, "income": 2950, "experience": 0, "order_count": 48}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $820 (storage 4000), power 38 made / 90 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9300, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6%.\nPRODUCTION: Building: proc 30%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: powr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%; Vehicle: ftrk 18%; Vehicle: apc 0%; Vehicle: ftrk 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 38%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(13,22) #141@(8,21)\nVISIBLE ENEMY UNITS (6):\n  #134 e1@(19,14) 100%, #135 e1@(20,16) 100%, #137 e1@(19,14) 100%, #138 e1@(19,14) 100%, #139 e1@(20,16) 100%, #142 e1@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x ftrk: queued\n  - train 1x apc: queued\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy infantry near (19,14)-(20,16), enemy base likely (95,11). Two harvesters active. Building queue has refinery at 22% followed by power and production buildings; War Factory #162 is ready.", "raw": "{\"thoughts\":\"Power is critically low, but a refinery and several power/production structures are already queued. Keep the War Factory producing mobile anti-infantry units, rally them toward the nearby enemy infantry, and avoid spending on defenses until power stabilizes.\",\"notes\":\"Enemy infantry mass at (19,14)-(20,16); likely base at (95,11). Building queue already contains refinery, power, barracks, and factories. War Factory #162 is producing 2 flak trucks then an APC; use them to clear the nearby threat and scout east.\",\"commands\":[{\"do\":\"rally\",\"building\":162,\"x\":22,\"y\":15},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":141}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1498, "completion_tokens": 565, "total_tokens": 2063, "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": 0.00115764, "upstream_inference_prompt_cost": 0.00041184, "upstream_inference_completions_cost": 0.0007458}, "completion_tokens_details": {"reasoning_tokens": 405, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.87, "thoughts": "Power is critically low, but a refinery and several power/production structures are already queued. Keep the War Factory producing mobile anti-infantry units, rally them toward the nearby enemy infantry, and avoid spending on defenses until power stabilizes.", "notes": "Enemy infantry mass at (19,14)-(20,16); likely base at (95,11). Building queue already contains refinery, power, barracks, and factories. War Factory #162 is producing 2 flak trucks then an APC; use them to clear the nearby threat and scout east.", "commands": [{"do": "rally", "building": 162, "x": 22, "y": 15}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 141}], "feedback": ["rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 0, "income": 3500, "experience": 0, "order_count": 21}}
{"tick": 4801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $46 + stored ore $272 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11800, army $5900, killed $300 (0 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 24.6%.\nPRODUCTION: Infantry: e1 33%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (35) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x31: #134@(16,14) #135@(17,16) #136@(17,15) #137@(17,14) #138@(16,14) #139@(17,16) #142@(17,16) #147@(25,14) #148@(28,14) #149@(30,15) #150@(31,24) #151@(35,24) #152@(38,22) #153@(41,24) #154@(44,27) #155@(52,27) #156@(54,28) #157@(57,28) #159@(60,28) #160@(63,26) #161@(65,24) #163@(69,24) #164@(71,22) #165@(73,20) #166@(75,17) #167@(78,15) #170@(80,13) #171@(83,13) #172@(87,13) #173@(89,12) #174@(92,10)\n  e3 (Rocket Soldier) x2: #143@(18,14) #144@(20,16)\n  harv (Ore Truck (harvester)) x2: #131@(102,23) #146@(102,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 30 units\n  - stance: 30 units\nYOUR NOTES FROM LAST TURN: Attack all army toward enemy start (12,16); barracks remains saturated with rifle production. Build War Factory as soon as $2000 is available.", "raw": "{\"thoughts\":\"Infantry column is advancing deep toward the enemy start and barracks production is fully queued. Economy is converting ore with two harvesters; save for a War Factory while keeping the attack moving.\",\"notes\":\"All infantry/rockets advancing west toward likely enemy base at (12,16). Two refineries, ample power, barracks has 4 rifle queues; prioritize weap at $2000.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1598, "completion_tokens": 333, "total_tokens": 1931, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1596, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008789, "upstream_inference_prompt_cost": 0.0043934, "upstream_inference_completions_cost": 0.0043956}, "completion_tokens_details": {"reasoning_tokens": 204, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.59, "thoughts": "Infantry column is advancing deep toward the enemy start and barracks production is fully queued. Economy is converting ore with two harvesters; save for a War Factory while keeping the attack moving.", "notes": "All infantry/rockets advancing west toward likely enemy base at (12,16). Two refineries, ample power, barracks has 4 rifle queues; prioritize weap at $2000.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 33 units", "stance: 33 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11800, "army_value": 3700, "income": 2950, "experience": 3, "order_count": 48}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $1611 (storage 4000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9000, army $2200, killed $0 (0 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 6%.\nPRODUCTION: Building: powr 10%; Building: weap 0%; Building: powr 0%; Building: weap 0%; Vehicle: ftrk 36%; Vehicle: apc 0%; Vehicle: ftrk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #130 proc@(9,16) 100%, #140 proc@(14,19) 100%, #162 weap@(12,13) 99%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(11,26) #141@(2,27)\nVISIBLE ENEMY UNITS (7):\n  #134 e1@(16,14) 100%, #135 e1@(17,16) 100%, #136 e1@(17,15) 100%, #137 e1@(17,14) 100%, #138 e1@(16,14) 100%, #139 e1@(17,16) 100%, #142 e1@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry mass at (19,14)-(20,16); likely base at (95,11). Building queue already contains refinery, power, barracks, and factories. War Factory #162 is producing 2 flak trucks then an APC; use them to clear the nearby threat and scout east.", "raw": "{\"thoughts\":\"Power is critically low, but the queued power plant should complete shortly. Keep both harvesters mining, continue the flak/APC production, and rally the war factory east so the first vehicles can clear the infantry and scout toward the enemy base.\",\"notes\":\"Enemy infantry mass is just east at (16-17,14-16). Base likely northeast/east around (95,11). Power plant and additional factories are queued; use flak trucks to clear infantry, then push east.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"rally\",\"building\":162,\"x\":25,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1426, "completion_tokens": 467, "total_tokens": 1893, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1424, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00100848, "upstream_inference_prompt_cost": 0.00039204, "upstream_inference_completions_cost": 0.00061644}, "completion_tokens_details": {"reasoning_tokens": 320, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.15, "thoughts": "Power is critically low, but the queued power plant should complete shortly. Keep both harvesters mining, continue the flak/APC production, and rally the war factory east so the first vehicles can clear the infantry and scout toward the enemy base.", "notes": "Enemy infantry mass is just east at (16-17,14-16). Base likely northeast/east around (95,11). Power plant and additional factories are queued; use flak trucks to clear infantry, then push east.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 141}, {"do": "rally", "building": 162, "x": 25, "y": 15}], "feedback": ["rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 300, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9000, "army_value": 0, "income": 4000, "experience": 0, "order_count": 21}}
{"tick": 5001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $26 + stored ore $464 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12100, army $6200, killed $300 (0 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 24.6%.\nPRODUCTION: Infantry: e1 61%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (38) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x34: #134@(16,14) #135@(17,16) #136@(17,15) #137@(17,14) #138@(16,14) #139@(17,16) #142@(17,16) #147@(16,14) #148@(17,14) #149@(20,14) #150@(23,18) #151@(28,17) #152@(30,15) #153@(33,18) #154@(36,21) #155@(41,26) #156@(45,27) #157@(47,28) #159@(50,28) #160@(53,27) #161@(57,28) #163@(60,28) #164@(62,27) #165@(65,24) #166@(68,24) #167@(70,23) #170@(73,20) #171@(75,18) #172@(77,16) #173@(79,14) #174@(82,13) #175@(86,13) #176@(89,12) #177@(91,10)\n  e3 (Rocket Soldier) x2: #143@(16,14) #144@(17,16)\n  harv (Ore Truck (harvester)) x2: #131@(100,22) #146@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 33 units\n  - stance: 33 units\nYOUR NOTES FROM LAST TURN: All infantry/rockets advancing west toward likely enemy base at (12,16). Two refineries, ample power, barracks has 4 rifle queues; prioritize weap at $2000.", "raw": "{\"thoughts\":\"Our infantry spearhead has reached the likely enemy start area but has not yet revealed structures. Keep pressure west, maintain infantry production, and save income for the first War Factory.\",\"notes\":\"Enemy base still unspotted near (12,16); 36 infantry/rockets advancing there. Two refineries operational; build War Factory immediately upon reaching $2000.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":10,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1599, "completion_tokens": 280, "total_tokens": 1879, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1597, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00809215, "upstream_inference_prompt_cost": 0.00439615, "upstream_inference_completions_cost": 0.003696}, "completion_tokens_details": {"reasoning_tokens": 128, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.85, "thoughts": "Our infantry spearhead has reached the likely enemy start area but has not yet revealed structures. Keep pressure west, maintain infantry production, and save income for the first War Factory.", "notes": "Enemy base still unspotted near (12,16); 36 infantry/rockets advancing there. Two refineries operational; build War Factory immediately upon reaching $2000.", "commands": [{"do": "attack_move", "units": "all_army", "x": 10, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack_move: 36 units", "stance: 36 units", "rally #133: ordered", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12100, "army_value": 4000, "income": 3450, "experience": 3, "order_count": 48}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $1390 (storage 4000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9000, army $2200, killed $0 (0 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 6.1%.\nPRODUCTION: Building: powr 46%; Building: weap 0%; Building: powr 0%; Building: weap 0%; Vehicle: ftrk 55%; Vehicle: apc 0%; Vehicle: ftrk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #130 proc@(9,16) 100%, #140 proc@(14,19) 74%, #162 weap@(12,13) 85%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(6,29) #141@(8,24)\nVISIBLE ENEMY UNITS (11):\n  #134 e1@(16,14) 100%, #135 e1@(17,16) 100%, #136 e1@(17,15) 100%, #137 e1@(17,14) 100%, #138 e1@(16,14) 100%, #139 e1@(17,16) 100%, #142 e1@(17,16) 100%, #143 e3@(16,14) 100%, #144 e3@(17,16) 100%, #147 e1@(16,14) 100%, #148 e1@(17,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry mass is just east at (16-17,14-16). Base likely northeast/east around (95,11). Power plant and additional factories are queued; use flak trucks to clear infantry, then push east.", "raw": "{\"thoughts\":\"Power is critically low, but multiple power plants are already queued and should restore production soon. The enemy infantry blob is immediately east; finish the mobile flak and send it to clear them, while repairing the damaged refinery and factory and keeping harvesters mining.\",\"notes\":\"Enemy infantry/e3 mass at (16-17,14-16), likely probing from east. Power plants and factories queued; use completed flak against the blob, then scout east toward (95,11).\",\"commands\":[{\"do\":\"repair\",\"building\":140},{\"do\":\"repair\",\"building\":162},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"rally\",\"building\":162,\"x\":25,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1462, "completion_tokens": 373, "total_tokens": 1835, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1460, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0008943, "upstream_inference_prompt_cost": 0.00040194, "upstream_inference_completions_cost": 0.00049236}, "completion_tokens_details": {"reasoning_tokens": 211, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Power is critically low, but multiple power plants are already queued and should restore production soon. The enemy infantry blob is immediately east; finish the mobile flak and send it to clear them, while repairing the damaged refinery and factory and keeping harvesters mining.", "notes": "Enemy infantry/e3 mass at (16-17,14-16), likely probing from east. Power plants and factories queued; use completed flak against the blob, then scout east toward (95,11).", "commands": [{"do": "repair", "building": 140}, {"do": "repair", "building": 162}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 141}, {"do": "rally", "building": 162, "x": 25, "y": 15}], "feedback": ["repair #140: ordered", "repair #162: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 300, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9000, "army_value": 0, "income": 4000, "experience": 0, "order_count": 21}}
{"tick": 5201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $26 + stored ore $135 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12400, army $6500, killed $300 (0 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Infantry: e1 90%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (41) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x37: #134@(16,14) #135@(17,16) #136@(17,15) #137@(17,14) #138@(16,14) #139@(17,16) #142@(17,16) #147@(16,14) #148@(16,14) #149@(16,15) #150@(17,16) #151@(18,16) #152@(20,15) #153@(23,15) #154@(27,15) #155@(34,19) #156@(37,20) #157@(38,21) #159@(41,23) #160@(45,22) #161@(48,25) #163@(49,28) #164@(53,27) #165@(56,28) #166@(59,28) #167@(62,27) #170@(64,25) #171@(67,24) #172@(70,23) #173@(72,21) #174@(74,19) #175@(77,16) #176@(79,14) #177@(82,13) #178@(85,13) #179@(87,11) #180@(90,11)\n  e3 (Rocket Soldier) x2: #143@(16,14) #144@(17,16)\n  harv (Ore Truck (harvester)) x2: #131@(98,12) #146@(105,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 36 units\n  - stance: 36 units\n  - rally #133: ordered\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base still unspotted near (12,16); 36 infantry/rockets advancing there. Two refineries operational; build War Factory immediately upon reaching $2000.", "raw": "{\"thoughts\":\"Our infantry spearhead has reached the likely enemy start area and should immediately sweep it for buildings. Economy is still too low for a War Factory, so preserve income and avoid adding more infantry queues until funds accumulate.\",\"notes\":\"Send all existing combat troops into (12,16) and attack visible enemy base targets next tick. Two refineries/harvesters active; save for War Factory at $2000.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1649, "completion_tokens": 320, "total_tokens": 1969, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1647, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00875765, "upstream_inference_prompt_cost": 0.00453365, "upstream_inference_completions_cost": 0.004224}, "completion_tokens_details": {"reasoning_tokens": 172, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.53, "thoughts": "Our infantry spearhead has reached the likely enemy start area and should immediately sweep it for buildings. Economy is still too low for a War Factory, so preserve income and avoid adding more infantry queues until funds accumulate.", "notes": "Send all existing combat troops into (12,16) and attack visible enemy base targets next tick. Two refineries/harvesters active; save for War Factory at $2000.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 12, "y": 16}], "feedback": ["attack_move: 39 units", "stance: 39 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12400, "army_value": 4300, "income": 3450, "experience": 3, "order_count": 53}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $1667 (storage 4000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9000, army $2200, killed $0 (0 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 6.1%.\nPRODUCTION: Building: powr 83%; Building: weap 0%; Building: powr 0%; Building: weap 0%; Vehicle: ftrk 73%; Vehicle: apc 0%; Vehicle: ftrk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 96%, #130 proc@(9,16) 100%, #140 proc@(14,19) 42%, #162 weap@(12,13) 67%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(13,22) #141@(9,17)\nVISIBLE ENEMY UNITS (14):\n  #134 e1@(16,14) 100%, #135 e1@(17,16) 100%, #136 e1@(17,15) 100%, #137 e1@(17,14) 100%, #138 e1@(16,14) 100%, #139 e1@(17,16) 100%, #142 e1@(17,16) 100%, #143 e3@(16,14) 100%, #144 e3@(17,16) 100%, #147 e1@(16,14) 100%, #148 e1@(16,14) 100%, #149 e1@(16,15) 100%, #150 e1@(17,16) 100%, #151 e1@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #140: ordered\n  - repair #162: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/e3 mass at (16-17,14-16), likely probing from east. Power plants and factories queued; use completed flak against the blob, then scout east toward (95,11).", "raw": "{\"thoughts\":\"The enemy infantry blob is threatening the base while power is critically low. Keep the existing power and vehicle queues running, pull harvesters away from the eastern probe, and add a Tesla Coil to blunt the attack once power comes online.\",\"notes\":\"Enemy infantry/e3 mass is at (16-18,14-16), east of base. Existing power/factory queues should continue; harvesters moved west. Need deploy completed flak against the blob and scout east later.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[141],\"x\":7,\"y\":19},{\"do\":\"repair\",\"building\":122},{\"do\":\"repair\",\"building\":130},{\"do\":\"build\",\"item\":\"tsla\"},{\"do\":\"rally\",\"building\":162,\"x\":20,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1510, "completion_tokens": 683, "total_tokens": 2193, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1508, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0013167, "upstream_inference_prompt_cost": 0.00041514, "upstream_inference_completions_cost": 0.00090156}, "completion_tokens_details": {"reasoning_tokens": 508, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.85, "thoughts": "The enemy infantry blob is threatening the base while power is critically low. Keep the existing power and vehicle queues running, pull harvesters away from the eastern probe, and add a Tesla Coil to blunt the attack once power comes online.", "notes": "Enemy infantry/e3 mass is at (16-18,14-16), east of base. Existing power/factory queues should continue; harvesters moved west. Need deploy completed flak against the blob and scout east later.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [141], "x": 7, "y": 19}, {"do": "repair", "building": 122}, {"do": "repair", "building": 130}, {"do": "build", "item": "tsla"}, {"do": "rally", "building": 162, "x": 20, "y": 15}], "feedback": ["move: 1 units", "repair #122: ordered", "repair #130: ordered", "build tsla: started", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 300, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9000, "army_value": 0, "income": 4500, "experience": 0, "order_count": 21}}
{"tick": 5401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $26 + stored ore $424 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12700, army $6800, killed $300 (0 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 25.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (44) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x40: #134@(16,14) #135@(17,16) #136@(17,15) #137@(17,14) #138@(16,14) #139@(17,16) #142@(17,16) #147@(16,14) #148@(16,14) #149@(16,15) #150@(17,16) #151@(18,16) #152@(16,15) #153@(16,15) #154@(17,15) #155@(25,14) #156@(26,20) #157@(30,15) #159@(32,17) #160@(38,15) #161@(37,24) #163@(40,24) #164@(43,27) #165@(47,25) #166@(48,28) #167@(52,27) #170@(55,28) #171@(58,28) #172@(61,27) #173@(63,26) #174@(66,24) #175@(69,24) #176@(71,22) #177@(74,19) #178@(76,17) #179@(78,15) #180@(81,11) #181@(83,11) #182@(86,11) #183@(90,11)\n  e3 (Rocket Soldier) x2: #143@(16,14) #144@(17,16)\n  harv (Ore Truck (harvester)) x2: #131@(100,21) #146@(107,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 39 units\n  - stance: 39 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Send all existing combat troops into (12,16) and attack visible enemy base targets next tick. Two refineries/harvesters active; save for War Factory at $2000.", "raw": "{\"thoughts\":\"Our large infantry force is crossing toward the likely enemy start and has already destroyed one building. Keep barracks production running while saving income for a War Factory, then transition into vehicles.\",\"notes\":\"Army mass is advancing west toward enemy start (12,16); no enemy currently visible. Two refineries operational; save for War Factory as income arrives.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":133,\"x\":16,\"y\":14},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1644, "completion_tokens": 263, "total_tokens": 1907, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1642, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079915, "upstream_inference_prompt_cost": 0.0045199, "upstream_inference_completions_cost": 0.0034716}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.47, "thoughts": "Our large infantry force is crossing toward the likely enemy start and has already destroyed one building. Keep barracks production running while saving income for a War Factory, then transition into vehicles.", "notes": "Army mass is advancing west toward enemy start (12,16); no enemy currently visible. Two refineries operational; save for War Factory as income arrives.", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 133, "x": 16, "y": 14}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["train 10x e1: queued", "rally #133: ordered", "attack_move: 42 units", "stance: 42 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12700, "army_value": 4600, "income": 3950, "experience": 3, "order_count": 53}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $1900 (storage 4000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9000, army $2200, killed $0 (0 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 6.3%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: powr 0%; Building: weap 0%; Defense: tsla 9%; Vehicle: ftrk 92%; Vehicle: apc 0%; Vehicle: ftrk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 88%, #130 proc@(9,16) 100%, #140 proc@(14,19) 6%, #162 weap@(12,13) 51%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(13,27) #141@(7,19)*\nVISIBLE ENEMY UNITS (17):\n  #134 e1@(16,14) 100%, #135 e1@(17,16) 100%, #136 e1@(17,15) 100%, #137 e1@(17,14) 100%, #138 e1@(16,14) 100%, #139 e1@(17,16) 100%, #142 e1@(17,16) 100%, #143 e3@(16,14) 100%, #144 e3@(17,16) 100%, #147 e1@(16,14) 100%, #148 e1@(16,14) 100%, #149 e1@(16,15) 100%, #150 e1@(17,16) 100%, #151 e1@(18,16) 100%, #152 e1@(16,15) 100%, #153 e1@(16,15) 100%, #154 e1@(17,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - repair #122: ordered\n  - repair #130: ordered\n  - build tsla: started\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/e3 mass is at (16-18,14-16), east of base. Existing power/factory queues should continue; harvesters moved west. Need deploy completed flak against the blob and scout east later.", "raw": "{\"thoughts\":\"Place the ready Power Plant immediately to restore production, then maintain power expansion. The enemy infantry blob is dangerously close, so keep the Tesla Coil and Mobile Flak production running while harvesters continue mining.\",\"notes\":\"Enemy infantry/e3 mass remains east at (16-18,14-16). Place ready powr now; flak nearly complete and Tesla Coil is under construction.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":10,\"y\":13},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"rally\",\"building\":162,\"x\":20,\"y\":16},{\"do\":\"repair\",\"building\":162},{\"do\":\"train\",\"item\":\"ftnk\",\"count\":1}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1574, "completion_tokens": 325, "total_tokens": 1899, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1572, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00086174, "upstream_inference_prompt_cost": 0.00043274, "upstream_inference_completions_cost": 0.000429}, "completion_tokens_details": {"reasoning_tokens": 171, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Place the ready Power Plant immediately to restore production, then maintain power expansion. The enemy infantry blob is dangerously close, so keep the Tesla Coil and Mobile Flak production running while harvesters continue mining.", "notes": "Enemy infantry/e3 mass remains east at (16-18,14-16). Place ready powr now; flak nearly complete and Tesla Coil is under construction.", "commands": [{"do": "place", "item": "powr", "x": 10, "y": 13}, {"do": "harvest", "unit": 141}, {"do": "rally", "building": 162, "x": 20, "y": 16}, {"do": "repair", "building": 162}, {"do": "train", "item": "ftnk", "count": 1}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "rally #162: ordered", "repair #162: ordered", "train ftnk: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 300, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9000, "army_value": 0, "income": 4500, "experience": 0, "order_count": 22}}
{"tick": 5601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1026 + stored ore $107 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12700, army $6800, killed $1700 (0 units, 2 bldgs), lost $300 (1 units, 0 bldgs). Map explored 25.8%.\nPRODUCTION: Infantry: e1 18%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (46) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x43: #134@(16,14)53% #135@(17,16) #136@(17,15) #137@(17,14) #138@(16,14)84% #139@(17,16) #142@(17,16) #147@(16,14)33% #148@(16,14)87% #149@(16,15)89% #150@(17,16) #151@(18,16) #152@(16,15)96% #153@(16,15)97% #154@(16,15) #155@(18,13) #156@(19,16) #157@(20,13) #159@(23,14) #160@(28,14) #161@(29,17) #163@(32,17) #164@(35,20) #165@(36,24) #166@(39,23) #167@(43,24) #170@(46,24) #171@(48,25) #172@(51,28) #173@(54,28) #174@(57,28) #175@(60,28) #176@(63,26) #177@(65,24) #178@(68,24) #179@(71,22) #180@(73,18) #181@(75,18) #182@(78,15) #183@(80,13) #186@(87,13) #187@(90,11) #188@(92,10)\n  e3 (Rocket Soldier) x1: #144@(17,16)\n  harv (Ore Truck (harvester)) x2: #131@(104,23) #146@(99,13)\nVISIBLE ENEMY UNITS (1):\n  #185 ftrk@(12,14) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #184 powr@(15,16) 17%\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - rally #133: ordered\n  - attack_move: 42 units\n  - stance: 42 units\nYOUR NOTES FROM LAST TURN: Army mass is advancing west toward enemy start (12,16); no enemy currently visible. Two refineries operational; save for War Factory as income arrives.", "raw": "{\"thoughts\":\"Our infantry swarm has reached the enemy start area and an exposed low-health power plant is visible. Focus-fire it to cripple the enemy while keeping the existing infantry queue running and saving income for a War Factory.\",\"notes\":\"Attack enemy power #184 at (15,16); enemy fuel truck #185 nearby. Two refineries, high power, infantry queue full; build War Factory once cash reaches $2000.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":184},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1743, "completion_tokens": 304, "total_tokens": 2047, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1741, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00880495, "upstream_inference_prompt_cost": 0.00479215, "upstream_inference_completions_cost": 0.0040128}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Our infantry swarm has reached the enemy start area and an exposed low-health power plant is visible. Focus-fire it to cripple the enemy while keeping the existing infantry queue running and saving income for a War Factory.", "notes": "Attack enemy power #184 at (15,16); enemy fuel truck #185 nearby. Two refineries, high power, infantry queue full; build War Factory once cash reaches $2000.", "commands": [{"do": "attack", "units": "all_army", "target": 184}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack: 44 units", "stance: 44 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 300, "units_killed": 0, "units_lost": 1, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12700, "army_value": 4600, "income": 4450, "experience": 17, "order_count": 63}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $307 (storage 2000), power 17 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8500, army $2800, killed $300 (1 units, 0 bldgs), lost $1700 (0 units, 2 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 11%; Building: powr 0%; Building: weap 0%; Defense: tsla 27%; Vehicle: apc 20%; Vehicle: ftrk 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 78%, #130 proc@(9,16) 100%, #162 weap@(12,13) 35%, #184 powr@(15,16) 17%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  ftrk (Mobile Flak) x1: #185@(12,14)\n  harv (Ore Truck (harvester)) x2: #132@(10,31) #141@(5,28)\nVISIBLE ENEMY UNITS (18):\n  #134 e1@(16,14) 53%, #135 e1@(17,16) 100%, #136 e1@(17,15) 100%, #137 e1@(17,14) 100%, #138 e1@(16,14) 84%, #139 e1@(17,16) 100%, #142 e1@(17,16) 100%, #144 e3@(17,16) 100%, #147 e1@(16,14) 33%, #148 e1@(16,14) 87%, #149 e1@(16,15) 89%, #150 e1@(17,16) 100%, #151 e1@(18,16) 100%, #152 e1@(16,15) 96%, #153 e1@(16,15) 97%, #154 e1@(16,15) 100%, #155 e1@(18,13) 100%, #156 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - rally #162: ordered\n  - repair #162: ordered\n  - train ftnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy infantry/e3 mass remains east at (16-18,14-16). Place ready powr now; flak nearly complete and Tesla Coil is under construction.", "raw": "{\"thoughts\":\"Place the ready power plant immediately to restore production, then add a barracks and keep vehicle production active. The enemy infantry mass is directly east of the base; use the flak to engage them while the Tesla Coil finishes, but avoid exposing harvesters.\",\"notes\":\"Enemy infantry/e3 mass at (16-19,13-16). Power is critically low; place pending powr, then build barracks. Tesla Coil and APC/flak are in progress.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"attack_move\",\"units\":[185],\"x\":18,\"y\":15},{\"do\":\"rally\",\"building\":162,\"x\":18,\"y\":15},{\"do\":\"repair\",\"building\":122}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1617, "completion_tokens": 349, "total_tokens": 1966, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1615, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000905245, "upstream_inference_prompt_cost": 0.000444565, "upstream_inference_completions_cost": 0.00046068}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.83, "thoughts": "Place the ready power plant immediately to restore production, then add a barracks and keep vehicle production active. The enemy infantry mass is directly east of the base; use the flak to engage them while the Tesla Coil finishes, but avoid exposing harvesters.", "notes": "Enemy infantry/e3 mass at (16-19,13-16). Power is critically low; place pending powr, then build barracks. Tesla Coil and APC/flak are in progress.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "barr"}, {"do": "attack_move", "units": [185], "x": 18, "y": 15}, {"do": "rally", "building": 162, "x": 18, "y": 15}, {"do": "repair", "building": 122}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build barr: started", "attack_move: 1 units", "rally #162: ordered", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1700, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8500, "army_value": 600, "income": 4500, "experience": 3, "order_count": 23}}
{"tick": 5801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1026 + stored ore $279 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12900, army $7000, killed $2600 (1 units, 3 bldgs), lost $400 (2 units, 0 bldgs). Map explored 25.8%.\nPRODUCTION: Infantry: e1 46%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (48) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x45: #134@(16,14)38% #135@(17,16) #136@(17,15)* #137@(17,14) #138@(16,14)82% #139@(17,16) #142@(17,16)* #148@(16,14)78% #149@(16,15)25% #150@(17,16)* #151@(18,16)* #152@(16,15)86% #153@(16,15)78% #154@(16,15)87% #155@(18,13)* #156@(19,16)* #157@(19,13)* #159@(22,14)* #160@(27,14)* #161@(28,17)* #163@(31,16)* #164@(34,20)* #165@(35,24)* #166@(38,23)* #167@(42,24)* #170@(45,24)* #171@(48,25)* #172@(50,28)* #173@(53,27)* #174@(56,28)* #175@(59,28)* #176@(62,27)* #177@(64,25)* #178@(67,24)* #179@(70,23)* #180@(72,19)* #181@(75,18)* #182@(77,16)* #183@(79,14)* #186@(86,13)* #187@(89,12)* #188@(91,10)* #189@(86,13) #190@(89,12) #191@(91,10)\n  e3 (Rocket Soldier) x1: #144@(17,16)\n  harv (Ore Truck (harvester)) x2: #131@(99,14) #146@(103,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 44 units\n  - stance: 44 units\nYOUR NOTES FROM LAST TURN: Attack enemy power #184 at (15,16); enemy fuel truck #185 nearby. Two refineries, high power, infantry queue full; build War Factory once cash reaches $2000.", "raw": "{\"thoughts\":\"Our infantry column has reached the enemy start area and has already destroyed several buildings, but no targets are currently visible. Keep pressure at the enemy base while saving for a War Factory; harvesters must keep mining.\",\"notes\":\"Enemy start around (12,16); infantry mass is spread from enemy base back to home. Need War Factory at $2000, then tank production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1704, "completion_tokens": 291, "total_tokens": 1995, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1702, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0085261, "upstream_inference_prompt_cost": 0.0046849, "upstream_inference_completions_cost": 0.0038412}, "completion_tokens_details": {"reasoning_tokens": 149, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.73, "thoughts": "Our infantry column has reached the enemy start area and has already destroyed several buildings, but no targets are currently visible. Keep pressure at the enemy base while saving for a War Factory; harvesters must keep mining.", "notes": "Enemy start around (12,16); infantry mass is spread from enemy base back to home. Need War Factory at $2000, then tank production.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 146}], "feedback": ["attack_move: 46 units", "stance: 46 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 400, "units_killed": 1, "units_lost": 2, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 12900, "army_value": 4800, "income": 4950, "experience": 26, "order_count": 63}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2016 + stored ore $0 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $7600, army $2200, killed $400 (2 units, 0 bldgs), lost $2600 (1 units, 3 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 16%; Building: powr 0%; Building: weap 0%; Defense: tsla 37%; Vehicle: apc 33%; Vehicle: ftrk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 61%, #130 proc@(9,16) 100%, #162 weap@(12,13) 32%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(9,21) #141@(7,24)\nVISIBLE ENEMY UNITS (16):\n  #134 e1@(16,14) 38%, #135 e1@(17,16) 100%, #136 e1@(17,15) 100%, #137 e1@(17,14) 100%, #138 e1@(16,14) 82%, #139 e1@(17,16) 100%, #142 e1@(17,16) 100%, #144 e3@(17,16) 100%, #148 e1@(16,14) 78%, #149 e1@(16,15) 25%, #150 e1@(17,16) 100%, #151 e1@(18,16) 100%, #152 e1@(16,15) 86%, #153 e1@(16,15) 78%, #154 e1@(16,15) 87%, #155 e1@(18,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build barr: started\n  - attack_move: 1 units\n  - rally #162: ordered\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/e3 mass at (16-19,13-16). Power is critically low; place pending powr, then build barracks. Tesla Coil and APC/flak are in progress.", "raw": "{\"thoughts\":\"Power is critically low and enemy infantry is pressing the base. Finish the pending power plant and Tesla Coil, repair the damaged Construction Yard and War Factory, then use APC/flak and newly available infantry to clear the attackers.\",\"notes\":\"Enemy mass is at cells 16-19,13-16. Prioritize power placement, base repairs, and immediate defensive units; no combat army currently survives.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":122},{\"do\":\"repair\",\"building\":162},{\"do\":\"train\",\"item\":\"ft rk\",\"count\":2},{\"do\":\"rally\",\"building\":162,\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1535, "completion_tokens": 415, "total_tokens": 1950, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1533, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000969815, "upstream_inference_prompt_cost": 0.000422015, "upstream_inference_completions_cost": 0.0005478}, "completion_tokens_details": {"reasoning_tokens": 267, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Power is critically low and enemy infantry is pressing the base. Finish the pending power plant and Tesla Coil, repair the damaged Construction Yard and War Factory, then use APC/flak and newly available infantry to clear the attackers.", "notes": "Enemy mass is at cells 16-19,13-16. Prioritize power placement, base repairs, and immediate defensive units; no combat army currently survives.", "commands": [{"do": "build", "item": "powr"}, {"do": "repair", "building": 122}, {"do": "repair", "building": 162}, {"do": "train", "item": "ft rk", "count": 2}, {"do": "rally", "building": 162, "x": 20, "y": 16}], "feedback": ["build powr: started", "repair #122: ordered", "repair #162: ordered", "train ft rk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 2600, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 7600, "army_value": 0, "income": 4500, "experience": 4, "order_count": 24}}
{"tick": 6001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1026 + stored ore $450 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $13200, army $7300, killed $2600 (1 units, 3 bldgs), lost $400 (2 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Infantry: e1 75%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (51) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x48: #134@(16,14)38% #135@(17,16) #136@(16,15) #137@(17,14) #138@(16,14)82% #139@(17,16) #142@(16,16) #148@(16,14)78% #149@(16,15)25% #150@(16,16) #151@(16,14) #152@(16,15)86% #153@(16,15)78% #154@(16,15)87% #155@(16,13) #156@(17,15) #157@(17,13) #159@(16,14) #160@(17,14) #161@(18,16) #163@(21,16) #164@(26,14) #165@(28,17) #166@(31,16) #167@(31,24) #170@(34,24) #171@(38,25) #172@(41,24) #173@(43,27) #174@(47,25) #175@(49,28) #176@(53,27) #177@(55,28) #178@(58,28) #179@(61,27) #180@(64,25) #181@(67,24) #182@(70,23) #183@(72,21) #186@(77,16) #187@(79,14) #188@(81,10) #189@(77,16) #190@(79,13) #191@(82,13) #192@(85,13) #193@(88,13) #194@(91,10)\n  e3 (Rocket Soldier) x1: #144@(17,16)\n  harv (Ore Truck (harvester)) x2: #131@(98,17) #146@(105,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #122 fact@(12,16) 28%, #162 weap@(12,13) 21%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 46 units\n  - stance: 46 units\nYOUR NOTES FROM LAST TURN: Enemy start around (12,16); infantry mass is spread from enemy base back to home. Need War Factory at $2000, then tank production.", "raw": "{\"thoughts\":\"Our large infantry force is already across the map and the exposed enemy Construction Yard and War Factory are both critically damaged. Finish them immediately while continuing infantry production; this can end the match before armor is needed.\",\"notes\":\"Enemy base at (12,16); #122 fact 28%, #162 weap 21%. All infantry are strung along route but should focus-fire remaining buildings.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":122},{\"do\":\"attack\",\"units\":\"all_army\",\"target\":162},{\"do\":\"train\",\"item\":\"e1\",\"count\":8},{\"do\":\"rally\",\"building\":133,\"x\":16,\"y\":15},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1716, "completion_tokens": 284, "total_tokens": 2000, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1714, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0084667, "upstream_inference_prompt_cost": 0.0047179, "upstream_inference_completions_cost": 0.0037488}, "completion_tokens_details": {"reasoning_tokens": 116, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.41, "thoughts": "Our large infantry force is already across the map and the exposed enemy Construction Yard and War Factory are both critically damaged. Finish them immediately while continuing infantry production; this can end the match before armor is needed.", "notes": "Enemy base at (12,16); #122 fact 28%, #162 weap 21%. All infantry are strung along route but should focus-fire remaining buildings.", "commands": [{"do": "attack", "units": "all_army", "target": 122}, {"do": "attack", "units": "all_army", "target": 162}, {"do": "train", "item": "e1", "count": 8}, {"do": "rally", "building": 133, "x": 16, "y": 15}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 146}], "feedback": ["attack: 49 units", "attack: 49 units", "train 8x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 400, "units_killed": 1, "units_lost": 2, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 13200, "army_value": 5100, "income": 5450, "experience": 26, "order_count": 63}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1853 + stored ore $329 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $7600, army $2200, killed $400 (2 units, 0 bldgs), lost $2600 (1 units, 3 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 22%; Building: powr 0%; Building: powr 0%; Building: weap 0%; Defense: tsla 46%; Vehicle: apc 47%; Vehicle: ftrk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 28%, #130 proc@(9,16) 100%, #162 weap@(12,13) 21%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(10,20) #141@(9,17)\nVISIBLE ENEMY UNITS (21):\n  #134 e1@(16,14) 38%, #135 e1@(17,16) 100%, #136 e1@(16,15) 100%, #137 e1@(17,14) 100%, #138 e1@(16,14) 82%, #139 e1@(17,16) 100%, #142 e1@(16,16) 100%, #144 e3@(17,16) 100%, #148 e1@(16,14) 78%, #149 e1@(16,15) 25%, #150 e1@(16,16) 100%, #151 e1@(16,14) 100%, #152 e1@(16,15) 86%, #153 e1@(16,15) 78%, #154 e1@(16,15) 87%, #155 e1@(16,13) 100%, #156 e1@(17,15) 100%, #157 e1@(17,13) 100%, #159 e1@(16,14) 100%, #160 e1@(17,14) 100%, #161 e1@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - repair #122: ordered\n  - repair #162: ordered\n  - train ft rk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy mass is at cells 16-19,13-16. Prioritize power placement, base repairs, and immediate defensive units; no combat army currently survives.", "raw": "{\"thoughts\":\"The base is critically underpowered and enemy infantry is already at the perimeter. Place the ready power plant immediately, keep repairs active, finish the Tesla Coil, and use the War Factory to produce an APC for emergency defense.\",\"notes\":\"Enemy mass at 16-19,13-16 beside base. No combat army; prioritize power, repairs, Tesla Coil, then APCs/vehicles.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":19},{\"do\":\"repair\",\"building\":122},{\"do\":\"repair\",\"building\":162},{\"do\":\"train\",\"item\":\"apc\",\"count\":1},{\"do\":\"rally\",\"building\":162,\"x\":18,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1597, "completion_tokens": 363, "total_tokens": 1960, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1595, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000918225, "upstream_inference_prompt_cost": 0.000439065, "upstream_inference_completions_cost": 0.00047916}, "completion_tokens_details": {"reasoning_tokens": 208, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.13, "thoughts": "The base is critically underpowered and enemy infantry is already at the perimeter. Place the ready power plant immediately, keep repairs active, finish the Tesla Coil, and use the War Factory to produce an APC for emergency defense.", "notes": "Enemy mass at 16-19,13-16 beside base. No combat army; prioritize power, repairs, Tesla Coil, then APCs/vehicles.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 19}, {"do": "repair", "building": 122}, {"do": "repair", "building": 162}, {"do": "train", "item": "apc", "count": 1}, {"do": "rally", "building": 162, "x": 18, "y": 15}], "feedback": ["place powr: nothing READY TO PLACE with that type", "repair #122: ordered", "repair #162: ordered", "train 1x apc: queued", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 2600, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 7600, "army_value": 0, "income": 4500, "experience": 4, "order_count": 25}}
{"tick": 6201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1026 + stored ore $124 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $13600, army $7700, killed $4600 (1 units, 4 bldgs), lost $400 (2 units, 0 bldgs). Map explored 26.2%.\nPRODUCTION: Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (55) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x52: #134@(16,14)38% #135@(17,16) #136@(16,15) #137@(17,14)* #138@(16,14)82% #139@(17,16) #142@(16,16) #148@(16,14)78% #149@(16,15)25% #150@(16,16) #151@(16,14) #152@(16,15)86% #153@(16,15)78% #154@(16,15)87% #155@(16,13) #156@(17,15) #157@(17,13)* #159@(16,14) #160@(16,14) #161@(17,15)* #163@(16,16) #164@(20,14)* #165@(22,16)* #166@(25,15)* #167@(27,20)* #170@(29,22)* #171@(32,24)* #172@(35,24)* #173@(38,27)* #174@(41,24)* #175@(43,28)* #176@(48,27)* #177@(49,28)* #178@(53,28)* #179@(56,28)* #180@(60,28)* #181@(62,27)* #182@(64,25)* #183@(66,23)* #186@(72,17)* #187@(74,15)* #188@(77,12)* #189@(72,17)* #190@(74,15)* #191@(77,13)* #192@(79,13)* #193@(83,13)* #194@(85,11)* #195@(84,11) #196@(87,11) #197@(90,11) #198@(92,9)\n  e3 (Rocket Soldier) x1: #144@(17,16)\n  harv (Ore Truck (harvester)) x2: #131@(103,24) #146@(99,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 3%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 49 units\n  - attack: 49 units\n  - train 8x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16); #122 fact 28%, #162 weap 21%. All infantry are strung along route but should focus-fire remaining buildings.", "raw": "{\"thoughts\":\"The enemy Construction Yard is barely standing and our infantry surround it. Focus all combat units on it for the immediate win while keeping infantry production active.\",\"notes\":\"Enemy #122 fact at (12,16) is 3% HP; all army focus it now.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":122},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":16,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1784, "completion_tokens": 207, "total_tokens": 1991, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1782, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076373, "upstream_inference_prompt_cost": 0.0049049, "upstream_inference_completions_cost": 0.0027324}, "completion_tokens_details": {"reasoning_tokens": 96, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.67, "thoughts": "The enemy Construction Yard is barely standing and our infantry surround it. Focus all combat units on it for the immediate win while keeping infantry production active.", "notes": "Enemy #122 fact at (12,16) is 3% HP; all army focus it now.", "commands": [{"do": "attack", "units": "all_army", "target": 122}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 16, "y": 16}], "feedback": ["attack: 53 units", "train 2x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 400, "units_killed": 1, "units_lost": 2, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 13600, "army_value": 5500, "income": 4950, "experience": 46, "order_count": 71}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1978 + stored ore $1545 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $400 (2 units, 0 bldgs), lost $4600 (1 units, 4 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 27%; Building: powr 0%; Building: powr 0%; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 3%, #130 proc@(9,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(9,30) #141@(4,26)\nVISIBLE ENEMY UNITS (22):\n  #134 e1@(16,14) 38%, #135 e1@(17,16) 100%, #136 e1@(16,15) 100%, #137 e1@(17,14) 100%, #138 e1@(16,14) 82%, #139 e1@(17,16) 100%, #142 e1@(16,16) 100%, #144 e3@(17,16) 100%, #148 e1@(16,14) 78%, #149 e1@(16,15) 25%, #150 e1@(16,16) 100%, #151 e1@(16,14) 100%, #152 e1@(16,15) 86%, #153 e1@(16,15) 78%, #154 e1@(16,15) 87%, #155 e1@(16,13) 100%, #156 e1@(17,15) 100%, #157 e1@(17,13) 100%, #159 e1@(16,14) 100%, #160 e1@(16,14) 100%, #161 e1@(17,15) 100%, #163 e1@(16,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - repair #122: ordered\n  - repair #162: ordered\n  - train 1x apc: queued\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy mass at 16-19,13-16 beside base. No combat army; prioritize power, repairs, Tesla Coil, then APCs/vehicles.", "raw": "{\"thoughts\":\"The base is under immediate infantry pressure and the Construction Yard is nearly destroyed. Power is critically low, so I will prioritize the queued Power Plant and keep repairing the MCV while the War Factory completes the APC; vehicle production must then focus on anti-infantry and survivability.\",\"notes\":\"Enemy infantry blob is directly beside the base at x16-19,y13-16. Keep repairing fact #122, restore power, then produce vehicles continuously and add Tesla defenses if available.\",\"commands\":[{\"do\":\"repair\",\"building\":122},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":1},{\"do\":\"rally\",\"building\":162,\"x\":22,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":141}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1526, "completion_tokens": 396, "total_tokens": 1922, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1524, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00094226, "upstream_inference_prompt_cost": 0.00041954, "upstream_inference_completions_cost": 0.00052272}, "completion_tokens_details": {"reasoning_tokens": 220, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "The base is under immediate infantry pressure and the Construction Yard is nearly destroyed. Power is critically low, so I will prioritize the queued Power Plant and keep repairing the MCV while the War Factory completes the APC; vehicle production must then focus on anti-infantry and survivability.", "notes": "Enemy infantry blob is directly beside the base at x16-19,y13-16. Keep repairing fact #122, restore power, then produce vehicles continuously and add Tesla defenses if available.", "commands": [{"do": "repair", "building": 122}, {"do": "build", "item": "powr"}, {"do": "train", "item": "3tnk", "count": 1}, {"do": "rally", "building": 162, "x": 22, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 141}], "feedback": ["repair #122: ordered", "build powr: started", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #162 is not your building"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 4600, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 5600, "army_value": 0, "income": 5000, "experience": 4, "order_count": 26}}
{"tick": 6401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1001 + stored ore $317 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $13700, army $7800, killed $6600 (1 units, 5 bldgs), lost $400 (2 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: Infantry: e3 77%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (56) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x53: #134@(16,14)38%* #135@(17,16)* #136@(16,15)* #137@(17,14)* #138@(16,14)82%* #139@(17,16)* #142@(16,16)* #148@(16,14)78%* #149@(16,15)25%* #150@(16,16)* #151@(16,14)* #152@(16,15)86%* #153@(16,15)83%* #154@(16,15)87%* #155@(16,13)* #156@(17,15)* #157@(17,13)* #159@(16,14)* #160@(16,14)* #161@(17,15)* #163@(16,16)* #164@(19,15)* #165@(21,16)* #166@(24,15)* #167@(26,20)* #170@(28,22)* #171@(31,24)* #172@(34,24)* #173@(37,27)* #174@(40,24)* #175@(42,27)* #176@(47,27)* #177@(48,28)* #178@(52,28)* #179@(55,28)* #180@(59,28)* #181@(61,27)* #182@(63,26)* #183@(65,24)* #186@(71,18)* #187@(73,16)* #188@(76,13)* #189@(71,18)* #190@(73,16)* #191@(76,13)* #192@(78,13)* #193@(82,13)* #194@(84,11)* #195@(82,11)* #196@(85,11)* #197@(89,11)* #198@(91,10)* #199@(86,11)\n  e3 (Rocket Soldier) x1: #144@(17,16)*\n  harv (Ore Truck (harvester)) x2: #131@(99,19) #146@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 53 units\n  - train 2x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy #122 fact at (12,16) is 3% HP; all army focus it now.", "raw": "{\"thoughts\":\"Our infantry column has reached the enemy start and their Construction Yard was nearly destroyed; finish it immediately and keep all forces advancing through the base area. Preserve cash for a War Factory as soon as income rises.\",\"notes\":\"Enemy fact #122 at (12,16) was 3% HP; all infantry are stretched from enemy base back to home. Continue targeting visible enemy buildings after fact falls; save for weap.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":122},{\"do\":\"rally\",\"building\":133,\"x\":16,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1776, "completion_tokens": 275, "total_tokens": 2051, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1774, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0085129, "upstream_inference_prompt_cost": 0.0048829, "upstream_inference_completions_cost": 0.00363}, "completion_tokens_details": {"reasoning_tokens": 146, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Our infantry column has reached the enemy start and their Construction Yard was nearly destroyed; finish it immediately and keep all forces advancing through the base area. Preserve cash for a War Factory as soon as income rises.", "notes": "Enemy fact #122 at (12,16) was 3% HP; all infantry are stretched from enemy base back to home. Continue targeting visible enemy buildings after fact falls; save for weap.", "commands": [{"do": "attack", "units": "all_army", "target": 122}, {"do": "rally", "building": 133, "x": 16, "y": 16}], "feedback": ["attack: target #122 is not a visible enemy", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6600, "deaths_cost": 400, "units_killed": 1, "units_lost": 2, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13700, "army_value": 5600, "income": 5450, "experience": 66, "order_count": 73}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $2000 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $400 (2 units, 0 bldgs), lost $6600 (1 units, 5 bldgs). Map explored 6.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(9,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(9,25) #141@(3,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - build powr: started\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #162 is not your building\nYOUR NOTES FROM LAST TURN: Enemy infantry blob is directly beside the base at x16-19,y13-16. Keep repairing fact #122, restore power, then produce vehicles continuously and add Tesla defenses if available.", "raw": "{\"thoughts\":\"Power is critically low and the base has no combat force, so place the completed power plant immediately, then establish barracks and vehicle production. Keep both harvesters mining while rebuilding toward tanks and scouting the enemy start.\",\"notes\":\"Base centered near (12,16); enemy infantry was last seen at (16-19,13-16). Restore power, build barracks then war factory, and produce a continuous Soviet army.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":130,\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":141}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1182, "completion_tokens": 313, "total_tokens": 1495, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1180, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0007381, "upstream_inference_prompt_cost": 0.00032494, "upstream_inference_completions_cost": 0.00041316}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Power is critically low and the base has no combat force, so place the completed power plant immediately, then establish barracks and vehicle production. Keep both harvesters mining while rebuilding toward tanks and scouting the enemy start.", "notes": "Base centered near (12,16); enemy infantry was last seen at (16-19,13-16). Restore power, build barracks then war factory, and produce a continuous Soviet army.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "barr"}, {"do": "place", "item": "barr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}, {"do": "place", "item": "weap"}, {"do": "rally", "building": 130, "x": 20, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 141}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "place barr: nothing READY TO PLACE with that type", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "place weap: nothing READY TO PLACE with that type", "rally #130: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 6600, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 3600, "army_value": 0, "income": 4500, "experience": 4, "order_count": 27}}
{"tick": 6601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1001 + stored ore $485 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $14000, army $8100, killed $6600 (1 units, 5 bldgs), lost $400 (2 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Infantry: e3 88%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (57) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x53: #134@(16,14)38%* #135@(17,16)* #136@(16,15)* #137@(17,14)* #138@(16,14)82%* #139@(17,16)* #142@(16,16)* #148@(16,14)78%* #149@(16,15)25%* #150@(16,16)* #151@(16,14)* #152@(16,15)86%* #153@(16,15)93%* #154@(16,15)87%* #155@(16,13)* #156@(17,15)* #157@(17,13)* #159@(16,14)* #160@(16,14)* #161@(17,15)* #163@(16,16)* #164@(19,15)* #165@(21,16)* #166@(24,15)* #167@(26,20)* #170@(28,22)* #171@(31,24)* #172@(34,24)* #173@(37,27)* #174@(40,24)* #175@(42,27)* #176@(47,27)* #177@(48,28)* #178@(52,28)* #179@(55,28)* #180@(59,28)* #181@(61,27)* #182@(63,26)* #183@(65,24)* #186@(71,18)* #187@(73,16)* #188@(76,13)* #189@(71,18)* #190@(73,16)* #191@(76,13)* #192@(78,13)* #193@(82,13)* #194@(84,11)* #195@(82,11)* #196@(85,11)* #197@(89,11)* #198@(91,10)* #199@(77,12)\n  e3 (Rocket Soldier) x2: #144@(17,16)* #200@(85,11)\n  harv (Ore Truck (harvester)) x2: #131@(98,13) #146@(106,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: target #122 is not a visible enemy\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (12,16) was 3% HP; all infantry are stretched from enemy base back to home. Continue targeting visible enemy buildings after fact falls; save for weap.", "raw": "{\"thoughts\":\"Our infantry mass is already spread across the enemy start and their visible structures have disappeared, suggesting the base is nearly or fully cleared. Keep continuous infantry production and converge all combat units onto the enemy start to locate and eliminate any remaining buildings.\",\"notes\":\"Enemy start/base at (12,16); 53 rifles and 2 rockets stretched between there and home. No visible enemy currently. Keep barracks rally west and save for War Factory.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":16,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1788, "completion_tokens": 352, "total_tokens": 2140, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1786, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0095623, "upstream_inference_prompt_cost": 0.0049159, "upstream_inference_completions_cost": 0.0046464}, "completion_tokens_details": {"reasoning_tokens": 184, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.67, "thoughts": "Our infantry mass is already spread across the enemy start and their visible structures have disappeared, suggesting the base is nearly or fully cleared. Keep continuous infantry production and converge all combat units onto the enemy start to locate and eliminate any remaining buildings.", "notes": "Enemy start/base at (12,16); 53 rifles and 2 rockets stretched between there and home. No visible enemy currently. Keep barracks rally west and save for War Factory.", "commands": [{"do": "rally", "building": 133, "x": 16, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 146}], "feedback": ["rally #133: ordered", "train 2x e3: queued", "attack_move: 55 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6600, "deaths_cost": 400, "units_killed": 1, "units_lost": 2, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 14000, "army_value": 5900, "income": 5950, "experience": 66, "order_count": 73}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $2000 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $400 (2 units, 0 bldgs), lost $6600 (1 units, 5 bldgs). Map explored 6.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(9,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(9,17) #141@(9,20)\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 barr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - place barr: nothing READY TO PLACE with that type\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - place weap: nothing READY TO PLACE with that type\n  - rally #130: ordered\nYOUR NOTES FROM LAST TURN: Base centered near (12,16); enemy infantry was last seen at (16-19,13-16). Restore power, build barracks then war factory, and produce a continuous Soviet army.", "raw": "{\"thoughts\":\"The Construction Yard and all production buildings appear to be gone, leaving no way to restore power or produce an army. I will use the two harvesters to scout toward the likely enemy base and attack any exposed targets while preserving whatever score is possible.\",\"notes\":\"Base near (12,16) has only refinery #130 and harvesters #132/#141; no MCV, CY, power, or production. Send harvesters toward enemy start (95,11).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[132],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[141],\"x\":75,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1235, "completion_tokens": 339, "total_tokens": 1574, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1233, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000786995, "upstream_inference_prompt_cost": 0.000339515, "upstream_inference_completions_cost": 0.00044748}, "completion_tokens_details": {"reasoning_tokens": 197, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.37, "thoughts": "The Construction Yard and all production buildings appear to be gone, leaving no way to restore power or produce an army. I will use the two harvesters to scout toward the likely enemy base and attack any exposed targets while preserving whatever score is possible.", "notes": "Base near (12,16) has only refinery #130 and harvesters #132/#141; no MCV, CY, power, or production. Send harvesters toward enemy start (95,11).", "commands": [{"do": "attack_move", "units": [132], "x": 95, "y": 11}, {"do": "attack_move", "units": [141], "x": 75, "y": 16}], "feedback": ["attack_move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 6600, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 3600, "army_value": 0, "income": 4000, "experience": 4, "order_count": 27}}
{"tick": 6801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1001 + stored ore $154 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $14300, army $8400, killed $6600 (1 units, 5 bldgs), lost $400 (2 units, 0 bldgs). Map explored 26.8%.\nPRODUCTION: Infantry: e3 98%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (58) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x53: #134@(15,15)38% #135@(15,15) #136@(14,17) #137@(16,16) #138@(13,16)82% #139@(14,16) #142@(14,16) #148@(13,16)78% #149@(14,16)25% #150@(14,16) #151@(13,15) #152@(14,16)86% #153@(15,16) #154@(15,16)87% #155@(14,15) #156@(15,16) #157@(14,15) #159@(14,15) #160@(14,15) #161@(15,16) #163@(15,16) #164@(16,16) #165@(16,16) #166@(18,16) #167@(19,16) #170@(21,17) #171@(23,18) #172@(27,17) #173@(30,20) #174@(32,17) #175@(35,20) #176@(39,21) #177@(40,22) #178@(44,22) #179@(46,24) #180@(49,28) #181@(52,27) #182@(54,28) #183@(56,28) #186@(64,25) #187@(66,23) #188@(69,20) #189@(63,25) #190@(65,23) #191@(68,20) #192@(71,20) #193@(74,19) #194@(76,17) #195@(74,18) #196@(77,16) #197@(80,11) #198@(81,10) #199@(69,20)\n  e3 (Rocket Soldier) x3: #144@(14,16) #200@(77,16) #201@(84,11)\n  harv (Ore Truck (harvester)) x2: #131@(103,24) #146@(102,17)\nVISIBLE ENEMY UNITS (2):\n  #132 harv@(19,18) 49%, #141 harv@(18,20) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #130 proc@(9,16) 91%\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - train 2x e3: queued\n  - attack_move: 55 units\nYOUR NOTES FROM LAST TURN: Enemy start/base at (12,16); 53 rifles and 2 rockets stretched between there and home. No visible enemy currently. Keep barracks rally west and save for War Factory.", "raw": "{\"thoughts\":\"Our infantry mass is already inside the enemy start area and only their refinery remains visible; finish it while continuing the westward sweep. Preserve cash for a War Factory as soon as income reaches $2000.\",\"notes\":\"Enemy base centered (12,16); visible refinery #130 and two harvesters nearby. Infantry attack column spans enemy base to home; barracks has rocket/rifle queue active.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":130},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":8,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":14,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1828, "completion_tokens": 321, "total_tokens": 2149, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1826, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0092631, "upstream_inference_prompt_cost": 0.0050259, "upstream_inference_completions_cost": 0.0042372}, "completion_tokens_details": {"reasoning_tokens": 144, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.89, "thoughts": "Our infantry mass is already inside the enemy start area and only their refinery remains visible; finish it while continuing the westward sweep. Preserve cash for a War Factory as soon as income reaches $2000.", "notes": "Enemy base centered (12,16); visible refinery #130 and two harvesters nearby. Infantry attack column spans enemy base to home; barracks has rocket/rifle queue active.", "commands": [{"do": "attack", "units": "all_army", "target": 130}, {"do": "attack_move", "units": "idle_army", "x": 8, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 14, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 146}], "feedback": ["attack: 56 units", "attack_move: no valid unit ids of yours", "stance: 56 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6600, "deaths_cost": 400, "units_killed": 1, "units_lost": 2, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 14300, "army_value": 6200, "income": 4950, "experience": 66, "order_count": 75}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $2000 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $400 (2 units, 0 bldgs), lost $6600 (1 units, 5 bldgs). Map explored 7.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(9,16) 91%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(19,18)49% #141@(18,20)\nVISIBLE ENEMY UNITS (26):\n  #136 e1@(14,17) 100%, #137 e1@(16,16) 100%, #138 e1@(13,16) 82%, #139 e1@(14,16) 100%, #142 e1@(14,16) 100%, #144 e3@(14,16) 100%, #148 e1@(13,16) 78%, #149 e1@(14,16) 25%, #150 e1@(14,16) 100%, #151 e1@(13,15) 100%, #152 e1@(14,16) 86%, #153 e1@(15,16) 100%, #154 e1@(15,16) 87%, #155 e1@(14,15) 100%, #156 e1@(15,16) 100%, #157 e1@(14,15) 100%, #159 e1@(14,15) 100%, #160 e1@(14,15) 100%, #161 e1@(15,16) 100%, #163 e1@(15,16) 100%, #164 e1@(16,16) 100%, #165 e1@(16,16) 100%, #166 e1@(18,16) 100%, #167 e1@(19,16) 100%, #170 e1@(21,17) 100%, #171 e1@(23,18) 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 near (12,16) has only refinery #130 and harvesters #132/#141; no MCV, CY, power, or production. Send harvesters toward enemy start (95,11).", "raw": "{\"thoughts\":\"Our base has been overrun and no Construction Yard remains, so production and rebuilding are impossible. Send both ore trucks away from the enemy infantry to preserve assets and scout toward the likely enemy base.\",\"notes\":\"No CY or power; refinery only. Enemy infantry mass is at our base around (14,16). Harvesters #132 and #141 are the remaining assets; retreat/scout east.\",\"commands\":[{\"do\":\"move\",\"units\":[132,141],\"x\":30,\"y\":20},{\"do\":\"stance\",\"units\":[132,141],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1471, "completion_tokens": 257, "total_tokens": 1728, "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": 0.000743655, "upstream_inference_prompt_cost": 0.000404415, "upstream_inference_completions_cost": 0.00033924}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.89, "thoughts": "Our base has been overrun and no Construction Yard remains, so production and rebuilding are impossible. Send both ore trucks away from the enemy infantry to preserve assets and scout toward the likely enemy base.", "notes": "No CY or power; refinery only. Enemy infantry mass is at our base around (14,16). Harvesters #132 and #141 are the remaining assets; retreat/scout east.", "commands": [{"do": "move", "units": [132, 141], "x": 30, "y": 20}, {"do": "stance", "units": [132, 141], "stance": "return_fire"}], "feedback": ["move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 6600, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 3600, "army_value": 0, "income": 4000, "experience": 4, "order_count": 27}}
{"tick": 7001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $930 + stored ore $395 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $14800, army $8900, killed $8000 (1 units, 6 bldgs), lost $500 (3 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Infantry: e1 26%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(92,12) 100%, #129 proc@(90,15) 100%, #133 tent@(93,9) 100%, #145 proc@(98,11) 100%, #158 powr@(97,15) 100%\nYOUR UNITS (59) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x52: #134@(14,16)38%* #135@(15,15)* #136@(14,17)* #137@(15,17)* #138@(13,16)82%* #139@(14,16)* #142@(14,17)* #148@(14,17)78%* #149@(14,17)25%* #150@(14,17)* #151@(13,15)* #152@(14,16)86%* #153@(15,16)* #154@(15,16)87%* #155@(14,15)* #156@(14,16)* #157@(14,15)* #159@(14,15)* #160@(14,15)* #161@(15,16)* #163@(14,16)* #164@(14,18)* #165@(14,18)* #166@(14,18)* #167@(14,18)* #170@(14,18)* #172@(16,16) #173@(19,19) #174@(22,17) #175@(24,19) #176@(30,19)* #177@(30,21) #178@(34,22) #179@(36,24) #180@(38,27) #181@(41,26) #182@(44,27) #183@(46,28) #186@(54,28) #187@(57,28) #188@(61,27)* #189@(54,28) #190@(57,28) #191@(61,27)* #192@(63,26) #193@(66,23) #194@(68,21) #195@(66,23) #196@(68,21) #197@(72,17) #198@(73,16) #199@(62,27)\n  e3 (Rocket Soldier) x5: #144@(15,17)* #200@(68,21) #201@(75,14) #202@(83,11) #203@(92,10)\n  harv (Ore Truck (harvester)) x2: #131@(102,24) #146@(99,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 56 units\n  - attack_move: no valid unit ids of yours\n  - stance: 56 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base centered (12,16); visible refinery #130 and two harvesters nearby. Infantry attack column spans enemy base to home; barracks has rocket/rifle queue active.", "raw": "{\"thoughts\":\"The infantry assault has erased much of the enemy base but no structures remain visible, so I will keep the whole combat force sweeping the known enemy start while preserving funds for a War Factory. Harvesters should remain actively mining.\",\"notes\":\"Enemy start/base was around (12,16); 6 enemy buildings destroyed and no visible enemies now. Save for War Factory, keep army sweeping west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"rally\",\"building\":133,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1801, "completion_tokens": 493, "total_tokens": 2294, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1799, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01145925, "upstream_inference_prompt_cost": 0.00495165, "upstream_inference_completions_cost": 0.0065076}, "completion_tokens_details": {"reasoning_tokens": 332, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.95, "thoughts": "The infantry assault has erased much of the enemy base but no structures remain visible, so I will keep the whole combat force sweeping the known enemy start while preserving funds for a War Factory. Harvesters should remain actively mining.", "notes": "Enemy start/base was around (12,16); 6 enemy buildings destroyed and no visible enemies now. Save for War Factory, keep army sweeping west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 146}, {"do": "rally", "building": 133, "x": 12, "y": 16}], "feedback": ["attack_move: 57 units", "stance: 57 units", "rally #133: ordered"], "stats": {"win_state": "Won", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8000, "deaths_cost": 500, "units_killed": 1, "units_lost": 3, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 14800, "army_value": 6700, "income": 5450, "experience": 80, "order_count": 75}}
{"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 ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2041 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $0, army $0, killed $500 (3 units, 0 bldgs), lost $8000 (1 units, 6 bldgs). Map explored 12.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (13):\n  #177 e1@(30,21) 100%, #178 e1@(34,22) 100%, #179 e1@(36,24) 100%, #180 e1@(38,27) 100%, #181 e1@(41,26) 100%, #182 e1@(44,27) 100%, #192 e1@(63,26) 100%, #193 e1@(66,23) 100%, #194 e1@(68,21) 100%, #195 e1@(66,23) 100%, #196 e1@(68,21) 100%, #200 e3@(68,21) 100%, #202 e3@(83,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: No CY or power; refinery only. Enemy infantry mass is at our base around (14,16). Harvesters #132 and #141 are the remaining assets; retreat/scout east.", "raw": "{\"thoughts\":\"All units and buildings have been destroyed, leaving no MCV or production capability. The game is effectively lost; no actionable orders remain.\",\"notes\":\"No units, buildings, harvesters, or construction yard remain.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1262, "completion_tokens": 114, "total_tokens": 1376, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1260, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00049742, "upstream_inference_prompt_cost": 0.00034694, "upstream_inference_completions_cost": 0.00015048}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.48, "thoughts": "All units and buildings have been destroyed, leaving no MCV or production capability. The game is effectively lost; no actionable orders remain.", "notes": "No units, buildings, harvesters, or construction yard remain.", "commands": [], "feedback": [], "stats": {"win_state": "Lost", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 500, "deaths_cost": 8000, "units_killed": 3, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 0, "army_value": 0, "income": 3500, "experience": 5, "order_count": 27}}
